- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Ophelia - Dramatic Heroine |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 8 | 4 | 7 |
Middle | 16 | 7 | 9 | 5 | 8 |
High | 17 | 8 | 10 | 6 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 34 | 30 | 17 | 20 |
Middle | 38 | 37 | 33 | 20 | 23 |
High | 41 | 41 | 36 | 23 | 26 |
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
The Fresh Princess of Aether Raids (Blazing Special Spiral)
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Missiletainn | A | Life and Death 4 Alternate: Life and Death 3 |
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Positional Assist | B | Special Spiral 3 Alternate: Windsweep 3 |
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Blazing Wind Alternate: Blazing Flame |
C | Time's Pulse 3 Alternate: Savage Blow 3 |
IVs | +Atk / -HP or -Spd or -Def or -Res | S | Life and Death 3 Alternate: Hardy Bearing 3 |
Weapon: Missiletainn
Assist: Positional Assist / Flexible
Special: Blazing Wind / Flexible
IVs: +Atk / -HP or -Spd or -Def or -Res
Passive A: Life and Death 4 / Life and Death 3
Passive B: Special Spiral / Windsweep
Passive C: Time’s Pulse / Savage Blow / Flexible
Sacred Seal: Life and Death 3 / Initiate Seal Atk 3 / Hardy Bearing
- While Missiletainn lacks the sheer power of some newer weapons, it is still incredibly reliable and allows Ophelia to charge and unleash Specials easily. A 4-cooldown Special like Blazing Wind gets reduced to 3 by Missiletainn. At the start of turn 1, Ophelia will reduce its charge by 1 for each Tome user on her team, including herself. With three tomes, she will charge it immediately. With two, she needs an extra Pulse of some kind to get it fully charged; this can be achieved by an ally with higher HP and Infantry Pulse, or by using Time’s Pulse on Ophelia herself.
- Once Blazing Wind is charged, it will activate before any combat Ophelia initiates, targeting her foe and any foe adjacent to them and dealing damage equal to 1.5 times the difference between her out-of-combat Atk and their out-of-combat Res. Because this damage calculation references visible stats and ignores in-combat stat boosts, skills like Life and Death are preferred in order to increase Ophelia’s visible Atk. Likewise, effects like Chill Res or Sabotage Res on Ophelia’s allies can increase her damage by reducing enemy Res.
- After Blazing Wind hits, Ophelia attacks the weakened enemy in combat. Unless the enemy is using a skill such as Guard or Sturdy Stance 3 to slow her Special charge, she will gain 1 Special charge from this. By using Special Spiral, she will gain an additional 2 Special charge after combat, fully charging her Special again for the next combat.
- Blazing Wind is generally the best choice of Special due to its shape, but other Blazing Specials such as Blazing Thunder or Blazing Flame may be better choices depending on the battle mode Ophelia is being used in, as enemy teams tend to cluster in different arrangements depending on the mode.
- Hardy Bearing seal can be used instead of Life and Death in order to prevent Vantage effects from enemy units, though this will decrease Ophelia’s damage somewhat. Likewise, Windsweep can be used instead of Special Spiral in order to prevent counterattacks from physical units slower than Ophelia in modes where combats after her first are less important, such as Aether Raids Defense.
- If Time’s Pulse is not needed for the C skill, Ophelia benefits from a variety of different C skills depending on the mode she is used in. Savage Blow is a solid choice to deal slightly more damage to nearby foes and make it easier for her to KO them in later combats, while Pulse Smoke can disable charged enemy Specials, including those like Aegis which would reduce Ophelia’s damage. Attack buffs from skills like Atk/Spd Oath or Joint Hone Atk increase Ophelia’s Special damage further, but she can also receive these from teammates using skills like Atk Tactic. There are many other options that can excel in different contexts.
One-Shot Sniper (In-Combat Special Spiral)
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Missiletainn | A | Atk/Spd Ideal 4 Alternate: Death Blow 4 |
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Positional Assist | B | Special Spiral 3 |
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Luna Alternate: Blue Flame |
C | Time's Pulse 3 Alternate: Savage Blow 3 |
IVs | +Atk / -HP or -Def or -Res | S | Blade Session 3 Alternate: Death Blow 3 |
Weapon: Missiletainn
Assist: Positional Assist / Flexible
Special: Luna / Draconic Aura / Blue Flame / Flexible
IVs: +Atk / -HP or -Def or -Res
Passive A: Atk/Spd Ideal 4 / Death Blow 4 / Flexible
Passive B: Special Spiral
Passive C: Time’s Pulse / Savage Blow / Joint Drive Atk / Flexible
Sacred Seal: Blade Session / Flexible
- This build is similar to the previous build, except that it uses in-combat Specials instead of Area-of-Effect Specials. This is generally a weaker option, but also lacks some of the particular weaknesses of the AoE build, such as the vulnerability to skills like Mirror Stance 3 that can disrupt Ophelia’s Special charge after combat. With a 3-cooldown Special like Luna, Missiletainn reduces its cooldown further to 2, so Special Spiral charges it fully again after every combat in which it activates.
- Any Ideal skill with Atk provides the largest reliable boost to Ophelia’s Atk, up to 9 if she is both at 100% HP and under the effect of any visible status buff (whether that be a buff to a stat like Atk or another status effect like Bonus Doubler from Legendary Eliwood). So Atk/Spd Ideal, Atk/Def Ideal, and Atk/Res Ideal all work, with Atk/Spd being arguably the best choice as the Spd may reduce the damage reduction Ophelia’s foe receives from a skill like Close Call.
- Likewise, Blade Session provides the largest possible boost to Atk from a seal, up to +9 if two of Ophelia’s allies are present on the map and have ended their turn before her action.
- The particular choice of Special is flexible, with no clear best option. Luna provides a larger power boost the more Res Ophelia’s foe has, which is generally helpful. Blue Flame provides a flat +25 damage if Ophelia is adjacent to an ally when she initiates combat, or +10 if she is not. Draconic Aura provides a boost equal to 30% of Ophelia’s Atk, which will usually be around 18-22 extra damage most of the time. It is generally a weaker option than Luna but may be worthwhile against foes with high HP and low Res.
Strengths
Missiletainn
Despite not being a sword, Missiletainn is an extremely reliable weapon that has allowed Ophelia to maintain relevance in a meta filled with newer units with stronger tomes. While it does not give Ophelia any extra stats, the Slaying effect (Special cooldown -1) combined with the turn 1 charge allow Ophelia to charge powerful Specials like Blazing Wind easily, so long as there are other tome users on her team.
Great Atk
Ophelia’s base 37 Atk allows her to deal great damage with Specials.
Good Spd
Ophelia’s base 33 Spd is decent, and while she cannot necessarily follow-up attack against faster units, it does allow her to use skills like Windsweep to block follow-ups from slower units.
Blue Tome Infantry
Ophelia’s status as a blue tome infantry allows her to use good skills like Time’s Pulse and Special Spiral and benefit from skills like Infantry Pulse.
Weaknesses
Bad Defenses
Ophelia’s base 38 HP is mediocre and her base 20 Def and 23 Res are low. She will often be KO’d by a single attack from powerful units, especially if she is using skills like Life and Death to boost her Atk further.
Damage Reduction or High Res
Skills like Spurn and Dragon Wall can reduce the damage of Ophelia’s Specials considerably, allowing foes to tank a hit and KO her with a counterattack. Foes with extremely high visible Res stats do not need damage reduction to do the same. Nagi combines both of these and is incredibly difficult for Ophelia to KO.
Competition
While there is no other unit that does exactly what Ophelia does, she competes for a team slot with other powerful ranged units like Legendary Byleth (M), Valentine’s Chrom, and Winter Lysithea. She maintains a good niche as the queen of Blazing Specials, but isn’t always the best choice for every team.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Blue Tome Users Only
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50 | 2 | 4 |
![]() Blue Tome Users Only
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100 | 2 | 6 |
![]() Blue Tome Users Only
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200 | 2 | 9 |
![]() Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 for each magic ally on your team (including unit). Learns by default at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Grants Atk+4 to an adjacent ally until the end of the turn. |
1 | 150 |
![]() Grants Atk+3 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. |
1 | 300 |
![]() Grants Atk+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. |
1 | 400 |
Special Skills
Special Skills | SP | Turns |
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![]() Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res). Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res). Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants Atk+2 during combat. Non-inheritable by Staff-wielding units.
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50 | A |
![]() If unit initiates combat, unit granted Atk/Def+2 during battle. Non-inheritable by Staff-wielding units.
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120 | A |
![]() If unit initiates combat, unit granted Atk/Def+4 during battle. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() At the start of each turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. Inheritable by all units.
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60 | B |
![]() At the start of each turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. Inheritable by all units.
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120 | B |
![]() At the start of each turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Fire Emblem Fates
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