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Analysis by Maskilraid
Fae - Divine Dragon

3-4

Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 46
ATK 33
SPD 28
DEF 25
RES 30

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 15 4 3 5 7
Middle 16 5 4 6 8
High 17 6 5 7 9

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 43 30 25 22 26
Middle 46 33 28 25 30
High 50 36 31 29 33

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

*ANGRY CHICKEN NOISES* (Aether Raids Offense)

Build by Maskilraid
Recommended
Eternal Breath (+Eff) A Distant Counter
Reposition B Null Follow-Up 3
Alternate: Null C-Disrupt 3
Noontime
Alternate: Aether
C Joint Drive Spd
Alternate: Pulse Smoke 3
IVs

+SPD -HP

SSpd/Res Solo 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Eternal Breath (+Eff)

Assist: Reposition

Special: Noontime / Aether

Passive A: Distant Counter

Passive B: Null Follow-Up / Null C-Disrupt

Passive C: Joint Drive Spd / Pulse Smoke / Infantry Pulse

Sacred Seal: Spd Res Solo / Quick Riposte / Mirror Stance

  • Eternal Breath provides buffs to both Fae herself and her ally. This meant that when creating a team for Fae specifically in Aether Raids Offense, players can choose to not run other sources of visible buffs. This opens up for other forms of support, most notably in-combat buffs such as Drives and Distant Guard should a player choose to run Fae as the main unit.
  • As Fae is still a launch unit, she will struggle to compete against more modern units such as Bramimond, Thrasir, and Resplendent Eliwood. Bringing a second unit that can cover for Fae’s lack of performance in those matchups is ideal for Fae to succeed. 
  • Eternal Breath’s cooldown acceleration on damage is helpful for 2 cooldown specials such as Aether if a player wishes to get it at every fight, or Aether for every other fight. The latter is reminiscent of the old typical Steady Breath build. Distant Counter for this build is likely to be a non-negotiable due to the prevalence of ranged units in the current landscape.
  • Due to Fae’s relatively mediocre speed in the modern context, some work needs to be done to ensure that follow-ups are less likely to happen. This can come from the Sacred Seal with SPD RES Solo, C skill with Joint Drive SPD, or even switching the IV for SPD. Null Follow-Up is helpful to combat against guaranteed doubles from Bramimond.

YOU GET A BUFF, YOU GET A BUFF, CHEEP CHEEP (Arena Support)

Build by Maskilraid
Eternal Breath (+Eff) A G Duel Infantry 3
Alternate: Distant Counter
Rally Spd/Def+
Alternate: Rally Up Spd+
B Sudden Panic 3
Alternate: Wrath 3
Blue Flame
Alternate: Aether
C Joint Drive Atk
Alternate: Time's Pulse 3
IVs

+ATK -HP

SDrive Atk 2
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Eternal Breath (+Eff)

Assist: Rally + / Rally Up + / Reposition

Special: Blue Flame / Aether

Passive A: G Duel Infantry / Distant Counter

Passive B: Sudden Panic / Wrath

Passive C: Joint Drive Atk / Joint Drive Spd /  Time’s Pulse

Sacred Seal: Drive ATK / ATK DEF Bond  

  • Unfortunately, the efficacy of Fae’s Eternal Breath specifically in the arena is questionable at best. This is because of the lack of positional movement skills with a higher SP cost. This meant that not only does Fae needs to run a Rally skill (which is about as stupid as running Distant Counter with Lightning Breath), the buffs gained from Eternal Breath could also be obtained from running Rallies on her allies anyway.
  • As Fae needs to run G Duel Infantry, she would be without Distant Counter. The generally increased presence of ranged units from Legendaries and Duo units makes her a difficult proposition to outfit her with any form of combat skills. Should a player ignores the scoring requirements, the focus can be simply a one-shot build using a combination of Wrath, Time’s Pulse, and Blue Flame. This ensures that Fae could activate Blue Flame off on 1 retaliation hit per enemy phase. 
  • The rest of the build tries to specifically make Fae into pure-bred support in the arena. Sudden Panic is extremely useful due to the prevalence of Rally skills in the enemy team. Fae’s high base HP along with G Duel Infantry granting HP makes her a prime user for the skill.

Strengths

Eternal Breath

Eternal Breath’s condition is extremely easy to maintain. She grants herself and her allies +5 to all stats by having her allies to be within 2 spaces of her. Although there are other sources of visible buffs with a higher payoff such as those of Tactic and Link skills, Eternal Breath thrives in its simplicity. The cooldown acceleration on damage for Fae is also a welcomed addition, as it either allows Fae to charge up a 2 turn cooldown special at every single retaliation hit in the enemy phase, Fae can charge a 5 turn cooldown at every alternate hit.

Infantry

As an infantry unit, Fae can leverage powerful B skill options such as Null Follow-Up, Null C-Disrupt, and Special Spiral. Wrath is also an option if Fae needs an extra bump in firepower. 

Accessibility

Fae is a unit that is generally not difficult to come by due to her low rarity. As the buffs from Eternal Breath comes from her base weapon rather than her refine, Fae is a strong candidate for any newer players to have visible buffs on their team if they lack the resources to inherit visible buffing skills such as rallies, tactics, and links.

Good Mixed Bulk

Fae has good HP and Resistance and decent Defense. This enables Fae to be a rather durable unit in the enemy phase.

Weaknesses

Suboptimal stat distribution

As a unit available from launch, Fae’s stat distribution is not very well optimized compared to modern units. In particular, most launch units had the tendency of having too much HP, which can be argued to be the worst stat to have as it is effectively halved if the opponent follows-up. Unfortunately, Fae falls into this category; too much HP and too little SPD. 

Dragon Woes

While Dragons recently received some help in the form of inheritable weapons and new skill (Dragon’s Ire), barring Spring Idunn’s Duo Skill, Fae is weak to dragon-effective weapons. The unfortunate reality is that these effective weapons are extremely common in the game, and Fae will need to be extremely cautious when running into such users.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Light BreathGrants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates.
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
300 1 9
Light Breath+Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates.
Learns by default at 5 ★
Unlocks at 5 ★
Only inheritable by Dragon units.
300 1 13
Eternal BreathAt start of turn, if an ally is within 2 spaces of unit, grants Atk/Spd/Def/Res+5 to unit and allies within 2 spaces for 1 turn. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Draw BackUnit moves 1 space away from target ally, who moves to unit's former position.
Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Renewal 1At the start of every fourth turn, restores 10 HP.
Inheritable by all units.
60
B
Renewal 2At the start of every third turn, restores 10 HP.
Inheritable by all units.
Unlocks at 3 ★
120
B
Renewal 3At the start of every second turn, restores 10 HP.
Inheritable by all units.
Unlocks at 4 ★
240
B
Threaten Atk 1Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
50
C
Threaten Atk 2Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
100
C
Threaten Atk 3Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade

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