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Fallen Lilith

Analysis by StanTheWoz
Fallen Lilith - Silent Broodling

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
184
HP 39
ATK 40
SPD 43
DEF 29
RES 33

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 6 7 4 6
Middle 17 7 8 5 7
High 18 8 9 6 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 36 40 26 30
Middle 39 40 43 29 33
High 42 43 46 32 36

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

nothin personnel, kid (Offense)

Build by StanTheWoz
Recommended
Silent Power A Atk/Spd Catch 4
Alternate: Atk/Spd Boosting A Slot
Positional Assist B Dive-Bomb 3
Alternate: S/D Near Trace 3
Moonbow
Alternate: Glimmer
C Joint Drive Atk
Alternate: Spd/Res Rein 3
IVs

+Atk or +Spd / -Def or -HP or -Res

SBlade Session 3
Alternate: Atk/Spd Bond 3

Show Explanation/Analysis

Weapon: Silent Power

Assist: Positional Assist / flexible

Special: Moonbow / Glimmer 

IVs: +Atk or +Spd / -Def or -HP or -Res

Passive A: Atk/Spd Catch 4 / Atk/Spd Boosting A Slot

Passive B: Dive-Bomb / S/D Near Trace / Flexible

Passive C: Joint Drive Atk / Spd/Res Rein / Flexible

Sacred Seal: Blade Session / Atk/Spd Bond / Flexible

  • Lilith’s weapon, Silent Power, makes her excellent at teleporting behind her support partner and getting a KO. The rest of the skills are chosen to maximize her damage and utility. 
  • A 2-cooldown Special like Moonbow or Glimmer is ideal, so that Lilith can activate it on the second hit on the off chance that her foe can counter. Escutcheon can also be used with Dive-Bomb; if she attacks twice before her foe can counter she can charge it and take reduced damage from their counterattack. 
  • The ideal boon is +Atk or +Spd, for more power or the ability to follow-up attack against faster foes. The choice of bane is flexible, with -Res being generally the safest due to the rarity of melee units that target Res. 
  • Atk/Spd Catch 4 is Lilith’s default A skill and a fantastic choice for boosting her Atk and Spd. 
  • Dive-Bomb is a great B skill that allows Lilith to follow-up attack before her foe can counter, similar to the effects of Desperation, so long as both she and her foe are above 80% HP. A Trace skill such as S/D Near Trace can also be useful in some contexts to allow Lilith to move after combat; even after teleporting, she will still be able to move 1 space, which can be useful to retreat from enemy range, or to “trap” a unit if used in a context such as an Aether Raids Raiding Party. S/R Near Trace would be a better choice than S/D, but does not exist at the time of writing. 
  • The C skill is flexible. Joint Drive Atk can be very useful in the right context to boost Lilith’s Atk as well as that of her allies within 2 spaces. Spd/Res Rein lowers the Spd and Res of foes within 2 spaces by 4, effectively increasing Lilith’s own ability to follow-up and her damage. Her default Spd Smoke 4 can be quite useful in some contexts, but it heavily depends how she is being used and whether the after-combat effects are more useful than the in-combat effects of the prior mentioned skills. The Dodge effect as well as the Spd buff and foe Spd debuff do increase her survivability considerably, but this is not always as useful as having more damage and Spd in the first combat. 
  • The seal is flexible. Blade Session provides a potential boost of up to +9 Atk and Spd based on how many allies have acted before Lilith; it is particularly synergistic with Lilith’s kit since she almost always wants to act after her support partner to teleport nearby and get a KO. Other seals like Atk/Spd Bond provide similar benefits. 

Astral Phantom (Tank)

Build by StanTheWoz
Silent Power A Atk/Spd Catch 4
Alternate: Atk/Spd Unity
Positional Assist B Dragon's Wrath 3
Alternate: Dragon Wall 3
Moonbow
Alternate: Noontime
C Spd Smoke 4
Alternate: Spd/Res Rein 3
IVs

+Atk or +Spd / -Def or -Res

SMystic Boost 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Silent Power

Assist: Positional Assist / flexible

Special: Moonbow / Noontime

IVs: +Atk or +Spd / -Def or -Res

Passive A: Atk/Spd Catch 4 / Atk/Spd Unity / Distant Counter / Flexible

Passive B: Dragon’s Wrath / Dragon Wall

Passive C: Spd Smoke 4 / Spd/Res Rein / Flexible

Sacred Seal: Mystic Boost / Atk/Spd Solo / Iote’s Shield / Flexible

  • Lilith’s access to Null Follow-Up from her weapon and Dodge from Spd Smoke 4 allow her to function as a solid, if somewhat unconventional, tank. She can either be built to specialize in melee combat, perhaps paired with another unit using a skill like A/R Far Save, or given Distant Counter and Iote’s Shield seal to attempt to tank all ranges of units - though this is not recommended in some modes like Aether Raids. The melee specialist is generally more effective, since there are few melee units that can penetrate percentage-based damage reduction at the time of writing, while many ranged units have access to skills like Deadeye and Lethality
  • The most important thing to remember when considering this build is that Lilith must attack on player phase in order to apply the effects of Spd Smoke 4 after combat, including the Dodge effect. So, this tank build is not very effective in modes where she cannot reliably engage before tanking, such as when used against some Aether Raids defense keeps. 
  • The ideal boon is generally +Spd to ensure Lilith can reliably get damage reduction from Dodge, with +Atk being another solid choice. There is no great choice for bane, with -Res being a choice that is usually not too impactful if using Dragon’s Wrath. With Dragon Wall, -Def may be better, as Lilith wants to have at least 10 Res more than her foe in order to gain the full damage reduction. 
  • Many of Lilith’s skills for this build are relatively flexible, with the best choice depending on which units are commonly used against her and what the player has access to. Dragon’s Wrath and Dragon Wall both offer extra damage reduction, with Dragon Wall providing a larger conditional boost to damage reduction based on Lilith’s Res compared to her foe’s, while Dragon Wall also provides a damage boost to her first attack per combat when initiated on. 
  • The seal is flexible. Mystic Boost pairs very well with the damage reduction, as the 6 HP it heals after combat goes a long way if Lilith is reducing damage by 64% from the combined effects of Dodge and Dragon Wall. Other skills like Atk/Spd Solo also work well. Iote’s Shield is the recommended seal for the Distant Counter build, as without it Lilith is extremely weak to bows. 

Strengths

Silent Power

Fallen Lilith receives essentially an upgraded version of Lilith’s original weapon, with similar but more powerful effects: it allows her to move to any space within 2 spaces of her support partner. In addition, if she begins her turn within 3 spaces of her support partner, it grants both Lilith and her partner the Null Follow-Up effect, and provides her a stat boost in combat if her HP is at least 25%. With this weapon, Lilith becomes both a highly mobile assassin and a fantastic support unit for any unit that benefits from Null Follow-Up, especially those that have no access to it otherwise. 

Flying Dragon

Lilith’s status as a flying dragon allows her access to great skills like Dive-Bomb, S/D Near Trace, and Spd/Res Rein

Great Atk and Spd

Lilith’s base 40 Atk and 43 Spd are incredible, and allow her to deal high damage and follow-up against most foes. 

Decent HP, Def, and Res

Lilith’s base 39 HP, 29 Def, and 33 Res are all decent and allow her to survive many counterattacks. 

Weaknesses

Bows and other Flying-Effective Weapons

Lilith’s status as a flying unit renders her weak to all Bows, as well as a few other weapons like Excalibur. While this is generally not that important when she initiates combat, it means that she may be easily KO’d by these weapons when the enemy initiates, even through Dodge

Near Saves

While Lilith is a strong and flexible unit, a unit using a skill like A/D Near Save can guard several units against her attacks, and may be able to survive her easily if they have high Res or triangle advantage. 

Anti-Teleportation Effects

Skills like Detailed Report can prevent Lilith from teleporting to her support partner. 

False Start

In the event that Lilith is inflicted with the False Start status from a source like Staff of the Saint, she cannot apply her Null Follow-Up buff to herself or her support partner. 

Reliance on Support

Most of Lilith’s unique abilities rely on being near her support partner, so they do not work if she is used in modes that do not recognize ally supports, such as Aether Raids defense teams. 

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 2 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Water Breath

If foe initiates combat, grants Def/Res+4 during combat.
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 10
Silent Power

Grants Spd+3. Unit can move to a space within 2 spaces of support partner. At start of turn, if unit is within 3 spaces of support partner, grants【Null Follow-Up】to unit and that ally for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.  【Null Follow-Up】 If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

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

Boosts damage by 30% of unit's Atk.

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

Passive Skills

Passive Skills SP Slot
Atk/Spd Catch 1

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

【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Cavalry & Flying Only
Unlocks at 2 ★
60
A
Atk/Spd Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 

【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Cavalry & Flying Only
Unlocks at 3 ★
120
A
Atk/Spd Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 

【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Cavalry & Flying Only
Unlocks at 4 ★
240
A
Atk/Spd Catch 4

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

【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Cavalry & Flying Only
Unlocks at 5 ★
300
A
Dive-Bomb 1

At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 1 ★
60
B
Dive-Bomb 2

At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 2 ★
120
B
Dive-Bomb 3

At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 4 ★
240
B
Spd Smoke 1

Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
C
Spd Smoke 2

Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
C
Spd Smoke 3

Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
C
Spd Smoke 4

After combat, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions, and grants Spd+6 and【Dodge】 to unit for 1 turn. 

【Dodge】

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Fates

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