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Table of Contents

Tier Rating

Analysis by Cecil
Lucina - Future Witness

5 Legacy

Obtainable as a 5 during certain summoning events only.

Related Heroes

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.

Lucina is a melee all-rounder who focuses on her high Attack to defeat her enemies. Attack is the most important stat she has, followed up by Resistance, Defense and Speed. Extra Resistance helps Lucina survive engagements with dragons and mages, while Defense is better for fighting other swords, bows, and daggers. Speed isn’t quite as important, but it still a valuable stat and should never be used as a bane. This is because she needs it to avoid follow-up attacks from enemy swords. Finally, HP is Lucina’s least valuable stat. Due to her ability to regenerate HP, Lucina cares little about the size of her total HP pool.


  • +ATK: While Lucina can benefit from many boons, Attack gives her a much-needed edge when punching through defensive threats.


  • RES: Resistance is best kept neutral. While Lucina loses against the tirade of blue mages, she wants as much Resistance as possible to survive against dragons.

  • DEF: At a low base 25, she needs all the defense she can get. It also helps Lucina sustain through multiple physical foes.

  • SPD: Base 36 Speed makes Lucina quick, but not as quick as units like Karla who choose to invest in their Speed. Most of her counters can OHKO her or use Swordbreaker, meaning her Speed is not overly important. It is not recommended to reduce this with a bane, since it will swing important matchups with Corrin(F) and Ayra against her.


  • -HP: HP by itself, does little for Lucina, who can heal with her Falchion and Renewal. A bane in HP is nicely offset by Lucina’s weapon refine.

Skill Sets

Supportive Anti-Dragon

Falchion (Awakening) (Refined) A Distant Counter
Alternate: Fury 3
Reciprocal Aid
Alternate: Rally Def/Res
B Renewal 3
Alternate: Quick Riposte 3
Dragon Fang
Alternate: Sol
C Spur Def/Res 2
Alternate: Drive Atk 2
SP1695SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -HP

  • Weapon: Falchion (+Eff)

  • Assist: Reciprocal Aid / Rally Def/Res

  • Special: Dragon Fang / Sol / Aether

  • Passive A: Distant Counter / Fury / Atk/Def Bond

  • Passive B: Renewal / Quick Riposte

  • Passive C: Spur Def/Res / Drive Atk / Spur Atk/Spd

  • Sacred Seal: Quick Riposte / Atk/Def Bond

This set lets Lucina reach her max potential, as a threat on both phases and as a team support unit. Thanks to her great statline and Falchion stat boosts, she can invest into supportive skills while remaining a powerful frontline fighter. She can work on the enemy or player phase, but tends to prefer the enemy phase for most foes. Some enemies require her to do one or the other: Brave Ike she must defeat on the enemy phase, and Hector on the player phase.

Lucina’s Falchion is the backbone of the build, and its special refine gives her a huge boost to her base stats. Thanks to the requirement of being next to an ally, Lucina is great with Spur skills such as Spur Def/Res or Spur Atk/Spd. The former is best for defensive allies, and the latter for offensive ones.

Her support skills include Renewal, which stacks with Falchion’s effect to provide 20 HP healed at the end of every second turn. Reciprocal Aid allows Lucina to effectively heal allies up to her own max HP, and with Renewal + Falchion to restore health, Lucina can stay healthy for a long time. If Lucina is being controlled by Autobattle, the AI will make better use of a Dual Rally skill than Reciprocal Aid.

In terms of combat, Distant Counter is a must to counter green mages and red ones without the power to OHKO her. Fury is a much cheaper option that gives her a strong boost in close-quarter encounters. Fury can outperform Distant Counter depending on teammates: having strong allies with Distant Counter may mean she does not necessarily need it. Atk/Def Bond is similar, but is better if Lucina wants to avoid the HP loss from Fury.

Quick Riposte is very important, granting her the ability to one-round many foes and handle threats such as Corrin(F). Lucina does not rely on her Special to KO, making double attacks very valuable for her. Dragon Fang is the strongest Special for her, but has a slow charge time without skills to lower it. Sol and Aether are other options which provide healing, and are great when Autobattling with her.

Alternatively, Lucina can go for Quick Riposte in her B slot, and take the Atk/Def Bond seal, effectively replacing Renewal with Atk/Def Bond. This will cut Lucina’s healing ability significantly, but gives her a substantial power boost. This makes her better at combat, but takes away some of her unique strengths as a support unit.

Rightful Queen (Offensive Lucina)

Falchion (Awakening) (Refined) A Distant Counter
Alternate: Warding Breath
Rally Def/Res
Alternate: Ardent Sacrifice
B Wrath 3
Draconic Aura
Alternate: Dragon Fang
C Spur Def/Res 2
SP1920SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -HP

  • Weapon: Falchion (+Eff)

  • Assist: Rally Def/Res / Ardent Sacrifice

  • Special: Draconic Aura / Dragon Fang

  • Passive A: Distant Counter / Warding Breath / Fury

  • Passive B: Wrath

  • Passive C: Spur Def/Res

  • Sacred Seal: Quick Riposte

A slightly different version of Lucina, this build is for those who want to transform her into an anti-dragon unit with a bigger emphasis on combat. This version of Lucina is more enemy-phase reliant thanks to Wrath becoming stronger once she’s taken damage.

This time Lucina is not worried about team support and picks up Wrath to KO her enemies. This set aims to KO two enemies: First with Quick Riposte and Distant Counter, and the second with a Wrath-boosted Special. Quick Riposte is selected to help Lucina double faster foes and KO them within a single round. Wrath gives her a much-needed power boost and also makes subsequent Special triggers easier.

The biggest choice on this build is Distant Counter vs Warding Breath. Distant Counter allows Lucina to smack mages on the counterattack, KO’ing many in just one hit provided they aren’t specced for OHKO’s. Warding Breath boosts her Resistance and allows her to take a stronger Special, ensuring her matchups against dragons are won even with merge disadvantages. Draconic Aura is best with Distant Counter, while Dragon Fang is for Warding Breath variants.

Rally Def/Res and Spur Def/Res are mainly picked to synergise with her Falchion and give support to dragon and armored allies. She can also provide healing, but with only 10 HP healed every two turns, Ardent Sacrifice is better suited with it’s lower cap.


Lucina is one of the most iconic characters in Fire Emblem. Hailing from Fire Emblem Awakening, she appears in heroes as a red sword-using infantry who wields the legendary Falchion. With it, Lucina deals bonus damage against dragons and can restore her HP with a healing effect. It also has a powerful unique refine, giving Lucina +4 to Attack, Speed, Defense, and Resistance when positioned adjacent to an allied unit. She shares this effect with her father Chrom: Exalted Prince, and her alternate version, Marth: Enigmatic Blade.

For a unit available way back at the game’s release, Lucina has an excellent statline. 34/36 Attack and Speed are still amazing, while her base 25 Defense is low, but workable considering her Falchion’s refined effect. Her only real weak point is her Resistance, at a lowly 19 sees her take heavy damage from all sources of magic damage. Lucina’s refine gives her a substantial all-around boost, notably letting her scrap with the fastest swords without Speed investment.

She is one of only a handful of units who can perform offensive, defensive and supportive roles. Lucina brings a ton of power to a team, and excels in a number of different game modes: Arena and Tempest Trials being two of the her best When all is said and done, Lucina is one of the best sword-wielding units in the game, and one of few who has remained exceptional despite the passage of time.


Possesses great offensive stats.

Base 34 Attack and 36 Speed allow Lucina to threaten units on both phases. Lucina relies on her Attack more than other units, as she does not usually run Wrath to KO units. High Speed is mostly important defensively, protecting her against double attacks from Ayra, Cordelia and Corrin(F). Her Speed in particular is what sets her apart from her father Chrom: Exalted Prince, who shares her weapon and refine effect.

Wields the versatile and powerful Falchion.

Lucina’s biggest claim to fame is her access to the Falchion. It deals effective damage against dragons, and also heals her for 10 HP every two turns. When refined, it also gives her +4 Attack, Speed, Defense and Resistance when Lucina is standing beside an ally. She has the ability to defeat all common dragon builds in the Arena, although rare Triangle Adept + Swordbreaker builds will give her headaches. The effect from her weapon refine is easy to activate, and also stacks well with Ally Support, Rally Skills and Spur Skills.

Brings a ton of utility to the field.

What sets Lucina apart from other swords is her ability to be used as a support unit. She can take Renewal and Reciprocal Aid to become a psuedo-healer, allowing her to be useful even when not fighting directly. This healing can support allies in a duel, or allow them to regain skills such as Quick Riposte with HP thresholds. Lucina’s presence enables other units on your team to fight much more effectively, preventing them from being worn-down over multiple fights or due to skills such as Fury.


Prone to OHKO’s due to low defenses.

Lucina is great at sustaining over multiple battles, but can be OHKO’d easily by strong sources of damage. In particular Blade mages have the requisite damage to end her life with a single hit. She also has to be careful about who she initiates into, as a Wrath-boosted Special from many high-tier swords will spell her demise. This problem is exacerbated when Lucina isn’t receiving her refine effect, lowering her defenses and Speed to dangerous levels.

Weak to Swordbreaker, a common budget skill.

Compared to other top-tier swords, Lucina is much more prone to Swordbreaker. Other swords don’t care about being doubled, as their foes usually go down to a Wrath-boosted Special before it can happen. Zelgius and the Black Knight can OHKO their foes, and Elincia’s Amiti allows her to initiate with a double-attack. Many low-tier units choose Swordbreaker to force wins against units just like Lucina, meaning she must check enemy skills before engaging opponents.

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
FalchionEffective 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 MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3
AetherResolve 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 1Grants Spd+3 at start of turn if unit's HP ≤ 50%.
Inheritable by all units.
Defiant Spd 2Grants Spd+5 at start of turn if unit's HP ≤ 50%.
Inheritable by all units.
Defiant Spd 3Grants Spd+7 at start of turn if unit's HP ≤ 50%.
Inheritable by all units.
Unlocks at 5 ★
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Inheritable by all units.
Spur Atk 2Grants adjacent allies Atk+3 during combat.
Inheritable by all units.
Spur Atk 3Grants adjacent allies Atk+4 during combat.
Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: Awakening

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