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Analysis by lordhelpme
Petrine - Icy Flame-Lancer

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 42
ATK 35
SPD 37
DEF 30
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 8 8 7 4
Middle 18 9 9 8 5
High 19 10 10 9 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 39 32 34 26 21
Middle 42 35 37 30 24
High 45 38 40 33 28

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

Unrelenting Assault of the Tigress (Offensive Nuke)

Build by lordhelpme
Recommended
Flame Lance A Atk/Spd Push 4
Alternate: Atk/Spd Solo (3 or 4)
Positional Assist B Lull Spd/Res 3
Alternate: Lull Atk/Spd 3
Moonbow
Alternate: Luna
C Panic Smoke 3
Alternate: Def Smoke 3
IVs

+ATK or +SPD

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Flame Lance

Assist: Positional Assist / No Assist / Flexible

Special: Moonbow / Luna 

Passive A: Atk/Spd Push 4 / Swift Sparrow / Atk/Spd Solo 

Passive B: Lull Spd/Res / Lull Atk/Spd / Lunge 

Passive C: Panic Smoke / Def Smoke / Spd Smoke / Cavalry Buffs / Flexible

Sacred Seal: Swift Sparrow / Death Blow / Sturdy Blow / Darting Blow 

  • Petrine excels at offensive play thanks to her fantastic statline and sheer damage potential of her Flame Lance, and this build aims to capitalize on this exactly. An Asset to either of Petrine’s offensive stats will work perfectly here, with +SPD being a bit better given how much faster units are becoming though this ultimately up to player preference. 
  • Although Petrine’s choice of Assist is largely inconsequential and boils down to a matter of personal preference for normal sets, her Assist slot is of much more importance if planning to use her in an Aether Raids Defense team because one must account for the order in which the AI prioritizes turn order -- and to avoid any potential mishaps, one can choose to not equip an Assist at all. 
  • Most standard offensive A slots will work her to further enhance Petrine’s combat prowess, with Atk/Spd Push 4 being among one of her best options while also being economical due to her innate access to Atk/Spd Push 3. However, should one dislike its recoil damage since it could potentially put her below Flame Lance’s HP threshold, Atk/Spd Solo and Swift Sparrow are strong alternatives.  
    • It should be noted, though, that if using her in an Aether Raids Defense team, Atk/Spd Push remains her best choice despite its recoil damage as it has functionality in both phases and is active regardless of positioning unlike her other options. 
  • Lull Spd/Res is a fantastic choice of B slot skill to build upon the in-combat debuffs Petrine can apply via Flame Lance, while also nullifying any Speed or Resistance buffs her enemy may possess. Alternatively, Lull Atk/Spd can be taken to supplement her survivability instead of focus purely on her damage output. Lunge is an interesting choice as well for Defense team purposes to expose enemy units to the rest of her team.
  • Smoke skills are especially great choices when paired with refresher support, allowing her to debilitate opposing forces to more easily sweep through opposing forces; Panic Smoke is especially powerful in a Defense team to reverse enemy buffs, but Def Smoke and Spd Smoke are good generalist choices as well. If using Petrine alongside other cavalry units, class-exclusive buffs are solid options. 
  • Lastly, any seal that enhances her offensive stats are ideal; her best options include Swift Sparrow, Death Blow, and Darting Blow. 

Horsema- erm, Rider of the Apocalypse (Galeforce)

Build by lordhelpme
Flame Lance
Alternate: It's Curtains...+ (+Spd)
A Heavy Blade 4
Alternate: Atk/Spd Push 4
Positional Assist B Wings of Mercy 3
Galeforce C Def Smoke 3
Alternate: Joint Drive Spd
IVs

+ATK or +SPD

SQuickened Pulse

Show Explanation/Analysis

Weapon: Flame Lance / It’s Curtains…+ (+SPD)

Assist: Reposition / Flexible

Special: Galeforce

Passive A: Heavy Blade 4 / Atk/Spd Push 4 / Swift Sparrow / Atk/Spd Solo 

Passive B: Wings of Mercy / Lull Atk/Spd / Hit and Run / Drag Back 

Passive C: Def Smoke / Spd Smoke / Joint Drive Spd / Savage Blow / Flexible

Sacred Seal: Quickened Pulse / Heavy Blade

  • Although this build retains a similar offensive focus, it focuses more on maximizing Petrine’s mobility through the use of the Galeforce Special. That being said, a +ATK or +SPD IV will once again be her preferred options here since her intended playstyle does remain offensive in nature. 
  • The centerpiece of this set lies in Petrine’s choice of Special: Galeforce. Combined with her extended mobility, its ability to provide an additional action grants her a strong amount of flexibility in the Player Phase and allows for approaches normally not possible; this can be crucial for the success of certain strategies, such as Galeforce-centered compositions for Aether Raids Offense. 
  • That being said it does come with a significant caveat in the form of its massive five-turn cooldown, making it a requirement for Petrine to equip Heavy Blade in order to activate it consistently. One has the option of using Heavy Blade 4 in her A slot to combine it with Quickened Pulse -- with her PRF, this allows her to activate it in her first combat provided she performs a follow-up attack, or one can use It’s Curtains… to further reduce its cooldown for maximum effectiveness in Aether Raids Offense. 
  • Alternatively, if Heavy Blade is equipped in her seal slot, this allows Petrine to obtain much stronger offensive boosts by allowing her to equip standard offensive A slots like Atk/Spd Push; however, this results in making Petrine much more selective in choosing her initial matchup since her opponent must then be able to counterattack in order for Galeforce to fully activate. 
  • Wings of Mercy is a fantastic B slot skill to further build upon Petrine’s mobility through the ability to teleport next to a weakened ally, allowing her to strike opposing foes from far more favorable positions than normally possible. A movement based skill like Hit and Run works similarly for a safer approach. For a more combat-oriented option, Lull Atk/Spd helps strengthen her ability to wield Heavy Blade while also boosting her doubling potential. 
  • Smoke skills pair quite well with Galeforce-centered strategies to improve the quality of Petrine’s subsequent matchups, though Savage Blow is an interesting option that works similarly but helps shut down Guard instead. Joint Drive skills are also worthwhile considerations to mutually buff herself and nearby allies in Galeforce chains. Ultimately, though, her C slot is flexible and can be left up to personal preference.

Strengths

Flame Lance

Petrine’s exclusive Flame Lance differentiates her from other lance cavaliers through the unique ability to deal magical damage; this generally provides her with much stronger damage output than if she were to remain a physical damage dealer, aside from cases where her foe’s statline is more Resistance oriented. The in-combat debuff Flame Lance applies on her opponent combined with its passive Speed +3 further build upon Petrine’s damage potential, allowing her to hit hard and perform follow-ups with relative consistency. As a cherry-on-top, it deals effective damage against beast units, which is always a nice bonus. 

Strong Overall Statline

Her stats are no slouch either and complement Flame Lance’s offensive lean quite nicely. With 35 Attack and 37 Speed, Petrine has no problem taking advantage of her PRF’s built-in combat boosts and Resistance-targeting nature to quickly become a strong damage dealer -- and thankfully, her overall bulk doesn’t really suffer despite her high offenses and allow her to take a good amount of damage before going down. 

Cavalry

Petrine benefits immensely from the flexible mobility her cavalry status provides, enabling her to assert an offensive presence over a good chunk of the map with an effective four-tile range. Her cavalry status also comes with the bonus of access to class-exclusive buffs for simple but effective team synergy when used alongside other cavalry allies.

Weaknesses

Flame Lance’s HP Threshold

While the power of her exclusive weapon is commendable, the majority of its effectiveness is unfortunately locked to whenever Petrine is above 50% HP. This is certainly manageable with the proper support and/or careful play, but it is still something one has to look out for -- in the event that Petrine loses too much HP, her combat prowess drops massively. 

Cavalry

Petrine has rather limited skill availability as a result of her cavalry status, being unable to equip skills such as Impacts which would have assisted her combat potential greatly; the introduction of Lull skills do remedy this greatly though. Furthermore, this renders her extremely vulnerable to sources of cavalry-effective damage and unable to traverse certain terrain.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Flame Lance

Effective against beast foes. Grants Spd+3. At start of combat, if unit's HP ≥ 50%, calculates damage using foe's Res, and inflicts Spd/Res-5 on foe during combat.

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

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Ignis

Boosts damage dealt by 80% of unit's Def.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
60
A
Atk/Spd Push 2

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
120
A
Atk/Spd Push 3

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 5 ★
240
A
Threaten Atk 1

At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
100
C
Threat. Atk/Def 2

At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C

Other Info

Origin
Fire Emblem: Path of Radiance

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