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Analysis by Wecondo12
Picnic Flora - Signature Dish

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
170
HP 43
ATK 38
SPD 22
DEF 29
RES 38

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 11 4 6 9
Middle 19 12 5 7 10
High 20 13 6 8 11

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 40 35 19 25 35
Middle 43 38 22 29 38
High 46 41 25 32 41

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

The Armor’s All In The Backpack! (Defensive)

Build by Wecondo12
Recommended
Sæhrímnir
Alternate: Broadleaf Fan+ (+Res)
A Close Foil
Alternate: Close Counter
Reposition B Special Fighter 3
Noontime C Pulse Smoke 3
IVs

+ATK or +RES / -SPD

SQuick Riposte 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Weapon: Sæhrímnir / Broadleaf Dagger(+Def/Res)

Assist: Reposition / Preference

Special: Noontime

Passive A: Close Foil / Close Counter

Passive B: Special Fighter

Passive C: Pulse Smoke / Preference

Sacred Seal: Quick Riposte / Mirror Stance / Sturdy Stance

  • Picnic Flora performs extremely well as a defensive unit due to her solid bulk and access to Special Fighter, which grants her quicker access to her own Special while denying the enemy’s specials, made even more effective if one opts for Pulse Smoke.
  • Noontime is Flora’s Special of choice, as it grants her additional sustain and lets her stay within Special Fighter and Quick Riposte’s health thresholds.
  • Her exclusive weapon boosts her bulk even further against foes with low resistance, inflicting a penalty to their Attack/Defense equal to 50% of the difference. Sæhrímnir also grants her effective damage against beast foes, making her a great counter to bulky beast foes such as Tibarn. However, she can also opt to utilize the incredibly powerful Broadleaf Dagger instead to boost her damage output against debuffed foes, aided by it’s natural ability to debuff enemies after combat.
  • Close Foil allows Flora to counterattack physical foes regardless of range while increasing her Attack and Defense when they initiate combat. If Dragons are a concern, Flora can opt for Close Counter to counterattack them, although in most matchups Close Foil is superior.
  • Finally, Quick Riposte or a defensive sacred seal, such as Mirror Stance, are suitable choices to complete Flora’s kit.

Aggressive Picnicking (Player Phase)

Build by Wecondo12
Sæhrímnir A Death Blow 4
Alternate: Atk/Res Solo 4
Pivot B Bold Fighter 3
Glacies C Odd Atk Wave 3
Alternate: Armor March 3
IVs

+ATK / -SPD

SDeath Blow 3

Show Explanation/Analysis

Weapon: Sæhrímnir

Assist: Pivot / Preference

Special: Glacies / Iceberg

Passive A: Death Blow 4 / Atk/Res Solo 4

Passive B: Bold Fighter

Passive C: Odd Atk Wave / Armor March / Preference

Sacred Seal: Death Blow 3 / Armored Boots 

  • Picnic Flora can also function as a devastating offensive nuke due to her solid Attack and access to Bold Fighter, in addition to her exclusive weapon further debuffing the foe’s Defense if her Res is higher than theirs.
  • Glacies is Flora’s preferred Special, as thanks to Bold Fighter she’s ready to activate it after a single round of combat, and it’s damage output is incredibly high thanks to Flora’s incredible resistance. However, she can also opt for Iceberg as a slightly weaker alternative that she can activate upon her 2nd attack, provided she’s counterattacked.
  • Bold Fighter is the centerpiece of this build, granting Flora guaranteed follow-up attacks during Player Phase in addition to +1 Special cooldown per attack, although she should be wary of foes with Null Follow-up. Her choice of C slot is largely up to preference, but Odd Atk Wave is a standout option for mixed teams, while Armor March allows Flora to mitigate her movement issues on a pure Armor team.
  • Finally, Flora can opt for either the Death Blow sacred seal to further increase her damage output or the Armored Boots sacred seal to increase her movement on mixed teams when she’s at full HP.

Strengths

Armored Dagger

Flora’s status as an armored unit is a huge boon, granting her access to the powerful Fighter skills, access to class exclusive buffs, and excellent stats. As a dagger, she also has access to a plethora of powerful inheritable weapons in addition to her own strong exclusive weapon, such as the Cloud Maiougi and Broadleaf Daggers.

Sæhrímnir

Flora’s exclusive weapon is fantastic, granting her +3 Attack, and Beast effective damage, in addition to inflicting a penalty to the foe’s Attack and Defense equal to the difference between Flora’s and the foe’s Res stats, provided her resistance is higher than her foe’s.

Weaknesses

Armor

Flora’s status as an Armor is primarily an upside, but it does come with it’s fair share of weaknesses, including low movement and a weakness to Armor effective weaponry.

Poor Speed

While mitigated to an extent if one opts to use Wary Fighter, Flora’s poor base Speed of 22 ensures that all but the slowest of units will be able to perform follow-up attacks against her.

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Dagger users only.
200 2 7
SæhrímnirEffective against beast foes. Grants Atk+3. At start of combat, if unit's Res > foe's Res, reduces foe's Atk/Def by 50% of difference between stats during combat (Calculates reduction before combat. Maximum penalty of -8) After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next action.
Learns by default at 5 ★
Unlocks at 5 ★
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 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
AR-D Atk/Res 1If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
60
A
AR-D Atk/Res 2If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
120
A
AR-D Atk/Res 3If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
240
A
Bold Fighter 1If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
60
B
Bold Fighter 2If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
120
B
Bold Fighter 3If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
Only inheritable by armor units.
240
B
Armor March 1If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
60
C
Armor March 2If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
120
C
Armor March 3If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)
Only inheritable by armor units.
240
C

Other Info

Origin
Fire Emblem Fates

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