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Legendary Deirdre

Analysis by Chibi_Chu
Legendary Deirdre - Fated Saint

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
177
HP 40
ATK 43
SPD 32
DEF 19
RES 43

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 12 5 3 9
Middle 18 13 6 4 10
High 19 14 7 5 11

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 40 29 16 39
Middle 40 43 32 19 43
High 43 47 35 22 46

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

Dearly Departed (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Spirit Forest Writ A Still Water 4
Assistless
Alternate: Rally Assist
B Null Follow-Up 3
Alternate: Atk/Res Tempo 3
Circlet of Balance C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

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

SAtk/Res Ideal 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Spirit Forest Writ 

Assist: Assistless / Rally Assist

Special: Circlet of Balance 

Passive A: Still Water 4 

Passive B: Null Follow-Up / Atk/Res Tempo

Passive C: Time’s Pulse / Joint Drive Atk / Flexible

Sacred Seal: Atk/Res Ideal / Blade Session 

  • Circlet of Balance, Deirdre’s personal, 2-cooldown Special, makes her a uniquely powerful Defense Keep unit thanks to its conditional, once-per-map Miracle effect that keeps her at 1 HP after receiving a lethal hit if her HP prior to the hit was > 1. In addition to bonus damage equal to 40% of Deirdre’s Res on activation, the Miracle effect is granted if both of the following conditions are met:
    • Deirdre’s or the enemy’s Special is ready or has been activated during the current combat.
    • Deirdre initiates combat or the enemy is ranged.
  • Spirit Forest Writ also aids significantly in Deirdre’s Defense Keep prowess, granting:
    •  -1 Special cooldown,
    • Dragon effectiveness + disabling of adaptive damage (rarities in potent Defense units and important boons against Far Save Armored Dragons),
    • A guaranteed follow-up, 
    • -6 Atk/Res on the enemy during combat, and 
    • Additional Atk/Res enemy debuffs during combat equal to 80% of the gap between Deirdre’s and the enemy’s visible Res (up to an additional -12).
  • AI typically moves Assistless units before units with Assists, making Assistless Deirdre the strongest option if seeking to refresh her after her initial combat. Alternatively, Deirdre can extend her threat range beyond what it was at the start of Enemy Phase by rallying an ally closer to the frontlines, then receiving a refresh.
  • Deirdre’s native Still Water is vital for maximizing her damage and visible Res.
  • Given the ubiquity of follow-up prevention, Null Follow-Up is key for ensuring Deirdre’s guaranteed follow-up is not neutralized. However, lacking Atk/Res Tempo forces Deirdre to use Time’s Pulse or receive an external Special charge, as Guard effects are far too common for Deirdre to rely on an enemy’s lack thereof. If using Atk/Res Tempo, Deirdre’s C slot is flexible; Joint Drive Atk is a go-to choice, granting +4 Atk to Deirdre and allies within two spaces during combat. Note that Time’s Pulse and external Special charges can be shut down by Elimine, an incredibly powerful and common Astra Mythic, so Deirdre’s team will need multiple columns that grant her that Special charge since Elimine can only inflict False Start on one column.
  • Atk/Res Ideal is a strong Sacred Seal that has an easily attainable +5 Atk/Res during combat, with the condition simply being 100% HP or having a Bonus (this includes stat bonuses and Bonus effects such as the Orders and Triangle Attack effects granted by Bridal Catria’s Wedding-Bell Axe). Blade Session offers +9 Atk/Spd if two or more allies have already moved, +6 if only one, and +3 if none at all (which is unlikely with seven-unit Defense Keeps, as the seventh unit immediately ends their turn if no unit has been KO’d and Anima Defense Keeps typically have rallies). While the Spd may seem like a waste (and it usually is), it can help punch through follow-up prevention if Deirdre lacks Null Follow-Up.

Hymn of the Light (General Offense)

Build by Chibi_Chu
Recommended
Spirit Forest Writ A Still Water 4
Positional Assist B Atk/Res Tempo 3
Alternate: Null Follow-Up 3
Circlet of Balance C Atk/Res Menace
Alternate: Time's Pulse 3
IVs

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

SAtk/Res Solo 3

Show Explanation/Analysis

Weapon: Spirit Forest Writ 

Assist: Positional Assist 

Special: Circlet of Balance 

Passive A: Still Water 4 

Passive B: Atk/Res Tempo / Null Follow-Up / Desperation

Passive C: Atk/Res Menace / Time’s Pulse 

Sacred Seal: Atk/Res Solo

  • A relatively straightforward set focused on maximizing Deirdre’s damage output; Atk and Res are the focus stats since Spirit Forest Writ grants a guaranteed follow-up and Deirdre’s Def is terrible. 
    • Investment into visible Res allows Deirdre to inflict more Atk/Res debuffs on the enemy during combat (Spirit Forest Writ inflicts Atk/Res -6 in addition to more Atk/Res = 80% of the gap between Deirdre’s and the enemy’s Res, with the maxmimum being an additional -12). 
    • Investment into both visible and in-combat Res provides additional damage from Circlet of Balance.
  • Circlet of Balance, Deirdre’s personal Special, provides both simple offensive and rare/powerful defensive utility. It only has 2 cooldown (1 with Spirit Forest Writ’s -1 Special cooldown), grants additional damage equal to 40% of Deirdre’s Res, and allows her to survive a lethal attack if her HP is > 1 and both of the following conditions are achieved:
    • Deirdre’s or the enemy’s Special is ready or has been activated during the current combat.
    • Deirdre initiates combat or the enemy is ranged.
  • Luckily, the “investment” into Deirdre’s visible Res comes in the form of her native Still Water, which grants +7 base Atk/Res at the cost of -5 base Def. This is her uncontested best A slot, as it elevates Deirdre’s raw damage, Circlet of Balance damage, and consistency with Spirit Forest Writ’s Atk/Res debuffs.
  • Atk/Res Tempo guarantees that Circlet of Balance will be ready after her first attack of initiation, giving her the Miracle safety net and ensuring additional damage on her follow-up. Alternatives include:
    • Null Follow-Up, which neutralizes enemy follow-up prevention and guaranteed follow-ups to improve Deirdre’s damage and survival consistency.
    • Desperation, which allows Deirdre to perform her follow-up attack before the enemy can counterattack if her HP when initiating is ≤ 75%. This synergizes well with Circlet of Balance, which leaves her at 1 HP.
  • Atk/Res Menace maximizes Deirdre’s Atk/Res while also maximizing the gap between Deirdre’s and the enemy’s Res (via +6 visible Atk/Res buff for Deirdre and -6 visible Atk/Res debuff for closest enemies within four spaces), making it a fantastic and native option. Time’s Pulse is a good alternative, readying Circlet of Balance at the start of every turn; this ensures Deirdre’s safety against enemies with Vantage and without a Brave effect and against enemies with Guard effects if Deirdre does not have Atk/Res Tempo.
  • Atk/Res Solo is Deirdre’s strongest Sacred Seal, granting +6 Atk/Res during combat if Deirdre is not adjacent to an ally.

Strengths

Fantastic Atk and Res

With a value of 43 in both Atk and Res, Deirdre has little difficulty dealing impressive damage (especially with Res-based, damage-dealing Specials such as her personal Circlet of Balance) and handling magical threats with relative ease. 

Spirit Forest Writ

Fittingly, the Lady of the Spirit Forest wields the Spirit Forest Writ as her personal weapon.

  • At a baseline, it grants -1 Special cooldown and Dragon-effectiveness, improving Deirdre’s Special activation consistency and securing more frequent KOs against prominent Dragons such as Ascendant Idunn, Fallen Rhea, and Legendary Young Tiki.
  • Has the following effects if Deirdre is within three spaces of an ally:
    • Inflicts -6 Atk/Res on the enemy during combat, improving Deirdre’s damage and survivability.
    • Disables enemy skills that target the lower of Deirdre’s Def and Res, ensuring her safety against Dragon counterattacks should they survive her first attack or neutralize Dragon-effectiveness.
    • Grants Deirdre a guaranteed follow-up, which helps to patch her mediocre 32 Spd. Against enemies with follow-up prevention, the guaranteed follow-up cancels with the follow-up prevention, reverting the follow-up condition to a Spd check; given that most enemies with follow-up prevention are on the slower side, though, Deirdre could be able to perform a follow-up with some Spd investment.
    • If Deirdre’s visible Res > the enemy’s visible Res, she inflicts an additional Atk/Res on the enemy during combat = 80% of the gap between those Res values, with a cap of -12 Atk/Res. This further improves Deirdre’s damage and survivability.

Circlet of Balance

Who knew Deirdre’s circlet had so much power?

  • Thanks to Circlet of Balance’s lenient 2 cooldown, the combination of Spirit Forest Writ’s Slaying effect and Time’s Pulse allows Deirdre to ready her Special at the start of every turn if so desired.
  • On activation, Circlet of Balance increases Deirdre’s damage by 40% of her Res.
  • If both of the following conditions are met, Deirdre will survive a lethal hit with 1 HP as long as her HP prior to that hit was > 1:
    • Deirdre’s or the enemy’s Special is ready or has been activated during the current combat.
    • Deirdre initiates combat or the enemy is ranged.

In particular, Circlet of Balance’s once-per-map Miracle effect enables Deirdre to win (or at least survive) many previously unfavorable matchups.

Infantry Advantages

Access to skills such as Null Follow-Up, Time’s Pulse, and her native Atk/Res Tempo contributes to Deirdre’s combative prowess.

Weaknesses

One-Time Miracle Effect

As aforementioned, Circlet of Balance’s Miracle effect is only once per map. This can be problematic because she will struggle to survive subsequent combats; while Desperation is a synergistic option, Null Follow-Up and Deirdre’s native Atk/Res Tempo are generally more useful B slots. 

While Legendary Julia is an obvious comparison and Deirdre undoubtedly has her beat, Ascendant Celica is another comparison that can be made, as both are magical nukes with Miracle effects (Celica’s being in Mila’s Testament). Unless Celica has substantial healing (which sacrifices damage output), her Miracle effect may as well be one-time, but this isn’t a problem for her; she has Null Follow-Up + Desperation in Soul of Zofia and Guard nullification in Mila’s Testament, meaning she, unlike Deirdre, doesn’t have to choose between valuable B slots at all.

Susceptible to Null Follow-Up and Brave Effects

Because of her middling Spd, Deirdre is reliant on Spirit Forest Writ’s guaranteed follow-up. If the enemy has Null Follow-Up, this guaranteed follow-up is neutralized, and given that Spirit Forest Writ’s visible Res check heavily encourages her to keep Still Water as her A slot, it is simply not feasible for her to invest enough Spd to break through the Null Follow-Up effects that are prevalent mainly on fast units. While she may be able to do so against slower enemies with follow-up prevention, investing in Spd is generally an opportunity cost that players should be cognizant of if they choose to do so.

Even when inflicting effectively -18 Atk on the enemy during combat with Spirit Forest Writ, Deirdre’s physical bulk leaves much to be desired. As such, physical enemies with Enemy Phase Brave effects such as Winter Altina, Keaton, and Laslow can either outright OHKO if using Vantage to counterattack before Deirdre attacks or force pre-charged Circlet of Balance’s Miracle effect on their first counterattack, then KO Deirdre on the following consecutive attack.

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 2 ★
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
Spirit Forest Writ

Accelerates Special trigger (cooldown count-1).

Effective against dragon foes.

If unit is within 3 spaces of an ally, inflicts Atk/Res-6 on foe during combat, unit makes a guaranteed follow-up attack, disables foe's skills that "calculate damage using the lower of foe's Def or Res," and also, if unit's Res > foe's Res at start of combat, inflicts penalty on foe's Atk/Res during combat = 80% of difference between Res stats at start of combat. (Maximum penalty of -12.)

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 Wind

Boosts damage dealt by 50% of unit's Res.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Iceberg

Boosts damage dealt by 50% of unit's Res.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Circlet of Balance

Boosts Special damage by 40% of unit's Res. If unit's HP > 1, foe would reduce unit's HP to 0, and both following conditions apply, unit survives with 1 HP:   - Unit or foe's Special is ready, or unit or     foe's Special triggered during this combat.   - Unit initiates combat or foe's Range = 2. (Once per map. Considered a non-Special effect. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)

Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Still Water 1

Grants Atk/Res+3. Inflicts Def-3.

Inheritable by all units.
Unlocks at 2 ★
50
A
Still Water 2

Grants Atk/Res+4. Inflicts Def-4.

Inheritable by all units.
Unlocks at 3 ★
100
A
Still Water 3

Grants Atk/Res+5. Inflicts Def-5.

Inheritable by all units.
Unlocks at 4 ★
200
A
Still Water 4

Grants Atk/Res+7. Inflicts Def-5.

Inheritable by all units.
Unlocks at 5 ★
300
A
Atk/Res Tempo 1

Inflicts Atk/Res-1 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 1 ★
60
B
Atk/Res Tempo 2

Inflicts Atk/Res-2 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 2 ★
120
B
Atk/Res Tempo 3

Inflicts Atk/Res-3 on foe and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 4 ★
240
B
Threaten Res 1

At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Res 1

At start of turn, inflicts Atk/Res-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Res 2

At start of turn, inflicts Atk/Res-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C
Atk/Res Menace

At start of turn, inflicts Atk/Res-6 on nearest foes within 4 spaces through their next actions and grants Atk/Res+6 to unit for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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