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Analysis by Chibi_Chu
Kris (F) - Unsung Hero

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 40
ATK 37
SPD 40
DEF 30
RES 25

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 34 37 26 22
Middle 40 37 40 30 25
High 43 40 44 33 29

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

Leader of the 7th Platoon (Supertank)

Build by Chibi_Chu
Recommended
Spear of Shadow A Distant Counter
Positional Assist B Spurn 3
Sol
Alternate: Noontime
C Pulse Smoke 3
IVs

+SPD / -HP

SSpd/Res Solo 3

Show Explanation/Analysis

Weapon: Spear of Shadow 

Assist: Positional Assist 

Special: Sol / Noontime 

Passive A: Distant Counter

Passive B: Spurn 

Passive C: Pulse Smoke

Sacred Seal: Spd/Res Solo

  • Thanks to a great statline starring a fantastic 40 Speed, Female Kris can become an excellent supertank, both in PvE and Aether Raids Offense. 
  • Spear of Shadow is an excellent weapon, as it grants -1 Special cooldown and, if the enemy initiates or their HP is = 100%, inflicts -5 Atk/Spd/Def to the enemy during combat. This greatly boosts Kris’ offensive and defensive capabilities, as she’ll be able to deal more damage, perform/avoid follow-up attacks more consistently, and receive less damage. -1 Special cooldown allows Kris to use Sol rather than Nonontime, as she’ll be able to activate it on her follow-up attack if no Guard effect is active; if Brave Lucina is her support unit, she can even activate Sol on her first attack thanks to Geirskögul granting +1 Special charge per attack to Sword, Lance, Axe, Bow, Dagger, and Beast allies within 2 spaces if the enemy initiates combat.
  • To make things even more convenient, Kris comes with Spurn, Infantry supertanks’ most coveted B slot. Like Close Call and Repel, Spurn grants 4% damage reduction for every point of Speed Kris has over the enemy (capping at 40%, so a gap of 10 Speed). However, unlike Close Call and Repel’s movement-based effects, Spurn has a mini-Wrath effect, granting +5 damage when Kris activates her Special at ≤ 75% HP. This improves Kris’ offensive capabilities, allowing her to score close KOs and potentially heal 2 more HP with Sol. 
  • As with any supertank, Kris wants to be able to counterattack against as many enemies as possible, as there’s little point to taking several hits on Enemy Phase if she can’t dish the damage back. As such, Distant Counter is vital. 
  • Since Infantry Pulse teams are so prevalent in Aether Raids, Pulse Smoke is an excellent C slot, inflicting -1 Special cooldown on the target and enemies within 2 spaces of the target after combat. This prevents Kris from getting nuked by units with their Specials charged such as Lysithea, Ophelia, and Legendary Alm.
  • Given that supertanks are usually 2 spaces away from their nearest ally (usually either Brave Lucina or Male Corrin due to their support capabilities), Spd/Res Solo is an amazing Sacred Seal choice, granting +6 Spd/Res if Kris is not adjacent to an ally. Not only does it make Spurn’s damage reduction more consistent, but it also helps Kris perform/avoid follow-up attacks more frequently and receive less damage from magical attacks.

Kris-talian Envoy (Galeforce)

Build by Chibi_Chu
Spear of Shadow A Swift Sparrow (2 or 3)
Alternate: Heavy Blade 4 / Flashing Blade 4
Positional Assist B Desperation 3
Alternate: Null Follow-Up 3
Galeforce C Def Smoke 3
Alternate: Joint Drive Atk
IVs

+ATK or +SPD / -HP or -RES

SHeavy Blade 3 / Flashing Blade 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Spear of Shadow

Assist: Positional Assist 

Special: Galeforce 

Passive A: Swift Sparrow (2 or 3) / Flashing Blade 4 / Heavy Blade 4 / Atk/Spd Solo (3 or 4)

Passive B: Desperation / Null Follow-Up 

Passive C: Def Smoke / Joint Drive Atk 

Sacred Seal: Flashing Blade / Heavy Blade / Swift Sparrow 

  • 37/40 offenses and a strong personal weapon make Female Kris an excellent choice for a Galeforcer. Spear of Shadow grants -1 Special cooldown, and if the enemy is at 100% HP or the enemy initiates combat, it also inflicts -5 Atk/Spd/Def to the enemy during combat. This grants Kris higher damage output through more raw damage and more consistent follow-up attacks. In addition, the -1 Special cooldown allows Kris to activate Galeforce, usually a 5-cooldown Special, against enemies that don’t counterattack, assuming Kris performs a follow-up attack, activates Heavy/Flashing Blade, and no Guard effect is active.
  • Skills that increase Kris’ offenses such as Swift Sparrow and Atk/Spd Solo are excellent choices, increasing her damage and Galeforce consistency. Whichever slot between the A and S slot isn’t taken by one of these skills should be taken by Heavy/Flashing Blade to help Kris activate Galeforce more frequently.
  • Desperation and Null Follow-Up are both great B slot options. Desperation allows Kris to perform her follow-up attack before the enemy can counterattack if her HP is ≤ 75%, which can help her avoid lethal counterattacks; thanks to Spear of Shadow’s -1 Special cooldown, she can activate Galeforce even if the enemy does not counterattack, assuming the conditions stated previously are met. Null Follow-Up prevents Kris’ follow-up from being denied and the enemy’s follow-up from being guaranteed by skills, increasing her damage output and survivability.
  • Def Smoke is a strong C slot in conjunction with Galeforce, as she can inflict -7 Defense to enemies within 2 spaces of her target, activate Galeforce, then attack any of those enemies while their bulk is decreased. Alternatively, Joint Drive Atk grants +4 Attack to her and allies within 2 spaces during combat, making it more consistent than relying on a debuff.
  • Note that Kris and her allies want to avoid skills that deal out-of-combat damage. This is because Kris will not be able to inflict -5 Atk/Spd/Def to the enemy during combat if she initiates and the enemy’s HP is lower than 100%.

Strengths

Fantastic offenses

Female Kris boasts an amazing offensive statline of 37 Attack and 40 Speed, allowing her to dish out high amounts of damage and consistently perform/avoid follow-up attacks.

Spear of Shadow

Kris wields the Spear of Shadow, an excellent personal weapon that grants -1 Special cooldown and, if the enemy initiates combat or the enemy’s HP = 100%, inflicts -5 Atk/Spd/Def to the enemy during combat. The Slaying effect allows Kris to activate her Specials more consistently, and the debuffs during combat grant her extra damage and survivability.

Respectable physical bulk

On paper, Kris has a decent 69 physical bulk. In combination with Spear of Shadow’s -5 Atk/Spd/Def infliction on the enemy if either of its conditions are met, Kris’ physical bulk rises to 74, along with making it more difficult to perform a follow-up attack against her. In addition, thanks to Kris’ amazing 40 Speed, she can make great use of damage-reduction skills such as her native Spurn, which grants 4% damage reduction for every point of Speed she has over the enemy (up to 40%, or a gap of 10 Speed).

Very little competition

Speedy Infantry Lance units are sparse in Heroes, allowing Kris to easily stand out amongst her peers. Her most direct competition is Apotheosis Anna, but Kris’ Spear of Shadow is much stronger and improves her bulk, along with granting -1 Special cooldown. As such, Kris is the premier choice for a combat-oriented Lance unit.

Weaknesses

Spear of Shadow’s conditions

While Spear of Shadow is an excellent weapon, its conditions of the enemy initiating combat or the enemy being at 100% HP can be a bit awkward to work with on Player Phase. The conditions make it much more difficult for Kris and her allies to use skills that deal out-of-combat damage such as Savage Blow, AoE Specials, and Pain.

Low magical bulk

Kris’ offenses and decent physical bulk come at the price of her Resistance, clocking at a middling 25 for a mediocre 64 magical bulk. However, Spear of Shadow and damage-reduction skills such as Spurn help patch this up, although she may still struggle to take several hits against high-attack mages (especially Blue mages, of course).

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
Spear of ShadowAccelerates Special trigger (cooldown count -1). If foe initiates combat or if foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Spd/Def-5 on foe during combat.
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
Fury 1Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Fury 2Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
100
A
Fury 3Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Fury 4Grants Atk/Spd/Def/Res+4. Unit takes 8 damage after combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Spurn 1If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit's HP ≤ 25% and unit's attack triggers Special, deals +5 damage when Special triggers.
Infantry Sword, Lance & Axe Only
Unlocks at 3 ★
60
B
Spurn 2If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit's HP ≤ 50% and unit's attack triggers Special, deals +5 damage when Special triggers.
Infantry Sword, Lance & Axe Only
Unlocks at 4 ★
120
B
Spurn 3If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 75% and unit's attack triggers Special, deals +5 damage when Special triggers.
Infantry Sword, Lance & Axe Only
Unlocks at 5 ★
240
B
Rouse Spd/Res 1At start of turn, if unit is not adjacent to an ally, grants Spd/Res+2 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 1 ★
60
C
Rouse Spd/Res 2At start of turn, if unit is not adjacent to an ally, grants Spd/Res+4 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 2 ★
120
C
Rouse Spd/Res 3At start of turn, if unit is not adjacent to an ally, grants Spd/Res+6 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: New Mystery of the Emblem

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