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Analysis by lordhelpme
Marianne - Adopted Daughter

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
165
HP 36
ATK 41
SPD 32
DEF 17
RES 39

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 10 7 3 8
Middle 17 11 8 4 9
High 18 12 9 5 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 38 29 13 36
Middle 36 41 32 17 39
High 40 45 35 20 43

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’ve Only Had Her for a Day and a Half, But If Anything Happened— (Defensive Focus)

Build by lordhelpme
Recommended
Icy Fimbulvetr A Atk/Res Unity
Alternate: Atk/Def Solo (3 or 4)
Positional Assist B Lull Atk/Res 3
Alternate: Null Follow-Up 3
Iceberg
Alternate: Sol
C Pulse Smoke 3
Alternate: Joint Drive Res
IVs

 +ATK or +RES / Flexible

SAtk/Def Solo 3

Show Explanation/Analysis

Weapon: Icy Fimbulvetr

Assist: Positional Assist / Flexible

Special: Iceberg / Sol / Noontime / Glimmer / Moonbow

Passive A: Atk/Res Unity / Atk/Def Solo / Atk/Res Solo / Mirror Stance / Close Foil 

Passive B: Lull Atk/Res / Null Follow-Up / Special Spiral / Null C-Disrupt

Passive C: Smoke Skills / Joint Drive Res / Flexible

Sacred Seal: Atk/Def Solo / Mystic Boost / Spd/Res Solo / Atk/Spd Solo / Mirror Stance 

  • Marianne’s access to innate healing, follow-up attacks, and a powerful stat swing alongside her highly specialized statline allow her to shine defensively. This is especially true within the context of Aether Raids Offense, as she is well-suited to combat the heavily magic-leaning nukes that tend to occupy Defense teams. A +ATK or +RES IV will generally be her preferred options to further develop her statline’s inherent strengths, but +SPD and +DEF may also be situationally useful in AR-O. 
  • Healing Specials make for a natural choice to supplement her tanking ability through a consistent source of sustain; such Specials are particularly useful at lower merge levels if using her to directly soak physical damage. However, since Icy Fimbulvetr already provides useful on-hit healing, Marianne does have the flexibility of equipping a Special like Iceberg for enhanced damage instead.
  • Realistically, any A skill that enhances Marianne’s Attack and Resistance (or potentially Defense if running her as a superunit) will work well here. Solo skills are the most generally useful as they grant the greatest amount of stats and come with dual-phase functionality, but Unity and Stance skills may be worthwhile if available to work around debuffs and enemy Specials respectively. Close Foil and Close Counter are other options for a more traditional tanking playstyle, allowing Marianne to counterattack regardless of range; however, these require considerable merges and/or support to pull off given her abysmal physical bulk.
  • Marianne’s B slot is quite flexible as well given her abundance of options as an infantry unit:
    • Her native Lull Atk/Res couples wonderfully with the Attack/Resistance debuff she already applies on her foe through Icy Fimbulvetr, and its ability to nullify enemy buffs to these stats is particularly useful for general play. The usefulness of this does drop considerably in Aether Raids Offense, though. 
    • Null Follow-Up is an exceptional alternative to grant Marianne a great deal of versatility in the threats she can shut down; by granting immunity to ubiquitous effects that would hinder her follow-up or guarantee that of her foe, this skill simultaneously grants offensive and defensive benefits. 
    • If Sol is her chosen Special, Marianne can equip Special Spiral to trigger it on her first counterattack in each combat after its initial activation, allowing her to fully maximize its healing benefits. 
    • Null C-Disrupt is another potential candidate to counter Dazzling Staff and Firesweep-weapon users that might otherwise prove difficult to bait. This is highly recommended if aiming to use Marianne as a counter pick for cavalry lines in Aether Raids Offense. 
  • Smoke skills are one of the prime recommendations for Marianne’s choice of C skill due to their synergy with a defensive playstyle, though her Joint Drive Res can always be kept to directly pad her magical bulk. Aside from stat-enhancing Sacred Seals (preferably in the form of a Solo or Stance skill), the Mystic Boost Sacred Seal also works well here.

Do You Have a Moment to Talk About Our Lord and Savior (General Offense)

Build by lordhelpme
Icy Fimbulvetr A Sturdy Impact
Alternate: B Duel Infantry 4
Positional Assist B Lull Atk/Res 3
Iceberg
Alternate: Glimmer
C Res Smoke 3
Alternate: Joint Drive Res
IVs

+ATK 

SAtk/Def Solo 3

Show Explanation/Analysis

Weapon: Icy Fimbulvetr

Assist: Positional Assist / No Assist / Flexible

Special: Iceberg / Glimmer / Moonbow / Ruptured Sky

Passive A: Sturdy Impact / Atk/Def Solo / Death Blow / B Duel Infantry

Passive B: Lull Atk/Res / Null Follow-Up / Special Spiral 

Passive C: Smoke Skills / Time’s Pulse / Joint Drive Skills / Flexible

Sacred Seal: Atk/Def Solo / Death Blow / Sturdy Blow / Mirror Strike / Heavy Blade 

  • Thanks to her stellar Attack, in-combat debuffs on her foe’s Resistance, and automatic doubles, Marianne boasts an exceptional damage ceiling and can perform quite well as a traditional offensive nuke. Taking her four-point +ATK IV is naturally recommended to frontload as much damage as possible. 
  • Iceberg scales well with her innately high Resistance, granting considerable burst damage on top of a reasonable three-turn cooldown; it can also be paired with Heavy Blade to activate in each round of combat, provided her opponent can counterattack. For more frequent activations, one of Glimmer, Moonbow, or Ruptured Sky should be taken for their short cooldowns. 
  • Sturdy Impact is by far Marianne’s ideal choice of A skill for offensive purposes; on top of an ample damage increase, its substantial Defense boost and negation of her foe’s follow-up attack greatly improves her performance against physical units. Atk/Def Solo and Death Blow are suitable alternatives if this is unavailable but if aiming to invest minimally, her base B Duel Infantry can simply be kept. 
  • Marianne’s default Lull Atk/Res imparts a significant offensive edge through its concurrent enhancement to her damage and survivability, inflicting further in-combat debuffs on her foe’s Attack and Resistance while also nullifying their buffs. Alternatively, Null Follow-Up may be taken to ensure her follow-up attack—a crucial aspect of her offensive capabilities—or Special Spiral to leverage higher cooldown Specials. 
  • Her C slot is flexible and can easily be filled by anything that benefits her team, such as her native Joint Drive Res. That being said, for specific recommendations, Smoke skills are always solid when provided with refresher support and Time’s Pulse contributes to Marianne’s damage by letting her access her Special faster. Any Sacred Seal that boosts her Attack will work here. 

Strengths

Icy Fimbulvetr

Similar to Fallen Julia’s Dark Scripture (though with a different activation requirement), Marianne’s exclusive Icy Fimbulvetr combines a guaranteed follow-up effect with an effectively massive boost to her damage and overall survivability; this lends itself well to both offensive and defensive applications. Alongside its on-hit healing for even further support to her longevity, Icy Fimbulvetr altogether makes Marianne a fairly versatile and powerful mage. 

Exceptional Attack & Resistance

Despite her meek demeanor, Marianne’s Attack is nothing short of stellar; coupled with her Icy Fimbulvetr’s innate follow-up attacks, she can easily assert strong offensive pressure and neutralize foes without much issue. Her base Resistance of 39 is equally impressive and grants Marianne fantastic magical resilience, in addition to making Specials that scale off Resistance very deadly. 

Infantry Benefits

Being an infantry unit provides access to a treasure cove of exclusive skills, such as Null Follow-Up, Null C-Disrupt, Time’s Pulse, and her base Lull Atk/Res—an advantage that Marianne appreciates immensely, as this potential for build variety lets her wield her weapon’s varied applications to their fullest extent.

Weaknesses

Terrible Physical Bulk

Given her statline’s noticeable lean towards her Attack and Resistance, it comes as no surprise that Marianne’s physical bulk is resultantly quite horrible. Her base Defense of 17 alone spells trouble, but this combined with her meager 36 HP means that physical damage dealers may outright KO her with one hit if she isn’t built to handle them. The in-combat Attack debuff Icy Fimbulvetr applies on her opponent does mitigate this somewhat, though. 

Weapon Skills

Weapons SP Rng. Mt.
Thunder
Blue Tome Users Only
50 2 4
Elthunder
Blue Tome Users Only
100 2 6
Thoron
Blue Tome Users Only
200 2 9
Icy FimbulvetrGrants Atk+3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-6 on foe during combat.  At start of combat, if unit's HP ≥ 25% and unit is within 3 spaces of a cavalry or flying ally, unit makes a guaranteed follow-up attack, and also, if unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
B Duel Infantry 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Blue Infantry units only
Unlocks at 2 ★
70
A
B Duel Infantry 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Blue Infantry units only
Unlocks at 3 ★
150
A
B Duel Infantry 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will sppear. Stat total calculation excludes any values added by merges and skills.)
Blue Infantry units only
Unlocks at 4 ★
150
A
B Duel Infantry 4Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)
Blue Infantry units only
Unlocks at 5 ★
300
A
Lull Atk/Res 1Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Atk/Res 2Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Atk/Res 3Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Unlocks at 2 ★
50
C
Drive Res 1Grants allies within 2 spaces Res+2 during combat.
Inheritable by all units.
Unlocks at 3 ★
120
C
Drive Res 2Grants allies within 2 spaces Res+3 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
C
Joint Drive ResGrants Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Res+4 to unit during combat.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Three Houses

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