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Analysis by lordhelpme
Erinys - Earnest Knight

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 39
ATK 37
SPD 41
DEF 32
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 6 10 9 5
Middle 17 7 11 10 6
High 18 8 12 11 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 34 38 28 20
Middle 39 37 41 32 23
High 42 41 45 35 26

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Skill Sets

Comet Drive (General Offensive / Damage Focus)

Build by lordhelpme
Recommended
Silesse Frost A Atk/Spd Solo (3 or 4)
Alternate: Sturdy Impact
Positional Assist B Dive-Bomb 3
Glimmer
Alternate: Luna
C Atk/Def Rein 3
Alternate: Goad Fliers
IVs

+ATK or +SPD / -RES

SHeavy Blade 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Silesse Frost

Assist: Positional Assist / Flexible

Special: Glimmer / Luna / Moonbow / Bonfire

Passive A: Atk/Spd Solo / Impact Skills / Swift Sparrow / Atk/Spd Push 

Passive B: Dive-Bomb / Chill Skills / Aerobatics / Flier Formation

Passive C: Rein Skills / Joint Drive Skills / Flier Buffs / Flexible

Sacred Seal: Heavy Blade / Atk/Spd Solo / Swift Sparrow / Death Blow / Atk/Def Solo

  • Erinys’ stellar base offensive stats combined with her Silesse Frost makes a purely damage-focused build quite attractive. She will greatly benefit from receiving a +ATK or +SPD IV here to further supplement her damage ceiling—and with both being four-point Assets, either can be put to fantastic use.
  • Glimmer and Moonbow are fantastic Special options when equipped with the Heavy Blade Sacred Seal, as this quickly allows Erinys to fire them off on her second hit—and potentially her fourth hit with quad-strike setups—in every engagement that Heavy Blade procs. If using another Sacred Seal is being used or if simply wanting a higher damage ceiling, Luna and Bonfire are strong alternatives. 
  • Most standard offensive A slot skills will work here to frontload as much damage as possible; those that boost both Attack and Speed are generally preferable, but Sturdy Impact and Mirror Impact are notable exceptions for their ability to make initiations much safer while still enhancing her raw damage.
  • Erinys can make fantastic use of Dive-Bomb to quickly unleash a flurry of four strikes —akin to Desperation but without requiring her to take damage beforehand—and maximizes her killing effectiveness, though it does disallow the use of skills like Fury and Atk/Spd Push. More readily available alternatives include Chill skills and movement-based skills like Aerobatics and Flier Formation
  • The Earnest Knight’s C skill is entirely flexible, but skills that help her push her damage higher like her base Atk/Def Rein and Joint Drives (which also provide support to her allies) work best. Flier buffs are also excellent when using Erinys within class-exclusive compositions. For her Sacred Seal, Heavy Blade or virtually any offense-enhancing ability is recommended. 

Wind of Bravery’s Spark (Aether Raids Offense / Galeforce)

Build by lordhelpme
It's Curtains...+ (+Atk)
Alternate: Silesse Frost
A Heavy Blade 4
Positional Assist B Wings of Mercy 3
Alternate: Hit and Run
Galeforce C Atk Smoke 3
Alternate: Atk/Def Rein 3
IVs

+ATK / -RES

SQuickened Pulse

Show Explanation/Analysis

Weapon: It’s Curtains…+ (+ATK) / Silesse Frost

Assist: Positional Assist / Flexible

Special: Galeforce

Passive A: Heavy Blade 4 

Passive B: Wings of Mercy / Hit and Run

Passive C: Smoke Skills / Odd Tempest / Joint Drive Skills / Flexible

Sacred Seal: Quickened Pulse 

  • Although this build retains an aggressive Player Phase approach, the focus is centered around Erinys’ performance specifically within Galeforce-centric compositions for use in Aether Raids Offense—rather than general gameplay. A +ATK IV is coveted over all else to ensure her Heavy Blade activations, as this is crucial to her functionality. 
  • The main purpose of this set is to leverage Galeforce’s self-refreshing quality to have Erinys and her allies quickly neutralize the opposing Defense team during the Player Phase. This, however, comes with the caveat of having to work around Galeforce’s lengthy cooldown, which can be approached a few different ways. 
    • For maximum efficacy and self-sufficiency, trading out Erinys’ Silesse Frost for an Attack-refined It’s Curtains… enables her to drop down Galeforce’s cooldown to three—and with Heavy Blade and the Quickened Pulse Sacred Seal, she can activate it in a single hit as long as Heavy Blade activates. 
    • If neither It’s Curtains… nor Velouria’s Wolfpup Fang support is available, one can keep her Silesse Frost and try to have Erinys activate Galeforce in two hits instead by maintaining the Heavy Blade + Quickened Pulse combination. 
    • However, this is much riskier because 1) she will almost always need to be the second person to enter the Galeforce chain since Silesse Frost’s Brave effect requires her support partner nearby and 2) Erinys’ high offense power may end up having her kill the engaged foe in one hit before Galeforce fully charges. 
  • Wings of Mercy is a prime B skill choice to get close to the enemy team without needing outside assistance (such as from an Assist like Smite), though a displacement skill like Hit and Run may also be worth considering to quickly retreat after activating Galeforce.
  • Smoke skills—and to an extent, Savage Blow—are a natural choice to improve the quality of Erinys’ subsequent matchups, as are Joint Drive Skills to mutually buff herself and nearby allies in the Galeforce chain. Although rare, dedicated Erinys fans may find Odd Tempest an interesting choice to grant her cavalry-esque mobility with the advantage of being unhampered by terrain, though this is unnecessary if using something like Duo Palla in the same team.

Strengths

Silesse Frost

The Earnest Knight’s exclusive Silesse Frost defines her playstyle through its exemplary Player Phase might, providing a Brave effect upon initiating as long as she’s within two spaces of her support partner—and unlike normal Brave weapons, Silesse Frost doesn’t detract from any of her stats and actually enhances her offenses by an ample amount. Its effect is fairly simple, but rather effective at its intended purpose.

Exceptional Offensive Statline

Erinys can unsurprisingly leverage her Silesse Frost quite well thanks to her statline’s impressive offensive lean. With a combination of 37 Attack and 41 Speed, her damage potential is already admirable at base—elevated further by her weapon’s accompanying boosts and her access to four-point Assets in both stats. 

Flying Benefits

Her flying status reaps several benefits to her overall performance, including flexible mobility, class-exclusive buff support, and the ability to equip useful flier-exclusive abilities such as Aerobatics and the Rein skill line. Further, since she also happens to be melee, Erinys can access Dive-Bomb and Odd Tempest as well for further Player Phase dominance. 

Weaknesses

Poor Resistance

Erinys suffers greatly when facing off against opposing magical damage dealers due to her poor base Resistance coupled with her unassuming HP pool; this places her at risk of losing substantial health from even one of their attacks. Her offensive lean also makes this especially troublesome to deal with during the Enemy Phase. 

Flying Drawbacks

Although she certainly appreciates the strength her flying status provides, Erinys does face some detriments because of it as well. This includes a debilitating weakness to flier-effective damage—the likes of which are rather prominent with how many archers are in the game—and somewhat disappointing B skill access, as she would have benefitted immensely from powerful options like Null Follow-Up and Lulls. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Silesse FrostGrants Atk+3. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+6 to unit during combat, and also, if unit is within 2 spaces of support partner and initiates combat, unit attacks twice.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Harsh CommandConverts penalties on target into bonuses.
Learns by default at 4 ★
1 150
Harsh Command+Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
1 400

Passive Skills

Passive Skills SP Slot
B Duel Flying 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Flying Only
Unlocks at 2 ★
70
A
B Duel Flying 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Flying Only
Unlocks at 3 ★
150
A
B Duel Flying 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stats total calculation excludes any values added by merges and skills.)
Flying Only
Unlocks at 4 ★
300
A
B Duel Flying 4Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Blue Flying units only.
Unlocks at 5 ★
300
A
Chill Spd 1At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Unlocks at 1 ★
60
B
Chill Atk/Spd 1At start of turn, inflicts Atk/Spd -3 on foe on the enemy team with the highest Atk+Spd total through its next action.
Inheritable by all units.
Unlocks at 2 ★
120
B
Chill Atk/Spd 2At start of turn, inflicts Atk/Spd -5 on foe on the enemy team with the highest Atk+Spd total through its next action.
Inheritable by all units.
Unlocks at 4 ★
240
B
Atk/Def Rein 1Inflicts Atk/Def-2 on foes within 2 spaces during combat.
Flying Only
Unlocks at 3 ★
60
C
Atk/Def Rein 2Inflicts Atk/Def-3 on foes within 2 spaces during combat.
Flying Only
Unlocks at 4 ★
120
C
Atk/Def Rein 3Inflicts Atk/Def-4 on foes within 2 spaces during combat.
Flying Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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