- Default
- Attack
- Special
- Injured
Jill - Fiery Dracoknight |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 9 | 9 | 3 |
Middle | 18 | 9 | 10 | 10 | 4 |
High | 19 | 10 | 11 | 11 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 36 | 37 | 33 | 13 |
Middle | 40 | 39 | 40 | 36 | 17 |
High | 43 | 43 | 44 | 39 | 20 |
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
Growing Through Conflict (Generalist)
Talregan Axe | A | Atk/Spd Push 4 Alternate: Swift Sparrow (2 or 3) |
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Positional Assist | B | Mystic Boost 3 Alternate: Vantage 3 |
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Moonbow Alternate: Glimmer |
C | Spd/Def Rein 3 | |
IVs | +SPD / -HP or -RES | S | Swift Sparrow 2 Alternate: Spd/Res Solo 3 |
Weapon: Talregan Axe
Assist: Postitional Assist
Special: Moonbow / Glimmer / Ruptured Sky
Passive A: Atk/Spd Push / Swift Sparrow / Atk/Def Unity
Passive B: Mystic Boost / Vantage / Guard Bearing
Passive C: Spd/Def Rein
Seal: Swift Sparrow / Spd/Res Solo
- Jill comes with most of what she needs to succeed. The only issue with her kit is that her native Atk/Spd Push can eventually lower her HP to a point where it is no longer active. You can counteract this two ways - either by inheriting Swift Sparrow 3 instead (though note that she loses the Atk/Spd boost in Enemy Phase), or utilizing Mystic Boost's healing to counteract her self damage. It's not like she needs her B slot for another vital skill, after all.
- Still, you could also utilize Vantage in her B slot in order to give her the advantage if she's initiated on. With Atk/Spd Push and Talregan Axe's ally positional condition active, Jill will still get an additional +13 Attack on her Vantage initiation to hopefully oneshot her foe before they endanger her.
- Atk/Def Unity is another option for her A slot, but patient summoners may want to wait for a potential Atk/Spd Unity variant before pulling the trigger.
- For her seal, Swift Sparrow is the obvious choice, but Spd/Res Solo is an option for if you want to force out just a tiny bit more Speed at the expense of some Attack. Note that for Solo and Talregan Axe's positional requirements to be met, you need an ally exactly one space away from her.
Stop Napping And Get To Work! (Galeforce)
Talregan Axe | A | Atk/Spd Push 4 Alternate: Swift Sparrow (2 or 3) |
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Positional Assist | B | Guard Bearing 3 Alternate: Chill Atk/Spd 2 |
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Galeforce | C | Spd/Def Rein 3 Alternate: Atk Smoke 3 |
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IVs | +SPD or +ATK / -HP or -DEF | S | Heavy Blade 3 Alternate: Swift Sparrow 2 |
Weapon: Talregan Axe
Assist: Positional Assist
Special: Galeforce
Passive A: Atk/Spd Push / Swift Sparrow / Fury 4
Passive B: Guard Bearing / Chill Atk/Spd / Wings of Mercy
Passive C: Spd/Def Rein / Atk/Spd Rein / Atk Smoke
Seal: Heavy Blade / Swift Sparrow
- Jill's Talregan Axe and strong offensive stats makes her excellent for running a Galeforce set. With the Slaying effect in her weapon, the cooldown is reduced to 4, which can go to 0 with a Heavy Blade activation.
- This requires her to have a strong Attack Stat in relation to her foe, which can be further enhanced with her A slot and potentially Atk/Spd Rein.
- Her B slot is very flexible - the base Chill Atk/Spd works to debuff her foes before she attacks, while Guard Bearing can help her tank whichever foe is left alive. This is particularly useful for Aether Raids offense, where she will be up against six foes and can only KO two in her turn without being danced.
- Wings of Mercy is another Aether Raids option, which allows her to teleport to an ally who has already engaged the enemy.
Strengths
Talregan Axe
- Jill's prf weapon, the Talregan Axe, works similarly to Tsubasa's Mirage Feather. This weapon allows Jill to attack twice, turning it into a pseudo-brave weapon.
- Note that Jill can only attack twice if she can double attack her foe via outspeeding them. It isn't a true Brave, but simply reorders the flow of combat to grant her both attacks on her initiation.
- This weapon also grants her Atk/Spd +6 on initiation (or if an ally is within 2 spaces during the Enemy Turn), further increasing her odds of double attacking and adding to her damage.
- To top this all off, the Talregan Axe is a Slaying weapon, granting her Cooldown -1, which enables her to activate Specials very quickly and do a lot of up-front damage.
A Fast Axe Flier
- Jill has very little competition for her role as a fast axe flier, with only Spring Fir and Hel (a seasonal unit and a mythic) outspeeding her base Speed stat, while Jill outstrips them both in Attack.
- She is the first axe flier to be added to the general summoning pool since the game's launch, and her availability makes finding merges for her easier than her competition.
- Jill's Speed grants her a rare niche in her weapon and class typing, ensuring that she can have a place in any team.
Weaknesses
Unbalanced Defensive Stats
- While having her high Defense of 36 helps her in physical engagements, her very low Resistance stat of 17 makes her deceptively fragile in the Enemy Phase, particularly to enemy mages and dragons.
- Unfortunately as a flier, Jill is also weak to bows, making her high Defense slightly less impressive since she will need to avoid all ranged foes except daggers.
- All of this makes it difficult for her to function well as a tank in competitive modes like Aether Raids and Arena, making finding a spot for her in a PvP team a little more difficult.
Inheritance Woes
- As a flier, Jill suffers from the inability to inherit many useful meta skills. Due to this, perhaps her greatest weakness is to units who deny her followup attack, such as Brave Hector with his refined Maltet, or Hrid. Jill cannot inherit Null Follow-Up to prevent this from happening, which would have been the perfect skill to round out her kit.
- Furthermore, her options for B slot skills in particular are very limited. Because she has no access to Lull skills, such as Lull Spd/Def, her damage potential is lessened.
- As far as the flier-exclusive skills go, her prf axe already has Dive Bomb and Desperation built in, so she doesn't need it, and Guard Bearing makes little difference unless she's tanking - which could prove difficult for her for reasons outlined above.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Axe Learns by default at 1 ★ Unlocks at 1 ★
Inheritable by Axe users only.
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50 | 1 | 6 |
Steel Axe Learns by default at 3 ★ Unlocks at 2 ★
Inheritable by Axe users only.
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100 | 1 | 8 |
Silver Axe Learns by default at 4 ★ Unlocks at 3 ★
Inheritable by Axe users only.
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200 | 1 | 11 |
Talregan Axe Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd+6 during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Þrima |
Arcane Downfall (+Def) |
Arcane Downfall (+Res) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Push 1 At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
Atk/Spd Push 2 At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
Atk/Spd Push 3 At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Atk/Spd Push 4 At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
Chill Spd 1 At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action.
Inheritable by all units.
Unlocks at 1 ★ |
60 | B |
Chill Atk/Spd 1 At start of turn, inflicts Atk/Spd-3 on foe on the enemy team with the highest Atk+Spd total through its next action.
Inheritable by all units.
Unlocks at 2 ★ |
120 | B |
Chill Atk/Spd 2 At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Atk+Spd total through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
240 | B |
Spd/Def Rein 1 Inflicts Spd/Def-2 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 3 ★ |
60 | C |
Spd/Def Rein 2 Inflicts Spd/Def-3 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 4 ★ |
120 | C |
Spd/Def Rein 3 Inflicts Spd/Def-4 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Path of Radiance
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