- Default
- Attack
- Special
- Injured




Letizia - Curse Director |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 9 | 2 | 8 | 7 |
Middle | 16 | 10 | 3 | 9 | 8 |
High | 17 | 11 | 4 | 10 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 37 | 12 | 32 | 31 |
Middle | 38 | 40 | 16 | 35 | 34 |
High | 41 | 44 | 19 | 38 | 37 |
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
Hexecutive Producer (Player Phase/Mixed)
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Körmt | A | Atk/Res Catch 4 Alternate: Atk/Def Catch 4 |
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Positional Assist | B | A/R Far Trace 3 Alternate: Lull Atk/Res 3 |
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Moonbow Alternate: Glimmer |
C | Rouse Atk/Res 4 Alternate: Atk/Res Menace |
IVs | +Atk / -Spd | S | Atk/Res Solo 3 Alternate: Atk/Def Solo 3 |
Weapon: Körmt
Assist: Positional Assist / flexible
Special: Moonbow / Glimmer
IVs: +Atk / -Spd
Passive A: Atk/Res Catch 4 / Atk/Def Catch 4 / Flexible
Passive B: A/R Far Trace / Lull Atk/Res / Flexible
Passive C: Rouse Atk/Res 4 / Atk/Res Menace / Flexible
Sacred Seal: Atk/Res Solo / Atk/Def Solo / Flexible
- Letizia’s statline and unique weapon, Körmt, allow her to unleash powerful attacks while taking little damage from most counterattacks. The skills are mostly chosen to increase her Atk, Def, and Res.
- A 2-cooldown Special like Moonbow or Glimmer is ideal, to power up Letizia’s follow-up attack after she is counterattacked.
- Most of the specific skill choices are flexible depending on usage and which stats are preferred between Def and Res.
- A/R Far Trace provides a minor debuff of -3 to Letizia’s foe’s Atk and Res while also granting her Canto (Rem.), allowing her to move after combat with any move she didn’t use before combat. Lull Atk/Res is another strong option that provides the same -3 debuff to Atk and Res and no Canto, instead nullifying foe buffs to Atk and Res.
- The C skill is also flexible, with Rouse Atk/Res 4 providing a boost to Atk and Res and the fantastic Null Panic effect so long as Letizia begins her turn not adjacent to any allies. Atk/Res Menace is another great option that buffs her Atk and Res by 6 and debuffs her nearest foe’s Atk and Res by 6 at the start of her turn, so long as there is at least one foe within 4 spaces.
- The seal is also flexible, with Atk/Res Solo and Atk/Def Solo generally providing the best stat boosts with a relatively easy activation condition.
Those Who Slytherin the Fast Lane (Speed-invested Player Phase)
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Körmt | A | Atk/Spd Catch 4 Alternate: Atk/Def Catch 4 |
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Positional Assist | B | A/R Far Trace 3 Alternate: S/R Far Trace 3 |
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Moonbow Alternate: Glimmer |
C | Rouse Atk/Spd 4 Alternate: Rouse Atk/Res 4 |
IVs | +Atk / -Res | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Körmt
Assist: Positional Assist / Flexible
Special: Moonbow / Glimmer
IVs: +Atk / -Res
Passive A: Atk/Spd Catch / Atk/Def Catch / Flexible
Passive B: A/R Far Trace / S/R Far Trace / Flexible
Passive C: Rouse Atk/Spd 4 / Rouse Atk/Res 4 / Flexible
Sacred Seal: Blade Session / Atk/Spd Solo / Atk/Def Solo
- Despite Letizia’s terrible base 16 Spd, Körmt can penalize her foe’s Spd by up to 9. This brings her effective Spd up to a much better 25. While this is not enough to follow-up against fast units, it is enough to break through Wary Fighter-type effects on slow units if supported by Spd from other skills. For example, Brave Hector has 22 base Spd at neutral +0 and refined Maltet blocks a foe follow-up attack and neutralizes stat penalties. This renders Letizia unable to follow-up under normal circumstances, with the guaranteed follow-up from Körmt being canceled out by Maltet (+Eff). With these effects neutralizing one another, she can potentially follow-up the old fashioned way, by beating enemy Spd by 5 or more. Some investment in Def-boosting skills is also helpful on this build to enable her to better survive counterattacks. Res can also be relevant in combat against magical units and dragons, which target the lower of her Def and Res.
- Most of the skills are chosen to boost Atk and either Spd or Def, with the above use case in mind. Letizia generally wants to hit around 26 Spd including skills before factoring in the Körmt debuff to her foe’s stats, give or take a few points and depending on the mode (for example, if used in Aether Raids, either Letizia or her foe or both may be under the effects of a Spd-boosting Mythic Hero, changing the required thresholds). This allows her to follow-up against most non-Spd invested units with low or average Spd that would otherwise block her follow-up. The specific combination of skills used to that end is flexible.
Strengths
Körmt
In the world of Fire Emblem Heroes, the harder a weapon’s name is to pronounce, the more powerful it becomes. Körmt lives up to this tradition by including a number of powerful effects with easy activation conditions: boosting Letizia’s Atk by 6, reducing her foe’s Atk by 6, guaranteeing a follow-up attack, and reducing all of her foe’s stats by up to 9 based on several conditions. Apart from the final stat penalty which scales based on nearby allies, foes, bonuses, and penalties, these effects only require her to be above 25% HP.
Great Atk
Letizia’s base 40 Atk is fantastic, allowing her to KO many foes in one hit.
Good Def, Res, Decent HP
Letizia’s base 35 Def and 34 Res are good, and her base 38 HP is decent. In combination with the effects of Körmt, this allows her to take at least one hit from many foes.
Tome Cavalry
Letizia’s status as a tome-wielding cavalry gives her 3 mov and 2 range, allowing her to engage against enemies up to 5 spaces away and retreat faster than most foes can chase. It also allows her to use good skills like Atk/Res Catch and A/R Far Trace.
Weaknesses
Low Spd
Letizia’s base 16 Spd is terrible. While she gains a guaranteed follow-up from Körmt if she is above 25% HP, this is disabled by effects like Null Follow-Up and Wary Fighter even against other very slow units, and she is vulnerable to enemy follow-ups from foes with even average Spd. This means she may lose matchups in which she might seem to have the advantage, such as against Brave Hector if she cannot KO him on the first hit.
Far Save
A single enemy unit using a skill like A/R Far Save can block Letizia from attacking any other unit on the enemy team, if all the other units are within 2 spaces of the Far Save unit. If this is a unit that she cannot beat, such as Ascended Fjorm with charged Ice Mirror or Henriette, her utility is greatly diminished.
Tome Cavalry
Letizia’s status as a tome cavalry means she takes extra damage from weapons effective against either of those categories, such as Ridersbane+ or Aureola.
Competition
While Letizia is a strong unit and there are not that many green tome cavalry, she still faces solid competition. At the time of writing, the most threatening green tome cavalry is generally Ninja Corrin, but she fills a rather different niche with high Atk and Spd and low defenses. However, Letizia competes for a slot on a team with many other units of various types who have strengths that she lacks.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Green Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Green Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Green Tome Users Only
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200 | 2 | 9 |
![]() Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and inflicts penalty on foe's Atk/Spd/Def/Res during combat based on the number of the following conditions that apply × 3 (max: 9): - An ally is within 3 spaces of unit. - Another foe is within 2 spaces of target. - A【Bonus】is active on unit. - A【Penalty】is active on foe. 【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). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage by 30% of unit's Atk. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage by 30% of unit's Atk. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 2 ★ |
60 | A |
![]() At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 3 ★ |
120 | A |
![]() At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 4 ★ |
240 | A |
![]() At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Res+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 5 ★ |
300 | A |
A/R Far Trace 1 Enables【Canto (Rem.)】. Inflicts Atk/Res-1 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 1 ★ |
60 | B |
A/R Far Trace 2 Enables【Canto (Rem.)】. Inflicts Atk/Res-2 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 2 ★ |
120 | B |
A/R Far Trace 3 Enables【Canto (Rem.)】. Inflicts Atk/Res-3 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 4 ★ |
240 | B |
![]() At start of turn, if unit is not adjacent to an ally, grants Atk/Res+2 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 2 ★ |
60 | C |
![]() At start of turn, if unit is not adjacent to an ally, grants Atk/Res+4 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 3 ★ |
120 | C |
![]() At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | C |
Rouse Atk/Res 4 At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 and【Null Panic】to unit for 1 turn. 【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) Excludes Armor and Flying units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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