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Analysis by Chibi_Chu
Ingrid - Galatea's Heir

5

Obtainable as a 5 only

Related Heroes

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

Preventing a Second Tragedy (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Lúin A Atk/Spd Push 4
Alternate: Atk/Spd Solo 4
Rally Assist B Lull Spd/Def 3
Alternate: Lunge
Ruptured Sky
Alternate: Galeforce
C Panic Smoke 3
Alternate: Savage Blow 3
IVs

+ATK or +SPD / -HP or -DEF or -RES

SDarting Blow 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Lúin 

Assist: Rally Assist / No Assist 

Special: Ruptured Sky / Galeforce 

Passive A: Atk/Spd Push 4 / Atk/Spd Solo 4 / Swift Sparrow (2 or 3) 

Passive B: Lull Spd/Def / Lunge

Passive C: Panic Smoke / Savage Blow

Sacred Seal: Darting Blow / Heavy Blade / Swift Sparrow / Quickened Pulse

  • 35/40 offenses and Lúin allow Ingrid to potentially be a very obnoxious Aether Raids Defense unit.
    • The combination of Lúin’s -1 Special cooldown and Quickened Pulse readies a 2-cooldown Special such as Ruptured Sky or Moonbow on turn 1, granting Ingrid additional firepower.
    • Lúin’s +6 Speed and true damage equal to 20% of her Speed during combat is locked behind the condition of initiating or being within 2 spaces of an ally. These conditions are very easy to achieve in Aether Raids Defense, as Ingrid’s purpose is to initiate to take advantage of her counterattack prevention, which allows her to safely deal damage and potentially activate a variety of post-combat effects. True damage is particularly valuable given that Defense-stacking 
    • Finally, if Ingrid initiates combat and her Speed is at least 5 higher than the enemy’s Speed, Lúin will prevent the enemy from counterattacking. Assuming this effect occurs, Lúin ensures that Ingrid survives an initiation, resulting in safe damage and post-combat effects.
  • 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 the team, Ingrid will likely Rally an ally ahead of her, then get refreshed by a unit such as Triandra or Mirabilis, granting her a significant range extension beyond or matching what the range originally was at the end of the enemy team’s Player Phase. Alternatively, Ingrid can simply use no Assist skill, as the AI typically prioritizes moving units with no Assist skills over units with Assist skills. This is important because it ensures that Ingrid will move before refreshers.
  • Given that Ingrid’s goal is to use her high offenses and range to score KOs (or at least safely initiate to get the rest of her team moving), A and S slots such as Atk/Spd Push 4, Swift Sparrow, Atk/Spd Solo, and Darting Blow are all excellent choices with different conditions. Her native Lull Spd/Def works well for her B slot, as it inflicts -3 Spd/Def during combat and neutralizes the enemy’s visible Spd/Def buffs. However, a position-changing B slot such as Lunge can instead help move enemies away from defense tiles (like in the Lost Castle terrain) and/or towards her allies.
    • Alternatively, Ingrid can use Galeforce as her Special. The combination of Lúin’s Slaying effect and Heavy Blade will allow her to activate it after 2 attacks assuming no Guard effect is active; given that Ingrid has high Speed, she will often perform a follow-up attack as well. She can potentially score 2 KOs or deal focused damage on a superunit, which is very helpful for the rest of her team.
  • Panic Smoke punishes units with visible buffs by converting the visible buffs of the target and allies within 2 spaces into penalties if Ingrid attacks and survives combat, which is very likely given Lúin’s Firesweep effect. This is especially nice given Peony and Plumeria are top Light and Astra Mythics respectively, and they both grant visible buffs with their personal refreshes. Savage Blow is a nice alternative, dealing 7 damage to enemies within 2 spaces of the target after combat if Ingrid attacks and survives.

Thinking of you, wherever you are… (Galeforce)

Build by Chibi_Chu
Recommended
Lúin A Atk/Spd Solo 4
Alternate: Atk/Spd Push 4
Positional Assist B Lull Spd/Def 3
Alternate: Wings of Mercy 3
Galeforce C Atk Smoke 3
IVs

+ATK or +SPD / -HP or -DEF or -RES

SHeavy Blade 3

Show Explanation/Analysis

Weapon: Lúin 

Assist: Positional Assist 

Special: Galeforce 

Passive A: Atk/Spd Solo 4 / Atk/Spd Push 4 / Swift Sparrow (2 or 3) 

Passive B: Lull Spd/Def / Wings of Mercy

Passive C: Atk Smoke

Sacred Seal: Heavy Blade 

  • While 35/40 offenses and 3 movement already lend themselves well to a Galeforce set for Ingrid, Lúin is truly what makes her one of the best Galeforcers in the game.
    • Lúin’s -1 Special cooldown reduces Galeforce’s cooldown from 5 to 4. If Ingrid performs a follow-up attack, no Guard effect is active, and she gains the +1 Special charge from Heavy Blade, Ingrid can activate Galeforce after her follow-up attack. Having -1 Special cooldown is key, as cavaliers lack access to Time’s Pulse to reduce Galeforce’s cooldown; whereas other cavalry Galeforcers need Quickened Pulse in their S slot and Heavy Blade in their A slot, Ingrid can instead use Heavy Blade in her S slot and an offense-increasing A slot, already setting her apart from her peers.
    • If Ingrid initiates combat or is within 2 spaces of an ally, she gains +6 Speed and 20% of her Speed as true damage during combat as well. Given that Galeforce sets are almost always purely Player Phase, Ingrid will almost always have both of these effects active, increasing her damage output and follow-up consistency.
    • The real icing on the cake is the final part of Lúin: if Ingrid’s Speed is at least 5 higher than the enemy’s Speed, the enemy cannot counterattack. Lúin is practically a combination of Slaying and Firesweep Lance with some extra goodies attached to it as cherries on top, which no other Cavalry unit in the game has.
  • Any A slot that increases Ingrid’s offenses is greatly beneficial for her. Given that Galeforcers often pierce enemy frontlines to KO enemies towards the backlines (then retreat using their additional action granted by Galeforce), Ingrid’s native Atk/Spd Solo 4 is a great choice, granting +7 Atk/Spd if she is not adjacent to an ally. Atk/Spd Push 4 and Swift Sparrow are strong alternatives if a Solo condition feels unreliable, with the former granting +7 Atk/Spd if Ingrid’s HP is ≥ 25% and the latter granting +4/6 Attack and +4/7 Speed if Ingrid initiates combat.
  • Ingrid’s native Lull Spd/Def further bolsters her offensive power by inflicting -3 Spd/Def on the enemy and nullifying their visible Spd/Def buffs during combat, increasing her follow-up consistency and damage output. For Aether Raids Offense, Ingrid can use Wings of Mercy to teleport to a space adjacent to an ally (usually another Galeforcer) whose HP is ≤ 50% to continue a Galeforce chain, which is helpful for one-turn sweeps.
  • While Atk Smoke may seem like an odd choice given that Ingrid should not be receiving many attacks, Heavy Blade’s condition is Ingrid’s Attack being greater than her enemy’s Attack. Inflicting -7 Attack on enemies within 2 spaces of the target maximizes the chances of this condition being fulfilled.
  • Something to note with this set is Ingrid’s tendency to OHKO enemies, which is ironic given her performance in Three Houses. Since this set focuses on maximizing Ingrid’s offenses to deal as much damage as possible, perform follow-up attacks as frequently as possible, and activate Lúin’s conditional Firesweep effect as much as possible, Ingrid often deals great raw damage on top of her true damage based on 20% of her Speed. The combination of both can result in Ingrid OHKOing many enemies, which prevents her from activating Galeforce from full (4) cooldown.

Strengths

Strong offenses

Working diligently and dedicating everything to knighthood has paid off, as Ingrid boasts a solid 35 Attack and excellent 40 Speed. With offenses that would make Glenn proud, Ingrid can deal high amounts of damage and frequently perform follow-up attacks, especially in combination with her exceptional personal weapon.

Lúin

Ingrid’s personal weapon is filled to the brim with powerful effects that significantly bolster her offensive prowess.

  • To begin, Lúin grants -1 Special cooldown (Slaying effect).
  • If Ingrid initiates combat or is within 2 spaces of an ally, she gains +6 Speed during combat and converts 20% of her Speed to true damage during combat.
  • If Ingrid’s Speed is at least 5 more than the enemy’s Speed during combat, the enemy also cannot counterattack.

With Slaying and conditional +6 Speed, true damage, and Firesweep effect, Ingrid can be a fantastic Player Phase unit capable of KOing enemies without even receiving a counterattack. Slaying is particularly valuable, as it allows Ingrid to use Quickened Pulse (or cooldown reduction from allies such as Velouria and Legendary Hector) to immediately ready a 2-cooldown Special such as Ruptured Sky or Moonbow on turn 1; alternatively, the combination of Slaying and Heavy Blade can allow Ingrid to activate Galeforce in 2 attacks.

Cavalry advantages

While her father was never happy with her riding away on her horse, Ingrid always did it anyway, allowing her to utilize skills such as Lull Spd/Def and take advantage of Cavalry-specific buffs like Goad Cavalry to further boost her offensive capabilities. In addition, 3 movement 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 ranges).

Relevant Aether Raids Defense niche

With the rising prominence of superunits such as Brave Hector, Brave Claude, and Brave Edelgard, high range and avoiding counterattacks is more valuable than ever in Aether Raids. In the current meta, Ingrid’s niche as a unit that has good range, high Speed, Slaying, conditional true damage, and conditional counterattack prevention is very desirable; she can pierce enemies with high Defense through Specials and true damage while also surviving initiations by simply not receiving a counterattack at all. Poison Strike, Panic Smoke, and Lunge can add to her effectiveness as a strong Aether Raids Defense initiator, with the former dealing additional damage after combat, the middle inflicting Panic to shut down visible buffs from prominent Mythics such as Peony and Plumeria, and the latter swapping Ingrid and the enemy’s positions after combat to put the enemy in range of Ingrid’s allies.

Weaknesses

Shaky bulk

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

Cavalry drawbacks

Being a Cavalier unfortunately comes with some negative consequences as well. In tandem with Ingrid’s relatively low bulk, lacking access to skills such as Null Follow-Up and Null C-Disrupt makes it difficult for her to become an effective Enemy Phase shield of Faerghus. This issue is only exemplified by Cavalry-effective weapons such as Thani and Dawn Suzu.

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). 

Lúin’s Speed condition

While Lúin’s Firesweep effect is great because it can potentially allow Ingrid to prevent counterattacks, its Speed condition can be finicky on Aether Raids Defense. With Speed-stacking units being a meta strategy, units like Mareeta, Brave Celica, Female Kris, and even Brave Ike (with enough effort) can close the Speed gap between themselves and Ingrid, which can be lethal for her.

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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