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Analysis by Chibi_Chu
Ingrid - Galatea's Heir

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 37
ATK 35
SPD 40
DEF 28
RES 27

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 6 9 5 7
Middle 18 7 10 6 8
High 19 8 11 7 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 32 37 24 24
Middle 37 35 40 28 27
High 41 38 44 31 31

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

While an Attack Asset is a great choice for any offensive unit, Ingrid much prefers Speed (unless she is using Heavy Blade) due to Lúin’s true damage based on 20% of Ingrid’s Speed and counterattack prevention if Ingrid’s Speed is at least 5 greater than the enemy’s Speed.

Skill Sets

I’ll never forget the ease you put me in... (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Lúin A AR-D Atk/Spd (3 or 4)
Alternate: Atk/Spd Boosting A Slot
Rally Assist
Alternate: Assistless
B Flow Refresh 3
Alternate: Poison Strike 3
Moonbow
Alternate: Ruptured Sky
C Fatal Smoke 3
Alternate: Panic Smoke 3
IVs

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

SBlade Session 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Lúin 

Assist: Rally Assist / Assistless / Positional Assist 

Special: Moonbow / Ruptured Sky 

Passive A: AR-D Atk/Spd (3 or 4) / Atk/Spd Boosting A Slot

Passive B: Flow Refresh / Poison Strike / Lunge

Passive C: Fatal Smoke / Panic Smoke 

Sacred Seal: Blade Session / Quickened Pulse / Poison Strike 

  • Ingrid’s Crest weapon propels her from a usable to fantastic Aether Raids Defense unit via true damage (20% of her Speed), -1 Special cooldown, and counterattack prevention as long as her Speed is at least 5 greater than the enemy’s. Many of the strongest Near Save units have Speed stats far too low to approach Ingrid’s, and she gains +6 Speed on initiation, so she is consistently safe to initiate, deal damage during/after combat, and apply crippling status effects during/after combat.
  • Ingrid’s 3 movement lends itself well to a Rally trap in which Ingrid is in the backline. When an enemy ends their turn in range of an ally, Ingrid will Rally that ally, then get refreshed, granting her a significant range extension beyond or matching what her team’s range was at the end of the enemy Raiding Party’s Player Phase. Alternatively, Ingrid can be Assistless, which increases the chances that she will be refreshed because the AI typically prioritizes moving units without Assists before units with Assists. Ingrid can also use a Positional Assist to prevent her allies from overextending; she has the lowest chance of being refreshed if she has a Positional Assist, but if players would rather have other units be refreshed, then this may be the best choice for Ingrid’s Assist.
  • With Lúin’s -1 Special cooldown, Ingrid can activate 2-cooldown Specials on her follow-up attack if no Guard effect is active, making Moonbow and Ruptured Sky valuable choices. Given that Near Save tanks typically stack Defense, Moonbow’s 30% Defense reduction on activation can significantly increase damage output. The same can be said for Attack-stacking enemies and Ruptured Sky, however, as it increases damage by 20% of the enemy’s Attack (or 40% if the enemy is a Dragon or Beast).
    • If Ingrid uses Quickened Pulse as her Sacred Seal, she can immediately ready a 2-cooldown Special on turn 1, allowing her to be unaffected by Guard effects for her first Special activation.
    • If Ingrid does not use Quickened Pulse and is reliant on a follow-up attack to activate her Special, Flow Refresh neutralizes effects preventing her follow-up attack, making it an excellent choice for both Special activations and damage output in general.
  • Atk/Spd Boosting A Slots maximize Ingrid’s damage output and follow-up consistency, making them the strongest choices. AR-D Atk/Spd is particularly strong, as it grants Atk/Spd during combat based on the number of undestroyed defensive structures:
    • ≥ 5: +11 or +10 Atk/Spd
    • 4: +7 Atk/Spd
    • ≤ 3 (AR-D Atk/Spd 4): +3 Atk/Spd
    • 3 (AR-D Atk/Spd 3): +3 Atk/Spd
    • ≤ 2: +1 Atk/Spd
  • Alternatives to the aforementioned Flow Refresh include Poison Strike and Lunge, with the former inflicting 10 damage on the target after combat and the latter switching Ingrid and the enemy’s positions after combat unless the【Savior】effect of Near Save is activated. Post-combat chip damage helps score KOs in subsequent combats, while repositioning the enemy can allow allies that were originally out of range to attack said enemy.
  • Fatal Smoke and Panic Smoke are staples of many Defense Keeps due to【Deep Wounds】and【Panic】respectively being powerful effects.
    • Fatal Smoke- During and after combat, the target cannot heal. After combat, Ingrid inflicts 【Deep Wounds】on the target and enemies within 2 spaces, preventing them from healing.
    • Panic Smoke- After combat, Ingrid inflicts 【Panic】on the target and enemies within 2 spaces, converting their visible buffs to negative/reversed buffs. Note that these can stack with visible debuffs, which is why they have different terms.
  • Alternatives to the aforementioned Quickened Pulse include Blade Session and Atk/Spd Solo, both of which increase offensive capabilities with different conditions. While the latter grants +6 Atk/Spd if Ingrid is not adjacent to an ally (which is surprisingly, but still not 100% reliable in AI control), the former grants +3 Atk/Spd if no ally has moved, +6 if one ally has moved, and +9 if ≥ 2 allies have moved.
    • Poison Strike can also be used; when stacked with Poison Strike in her B Slot, Ingrid deals 20 damage to the enemy after combat, significantly weakening the enemy even if she deals little to no damage during combat.

Wondering which way to go... (General Offense)

Build by Chibi_Chu
Recommended
Lúin A Atk/Spd Boosting A Slot
Positional Assist B Flow Refresh 3
Alternate: S/D Near Trace 3
Moonbow
Alternate: Ruptured Sky
C Atk/Spd Menace
Alternate: Def Smoke 3
IVs

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

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Lúin 

Assist: Positional Assist 

Special: Moonbow / Ruptured Sky 

Passive A: Atk/Spd Boosting A Slot 

Passive B: Flow Refresh / S/D Near Trace / Lull Spd/Def

Passive C: Atk/Spd Menace / Def Smoke 

Sacred Seal: Atk/Spd Solo / Blade Session 

  • This build aims to maximize damage output. Ingrid’s status as a Cavalier with 35/40 offenses alone makes her a solid Player Phase unit; with Lúin taken into account, however, she is one of the strongest offensive units in the game.
    • Its Slaying effect (-1 Special cooldown) allows Ingrid to activate 2-cooldown Specials such as Moonbow and Ruptured Sky on her follow-up attack assuming no Guard effect is active. While Ingrid lacks access to anti-Guard, she has access to Flow Refresh, a strong B Slot that neutralizes effects that prevent her follow-up attack. Generally, performing a follow-up attack is more important than activating a Special anyway.
    • On initiation, Ingrid gains +6 Speed and true damage equal to 20% of her Speed. Given that general offense sets on units that do not have a guaranteed follow-up attack already seek to maximize Speed, Ingrid can simultaneously increase her damage output and follow-up consistency just by investing in her Speed.
    • If Ingrid’s speed is at least 5 greater than the enemy’s, the enemy cannot counterattack. This allows Ingrid to circumvent her poor bulk on Player Phase against almost all units depending on investment, making her a safe and effective damage dealer. 
  • Atk/Spd Boosting A Slots are necessary for optimizing offensive units. Thankfully, Ingrid’s native A Slot, Atk/Spd Solo 4, is one of her best choices, granting +7 Atk/Spd during combat if she is not adjacent to an ally. However, positioning to meet this condition can be awkward or outright impossible sometimes, so alternatives include:
    • Surge Sparrow- Grants +7 Atk/Spd on initiation and heals Ingrid for X% HP, where X = (20 * Special’s maximum cooldown) + 10. The healing is usually worthless since Ingrid prevents counterattacks anyway, but +7 Atk/Spd simply for initiating is still valuable.
    • Swift Sparrow 2/3- A direct downgrade from Surge Sparrow, but much more available and only minor stat differences for the same condition (-3 Atk/Spd for Swift Sparrow 2, -1 Attack for Swift Sparrow 3).
    • Atk/Spd Push 4- Grants +7 Atk/Spd during combat in exchange for 5 recoil damage after combat if Ingrid’s HP is ≥ 25%. Synergizes well with Flow Refresh, as it heals 10 HP after combat, so Ingrid should theoretically never dip below 25% (or even 100%). Also does not have a positional condition like Atk/Spd Solo 4.
  • S/D Near Trace and her native Lull Spd/Def are both alternatives to Flow Refresh. While both inflict -3 Spd/Def during combat, the former allows Ingrid to use her remaining movement + 1 additional space of movement after combat, while the latter neutralizes the enemy’s visible Spd/Def buffs during combat. Which one is chosen depends on availability and whether players want to prioritize mobility or combat.
  • Atk/Spd Menace grants Ingrid +6 Atk/Spd and inflicts -6 Atk/Spd on the nearest enemies within 4 spaces, significantly increasing her damage output and consistency in performing follow-up attacks, achieving high true damage from Lúin’s 20% Speed conversion, and preventing counterattacks from Lúin’s Firesweep effect. Def Smoke is a strong alternative, inflicting -7 Defense on enemies within 2 spaces of the target after combat (effectively becoming +14 damage if Ingrid performs a follow-up attack).
  • Atk/Spd Solo and Blade Session are the go-to offensive Sacred Seals. The latter is less effective than the former if no allies have moved (+3 Atk/Spd), just as effective if 1 ally has moved (+6 Atk/Spd), and more effective if ≥ 2 allies have moved (+9 Atk/Spd).

Wherever you are now, I’ll carry on. (Galeforce)

Build by Chibi_Chu
Lúin A Atk/Spd Boosting A Slot
Positional Assist B Flow Refresh 3
Alternate: Wings of Mercy 3
Galeforce C Atk/Spd Menace
Alternate: Atk Smoke 3
IVs

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

SHeavy Blade 3

Show Explanation/Analysis

Weapon: Lúin 

Assist: Positional Assist 

Special: Galeforce 

Passive A: Atk/Spd Boosting A Slot 

Passive B: Flow Refresh / Wings of Mercy / Lull Spd/Def

Passive C: Atk/Spd Menace / Atk Smoke / Joint Drive Atk

Sacred Seal: Heavy Blade 

  • 3 movement, 35/40 offenses, and Lúin make Ingrid an excellent Galeforcer, as she has high mobility, damage output, and consistency.
    • Galeforce is a 5 cooldown Special that activates after combat via granting its user an additional action. This means that under the right conditions, Ingrid can attack (and usually ORKO) an enemy, then use her additional action to continue the offensive or retreat. While Galeforce’s 5 cooldown is often problematic, Lúin’s Slaying effect reduces it to 4.
    • Heavy Blade grants Ingrid an additional Special charge for each of her attacks during combat if her Attack is greater than the enemy’s. If no Guard effect is active and Ingrid performs a follow-up attack, she will activate Galeforce after combat (4 cooldown before combat -> 2 cooldown after initial attack -> 0 cooldown after follow-up attack). To ensure Ingrid’s follow-up is not prevented by means other than being within 5 points of her Speed, Flow Refresh is used, which neutralizes effects that prevent her follow-up attack.
    • On the more combative side of things, Ingrid is fantastic thanks to Lúin. If she initiates combat or is within 2 spaces of an ally, she gains +6 Speed and deals true damage equal to 20% of her Speed during combat, significantly boosting her damage output and follow-up consistency. She is also one of the safest initiators in the game, as Lúin grants counterattack prevention if her Speed is at least 5 greater than the enemy’s.
  • A Slots that increase Ingrid’s Atk/Spd are best to maximize damage output and follow-up consistency. Her native Atk/Spd Solo 4 grants +7 Atk/Spd during combat if she is not adjacent to an ally, which is often achievable given that her 3 movement allows her to attack faraway enemies and/or in spaces that are not adjacent to allies. Other strong choices include Surge Sparrow (while its healing on Special activation is worthless, +7 Atk/Spd on initiation is still the same offensive boost as Atk/Spd Solo 4 and does not have a positional requirement), Swift Sparrow 3 (+6 Attack and +7 Speed on initiation), and Atk/Spd Push 4 (+7 Atk/Spd in exchange for 5 recoil damage if Ingrid’s HP is ≥ 25%).
  • Given its premium status, most players probably lack Flow Refresh fodder; Ingrid can opt for Wings of Mercy or her native Lull Spd/Def. Wings of Mercy allows Ingrid to teleport to spaces adjacent to allies with ≤ 50% HP, which is useful for continuing Galeforce chains that seek to sweep most, if not all of an enemy team in one Player Phase. Note, however, that Atk/Spd Solo is anti-synergistic with Wings of Mercy, so a different A Slot should be chosen. Lull Spd/Def inflicts -3 Spd/Def on the enemy and neutralizes their visible Spd/Def buffs during combat, bolstering Ingrid’s offensive potency and consistency.
  • Ingrid’s C Slot should be dedicated to ensuring she achieves the Heavy Blade Attack requirement. Atk/Spd Menace inflicts -6 Atk/Spd on the nearest enemies within 4 spaces while also granting +6 Atk/Spd to Ingrid, making it an excellent offense increaser and effectively closing the Attack gap by 12. Atk Smoke inflicts -7 Attack on enemies within 2 spaces of the target after combat, making her subsequent Heavy Blade activations more consistent. For Wings of Mercy sets in particular, Joint Drive Atk may be most helpful, as it grants +4 Attack to Ingrid and allies within 2 spaces during combat; this can score close KOs and be used in conjunction with an ally’s Atk Smoke to maximize Heavy Blade activation frequency for both Ingrid and allies.
  • Something to note is that Ingrid is more than capable of OHKOing enemies, which can be a detriment for Galeforce sets. Since this set focuses on maximizing Ingrid’s offenses, Ingrid can deal high raw damage on top of her true damage. The combination of both can result in Ingrid OHKOing many enemies, preventing her from activating Galeforce from ≥ 3 cooldown.

Strengths

Strong offenses

Ingrid’s dedication to knighthood has paid off, with 35 Attack and 40 Speed allowing for high damage output and follow-up consistency in combination with her personal weapon.

Lúin

Ingrid’s Crest weapon comes with a variety of strong effects that make her one of the best initiators in the game.

  • An unconditional Slaying effect (-1 Special cooldown) enables more frequent and consistent Special activations. If Ingrid performs a follow-up attack and no Guard effect is hindering her, she can activate a 2 cooldown Special such as Moonbow or Ruptured Sky on her follow-up attack (alternatively, she can use Quickened Pulse to immediately ready these Specials on turn 1, making enemy Guard effects irrelevant). If Ingrid also activates Heavy Blade, she can trigger Galeforce after her follow-up attack, granting her an additional action.
  • If Ingrid initiates combat or is within 2 spaces of an ally, she gains +6 Speed during combat and converts 20% of her Speed into true damage during combat. This not only increases her follow-up consistency, but also significantly boosts her damage output, especially given that Ingrid has another reason to stack her Speed as high as possible…
  • If Ingrid initiates combat and her Speed is at least 5 greater than the enemy’s, the enemy cannot counterattack. This allows Ingrid to safely deal high damage against much of the cast; the only truly reliable way to ensure counterattacks against Ingrid is Null C-Disrupt, an Infantry-exclusive B Slot that neutralizes effects that prevent a unit’s counterattack.

Cavalry advantages

While her father was never happy with her riding away on her horse, Ingrid always did so anyway, allowing her to utilize skills that increase her consistency, damage output, and/or mobility; such Skills include Flow Refresh, S/D Near Trace, and Lull Spd/Def. In addition, she can take advantage of Cavalry-specific buffs like Goad Cavalry to further boost her offensive capabilities. Cavaliers’ innate 3 movement also allows Ingrid to reach enemies her allies may not be able to reach, which is especially helpful in Aether Raids Defense (particularly with traps that use Rally Assists, refreshes, and skills like Ground Orders to extend threat ranges beyond what they were at the start of the phase).

Relevant Aether Raids Defense niche

With the rising prominence of Near Save, counterattack prevention and true damage are more valuable than ever in Aether Raids. In the current meta, Ingrid has a desirable niche as a unit that has good range, Slaying, true damage, and easily achievable counterattack prevention; she can pierce physically defensive enemies through Specials, true damage, and Poison Strike, the latter of which can be used in both Ingrid’s B Slot and Sacred Seal to inflict 20 damage after combat rather than just 10. Thanks to Lúin’s Speed-based counterattack prevention and Near Save units typically having middling to terrible Speed, Ingrid can consistently survive initiations and activate Poison Strike after combat.

Access to Fatal Smoke, Panic Smoke, and Lunge can add to her effectiveness as a strong Aether Raids Defense frontliner. Fatal Smoke prevents the target from healing during combat and inflicts【Deep Wounds】on the target and enemies within 2 spaces, which prevents healing during and after combat; given that many tanks rely on healing via Specials and/or Mystic Boost, this is a valuable effect to have in any Defense Keep. Panic Smoke inflicts【Panic】on the target and enemies within 2 spaces, which converts visible buffs to debuffs; Peony and Plumeria, the Mythic refreshers for Light and Astra respectively, both grant visible buffs to their team, so being able to reverse those buffs can turn the tables. Note, however, that Skills such as Atk/Spd Unity, Chaos Ragnell, and Exalted Falchion (+Eff) can take advantage of panicked buffs by reversing and doubling them during combat. Finally, Lunge can bring enemies closer to Ingrid’s team or away from a defense tile via swapping Ingrid and the target’s positions after combat. Note, however, that Lunge does not work when the【Savior】effect of Near Save is activated.

Weaknesses

Dangerously low bulk

37 HP, 28 Defense, and 27 Resistance sum to 64 physical bulk and 63 magical bulk. While Ingrid’s worrisome bulk can be circumvented on Player Phase thanks to Lúin’s conditional counterattack prevention, it can pose problems if Ingrid finds herself needing to Enemy Phase.

Cavalry drawbacks

Being a Cavalier comes with negative consequences as well. Ingrid’s relatively low bulk and being unable to prevent guaranteed enemy follow-up attacks make it difficult for her to become an effective shield of Faerghus. She may also find trouble on Player Phase against enemies that can nullify/avoid her counterattack prevention and have guaranteed follow-up attacks, though these are few and far between. Regardless, however, Ingrid’s issue of sketchy survivability is only exemplified by Cavalry-effective weapons that multiply the user’s effective Attack by 1.5 when calculating damage. The innate 3 movement Cavaliers have can also be mitigated by forests, trenches, and impassable terrain for non-Fliers (such as lava and water tiles), all of which remove Ingrid’s strength of having high range.

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 3 ★
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
LúinAccelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Spd+6 during combat, deals damage = 20% of unit's Spd, and also, if unit's Spd ≥ foe’s Spd+5, foe cannot counterattack.
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
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Spd Solo 1If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.
Unlocks at 2 ★
60
A
Atk/Spd Solo 2If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.
Unlocks at 3 ★
120
A
Atk/Spd Solo 3If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Solo 4If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.
Inheritable by all units.
Unlocks at 5 ★
300
A
Lull Spd/Def 1Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 3 ★
60
B
Lull Spd/Def 2Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 4 ★
120
B
Lull Spd/Def 3Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 5 ★
240
B
Rouse Atk/Spd 1At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 1 ★
60
C
Rouse Atk/Spd 2At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 2 ★
120
C
Rouse Atk/Spd 3At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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