- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Fae - Divine Dragon |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 4 | 3 | 5 | 7 |
Middle | 16 | 5 | 4 | 6 | 8 |
High | 17 | 6 | 5 | 7 | 9 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
🐤🐤🐤 (Support)
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Eternal Breath (+Atk) | A | G Duel Infantry 4 Alternate: HP +5 |
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Positional Assist | B | Sudden Panic 3 Alternate: Even Pulse Tie 3 |
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Moonbow Alternate: Glimmer |
C | Canto Control 3 Alternate: Infantry Pulse 3 |
IVs | +HP | S | HP +5 |
Weapon: Eternal Breath (+Atk)
Assist: Positional Assist
Special: Moonbow / Glimmer
A Passive: G Duel Infantry 4 / HP+5 / HP/Res 2
B Passive: Sudden Panic / Even Pulse Tie / Sabotage Atk
C Passive: Canto Control / Inf. Null Follow / Infantry Pulse
Sacred Seal: HP+5
- Fae’s main niche is her ability to provide visible bonuses to all stats. This can be useful as a support unit in both Aether Raids Offense and Summoner Duels. The focus of the build is to provide support on top of her weapon’s usual effects. As an Infantry unit with a rather significant HP value, Fae poised herself with the ability to provide HP support, such as either for allies with the likes of Infantry Pulse or inflicting debuffs such as Even Pulse Tie or Sudden Panic.
- The choice of C Passive is largely dependent on which mode would Fae be used. In Summoner Duels, Canto Control is likely the best form of support to prevent hit-and-run attempts on her allies, while it is likely that Aether Raids Offense would prefer other support such as providing Null Follow-Up support with Inf. Null Follow.
- The rest of the build rounds out her niche further by ensuring that she meets HP checks. G Duel Infantry 4 provides the most stats on top of providing the HP, while HP boosting skills can also be used on a budget. If a player is opting for Sabotages instead, consider Res boosting skills such as Fortress Res. instead.
- The choice of refining is largely inconsequential, with stat refining being prioritized over special refine due to having a higher HP value. One could go for the special refine, however it is unlikely to be useful as Fae would likely be taken out in single combat with a support-oriented build.
🐔🐔🐔 (Enemy Phase Specialist)
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Eternal Breath (+Eff) | A | Atk/Def Unity Alternate: Atk/Res Finish 4 |
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Positional Assist | B | Dragon's Wrath 4 Alternate: Dragon Wall 3 |
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Glimmer Alternate: Moonbow |
C | Joint Drive Atk |
IVs | +ATK -HP | S | Atk/Def Form 3 |
Weapon: Eternal Breath (+Eff)
Assist: Positional Assist
Special: Glimmer
A Passive: Atk/Def Unity / Atk/Res Finish / Distant Stance
B Passive: Dragon’s Wrath / Dragon’s Wall / Atk/Def Bulwark
C Passive: Joint Drive Atk
Sacred Seal: Atk/Def Form / Distant Counter (D)
- This build focuses on taking the foe out in a single hit. Due to Fae’s relatively low Spd compared to the modern competition, Fae is likely reliant on taking the foes out before the foe can retaliate. One possible issue is the increased prominence of Miracle effects such as the likes of Ascended Celica and Brave Seliph.
- Dragon’s Wrath provides Fae with the damage boost. On top of Eternal Breath’s cooldown acceleration on foe’s attacks, Fae can charge up Glimmer from foe’s attacks, and likely take the opponent out in one hit. The rest of the build revolves around providing Fae with enough Atk boosts to increase the scaling of Glimmer and Dragon’s Wrath. Bulwark skills are also decent options to allow Fae to protect her allies and stack more support, although it is likely that Res-based Bulwarks are ideal.
- For a more defensive option, Dragon’s Wall is also a decent option due to Fae’s decent Res and high HP, however, it is worth keeping in mind that Dragon’s Wall is weak against skills such as Deadeye and Lethality.
- Whether to counter against ranged units is also dependent on the mode; it might be worth countering ranged units if a player is opting for a super-unit strategy in Summoner Duels, while in Aether Raids Offense it might be a better idea to opt for a melee specialist approach and leverage on a Far Save unit instead.
Strengths
Eternal Breath
Eternal Breath is a decent weapon in terms of providing visible buffs. This can be useful for strategies that revolve around visible buffs, such as the likes of Brave Marth and Ascended Laegjarn where their weapons gain effects based on buffs on the team or themselves.
Infantry Perks
Fae being an Infantry unit means she can access an assortment of Passives, ranging from combat options such as Null Follow-Up and Time’s Pulse, or support options such as Sudden Panic, Even Pulse Tie, and Infantry Pulse.
High HP
Fae’s HP stat does allow her to leverage skills that rely on HP checks, such as Even Pulse Tie and Sudden Panic. Fae is also likely to be immune to such effects as well.
Accessibility
Fae is a unit that is generally not difficult to come by due to her low rarity. As the buffs from Eternal Breath come 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.
Weaknesses
Outdated Combat Capabilities
Fae’s refine outside of her support capabilities is generally weak, as it can be largely replicated with inheritable weapons from other classes. The stat boost provided in the refine is also relatively mediocre compared to the modern competition.
Old Unit Woes
Older units tend to have rather unoptimized stat distribution, and the same could be said for Fae. Even with the resplendent, Fae’s stat distribution is awkward at best for combat.
Stiff Competition
While Fae’s does provide visible buff support, this can be largely replicated by a combination of assists such as Rallies, or skills such as Tactics or Openings. Furthermore, she also has steep competition against other modern forms of support on top of visible buffs, such as the likes of Elimine with Staff of the Saint (False Start), or Medeus with Shadow Breath (En Garde).
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Grants 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.
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300 | 1 | 9 |
![]() 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.
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300 | 1 | 13 |
![]() At 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.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima |
Support Skills
Support Skills | Rng. | SP |
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![]() Unit 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 |
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![]() At the start of every fourth turn, restores 10 HP. Inheritable by all units.
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60 | B |
![]() At the start of every third turn, restores 10 HP. Inheritable by all units.
Unlocks at 3 ★ |
120 | B |
![]() At the start of every second turn, restores 10 HP. Inheritable by all units.
Unlocks at 4 ★ |
240 | B |
![]() At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 3 ★ |
50 | C |
![]() At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 4 ★ |
100 | C |
![]() At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. 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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