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Legendary Lucina

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Table of Contents

Tier Rating

Analysis by Chibi_Chu
Legendary Lucina - Glorious Archer

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
150
HP 36
ATK 34
SPD 35
DEF 25
RES 20

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 7 8 5 4
Middle 17 8 9 6 5
High 18 9 10 7 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 31 32 22 17
Middle 36 34 35 25 20
High 40 37 38 29 23

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

Assets

  • +ATK: Sitting at a neutral 34, Lucina greatly appreciates higher damage output. She’ll be performing follow-ups very consistently thanks to Thögn and Speed buffs, so an Attack Asset will help her take advantage of her fantastic Speed.
  • +SPD: A Speed Asset helps Lucina follow-up against some of the fastest units in the game. She could also opt to use more Attack-increasing skills rather than Speed-increasing if the player is comfortable with her Speed.

Neutral

  • HP: Because an HP flaw would hurt Lucina’s shaky physical bulk, keeping it at neutral would allow her to survive against more physical units even if they have buffs. However, an Attack or Speed Asset would benefit Lucina more since her playstyle focuses on Player Phase.
  • DEF: Lucina’s physical bulk sits at a questionable 60. Lowering it to 57 with a Defense Flaw would leave Lucina prone to many more physical OHKO’s; however, since Lucina is a Player Phase unit, Attack and Speed are more valuable.

Flaw

  • -RES: Lucina’s magical bulk is an unimpressive 55, which many mages and dragons can reach to OHKO Lucina. As such, decreasing her magical bulk to 52 won’t majorly impact her ability (or lack thereof) to take magical hits.

Skill Sets

Shooting a Bright Arrow of Hope (General Offense)

Recommended
Thögn A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Push 4
Future Vision B Desperation 3
Alternate: Atk/Spd Link 3
Moonbow
Alternate: Luna
C Def Smoke 3
Alternate: Even Atk Wave 3
SP960SFlashing Blade 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • With nearly all offensive sets, +ATK or +SPD is preferred to increase the unit’s damage output, and Lucina’s sets are no exceptions. -RES is chosen because her magical bulk is already undesirably low.

Weapon: Thögn 

  • Since Thögn grants +4 Atk/Spd/Def/Res if Lucina initiates against a melee unit, Lucina greatly appreciates wielding her personal bow to maximize her damage output and potentially survive against a Distant Counter unit she wouldn’t be able to otherwise.

Assist: Future Vision 

Special: Moonbow / Luna  

  • If in Desperation range, Lucina can activate Moonbow before the enemy can counterattack if she activates Heavy/Flashing Blade, allowing her to take down some high-Defense units in 2 hits.

  • Luna is a good alternative and works better if Lucina is not using Desperation.

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

  • Lucina’s base A slot is fantastic for her, since it increases her damage output and synergizes well with Thögn. Swift Sparrow 3 is superior to Swift Sparrow 2, but not needed for Lucina to perform well.

  • Atk/Spd Push 4 is an amazing alternative, since it grants Lucina Atk/Spd +7 as long as her HP is not lower than 25%, regardless of which phase it is. Note that Atk/Spd Push 4’s after-combat damage helps knock Lucina into Desperation range.

  • Atk/Spd Solo and Bonus Doubler both help with her offenses, and they are both active regardless of which phase it is. These are generally more niche picks however, since Swift Sparrow 3 and Atk/Spd Push 4 usually help Lucina’s offense a bit more.

Passive B: Desperation / Atk/Spd Link / Def/Res Link 

  • Given that Lucina will usually be initiating and both her physical and magical bulk are pretty low, attacking twice before being countered grants Lucina much better offense, as she won’t be dying to counterattacks nearly as often.

  • Atk/Spd Link and Def/Res Link both synergize well with Future Vision, as Lucina can still move assuming it’s her first time using Future Vision that turn. It can also provide some support for her teammates.

Passive C: Def Smoke / Odd/Even Atk Wave / Odd/Even Spd Wave 

  • To further benefit Lucina’s offense, Def Smoke can help score kills on high-Defense units Lucina would normally be unable to 2HKO.

  • Odd/Even Atk/Spd Wave are good alternatives since they help Lucina’s offense by increasing her damage output or allowing her to perform a follow-up attack against high-Speed units.

Sacred Seal: Flashing Blade / Heavy Blade / Darting Blow / Brazen Atk/Spd

  • If in Desperation range and the enemy does not have a skill that slows special-charge, Flashing and Heavy Blade allow Lucina can activate a 2-cooldown special before receiving a counterattack. This can be significant if she would normally be shy of a 2HKOs.

  • Darting Blow and Brazen Atk/Spd are great alternatives, as they both further increase Lucina’s offensive capabilities.

Sweeping Through the Enemy Lines (Firesweep)

Firesweep Bow+ A Swift Sparrow 3
Alternate: Atk/Spd Solo 3
Future Vision B Lull Spd/Def 3
Alternate: Chill Def 3
Moonbow
Alternate: Glimmer
C Def Smoke 3
Alternate: Even Spd Wave 3
SP2320SFlashing Blade 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP or -DEF or -RES

  • Firesweep sets are purely offensive, as units with Firesweep weapons cannot counterattack unless they have Null C-Disrupt in their B slot (which is not suggested for this set). As such, +ATK and +SPD help Lucina’s purely offensive playstyle for this set. Any defensive flaw is acceptable for this set.

Weapon: Firesweep Bow+

  • Allowing Lucina to nearly always attack twice with an 11-Might bow (as opposed to the 7-Might Brave Bow+ that decreases her Speed by 5) greatly increases her offensive capabilities, along with the player not having to worry about Lucina’s low mixed bulk. Note that enemies that can counter at range and have Null C-Disrupt will almost always give Lucina trouble.

Assist: Future Vision 

Special: Moonbow / Glimmer

  • Because Lucina will rarely be counterattacked, she can focus on piercing through any enemies she cannot 2HKO. With Heavy/Flashing Blade, Lucina can activate Moonbow in one combat assuming she performs a follow-up and the enemy does not have any skills with a Guard effect. Glimmer works the same way, although Lucina fails to pierce through high-Defense units with Glimmer.

Passive A: Swift Sparrow 3 / Atk/Spd Solo / Life and Death / Swift Sparrow 2

  • Swift Sparrow 3 synergizes well with this set because Lucina will always be initiating. Increasing her Attack by 6 and Speed by 7 greatly boosts her damage output and the amount of units Lucina can perform a follow-up attack against.

  • If only Swift Sparrow 2 is available, it can be argued that Atk/Spd Solo and Life and Death are better, since they both increase Lucina’s Attack and Speed more than Swift Sparrow 2 would.

Passive B: Lull Spd/Def / Chill Def / Null Follow-Up / Atk/Spd Link / Def/Res Link 

  • Since Lucina’s damage output will be decreased if the enemy has Speed or Defense buffs, Lull Spd/Def is chosen to neutralize those buffs and decrease the enemy’s Speed and Defense by 3.

  • In order to help Lucina break through units with high Defense and make the most of her Firesweep Bow+, Chill Def is a fantastic and more readily available alternative.

  • Null Follow-Up can be extraordinarily helpful, as Lucina may struggle to deal good damage if her follow-up is prevented by skills such as Wary Fighter.

  • Atk/Spd Link and Def/Res Link are good alternatives that synergize well with Future Vision.

Passive C: Def Smoke / Odd/Even Atk Wave / Odd/Even Spd Wave

  • While Chill Def may debuff the highest-Defense unit, Def Smoke can debuff other enemies that Lucina may also be unable to 2HKO.

  • Odd/Even Atk/Spd Wave are also good options, since the former helps with her damage per hit, while the latter helps Lucina perform a follow-up attack against really fast units.

Sacred Seal: Flashing Blade / Heavy Blade / Darting Blow 

  • As explained earlier, both Heavy and Flashing Blade help Lucina activate 2-cooldown specials in one combat. Flashing Blade is generally preferred since Lucina’s Speed with buffs is consistently higher than enemies’ Speed when compared to Lucina’s Attack with buffs versus enemies’ Attack.

Bravery on the Battlefield (Brave Bow)

Brave Bow+ A Death Blow 4
Alternate: Swift Sparrow (2 or 3)
Future Vision B Chill Def 3
Alternate: Desperation 3
Moonbow
Alternate: Luna
C Def Smoke 3
Alternate: Even Atk Wave 3
SP1920SHeavy Blade 3
Alternate: Darting Blow 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • As with any offensive set, +ATK and +SPD are favored Assets to increase damage output. If choosing to run a 2HKO build, +ATK is preferred, while if choosing to run a quad build, +SPD is preferred. -RES is chosen because Lucina’s Resistance is irrelevant for this set and her magical bulk is already poor.

Weapon: Brave Bow+ 

  • Since this build focuses on dealing 2-4 consecutive hits, Brave Bow+ is the only option. 

Assist: Future Vision

Special: Moonbow / Luna / Glimmer

  • 2-cooldown Specials synergize well with Brave weapons and Heavy/Flashing Blade in the S slot, since Lucina will always activate it unless her special charge is being slowed. Glimmer can also be used, but Lucina will struggle to pierce through high-Defense enemies.

  • If choosing to run a quad build, Luna will activate on the last hit assuming Lucina quadruples and her special charge isn’t being slowed.

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

  • If focusing on 2HKO’ing her enemies, Death Blow 4 massively strengthens her 2HKO potential, since she’ll be dealing 16 more damage and activating Heavy Blade more often.

  • Swift Sparrow, Atk/Spd Push 4, and Atk/Spd Solo are all great options if the player wants to focus on performing four attacks. 

Passive B: Chill Def / Desperation / Lull Spd/Def / Atk/Spd Link / Def/Res Link 

  • Chill Def is chosen in order to help Lucina 2HKO high-Defense enemies. Technically, Chill Def synergizes poorly with Moonbow, but the only time Lucina will need Moonbow to kill is when the enemy’s Defense is high, so Chill Def + Moonbow works fine.

  • For performing quad attacks, Desperation is vital so Lucina can not only attack 4 times without facing a counterattack, but also so Lucina can activate Luna on the fourth hit assuming the enemy has no skill that slows her special charge.

  • Lull Spd/Def can help Lucina break through units with high enough Speed or Defense to survive 2 or 4 hits against her. Note that for a set focusing on performing four attacks, Desperation will be sacrificed.

  • Atk/Spd Link and Def/Res Link synergize fantastically with Future Vision and can even support her allies. However, they’re more niche picks, with the latter being rare fodder (while the former can be foddered from Sigrun, a TT+ unit).

Passive C: Def Smoke / Odd/Even Attack Wave / Odd/Even Speed Wave 

  • In order to help Lucina’s 2HKO and/or 4HKO capabilities, Def Smoke is chosen to help Lucina deal with high-Defense enemies that aren’t already affected by Chill Def.

  • Odd Atk Wave and Even Atk Wave help maximize Lucina’s Attack, increasing the chance of her 2HKOing.

  • Odd Spd Wave and Even Spd Wave help maximize Lucina’s Speed, increasing her chance of performing quad attacks and scoring kills she wouldn’t be able to score in 2 hits.

Sacred Seal: Heavy Blade / Darting Blow / Sturdy Blow / Flashing Blade

  • Heavy Blade is needed to activate Moonbow on the second hit. She could potentially activate 2 Moonbows/Glimmers in one combat if she quadruples a slow unit that lacks a way to counter her.

  • Sturdy Blow helps increase Lucina’s damage output and is better if looking to 2HKO enemies with skills that slow special-charge.

  • Darting Blow and Flashing Blade are both for Lucina’s quad set; the former allows Lucina to quadruple more frequently, while the latter helps Lucina activate more specials. She can activate 2 Moonbows/Glimmers in one combat before being counterattacked if she quadruples and is in Desperation range.

Introduction

After saving her friends and family from a doomed future, Legendary Lucina comes into Fire Emblem Heroes as our first colored Archer! Coming in with good 34/35 offenses but worrisome 60 and 55 physical and magical bulk respectively, she primarily focuses on maximizing her offenses to become a fantastic Player Phase threat.

Lucina’s personal skills are Thögn and Future Vision, which both greatly benefit her offense and support potential. The former is her weapon, which increases her Atk/Spd/Def/Res by 4 if she initiates combat against a melee enemy. The latter is her Assist skill, which allows her to swap with an ally and move again if that was her first time activating Future Vision that turn. Thögn and Future Vision both help Lucina score more kills, with the former directly helping her Player Phase offense and the latter helping her activate Link skills or reach units that normally would not be reached. Combined with skills like Guidance and Ground Orders, Lucina’s movement can become really flexible to help both herself and her allies reach enemies or escape before they get overwhelmed.

Lucina’s color is naturally both helpful and hurtful for her. She’ll be able to take out red units much easier than Colorless Archers could, but is also more prone than she already is to getting OHKO’d by green units. Generally, this is more beneficial than it hurts, as red units tend to be more common than green units.

Overall, Lucina’s good offenses and fantastic personal skills help her pull her weight on any team. Her mix of a strong Player-Phase and amazing mobility is unique to her, and she’ll be a useful unit no matter what team she’s run on.

Strengths

Great offense

34/35 offenses are great for a ranged unit. Combined with Lucina’s Thögn, which increases her offenses by 4 if she initiates against a ranged unit, she’s capable of ORKOing most units if she has some Attack and Speed buffs.

Flexible and mobile

Future Vision is a very powerful Assist skill, greatly increasing the mobility of both Lucina and her allies. Combined with her status as an Infantry unit, she can become very mobile and help herself and her allies escape sticky situations or become more aggressive.

Better specialization due to being Blue

The positive of Lucina being blue is that she can take on red units much better than colorless archers can. While this does come at a cost of being worse against green units, she can win more battles against red units since she deals more damage.

Weaknesses

Shaky bulk

With 36 HP, 25 Defense, and 20 Resistance, Lucina is scarily prone to both physical and magical OHKOs. While it can be increases with Thögn and buffs, 60 physical and 55 magical bulks are both unimpressive values and force Lucina to either focus on 2HKOing or activating Desperation.

Poor matchups against more units

Obviously, Lucina’s blue color leads her to struggling against green units more than she would if she was a colorless archer. While being blue helps her matchup spread against red units, note that it also hurts her matchup spread against green units.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Only Inheritable by Bow users.
200 2 9
ThögnEffective against flying foes. Grants Spd+3. If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Atk/Spd/Def/Res+4 during combat.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
SwapSwap places with an adjacent ally.
Learns by default at 5 ★
1 150
Future VisionUnit and target ally swap spaces. Grants another action to unit. (Additional action granted once per turn only.)
1 400

Passive Skills

Passive Skills SP Slot
Death Blow 1Grants Atk+2 if unit initiates combat.
Non-inheritable by Staff-wielding units.
50
A
Swift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
120
A
Swift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Wings of Mercy 1Enables unit to warp adjacent to any ally with HP ≤ 30%.
Inheritable by all units.
60
B
Wings of Mercy 2Enables unit to warp adjacent to any ally with HP ≤ 40%.
Inheritable by all units.
120
B
Wings of Mercy 3Enables unit to warp adjacent to any ally with HP ≤ 50%.
Inheritable by all units.
Unlocks at 5 ★
240
B
Distant Guard 1Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."
Inheritable by all units.
60
C
Distant Guard 2Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."
Inheritable by all units.
120
C
Distant Guard 3Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."
Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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