GamePress
Analysis by Chibi_Chu
Flame Lyn - Blazing Whirlwind

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
187
HP 39
ATK 38
SPD 44
DEF 34
RES 32

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 7 13 7 7
Middle 17 8 14 8 8
High 18 9 15 9 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 35 41 31 29
Middle 39 38 44 34 32
High 42 42 48 37 35

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

Reflexes? Godlike. But Astra? Vital. (Melee Specialist)

Build by Chibi_Chu
Recommended
Firelight Lance A Verdict of Sacae
Positional Assist B Atk/Def Bulwark 3
Alternate: Null Follow-Up 3
Vital Astra
Alternate: Godlike Reflexes
C Spd Smoke 4
Alternate: Time's Pulse 3
IVs

+Atk and/or +Spd / -HP or -Def or -Res; try to merge or ascend Flaw if +0

SAtk/Spd Form 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Firelight Lance 

Assist: Positional Assist 

Special: Vital Astra / Godlike Reflexes

Passive A: Verdict of Sacae 

Passive B: Atk/Def Bulwark / Null Follow-Up / Atk/Def Tempo

Passive C: Spd Smoke 4 / Time’s Pulse

Sacred Seal: Atk/Spd Form / Atk/Spd Solo / Darting Breath

  • This set focuses on the synergy between Firelight Lance, Vital Astra, and Verdict of Sacae to make Lyn an incredibly strong melee specialist.
    • Firelight Lance’s Slaying effect reduces Vital Astra’s cooldown to 1, allowing Lyn to easily ready it on turn 1 with Time’s Pulse or external support.
    • Because Vital Astra is ready, Lyn will receive damage reduction on all hits before and during combat; additionally, she will gain +5 true damage and 7 HP healing per her attack from Verdict of Sacae.
    • When Lyn activates Vital Astra during combat, she gains bonus damage = 30% of her Spd; in combination with the 5 true damage from Verdict of Sacae, she gains a significant amount of damage on her first counterattack. 
    • After combat, Firelight Lance decreases Lyn’s cooldown by 1, readying Vital Astra once again and allowing Lyn to reap both its and Verdict of Sacae’s full benefits.
  • Why would I use Vital Astra over Godlike Reflexes?
    • The first and most important point is its lower cooldown. Lyn can loop Godlike Reflexes under normal circumstances, but if the enemy has a Guard effect, she needs additional Special charge or a Tempo effect to counteract it. Additionally, Lyn is not self-sufficient unless she keeps Shield Pulse, which is relatively weak compared to other B slot options. Lyn can either use Time’s Pulse or receive just -1 Special cooldown from an ally to ready it on turn 1.
    • Vital Astra gives Lyn better OHKO consistency, as increased damage = 30% of her Spd naturally gives higher damage output than Godlike Reflexes’ true damage = 15% of her Spd.
    • Godlike Reflexes’ flat 40% damage reduction is substantial, but it only occurs on the enemy attack that activates it. While Vital Astra’s damage reduction is conditional (3X%, with X = how much more Spd Lyn has than the enemy) and has a lower ceiling (maximum of 30%), the condition is a joke given Lyn’s blisteringly high Spd and the damage reduction applies to AoE Specials and all in-combat attacks.
  • Since Verdict of Sacae does not grant a Distant Counter effect, Lyn’s role is a melee specialist; as such, she requires a Far Save ally that protects both her and their other allies from ranged attacks. Atk/Def Bulwark is important for assuring melee enemies only attack Lyn; Lyn does not have a Savior effect, so without Bulwark, enemies can simply go around Lyn and attack her allies in the backline instead. Additionally, its -4 Atk/Def infliction on the enemy and 7 HP healing for Lyn after combat help her damage and survivability.
    • An even more important effect for Lyn is Null Follow-Up, which neutralizes effects that prevent Lyn’s follow-up and guarantee the enemy’s follow-up. Bulwark is ideal, but only recommended if an ally can provide Lyn with a Null Follow-Up effect; otherwise, Null Follow-Up is simply too valuable to forego it.
  • Spd Smoke 4 provides more Spd-based damage reduction after Lyn’s first combat (maximum of 40%, so a total maximum of 58%), making her even more difficult to KO. However, having Vital Astra ready before Lyn’s first combat is significant, as the AI prioritizes initiating with units that survive, then units that deal the most damage; if Lyn is unable to receive -1 Special cooldown from an ally, then Time’s Pulse is preferred instead.
  • Maximizing Lyn’s Atk/Spd is beneficial for her damage, follow-up control, and damage reduction, making Sacred Seals that contribute to that purpose Lyn’s best options. Atk/Spd Form has a higher ceiling than Atk/Spd Solo (+7 as opposed to +6), but also has an arguably more difficult condition (3+ allies within two spaces vs. not being adjacent to any ally) that can be virtually impossible without Bulwark.
  • So what if I used Godlike Reflexes instead?
    • That’s cool, too! Compared to Vital Astra, Godlike Reflexes gives 10% more damage reduction on activation; while it only works on the attack that activates it and does not decrease AoE damage, against enemy teams that have no melee Brave effects or AoEs (which is a significant portion of them), this is just 25% better than Vital Astra’s damage reduction. Its true damage = 15% of Lyn’s Spd also applies on every hit, rather than the damage bonus from Vital Astra that only occurs on the attack it is activated on.
    • Something to keep in mind, however, is that Lyn will not be able to Special loop if her Special charge gets decreased to 0 per hit. Without any additional Special charge, enemies can achieve this by simply having a Guard effect; while this is uncommon for melee enemies in Aether Raids Defense, to counteract this if necessary, it is recommended to give Lyn the Darting Breath Sacred Seal (+1 Special charge per hit when defending), pair Lyn with an ally that gives +1 Special charge per hit, or give Lyn a Tempo effect (either in her B slot or via Legendary Female Byleth).

“Do you think Vantage would work with Lyn?” “...oh no” (Melee Vantage Sweeper)

Build by Chibi_Chu
Firelight Lance A Verdict of Sacae
Alternate: Distant Countering A Slot
Positional Assist B Vantage 3
Vital Astra C Joint Drive Atk
Alternate: Time's Pulse 3
IVs

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

SBrazen Atk/Spd 3

Show Explanation/Analysis

Weapon: Firelight Lance 

Assist: Ardent Sacrifice / Positional Assist

Special: Vital Astra 

Passive A: Verdict of Sacae 

Passive B: Vantage

Passive C: Joint Drive Atk / Time’s Pulse / Spd Smoke 4 / Atk/Spd Oath 4

Sacred Seal: Brazen Atk/Spd

  • Similarly to Brave Marth and Ascended Mareeta, Lyn can run a unique OHKO Vantage set that has excellent firepower while also having failsafes. Unlike Marth and Mareeta, however, Lyn does not have access to a Distant Counter effect unless she replaces Verdict of Sacae with a Distant Countering A slot (which is generally not recommended given how powerful Verdict of Sacae is and that counterattack prevention is more common on ranged enemies anyway); as such, she needs a Far Save ally to protect her (and their allies) from ranged attacks.
  • If Vital Astra is ready at the start of combat and Lyn has 10+ more Spd than the enemy, she gains 30% damage reduction in addition to damage = 30% of her Spd when it is actually activated. Given the true damage = 15% of the enemy’s Atk from Firelight Lance, the 5 true damage from Verdict of Sacae if Vital Astra is ready, and her excellent Atk and Spd (especially once the +17 to all stats from Firelight Lance and Verdict of Sacae is taken into account), Lyn has the firepower to consistently OHKO melee threats, sometimes even through damage reduction.
    • Should she fail to OHKO, she still has respectable defenses in addition to the 7 HP healing per attack from Verdict of Sacae in addition to the aforementioned +17 to all and 30% damage reduction. Her Guard effect also slows enemy Specials, decreasing their firepower since effects that grant additional Special charge or neutralize Guard effects are relatively rare on melee initiators. 
  • Firelight Lance’s Slaying effect decreases Vital Astra’s cooldown from 2 to 1, meaning Lyn needs only 1 Special cooldown reduction to immediately ready it. This is ideally done via an ally such as Askr, as not needing Time’s Pulse in her C slot allows her to run alternatives such as Joint Drive Atk and Atk/Spd Oath 4 to increase her in-combat Atk. Lyn’s native Spd Smoke 4 can also be used for additional safety; in combination with Vital Astra, Lyn can have 58% damage reduction after her first combat.
  • As Firelight Lance grants Lyn -1 Special cooldown after combat and Vital Astra only has 1 cooldown to begin with, she can loop Vital Astra to maximize her OHKO capabilities and damage reduction consistency.
  • Winter Bernadetta is crucial for this set, as Lyn can decrease her own HP by 10 HP increments via healing allies that receive chip damage from Bernadetta’s Hrist with Ardent Sacrifice. She can rely on Bolt Traps, Bolt Towers, or just taking damage, but this method guarantees that Lyn will be in Vantage’s ≤ 75% HP threshold to counterattack before the enemy can attack.
  • Brazen Atk/Spd grants Lyn +7 Atk/Spd during combat if her HP is ≤ 80%, which naturally synergizes well with a Vantage set.

Strengths

Stellar Statline

With a statline of 39/38/44/34/32, Lyn simply has no poor stats; her bases are a great starting point both offensively and defensively.

Firelight Lance

Lyn’s weapon of choice for the Flame Festival is Firelight Lance, her potent personal weapon.

  • Grants -1 Special cooldown; reducing 3-cooldown Specials to 2-cooldown and 2-cooldown Specials to 1-cooldown are important thresholds to keep in mind.
  • If Lyn’s HP is ≥ 25% at the start of combat, she gains:
    • +5 to all during combat,
    • True damage = 15% of the enemy’s Atk during combat,
    • A Guard effect if her Spd is ≥ the enemy’s Spd - 4 (in other words, if the enemy cannot perform a natural follow-up), and…
    • -1 Special cooldown to herself and allies within four spaces after combat.

These effects are undeniably strong, but they seem somewhat scattered at first glance. While this is the case when examining Firelight Lance alone, the rest of Lyn’s kit shows a clear synergy that makes her an incredibly strong unit.

Verdict of Sacae

After extensively studying the Laws of Sacae and even the Laws of Sacae II, Lyn’s journey into the field of law has seemingly reached its conclusion with Verdict of Sacae, her personal A slot.

  • If Lyn is within four spaces of an ally, she gains 2X + 4 to all stats during combat, with X = the number of allies within four spaces (up to two). In other words, Lyn gets +12 to all stats during combat practically for free!
  • If Lyn’s Special is ready or has been activated immediately before or during the current combat, she also gains +5 true damage and 7 HP healing per Lyn’s attack.

Providing a simply massive stat swing in addition to true damage and strong healing, Verdict of Sacae is a fantastic A slot that plays a significant role in Lyn’s combat prowess.

Infantry Advantages

Access to key skills such as Atk/Def Bulwark, Null Follow-Up, Time’s Pulse, and her newly-introduced Godlike Reflexes, Lyn has a variety of tools at her disposal that she can mix-and-match depending on support from allies. Diving deeper into Godlike Reflexes:

  • A 3-cooldown Special that has a passive effect and an effect that is activated on the enemy attack if it is ready; cooldown is reduced to 2 by Firelight Lance.
  • Passive Effect- Grants true damage = 15% of Lyn’s Spd if:
    • Lyn’s Spd is ≥ the enemy’s Spd - 4, and
    • Godlike Reflexes is ready or has been activated during the current combat.
  • Effect Activated on Enemy Attack when Special is Ready- Reduces damage by 40%.

The combination of Firelight Lance, Verdict of Sacae, and Godlike Reflexes forms the synergy that makes Lyn fantastic. If every condition is fulfilled, Lyn gains the following during combat:

  • +17 to all stats,
  • True damage = 5 + 15% of the enemy’s Atk + 15% of Lyn’s Spd,
  • 7 HP healing per Lyn’s attack,
  • A Guard effect, and…
  • A Godlike Reflexes Special loop. When it activates on an enemy attack, its cooldown is reset to 2. When Lyn counterattacks, its cooldown is reduced to 1 (assuming no Special cooldown/charge manipulation). Firelight Lance’s -1 Special cooldown after combat reduces Godlike Reflexes’ cooldown to 0, readying it and allowing Lyn to reap the benefits from both it and Verdict of Sacae as a result. 
    • This loop is even easier with Vital Astra—a 2-cooldown Special that grants universal Spd-based damage reduction and additional Spd-based damage on activation—because Lyn does not have to rely on the enemy’s lack of Guard effects (or a way to counter their Guard effects) to ready it after combat with Firelight Lance.

Weaknesses

Peak Performance Requires Substantial External Support

Ideally, Lyn wants to replace Shield Pulse with the aforementioned Atk/Def Bulwark, a B slot that prevents melee enemies from moving through spaces adjacent to Lyn, prevents ranged enemies from moving through spaces within two spaces of Lyn, inflicts -4 Atk/Def on the enemy during combat, and heals Lyn for 7 HP after combat. Given that Lyn is a melee specialist, preventing melee enemies from simply moving past her to attack her vulnerable backline is vital, but this comes at the cost of the -2 Special cooldown that Shield Pulse grants to get Lyn’s Godlike Reflexes loop started. Additionally, Lyn enjoys effects that grant her additional Special charge or prevent enemy Guard effects, as Guard effects—while particularly uncommon for melee enemies in Aether Raids Defense—can nonetheless ruin her Godlike Reflexes loop (though this isn’t a problem for her Vital Astra variant). With all this in mind, Lyn is reliant on allies to provide the following effects for her to reach her true potential:

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 2 ★
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
Firelight Lance

Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 15% of foe's Atk, and also, if unit's Spd ≥ foe's Spd-4, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) At start of combat, if unit's HP ≥ 25%, grants Special cooldown count-1 to unit and allies within 4 spaces of unit after combat.

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
Buckler

Reduces damage from an adjacent foe's attack by 30%.

Learns by default at 4 ★
Unlocks at 3 ★
Restricted to melee units.
100 3
Escutcheon

Reduces damage from an adjacent foe's attack by 30%.

Unlocks at 4 ★
Restricted to melee units.
200 2
Godlike Reflexes

If unit's Spd ≥ foe's Spd-4 and unit's Special is ready or unit's Special triggered during combat, deals damage = 15% of unit's Spd. When Special triggers, reduces damage from foe's attack by 40%. (Special triggers only if unit's Spd ≥ foe's Spd-4.)

Unlocks at 5 ★
Infantry Sword, Lance & Axe Only
500 3

Passive Skills

Passive Skills SP Slot
Verdict of Sacae

If unit is within 4 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res during combat = X × 4, + 4 (X = number of allies within 4 spaces; maximum bonus of +12), and also, if unit's Special is ready or unit's Special triggered before or during combat, unit deals +5 damage (excluding area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if if 0 damage is dealt.)

Non-Inheritable skill.
300
A
Shield Pulse 1

At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1.

Melee, Infantry, and Armored Only
Unlocks at 1 ★
60
B
Shield Pulse 2

At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. Reduces damage dealt to unit by 5 when Special triggers.

Melee, Infantry, and Armored Only
Unlocks at 2 ★
120
B
Shield Pulse 3

At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. Reduces damage dealt to unit by 5 when Special triggers.

Melee, Infantry, and Armored Only
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 2 ★
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 3 ★
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 4 ★
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: The Blazing Blade

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