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Fallen Edelgard

Analysis by lordhelpme
Fallen Edelgard - Hegemon Husk

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
184
HP 45
ATK 42
SPD 14
DEF 44
RES 39

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 20 11 3 10 8
Middle 21 12 4 11 9
High 22 13 5 12 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 42 39 11 40 36
Middle 45 42 14 44 39
High 48 46 18 47 43

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

change da world my final message (Mixed Phase Juggernaut)

Build by lordhelpme
Recommended
Twin-Crest Power A Atk/Res Unity
Alternate: Atk/Def Ideal 4
Positional Assist B Armored Wall
Bonfire C Joint Drive Atk
Alternate: Armored Stride 3
IVs

+ATK / -SPD

SAtk/Def Solo 3

Show Explanation/Analysis

Weapon: Twin-Crest Power

Assist: Positional Assist / Flexible

Special: Bonfire / Ignis 

Passive A: Atk/Res Unity / Atk/Def Unity / Atk/Def Ideal / Solo Skills / Svalinn Shield

Passive B: Armored Wall

Passive C: Joint Drive Atk / Armored Stride / Pulse Smoke / Flexible

Sacred Seal: Atk/Def Solo / Fierce Stance / Sturdy Stance / Mystic Boost / Quickened Pulse

  • Fallen Edelgard’s entire kit was tailor-made for mixed phase applications, boasting exceptional combat performance regardless of whether on the offensive or defensive. She covets a +ATK IV over all her other options to maximize her damage potential, as her inability to perform follow-up attacks makes landing one-shots a priority and her PRF skills already cover her survivability very well. 
  • Bonfire will usually be her Special of choice as it couples nicely with her monstrous Defense and can consistently be activated in each counterattack in the Enemy Phase thanks to Armored Wall’s Breath effect. For greater burst in her first combat, using Ignis with Quickened Pulse seal is an option; this is typically overkill, but may be worth considering if physically bulky frontliners are commonly faced. Healing Specials are usually unnecessary outside of trying to consistently maintain Atk/Def Ideal active.
  • Since transforming provides a Distant Counter effect for free, Fallen Edelgard is free to equip other A skills of which she has several to choose from:
    • Atk/Res Unity and Atk/Def Unity are particularly powerful for Aether Raids Offense due to the commonality of debuffs (from enemy skills and/or structures), instead letting Edelgard freely absorb them for even more stat dominance.
    • Her base Atk/Def Ideal is a solid candidate that simultaneously boosts two of her key stats, offering the greatest potential boosts of any A skill currently available. However, since maintaining her at full HP is not always a guarantee, Fallen Edelgard can also opt for a Solo skill of her choice as they simply require her to not have any adjacent allies to activate. 
    • If armor-effective damage is a particularly strong concern, she could also opt for Svalinn Shield to eliminate this entirely. While it may seem too detrimental to avoid going for a stat-boosting skill, Fallen Edelgard’s statline and unique skills are strong enough that this actually doesn’t come at too much of a cost, especially at higher merge levels. 
    • It’s worth noting that since Armored Wall provides both a Breath effect and Guard, Breath or Stance 4 skills are not recommended as they will prove redundant.
  • Joint Drive Atk is an excellent C skill that further builds upon Fallen Edelgard’s damage and OHKO potential, though her native Armored Stride is always a solid choice to make it easier for her to initiate against a given foe. Pulse Smoke is a great AR-O pick for counterplay against Infantry Pulse compositions, though her various bulk enhancements may make it such that she can simply facetank such threats. 
  • Ideally, Fallen Edelgard’s Sacred Seal should be something that enhances her stats, with Solo skills being particularly compelling choices due to their dual phase functionality. Mystic Boost is a more defensive option that grants even more post-combat healing (as it stacks with Armored Wall) and makes healers a non-issue.

feet heels for days (Galeforce / Player Phase Offensive)

Build by lordhelpme
Recommended
Twin-Crest Power A Atk/Def Ideal 4
Alternate: Atk/Def Solo (3 or 4)
Positional Assist B Armored Wall
Galeforce C Armored Stride 3
Alternate: Def Smoke 3
IVs

 +ATK / -SPD

SDeath Blow 3

Show Explanation/Analysis

Weapon: Twin-Crest Power

Assist: Positional Assist / Flexible

Special: Galeforce

Passive A: Atk/Def Ideal / Atk/Def Solo / Death Blow / Heavy Blade 4

Passive B: Armored Wall / Wings of Mercy

Passive C: Armored Stride / Def Smoke / Savage Blow / Flexible

Sacred Seal: Death Blow / Atk/Def Solo / Quickened Pulse / Heavy Blade

  • Alternatively, Fallen Edelgard can choose to center her playstyle more around the unique secondary action effect of Twin-Crest Power (akin to Raging Storm) by stacking this with the actual Galeforce Special; if activated, this combination enables her to move three times by herself before accounting for refresher support. Increasing her Attack with an IV is once again preferred since maximizing damage is still ideal. 
  • Thanks to Twin-Crest Power’s reduction to her Special cooldown and Armored Wall’s accelerated cooldown effect, activating Galeforce is surprisingly simple despite Edelgard’s inability to double: her first initiation reduces its cooldown to two, Twin-Crest Power provides another action, and then Galeforce’s cooldown is fully reduced after she attacks another nearby foe. 
    • This is, however, under the assumption that there are no Guard effects in play; if there are, the aforementioned strategy will leave Galeforce’s cooldown at two instead of fully charging it. To mitigate this, one can further reduce its base cooldown by either using the Quickened Pulse seal and/or support from certain allies like Velouria’s Wolfpup Fang and Rafiel’s Groom Wings
    • Within the context of Aether Raids Offense, to ensure that she can actually gain close proximity to her foes to commence the Galeforce chain, one should either use an Assist like Smite on Fallen Edelgard or pair her with Leila (who can weaken foes and then swap positions via the effects of her Constant Dagger). 
    • There is also the option of running Fallen Edelgard with a Wings of Mercy beacon like Ninja Lyn, though this would require running Heavy Blade as an A skill or Sacred Seal due to swapping out Armored Wall for Wings of Mercy; whether this is preferable is ultimately up to personal choice. 
  • Fallen Edelgard’s base Atk/Def Ideal works well if using Armored Wall, offering her the strongest offensive boost of any A skill currently available if she is at full HP and has a bonus. If maintaining these conditions consistently seems unwieldy, she can opt for Atk/Def Solo or Death Blow. Heavy Blade 4 is only a candidate if using a Wings of Mercy strategy as previously mentioned. 
  • Armored Stride works excellently to offset her otherwise poor mobility (which is crucial for a Player Phase oriented setup) without needing ally support. If deemed unnecessary regardless or if she has some other means of obtaining extra movement, Def Smoke and Savage Blow work excellently to increase her chances of OHKOing her foes. 

Strengths

Twin-Crest Power

Her exclusive weapon’s combination of a substantial debuff to her foe’s Attack and innate Wary Fighter effect makes Fallen Edelgard exceptionally bulky and though she does lack the ability to perform follow-up attacks as a result, the additional Defense debuff Twin-Crest Power applies greatly increases her chances of simply killing her foe in one hit (thus eliminating the need to double altogether). This is further enhanced by its Slaying effect as it allows her quicker access to potentially devastating Special activations.

Further, Twin-Crest Power also carries a variation of her Legendary version’s signature Raging Storm, granting her an automatic second action as long as she initiates while transformed. This is extremely valuable as it offers Edelgard more options than otherwise possible (as she can simply KO an already weakened foe, advance to kill another, or even just retreat), and actually stacks with Galeforce to allow for potentially three separate actions by herself in one Player Phase without accounting for refresher support. Overall, a very impressive weapon.

Armored Wall

Her Twin-Crest Power alone seemingly wasn’t enough to satisfy the fallen emperor as Edelgard was also blessed with a unique B skill of her own: Armored Wall. Not only does it provide a Special Fighter effect with a more lenient HP threshold (which lends itself well for both offensive and defensive purposes), but it more importantly grants a free 40% damage reduction from the first hit she receives in either phase. 

This alongside an automatic 7 HP heal after each combat in tandem with the various survivability boosts of her PRF and her innate bulk makes Fallen Edelgard ridiculously difficult to take down. Moreover, this should typically prove sufficient to keep her at high levels of HP such that she typically won’t need a healing Special, allowing her to leverage her Slaying and Special Fighter effects to instead maximize her damage. 

Armored Beast Benefits

Fallen Edelgard enjoys the ability to transform considerably since as an armored beast unit, her transformation lets her counterattack regardless of distance through an automatic Distant Counter effect; this further bolsters her versatility and lets her equip a regular A skill instead for greater stat superiority. Additionally, Fallen Edelgard’s armored beast status gives her access to two kinds of class-exclusive buff support and a hefty boost to her BST, which also lets her score quite well in Colosseum modes given her two PRF skills.

Phenomenal Statline

The extra helping of stats Fallen Edelgard received from her armored typing certainly did not go to waste as her statline is extremely optimized for her unique strengths. With an ample HP pool and stellar base values in Attack, Defense, and Resistance, she is more than well-suited to both take and deal damage — a quality that is only augmented by Twin-Crest Power and Armored Wall. 

Colorless Coverage

Fallen Edelgard’s colorless status is the icing on the cake as it guarantees neutral match-ups across the board with the exception of units with Raven effects, supplementing her overwhelming combat capability with great consistency.

Weaknesses

Reliant on Transformation to Function

Fallen Edelgard is more than capable of mitigating virtually all the drawbacks associated with those of her archetype, but some of her more powerful advantages — namely her innate Distant Counter access, automatic Galeforce effect, and 40% damage reduction — are directly tied to her transformation. This means that any instance of her not being able to transform will drastically reduce much of her overall effectiveness.

However, do note that this is more of a nitpick than anything. Maintaining her transformation itself is relatively simple in most cases (especially if she’s fielded with other beast or dragon units) and shouldn’t be much of an issue; this is just something worth keeping in mind nevertheless. 

Ugly Sprite

The real drawback to using Fallen Edelgard is seeing her Hegemon sprite all the time. Seriously, I get that it’s fitting and all, but still. Also why is she wearing heels while transformed??? Does she have somewhere to be after destroying the world?

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Armored)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.

Learns by default at 1 ★
Unlocks at 1 ★
50 1 4
Yearling (Arm.)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.

Learns by default at 3 ★
Unlocks at 2 ★
100 1 6
Adult (Armored)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range.

Learns by default at 4 ★
Unlocks at 3 ★
200 1 9
Twin-Crest Power

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and unit can counterattack regardless of foe's range.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 2 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Bonfire

Boosts damage dealt by 50% of unit's Def.

Learns by default at 3 ★
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Def Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+3 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 2 ★
60
A
Atk/Def Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+4 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
120
A
Atk/Def Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+5 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
240
A
Atk/Def Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Def+2 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
300
A
Armored Wall

At start of combat, if unit's HP ≥ 25%, grants Special cooldown charge +1 to unit, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat.  During unit's first combat in player phase or enemy phase, at start of combat, if unit's HP ≥ 25% while transformed, reduces damage from foe's first attack by 40%.

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Armored Stride 1

At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

Only inheritable by Armored Sword, Lance, Axe & Beast units.
Unlocks at 1 ★
60
C
Armored Stride 2

At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

Only inheritable by Armored Sword, Lance, Axe & Beast units.
Unlocks at 2 ★
120
C
Armored Stride 3

At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

Only inheritable by Armored Sword, Lance, Axe & Beast units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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