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Rearmed Ophelia

Analysis by Naz
Rearmed Ophelia - Starlit Maiden

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 39
ATK 44
SPD 36
DEF 25
RES 32

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 13 7 5 5
Middle 17 14 8 6 6
High 18 15 9 7 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 41 33 22 29
Middle 39 44 36 25 32
High 42 48 39 29 35

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

Prinzessin der Verurteilung (Player Phase Focus)

Build by Naz
Recommended
Arcane Eclipse A Atk/Res Finish 4
Alternate: Life and Death 4
Positional Assist B Special Spiral 4
Luna
Alternate: Blazing Wind
C Time's Pulse 3
Alternate: Atk/Spd Oath 4
IVs

+ATK

SLife and Death 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Preferred IV: +ATK

  • An asset to Attack best compliments Ophelia’s offensive playstyle with this set.

Weapon: Arcane Eclipse (+Atk/+Spd)

Assist: Positional Assist

Special: Luna / Dragon Fang / Ruptured Sky / AoE Specials

  • The standard choice of offensive Special will depend on how much support there is bringing down the initial charge. Additional external support allows for a more efficient use of more powerful Specials such as Dragon Fang. 
  • Arcane Eclipse makes it exceptionally easy to charge incredibly strong AoE Specials such as Blazing Wind. However, note that these do not apply to the damage reduction neutralization of Special Spiral 4. 

Passive A: Atk/Res Finish / Atk/Spd boosting A skills

  • Ophelia’s innate Atk/Res Finish offers a significant boost to key stats while providing healing on hit to restore HP.
  • A choice of Atk/Spd boosting A slot including but not limited to Atk/Spd Idea, Push, or Finish  may also prove useful in bringing up Ophelia’s middling Speed for a more simplified offensive build.
    • Life and Death or Still Water can be particularly useful for building utilizing an AoE Special. 

Passive B: Special Spiral 4

  • Special Spiral 4 is an exceptionally strong offensive skill that allows the user to nullify non-Special damage reduction skills upon Special activation as well as loop that Special by providing -2 cooldown after combat following the initial activation. 

Passive C: Time’s Pulse / Oath 4 Skills / Flexible 

  • Time’s Pulse further accelerates Ophelia’s Special cooldown by granting -1 cd at any point her Special is at its max value. 
  • Oath 4 skills offer stat buffs at the start of turn as well as the orders status allowing you to move to a space adjacent to any allies within 2 spaces.
  • The C skill can otherwise be replaced as needed to suit the team. 

Sacred Seal: Atk/Spd Boosting Seals / Quickened Pulse 

  • Any boost to Ophelia’s key stats such as Life and Death or Fury make for an effective choice of Sacred Seal. 
  • Quickened Pulse further helps with initial Special activation by granting -1 cooldown at the start of turn 1. 

Strengths

Arcane Eclipse

While this weapon is not exclusive to Ophelia, she makes exceptional use of its quick Special cooldown acceleration to hit incredibly hard as well as the guaranteed follow-up attack checking both slower and faster units with Ophelia’s stat spread.

  • This weapon can also be refined for additional stats, as any generic weapon would. 

Exceptional Attack

44 Attack with a superasset unga hit hard

Infantry

The benefit of being infantry comes with access to exceptional exclusive skills for both support and combat.

Value as a Rearmed Hero

As a Rearmed Hero, Ophelia is able to offer her weapon as skill inheritance to any other red tome user WITHOUT being consumed afterwards (remaining in your barracks but can only be used in this way once).

  • Ophelia can offer any skill including those that she herself has inherited to other units so long as the original unit still has their rearmed inheritance available. 
    • This can be used such so that rare skills present on other units inherited to Ophelia can be duplicated in the following way: 
      • Ophelia(A) inherits A/D Near Trace from X unit -> 
      • Ophelia(A) consumes its special inheritance by giving her weapon and A/D Near Trace to another units ->
      • Ophelia(A) loses its special inheritance while still remaining in your barracks with A/D Near Trace ->
      • Ophelia(B) that has not used its special inheritance is merged into Ophelia(A) ->
      • Ophelia(A) can now once again use its special inheritance with A/D Near Trace as available fodder from her. (multiple instances of inheriting the skill from just one unit).

Weaknesses

Poor bulk 

Ophelia’s unexceptional value in Def and somewhat mediocre in Res make her not so suitable for taking many hits herself during combat

Weapon Skills

Weapons SP Rng. Mt.
Flux
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Ruin
Learns by default at 2 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Fenrir
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Arcane Eclipse

Accelerates Special trigger (cooldown count-1).

At the start of turn 1, grants Special cooldown count-1.

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and neutralizes penalties to unit's Atk during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Red Tome Users Only
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Resolve combat as if foe suffered Def/Res-30%

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

Resolve combat as if foe suffered Def/Res-50%

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Res Finish 1

If unit is within 3 spaces of an ally, grants Atk/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 2 ★
60
A
Atk/Res Finish 2

If unit is within 3 spaces of an ally, grants Atk/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 3 ★
120
A
Atk/Res Finish 3

If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 4 ★
240
A
Atk/Res Finish 4

If unit is within 3 spaces of an ally, grants Atk/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Infantry Units Only
Unlocks at 5 ★
300
A
Special Spiral 1

If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat.

Excludes Flying and Cavalry Units
Unlocks at 2 ★
60
B
Special Spiral 2

If Special triggers before or during combat, grants Special cooldown count-1 after combat.

Excludes Flying and Cavalry Units
Unlocks at 3 ★
120
B
Special Spiral 3

If Special triggers before or during combat, grants Special cooldown count-2 after combat.

Excludes Flying, Cavalry, and Staff Units
Unlocks at 4 ★
240
B
Special Spiral 4

Deals +5 damage when Special triggers. If Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills (excluding area-of-effect Specials). If Special triggers before or during combat, grants Special cooldown count-2 after combat.

Excludes Flying, Cavalry, and Staff Units
Unlocks at 5 ★
300
B
Time's Pulse 1

At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Infantry Units Only
Unlocks at 1 ★
60
C
Time's Pulse 2

At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Infantry Units Only
Unlocks at 2 ★
120
C
Time's Pulse 3

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Infantry Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Fates

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