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Analysis by Naz
Flayn - Playing Innocent

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 40
ATK 39
SPD 27
DEF 21
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 4 3 8
Middle 18 11 5 4 9
High 19 12 6 5 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Skill Sets

Fueled by fish (AR-O/General Support)

Build by Naz
Recommended
Caduceus Staff A Atk/Res Solo (3 or 4)
Alternate: HP/Atk 2
Rescue+ B Dazzling Staff 3
Alternate: Aerobatics 3
Deluge Balm+ C Ground Orders 3
Alternate: Guidance 3
IVs

Preferred IV: +HP or +ATK or +RES

SDrive Atk 2
Alternate: Distant Guard 3

Show Explanation/Analysis

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)

Build by Naz
Caduceus Staff A AR-D Atk/Res 3
Alternate: Atk/Res Push 4
Restore+ B Dazzling Staff 3
Alternate: Aerobatics 3
Deluge Balm+
Alternate: Miracle
C Ground Orders 3
Alternate: Ward Fliers
IVs

Preferred IV: +HP or +ATK or +RES

SDistant Def 3
Alternate: Guidance 3

Show Explanation/Analysis

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.
Caduceus Staff

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.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Heal

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50
Reconcile

Restores 7 HP to unit and target ally.

Learns by default at 3 ★
1 100
Rescue

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
Rescue+

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
Imbue

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.
50 1
Still-Water Balm

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.
150 1
Deluge Balm

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.
200 1
Deluge Balm+

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.
300 1

Passive Skills

Passive Skills SP Slot
Dazzling Staff 1

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
Dazzling Staff 2

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
Dazzling Staff 3

The enemy cannot counterattack.

Restricted to units that use a Staff.
Unlocks at 4 ★
240
B
Ground Orders 1

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
Ground Orders 2

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
Ground Orders 3

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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