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Legendary Edelgard

Analysis by UmbraCorvus
Legendary Edelgard - Flame Emperor

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
179
HP 45
ATK 42
SPD 17
DEF 39
RES 36

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 11 3 12 7
Middle 19 12 4 13 8
High 20 13 5 14 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 42 39 13 36 33
Middle 45 42 17 39 36
High 48 46 20 42 39

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

I Wanted to Walk with You... (Raging Storm Galeforce)

Build by UmbraCorvus
Recommended
Brave Axe+
Alternate: Aymr
A Death Blow 4
Alternate: Heavy Blade 4
Shove
Alternate: Smite
B Raging Storm
Galeforce C Armored Stride 3
IVs

+ATK / -SPD

SHeavy Blade 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Brave Axe+ / Aymr / Firesweep Axe+

Assist: Shove / Smite / Player Preference

Special: Galeforce

Passive A: Death Blow 4 / Heavy Blade 4 / Atk/Res Solo

Passive B: Raging Storm

Passive C: Armored Stride

Sacred Seal: Heavy Blade / Quickened Pulse / Death Blow

  • Thanks to Raging Storm and Galeforce being able to be used together, this build focuses on getting Legendary Edelgard to achieve multiple instances of movement in a single turn. As this build does not utilize a damage boosting Special, an Attack Asset is recommended while Speed should be dumped.
  • There are some advantages to using Brave Axe over Edelgard’s Aymr. Brave Axe will strike twice, allowing for a higher potential of damage dealt compared to Aymr, while also giving more chances to charge her Galeforce Special. However, in return using Brave Axe fully commits to Player Phase making Edelgard much weaker in the Enemy Phase compared to if she continued to use Aymr.
  • Firesweep Axe isn’t entirely out of the question either, in the event that neither Brave Axe or Aymr can defeat an opponent, Firesweep Axe prevents Edelgard’s opponent from being able to counter attack in most interactions.
  • Death Blow 4 is an upgrade to Edelgard’s base Atk/Res Solo, allowing for extra damage potential. Paired with the Heavy Blade Sacred Seal, it will help to make sure that the Galeforce activates with ease. This can be reversed if desired, using Heavy Blade 4 in the A Passive and Death Blow in the Sacred Seal.
  • The Quickened Pulse Sacred Seal alongside Heavy Blade 4 will be necessary for stable first turn Galeforce activations if running Aymr or Firesweep Axe without any Special cooldown Pulse support such as through units like Velouria or Legendary Hector’s Ostia’s Pulse.

Gaymr Girl (Mix Phase)

Build by UmbraCorvus
Aymr A Distant Counter
Alternate: Atk/Res Solo 3
Shove
Alternate: Smite
B Bold Fighter 3
Alternate: Raging Storm
Bonfire
Alternate: Aether
C Armored Stride 3
IVs

+ATK or +DEF or +RES / - SPD

SQuick Riposte 3

Show Explanation/Analysis

Weapon: Aymr

Assist: Shove / Smite / Player Preference

Special: Bonfire / Aether / Galeforce

Passive A: Distant Counter / Atk/Res Solo

Passive B: Bold Fighter / Raging Storm

Passive C: Armored Stride

Sacred Seal: Quick Riposte

  •  Aymr possesses powerful benefits to Edelgard’s performance no matter what Phase she is fighting in, making her a strong candidate for a Mix Phase unit. While Edelgard’s Attack Super Asset is her best option, a Defense or Resistance Asset make worthwhile alternatives as well.
  • Aymr is kept for its ability to give Edelgard more effective damage and bulk, while also protecting her from follow-up attacks that opponents would typically land on her due to her poor Speed. This allows her to be a safer Enemy Phase unit than most slow units would be, while also being protected in the event that she cannot defeat an opponent in the Player Phase.
  • The choice of Special can either be Bonfire to maximize damage potential, Aether to give Edelgard a means of self sustain, or Galeforce which can only trigger on the Player Phase but will give Edelgard a means of repositioning herself after an initiation of combat.
  • Distant Counter allows Edelgard to counter attack regardless of range, greatly increasing what matchups she can take on. If Distant Counter is unavailable, her default Atk/Res Solo can be utilized.
  • Bold Fighter secures follow-up attacks on initiation while accelerating Edelgard’s Special cooldown when she strikes an opponent. Raging Storm can be used instead for the additional action after combat, but it only grants follow-up attacks against dragons or beasts making it less versatile than Bold Fighter often proves to be.
  • The Quick Riposte Sacred Seal is important for Edelgard to be able to secure follow-up attacks on the Enemy Phase while she is healthy, allowing her to bait out threats to attack her and then focus on using Bold Fighter or Raging Storm in the Player Phase once she has fallen out of her Quick Riposte range.

The Edge of… Noon? (Special Fighter Sustain)

Build by UmbraCorvus
Aymr A Distant Counter
Alternate: Atk/Res Solo 3
Shove
Alternate: Smite
B Special Fighter 3
Noontime C Armored Stride 3
Alternate: Pulse Smoke 3
IVs

+ATK or +DEF or +RES / -SPD

SFierce Stance 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Aymr

Assist: Shove / Smite / Player Preference

Special: Noontime

Passive A: Distant Counter / Atk/Res Solo

Passive B: Special Fighter

Passive C: Armored Stride / Pulse Smoke / Atk Smoke / Def Smoke

Sacred Seal: Fierce Stance / Quick Riposte

  • This build focuses purely on the Enemy Phase, baiting out opponents to attack Edelgard while she delivers mighty counter attacks while healing herself with Noontime. Her Attack Super Asset again proves to be her best choice, while a Defense or Resistance Asset make good enough alternatives in the event her Attack Super Asset cannot be taken.
  • Distant Counter is used to allow Edelgard to bait out ranged units as well as melee units, and is extremely important to her stability as an Enemy Phase tank. Atk/Res Solo can be used in the event that Distant Counter is not an option, though it does force Edelgard to only be able to bait out melee units.
  • Special Fighter not only provides Edelgard with a Guard effect, but the Special cooldown bonus provided allows Edelgard to immediately charge Noontime once she is hit, and then counter attack with her Special and heal herself. This will allow Edelgard to take advantage of the fact that her opponent will be full HP when she counter attacks, maximizing the healing she can receive.
  • While Armored Stride is normally an excellent C Passive for enhancing Edelgard’s mobility while alone, Smoke Skills can be considered as worthwhile alternatives to her C Passive. Pulse Smoke can act as effective protection against preemptively charged Specials, Atk Smoke can give Edelgard even more effective bulk, while Def Smoke can make Edelgard’s counter attacks hit even harder than before.
  • The Fierce Stance Sacred Seal improves Edelgard’s counter attack damage even further, combined with her base Attack on top of Aymr’s defense debuff it is entirely possible for Edelgard to land OHKOs on frail opponents. The Quick Riposte Sacred Seal can be taken instead so that Edelgard can land two counter attacks rather than just one, which can result in more damage dealt provided Edelgard is able to stay healthy in order to activate the Quick Riposte Sacred Seal.

Strengths

Absurd Attack and Strong Defenses

With an alarmingly high Attack stat of 42, Legendary Edelgard rules with some of the highest Attack in the game. Pushing it even higher with a Super Asset is possible, making her reach an astonishing 46 Attack before any Skills or Weapons are taken into account. Her Defensive stats do not fall far behind either, with 39 Defense and 36 Resistance alongside 45 HP, she proves to be able to hit hard while also shrugging off blows.

Aymr

Aymr grants Legendary Edelgard +3 Attack just by equipping it, adding further to her impressive Attack stat. If Edelgard is not adjacent to any allies during combat, she will inflict -6 Attack/Defense on her opponent during combat and prevent them from landing a follow-up attack on her. The Defense debuff helps Edelgard hit even harder than normal, and the Attack debuff makes her even bulkier than before. The follow-up denial allows Edelgard to be in a much safer situation than other slow bulky units that do not have a means to deny follow-up attacks.

Raging Storm

If Legendary Edelgard initiates combat while equipping her unique B Passive, she will be granted another action after combat if she was not adjacent to any ally. This effect is extremely potent, allowing Edelgard to act again, whether it is to finish off an opponent, move on to take out another, or retreat out of harm’s way. It even interacts perfectly fine with Galeforce, giving Legendary Edelgard the potential to move three times in one Player Phase before any Dancers are taken into account. As an added bonus, if Edelgard’s opponent is a dragon or beast, she will secure a follow-up attack against them.

Weaknesses

Atrocious Speed

In exchange for the massive values on all her other stats, Legendary Edelgard’s Speed is a horrible value of 17, and can be even worse with a Super Flaw that brings it to 13. While this is largely inconsequential when running Aymr, this does prove dangerous when taking another weakness into account; the fact that she can be drastically hard-countered by effects such as Null Follow-Up that remove her added protection from Aymr, and will deny any follow-up attacks granted by Skills such as Raging Storm, Bold Fighter, or Quick Riposte. With weapons such as Byleth’s Creator Sword carrying a Null Follow-Up effect, it seems Edelgard still sports a weak spot for her mentor.

Must play around Solo Conditions

Aymr, Raging Storm, and Armored Stride which is the C Passive that Edelgard will often prefer for most builds all play around Edelgard not being adjacent to allies. As a result, this can make Edelgard somewhat difficult to support compared to other units. While it is easy to take advantage of support Skills with range such as Drives or Tactics, Edelgard must be cautious not to be adjacent to any ally in order to take advantage of her strengths.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Aymr

Grants Atk +3.

If unit is not adjacent to an ally, inflicts Atk/Def -6 on foe during combat and foe cannot make a follow-up attack.

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
Glowing Ember

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

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

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

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

Passive Skills

Passive Skills SP Slot
Atk/Res Solo 1

If unit is not adjacent to an ally, grants Atk/Res+2 during combat.

Inheritable by all units.
Unlocks at 1 ★
60
A
Atk/Res Solo 2

If unit is not adjacent to an ally, grants Atk/Res+4 during combat.

Inheritable by all units.
Unlocks at 2 ★
120
A
Atk/Res Solo 3

If unit is not adjacent to an ally, grants Atk/Res+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Res Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+3 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 1 ★
60
A
Atk/Res Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during combat.

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 2 ★
120
A
Atk/Res Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during combat.

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
240
A
Atk/Res Ideal 4

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Res+2 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
300
A
Raging Storm

If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.)

If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Raging Storm II

If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.)

At start of combat, if unit's HP ≥ 25% or unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat, and also, if foe uses dragonstone or beast damage, neutralizes effects that prevent unit's follow-up attacks during combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Armored Stride 1

At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

Only inheritable by Armored Sword, Lance, Axe & Beast units.
Unlocks at 2 ★
60
C
Armored Stride 2

At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

Only inheritable by Armored Sword, Lance, Axe & Beast units.
Unlocks at 4 ★
120
C
Armored Stride 3

At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)

Only inheritable by Armored Sword, Lance, Axe & Beast units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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