- Default
- Attack
- Special
- Injured




Flayn - Playing Innocent |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 10 | 4 | 3 | 8 |
Middle | 18 | 11 | 5 | 4 | 9 |
High | 19 | 12 | 6 | 5 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 36 | 23 | 18 | 32 |
Middle | 40 | 39 | 27 | 21 | 35 |
High | 43 | 42 | 30 | 24 | 38 |
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
Fueled by fish (AR-O/General Support)
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Caduceus Staff | A | Atk/Res Solo (3 or 4) Alternate: HP/Atk 2 |
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Rescue+ | B | Dazzling Staff 3 Alternate: Aerobatics 3 |
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Deluge Balm+ | C | Ground Orders 3 Alternate: Guidance 3 |
IVs | Preferred IV: +HP or +ATK or +RES | S | Drive Atk 2 Alternate: Distant Guard 3 |
Weapon: Caduceus Staff
- Support beacon for any Enemy Phase-centric unit.
Assist: Rescue+
- Heal that doubles as a Drawback movement assist when used (can be done at max HP).
Special: Deluge Balm+
- Mostly inconsequential. Flayn’s inherent Deluge Balm+ can be a helpful addition to healing.
Passive A: Push Skills / Solo Skills / HP stat skills
- For general use or simply for a purely offensive approach, any skill that greatly boosts Flayn’s offensive stats such as Atk/Res Push or Solo makes for a great option.
- It’s not a bad idea to stack Speed with the Atk/Spd variant of these skills.
- If the aforementioned are unavailable, any form of HP/stat booster makes for a solid budget alternative.
Passive B: Dazzling Staff / Flier Movement skills
- Since Caduceus Staff already has the build in effect of Wrathful staff, Dazzling Staff is the easy option in preventing foe’s counterattacks.
- One may also choose to give Flayn additional movement options by utilizing a flier movement skills such as Aerobatics in the B slot.
Passive C: Ground Orders / Flier Buffs / Flexible
- Flayn’s inherent Ground Orders is the premium choice in movement support when on mixed team compositions.
- When run alongside other fliers, class-exclusive buffs such as Ward/Goad Fliers are the ideal choice of C slot.
Sacred Seal: Drive Skills / Close/Distant Guard / Movement Skills
- Any form of additional in-combat support bonus such as Drive skills or Close/Distant Guard make for great Sacred Seal slot options in order to further supplement Flayn’s support.
- The aforementioned movement skills can also be utilized in the Sacred Seal slot.
Aeugh (AR-D Support)
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Caduceus Staff | A | AR-D Atk/Res 3 Alternate: Atk/Res Push 4 |
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Restore+ | B | Dazzling Staff 3 Alternate: Aerobatics 3 |
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Deluge Balm+ Alternate: Miracle |
C | Ground Orders 3 Alternate: Ward Fliers |
IVs | Preferred IV: +HP or +ATK or +RES | S | Distant Def 3 Alternate: Guidance 3 |
Weapon: Caduceus Staff
Assist: Restore+ / Rescue+ / No Assist
- Restore+ is a popular choice in creating a scenario in which the defense team is automatically set off on turn 1 in response to the opponent’s negative status effects targeting them.
- Having no assist at all is also an option in making sure that Flayn moves consistently on a defense team.
Special: Deluge Balm+ / Miracle
Passive A: AR-D Skills / Push/Solo Skills
- For the strongest possible boost on Aether Raids Defense, AR-D Atk/Res can grant Flayn upwards of +10 to Atk and Res with all buildings active.
Passive B: Dazzling Staff / Flier Movement skills
Passive C: Ground Orders / Flier Buffs / Flexible
- Both Flier Movement skills as well as non-flier support such as Ground Orders opens up a wider array for movement options.
- Condensed flier teams on defense (flier balls) make effective use of stacking in combat support skills such as Goad and Ward Fliers.
Sacred Seal: Drive Skills / Close/Distant Guard / Movement Skills
Strengths
Caduceus Staff
A premium in support that grants nearby units 30% damage reduction in combat. Very effective for any units built to take hits.
Impressive Attack
With 39 Attack at base, Flayn can dish out some pretty solid damage in combat.
Flying
In addition to superior mobility, Flayn is granted access to an array of movement skills, exclusive buffs, and other supplementary support such as Ground Orders.
Healer
The often-overlooked support of healing is brought back to light with skills that double as movement assist such as Rescue+.
Weaknesses
Bad physical bulk
Low Defense coupled with less than stellar Speed make Flayn fold fast in the face of physical threats.
Vulnerable to effective damage
On top of this, due to her status as a flier, Flayn will take greatly increased damage from units with effective damage such as archers.
Healer
Extreme skill restriction that prevents Flayn from using any form of offensive special, regular movement assist, and a significant portion of normal offensive skills.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Calculates damage from staff like other weapons. Reduces damage from foes' attacks during combat to allies within 2 spaces by 30%. Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Restores 5 HP. Learns by default at 1 ★ |
1 | 50 |
![]() Restores 7 HP each to target and this unit. Learns by default at 3 ★ |
1 | 100 |
![]() Restores 8 HP to target ally. Unit moves 1 space away from target ally. Ally moves to unit's previous space. If unit or ally cannot move to the target space (if another ally or foe is occupying the space), unit and ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) Learns by default at 4 ★ |
1 | 200 |
![]() Restores HP = 50% of unit's Atk (min 8 HP) to target ally. Unit moves 1 space away from target ally. Ally moves to unit's previous space. If unit or ally cannot move to the target space (if another ally or foe is occupying the space), unit and ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.) Learns by default at 5 ★ |
1 | 300 |
Special Skills
Special Skills | SP | Turns |
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![]() When healing an ally with a staff, restores an additional 10 HP to target ally. Learns by default at 4 ★ Unlocks at 2 ★ Restricted to units that use a Staff.
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50 | 1 |
![]() When healing an ally with a staff, grants Res+4 to all allies for 1 turn. Learns by default at 5 ★ Unlocks at 3 ★ Restricted to units that use a Staff.
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150 | 1 |
![]() When healing an ally with a staff, grants Spd/Res+4 to all allies for 1 turn. Unlocks at 4 ★ Restricted to units that use a Staff.
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200 | 1 |
![]() When healing an ally with a staff, grants Spd/Res+6 to all allies for 1 turn. Unlocks at 5 ★ Restricted to units that use a Staff.
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300 | 1 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit has 100% HP at the start of combat, the enemy cannot counterattack. Restricted to units that use a Staff.
Unlocks at 1 ★ |
60 | B |
![]() If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. Restricted to units that use a Staff.
Unlocks at 2 ★ |
120 | B |
![]() The enemy cannot counterattack. Restricted to units that use a Staff.
Unlocks at 4 ★ |
240 | B |
![]() At start of turn, if unit's HP = 100% grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". Flying Only
Unlocks at 3 ★ |
60 | C |
![]() At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". Flying Only
Unlocks at 4 ★ |
120 | C |
![]() At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". Flying Only
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Three Houses
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