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Analysis by lordhelpme
Guinivere - Princess of Bern

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
165
HP 36
ATK 35
SPD 40
DEF 16
RES 38

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 9 2 9
Middle 17 9 10 3 10
High 18 10 11 4 11

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 32 37 12 35
Middle 36 35 40 16 38
High 40 38 44 19 41

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

Colors Weave Into a Spire of Flame (Aether Raids Offense)

Build by lordhelpme
Recommended
Aureola A Atk/Spd Solo (3 or 4)
Alternate: Close Foil
Positional Assist B Null Follow-Up 3
Alternate: Lull Atk/Res 3
Sol C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK or +SPD

SSpd/Res Solo 3

Show Explanation/Analysis

Weapon: Aureola

Assist: Positional Assist / Flexible

Special: Sol 

Passive A: Atk/Spd Solo / Close Foil / Atk/Res Solo / Atk/Res Push

Passive B: Null Follow-Up / Lull Atk/Res / Lull Atk/Spd / Special Spiral / Null C-Disrupt

Passive C: Pulse Smoke / Atk Smoke / Joint Drive Res / Flexible

Sacred Seal: Spd/Res Solo / Atk/Def Solo / Mirror Stance / Swift Stance

  • Guinevere can operate as a rather interesting choice of supertank for Aether Raids Offense, with her specialized statline and weapon lending themselves particularly well to facing off against the heavily magic-leaning nukes that tend to occupy Defense teams. A +SPD IV will generally be Guinivere’s best choice for greater consistency in both performing and avoiding follow-up attacks (and is more generally applicable with most of her B slot options), though +ATK may still be worthwhile if you favor greater raw damage which allows for more healing from her Special.
    • Although her poor HP and Defense may initially seem detrimental to her ability to carry out this role, its impact can be easily be managed through the proper combination of Blessings, support, and investment.
  • Aureola already heals Guinevere for 7 HP post-combat if she initiates or if she’s within two spaces of an ally but since this heal isn’t provided per hit during combat (like Brave Ephraim’s refined Garm or Tannenbit), it alone generally won’t be enough to maintain high health. Thus, it’s still recommended to utilize Sol over a damage-dealing Special to maximize Guinevere’s longevity. 
  • Guinevere has several potential candidates for her A slot. Since the flexibility of being ranged does provide the opportunity to potentially eliminate melee threats during the initial Player Phase, one can go down the route of equipping her with standard stat-boosting A slots. In that case, Atk/Spd Solo is Guinivere’s most generally useful option in that case, though Atk/Res Solo (or her native Atk/Res Push on budget) may be better if investing fully into her magical durability is preferred; all these skills have the benefit of operating in both phases as well. However, for maximum versatility, Close Foil (or Close Counter if unavailable) is another choice to counterattack regardless of range.
  • Her B slot is equally as flexible, though there are a few standouts. Most notably, Null Follow-Up remains ideal for a great deal of coverage it provides; by granting immunity to ubiquitous effects that would hinder her follow-up or ensure that of her opponents, this skill simultaneously grants offensive and defensive benefits. Lulls (to break through enemy bonuses), Special Spiral (for more consistent healing from Sol), or Null C-Disrupt (to counter Firesweep or Dazzling Staff-wielding opponents) are other alternatives. 
  • Smoke skills greatly benefit Guinivere’s (typically) defensive playstyle here, with Pulse Smoke being ideal in the context of Aether Raids Offense to dismantle Infantry Pulse setups; Atk Smoke is a suitable budget replacement. If nothing else, her base Joint Drive Res is always appreciated for further support to her impressive magical resilience.

Call to a Past Still Unnamed (Aether Raids Defense)

Build by lordhelpme
Aureola A Sturdy Impact
Alternate: Mirror Impact
Positional Assist B Lull Atk/Res 3
Glacies
Alternate: Iceberg
C Time's Pulse 3
Alternate: Joint Drive Res
IVs

+ATK  

SHardy Bearing 3
Alternate: Mirror Strike 2

Show Explanation/Analysis

Weapon: Aureola 

Assist: Positional Assist / No Assist

Special: Glacies / Iceberg / Luna

Passive A: Sturdy Impact / Mirror Impact 

Passive B: Lull Atk/Res / Guard / Null Follow-Up

Passive C: Time’s Pulse / Panic Smoke / Distant Guard / Flexible

Sacred Seal: Hardy Bearing / Mirror Strike / Death Blow / Quickened Pulse / Bond Skills

  • Guinivere’s magic effectiveness, ability to benefit from Infantry Pulse support, inherently strong offensive presence, and high Resistance to leverage devastating Glacies or Iceberg altogether make her a compelling choice for one’s Aether Raids Defense team. Additionally, Aureola’s built-in AoE healing to her allies also has its uses in such a context to offset potential damage to her allies from factors like Bolt Tower or Savage Blow. A +ATK IV is ideal here for maximum raw damage.
  • Thanks to her low HP and Infantry status, Guinevere can benefit from Infantry Pulse support to leverage a powerful, instant Special activation against an opposing foe to either OHKO or at the very least deal massive damage. At maximum support, Glacies is the best option as it scales very well with Guinevere’s gargantuan Resistance and various Resistance boosts, having the greatest damage potential of all her options. Iceberg and Luna are decent alternatives if there isn’t enough cooldown reduction to make use of Glacies. 
  • Impact skills make for a natural fit for an Aether Raids Defense build, as the +10 buff to one of her defensive stats combined with a negation of enemy follow-ups helps solidify her survivability by a notable degree. Given how she is most vulnerable to physical damage, Sturdy Impact is her best general choice to provide some safety if she fails to OHKO an opponent. For pure damage, Mirror Impact is better if using Glacies (or Iceberg) as it adds to both her Attack and damage of her Special activation. 
  • Guinivere’s base Lull Atk/Res works phenomenally here to neutralize enemy Attack and Resistance buffs (which tend to be the most common for Aether Raids Offense challengers) and inflict an in-combat debuff to those stats as well; this grants the perfect mix of offensive and defensive utility. Guard is another option to help shut down Galeforce strategies (though it is liable to be shut down by an opposing Bolt Tower), or Null Follow-Up may be considered to bypass tricky effects that would enable her foe’s follow-up attack or negate her own. 
  • Time’s Pulse is a wonderful C slot choice to reduce the amount of Infantry Pulse support needed to fully charge her Special, though, if there is already enough of that going around, Panic Smoke works excellently to deter foes from using buffs and punish them for doing so. Skills that provide in-combat boosts (such as Distant Guard or her base Joint Drive Res) are always solid alternatives as well. 
  • The Hardy Bearing Sacred Seal is useful to shut down Vantage strategies and other foes who rely on specific combat order to function. Should this role already be handled by another ally, Quickened Pulse is noteworthy to once again reduce the amount of Infantry Pulse support needed, or a simple stat-boosting seal (preferably either a Blow or Bond skill) may be taken if nothing else.

Reawaken the Undying Light (General Offense)

Build by lordhelpme
Aureola A Atk/Res Push 4
Alternate: Atk/Spd Push 4
Positional Assist B Lull Atk/Res 3
Iceberg
Alternate: Moonbow
C Joint Drive Res
Alternate: Spd Smoke 3
IVs

+ATK or +SPD

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Aureola 

Assist: Positional Assist / Flexible

Special: Iceberg / Moonbow / Glimmer 

Passive A: Atk/Res Push / Atk/Spd Push / Atk/Spd Solo / Sturdy Impact

Passive B: Lull Atk/Res / Mystic Boost

Passive C: Joint Drive Res / Spd Smoke / Res Smoke / Flexible

Sacred Seal: Swift Sparrow / Death Blow / Sturdy Blow

  • This build takes the emphasis out of Guinivere’s performance in Aether Raids specifically and instead employs a much more generalist lean, as her offensive capabilities are still useful in other facets of the game. That being said, a +ATK or +SPD IV remain the princess’s best options to supplement her effectiveness at being a frontline force. 
  • Leaving Iceberg as her chosen Special allows for greater burst damage and takes advantage of her phenomenal base Resistance while not being as infrequent in activating as Glacies. For more constant activations, Moonbow or Glimmer are preferred.
  • Atk/Spd Push, Atk/Spd Solo, and Guinevere’s base Atk/Res Push all work nicely to bolster her key stats while potentially being active in both phases; the former two are likely better to enhance her consistency at performing doubles, but Atk/Res Push is still solid if minimal investment is preferred. Sturdy Impact is a costly, but effective choice that helps offset her poor physical durability. 
  • Lull Atk/Res imparts a significant offensive edge and decreases the amount of damage she takes from foes concurrently through its unique buff nullification effect. It should rarely be replaced, though Mystic Boost is an interesting choice to further increase her passive healing and also shut down staff users. Note that unlike other mages, Guinevere doesn’t work too well with Desperation due to Aureola’s built-in healing. 
  • This build’s C-slot is flexible; besides her base Joint Drive Res, Smoke skills are always useful choices for increased firepower if provided with refresher support. Any seal that boosts Guinivere’s key offensive stats is recommended here.

Strengths

Aureola

One of the eight legendary weapons of Elibe, Guinevere’s exclusive Aureola undoubtedly remains her most defining feature through its rather unique combination of effects: a substantial boost to her offenses and Resistance, a negation of adaptive damage, built-in healing, and effective damage against tome wielders. 

This places the Princess of Bern in an exceptionally good position when facing off against magic foes and her performance against them alone is commendable, but Aureola can still shine outside of such contexts. Self-healing is always useful for further mitigating damage Guinivere may take (this is especially valuable for tanking purposes), and the AoE heal to nearby allies does lend itself to interesting applications in the context of Aether Raids Defense—if nothing else, the stat boosts it provides are always useful for elevating her general performance. The fact that Aureola’s effects are not necessarily limited to a particular phase allows for increased flexibility as well. 

As a bonus, its attack animation goes hard.

Fantastic Offensive Stats and Resistance 

Guinevere’s performance is further backed by her offensive stats’ impressive base values, as well as that of her equally stellar Resistance. This foundation alongside Aureola’s various bonuses provides Guinevere notable damage potential and (more importantly) an overwhelming specialization against virtually all forms of magic, though her overall performance still isn't too far behind. 

Infantry Benefits

Being an infantry unit grants access to a number of highly-coveted exclusive skills, including Lulls (such as her base Lull Atk/Res), Null Follow-Up, Time’s Pulse, and much more. This makes Guinevere incredibly malleable, boasting many, many build options that she wouldn't have if she were another movement type, which lets her be finely tuned to best serve one’s needs and preferred playstyle

Weaknesses

Abysmal Physical Bulk

The majority of her statline’s resources were allotted towards her Attack, Speed, and Resistance stats. Although this helps her maintain a rather significant competitive edge, it consequently came at the cost of Guinevere’s physical bulk being absolutely terrible. Considerable support and investment—not to mention caution in approaching enemy teams, especially if using her in Aether Raids Offense—will be required to ensure Guinevere’s longevity, and even then she can still easily die to most physical attackers if one is too careless.

Weapon Skills

Weapons SP Rng. Mt.
Light
Learns by default at 1 ★
Unlocks at 1 ★
Blue Tome Users Only
50 2 4
Ellight
Learns by default at 3 ★
Unlocks at 2 ★
Blue Tome Users Only
100 2 6
Shine
Learns by default at 4 ★
Unlocks at 3 ★
Blue Tome Users Only
200 2 9
AureolaEffective against magic foes. Grants Res+3. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Res+5 and disables foe's skills that "calculate damage using the lower of foe's Def or Res" during combat, and also restores 7 HP to unit and allies within 2 spaces after combat.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Res Push 1At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Res Push 2At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Res Push 3At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Res Push 4At start of combat, if unit's HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit.
Inheritable by all units.
Unlocks at 5 ★
300
A
Lull Atk/Res 1Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Atk/Res 2Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Atk/Res 3Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Unlocks at 3 ★
50
C
Spur Res 2Grants adjacent allies Res+3 during combat
Inheritable by all units.
Unlocks at 4 ★
100
C
Joint Drive ResGrants Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Res+4 to unit during combat.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Binding Blade

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