Analysis by Chibi_Chu
Lucina - Future Witness

5 Legacy

Obtainable as a 5 during certain summoning events only.

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 34
SPD 36
DEF 25
RES 19

Stat Variations

Level 1 Stat Variation
Low 18 7 9 5 3
Middle 19 8 10 6 4
High 20 9 11 7 5

Level 40 Stat Variations
Low 40 31 33 22 16
Middle 43 34 36 25 19
High 46 37 39 29 22

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.

Skill Sets

A Sword and a World of Troubles (Superunit)

Build by Chibi_Chu
Sealed Falchion (+Eff) A Distant Counter
Positional Assist B Spurn 3
Alternate: Sol
C Pulse Smoke 3
Alternate: Joint Drive Res

+SPD / -HP

SSpd/Res Solo 3

Show Explanation/Analysis

Weapon: Sealed Falchion (+Eff)

Assist: Positional Assist 

Special: Noontime / Sol 

Passive A: Distant Counter 

Passive B: Spurn

Passive C: Pulse Smoke / Joint Drive Res 

Sacred Seal: Spd/Res Solo 

  • Sealed Falchion makes Lucina an excellent superunit for Aether Raids Offense. The combination of effectively gaining +10 to all during combat and preventing the enemy from performing a follow-up attack makes her dangerous both offensively and defensively, especially with the help of a support unit like Flayn, Male Corrin, or Brave Lucina. Most importantly, she shuts down the dangerous Bramimond, who relies on his Void Tome’s condition to perform a guaranteed follow-up attack.
  • Sealed Falchion aside, Lucina’s superunit set is typical for nearly any superunit.
    • Whether Noontime or Sol is chosen depends on Lucina’s support unit (if any). Noontime is best with Brave Lucina because Lucina is able to activate it on her first counterattack thanks to Geirskögul’s refine, but Sol could be considered better otherwise.
    • Distant Counter is vital so Lucina can sustain herself via Noontime/Sol by counterattacking against ranged enemies.
    • Spurn, Close Call, and Repel are all greatly valued for their damage reduction: for every point of Speed Lucina has more of than her enemy, she receives 4% less damage, up to 40%. While Spurn is preferred due to its +5 damage on Special activation, it generally is insignificant.
    • Pulse Smoke shuts down common Infantry Pulse teams by inflicting +1 Special cooldown on the target and enemies within 2 spaces after combat. Joint Drive Res is another strong option that improves Lucina’s middling magical bulk and works against any team with magic.
    • Spd/Res Solo is an excellent Sacred Seal choice, as Speed helps Lucina make the most of Spurn while Resistance patches her mediocre magical bulk, which is vital since many Aether Raids Defense nukes are magical units such as Ophelia and Lysithea.

Some Pep in Your Step (Galeforce / General Offense)

Build by Chibi_Chu
Ninja Katana+
Alternate: Sealed Falchion (+Eff)
A Atk/Spd Push 4
Alternate: Fury (3 or 4)
Positional Assist B Wings of Mercy 3
Alternate: Desperation 3
Alternate: Ruptured Sky
C Time's Pulse 3
Alternate: Odd Tempest 3

+ATK or +SPD / -HP or -RES

SHeavy Blade 3 / Flashing Blade 3

Show Explanation/Analysis

Weapon: Ninja Katana+ / Sealed Falchion

Assist: Positional Assist 

Special: Galeforce / Ruptured Sky / Glimmer

Passive A: Atk/Spd Push 4 / Fury (3 or 4) / Swift Sparrow (2 or 3)

Passive B: Wings of Mercy / Desperation

Passive C: Time’s Pulse / Odd Tempest / Joint Drive Spd / Flexible 

Sacred Seal: Heavy Blade / Flashing Blade

  • Galeforce Set:
    • Despite Sealed Falchion being an excellent weapon, Ninja Katana is actually preferred for Galeforce purposes due to its Brave effect allowing Lucina to attack twice (4 times if she can perform a follow-up attack). In combination with Time’s Pulse and Heavy or Flashing Blade, Lucina can activate Galeforce after 2 attacks if no Guard effect is present.
    • If Lucina is already receiving Special cooldown reduction from Infantry Pulse or an ally such as Groom Rafiel, Velouria, or Legendary Hector, she can opt for Odd Tempest instead. The +1 movement on odd turns is an excellent benefit, as Lucina can more reliably initiate Galeforce chains in Aether Raids Offense.
    • Any A slot that increases Lucina’s offenses work wonders. Atk/Spd Push 4 and Swift Sparrow are particularly strong, with the former granting +7 to both if Lucina’s HP is ≥ 25% and the latter either granting +4 to both or +6 to Attack and +7 to Speed on initiation.
    • Since Lucina ideally wants to 2HKO with this set, she’ll be the one teleporting via Wings of Mercy instead of being the damaged Wings of Mercy beacon for everyone else to teleport to.
  • General Offense Set:
    • Sealed Falchion’s effective +10 to all stats works wonders for general offense, allowing Lucina to become a potent offensive force and even tank attacks when necessary. In order to drop Lucina’s HP below 100% to receive the first +5 to all stats, Atk/Spd Push 4 and Fury are her best A slot options, as they both inflict recoil damage. 
    • Desperation synergizes exceedingly well with recoil damage, as it allows Lucina to perform a follow-up attack before the enemy can counterattack if her HP is ≤ 75%. She can bolster her follow-up consistency further with Joint Drive Spd, granting +4 Speed to Lucina and allies within 2 spaces if there is an ally within 2 spaces.
    • Lucina can activate a 2-cooldown Special (such as Ruptured Sky) on her follow-up attack with the combination of Desperation and Heavy or Flashing Blade.

Into the Spiderverse (Player Phase Nuke)

Build by Chibi_Chu
Sealed Falchion (+Eff) A Atk/Spd Push 4
Alternate: Death Blow 4
Positional Assist B Wrath 3
Glimmer C Time's Pulse 3

+ATK / -HP

SBrazen Atk/Spd 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Sealed Falchion (+Eff)

Assist: Positional Assist 

Special: Glimmer

Passive A: Atk/Spd Push 4 / Death Blow 4 / Brazen Atk/Spd (3 or 4)

Passive B: Wrath

Passive C: Time’s Pulse

Sacred Seal: Brazen Atk/Spd / Death Blow

  • Sealed Falchion effectively grants Lucina +10 Attack, allowing her to become a Player Phase nuke dependent on Special activations.
  • The combination of Wrath, Time’s Pulse, and a 2-cooldown Special such as Glimmer allows Lucina to have her Special ready. With Glimmer’s scaling and Sealed Falchion’s +10 Attack, Lucina can frequently score OHKOs even on units with strong physical bulk.
  • The rest of Lucina’s skills are devoted to maximizing her offenses. In terms of pure Attack, Brazen Atk/Spd 4 grants +10 Attack and an additional +7 for her Sacred Seal, but Atk/Spd Push 4 and Fury’s recoil damage helps Lucina drop her HP to Sealed Falchion and Wrath range. Death Blow is also more consistent than Brazen Atk/Spd given that Lucina should almost always be initiating combat for this set. Speed-stacking is still a viable option in case Lucina fails to OHKO, as she can settle for ORKOing instead.


Solid offenses

34 Attack and 36 Speed are still decent for today’s standards. While it will take some support and skill investment for Lucina to hit the top offensive echelons, she still maintains herself relatively well compared to her Gen 3-5 competition.


In update 2.2, Lucina received a Falchion refine!

  • In addition to keeping its iconic Dragon-effectiveness, its innate Renewal 2 got upgraded to Renewal 3.
  • For its +Eff refine, Lucina also gains +4 to all stats during combat if she is adjacent to an ally.
  • Although this weapon isn't the best, it can fit some niche teams and synergizes well with Blue Flame.

Additionally, in update 2.5, Lucina received the Sealed Falchion from her father, Exalted Chrom. For the cherry on top, in update 5.0, Sealed Falchion also received a much-needed refine, and a great one at that.

  • Dragon-effectiveness is still present. Sealed Falchion’s base effect now grants +5 Atk/Spd/Def during combat if Lucina’s HP is < 100% or she has a visible buff. Previously, Sealed Falchion Lucina was reliant only on the first condition, meaning she had to take damage before gaining her in-combat stat buffs.
  • The +Eff refine grants Lucina an additional +5 to all stats and prevents the enemy from performing a follow-up attack if their HP is ≥ 75% at the start of combat.
  • This refine is huge for Lucina! She can become an excellent superunit through effectively gaining +10 Atk/Spd/Def and +5 Res and follow-up prevention; the latter effect allows her to duel Aether Raids Defense Mythics such as Bramimond, Duma, and Líf much more effectively.

Infantry advantages

As an Infantry unit, Lucina has several excellent skills at her disposal such as Spurn, Null C-Disrupt, Lull Atk/Spd, and Flashing Blade. Since Infantry-effective and Sword-effective weapons are exceedingly rare, Lucina hardly ever has to concern herself with receiving 1.5x damage.

Flexible and versatile

Since Lucina has multiple weapons to choose from, she can fit a variety of different roles. She can effectively play both Player Phase and Enemy Phase roles with Sealed Falchion, while her normal refined Falchion can be used for maintaining sustainability and possibly healing via Reciprocal Aid and Ardent Sacrifice thanks to its innate Renewal 3.


Low overall bulk

67 physical bulk and 61 magical bulk are on the lower side. Thankfully, the myriad of B slots Infantry units have access to and Sealed Falchion patch Lucina’s low bulk quite nicely.

Immense competition

By default, an Infantry Sword has a lot of competition from the likes of Mareeta, both Male and Female Byleth, Fallen Ike, Larcei, Shannan, and Male Kris. Lucina is still a very strong unit, but given her Gen 1 5*-locked status, many players may have trouble justifying investment in her over investment in more recent units.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Falchion (Awakening)

Effective against dragons. At the start of every third turn, unit recovers 10 HP.

Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Resolve combat as if foe suffered Def/Res-30%

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3

Resolve combat as if foe suffered Def/Res-50%

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Resolve combat as if foe suffered Def/Res-50%.

Unit recovers HP=half damage dealt.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
500 5

Passive Skills

Passive Skills SP Slot
Defiant Spd 1

Grants Spd+3 at start of turn if unit's HP ≤ 50%.

Inheritable by all units.
Defiant Spd 2

Grants Spd+5 at start of turn if unit's HP ≤ 50%.

Inheritable by all units.
Defiant Spd 3

Grants Spd+7 at start of turn if unit's HP ≤ 50%.

Inheritable by all units.
Unlocks at 5 ★
Spur Atk 1

Grants Atk+2 to adjacent allies during combat.

Inheritable by all units.
Spur Atk 2

Grants Atk+3 to adjacent allies during combat.

Inheritable by all units.
Spur Atk 3

Grants Atk+4 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: Awakening

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