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Analysis by StanTheWoz
Scion Larcei - Scion of Astra

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
182
HP 40
ATK 39
SPD 42
DEF 33
RES 28

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 11 8 5
Middle 18 9 12 9 6
High 19 10 13 10 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 36 39 30 24
Middle 40 39 42 33 28
High 43 43 46 36 31

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 Usual (Mixed/Enemy Phase)

Build by StanTheWoz
Recommended
Whirling Grace A Atk/Spd Boosting A Slot
Alternate: Distant Counter
Positional Assist B Spurn 3
Alternate: Frenzy 3
Regnal Astra
Alternate: Noontime
C Joint Drive Atk
IVs

+Spd or +Atk / -Def or -Res

SAtk/Spd Solo 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Whirling Grace

Assist: Positional Assist / flexible

Special: Regnal Astra / Noontime

IVs: +Spd or +Atk / -Def or -Res

Passive A: Atk/Spd Boosting A Slot / Distant Counter / Spd/Def Solo

Passive B: Spurn / Frenzy

Passive C: Joint Drive Atk / flexible

Sacred Seal: Atk/Spd Solo / Mystic Boost / flexible

  • Larcei’s Whirling Grace, unit type, and statline make her a great choice for a “tank”-style enemy or mixed phase build. 
  • The choice of Special depends on whether the player desires more damage or some healing. Regnal Astra is a fantastic low-cooldown option for damage that Larcei can activate on her second attack in almost any combat. If healing is preferred, Noontime is a solid choice. 
  • The ideal boon is generally +Spd to improve Larcei’s ability to follow-up, avoid follow-ups, damage reduction from Frenzy or Spurn, and damage from Regnal Astra. +Atk is a decent substitute that will increase her damage. The ideal bane is -Def or -Res; -HP is generally inferior to both due to the damage reduction reducing the impact that Def and Res have on Larcei’s actual damage taken against most foes. 
  • The A skill depends on the context in which Larcei will be used. If she is used as a solo tank, intended to fight every kind of enemy, then Distant Counter lets her retaliate against ranged foes. If she is used in a context where this is not necessary, such as with an armored unit with A/R Far Save, then another A skill can be used to boost her stats, such as Atk/Spd Solo or her native Spd/Def Solo 4
  • The ideal B skill is arguably Spurn for its combination of Spd-based damage reduction and +5 damage on Special activation. Frenzy is also a good choice, as while the Desperation 2 effect is worthless on enemy phase, it may come in handy if Larcei needs to clean up units on player phase afterwards. 
  • The C skill is flexible, with Joint Drive Atk being a good option that increases Larcei’s Atk by 4 so long as an ally is within 2 spaces, as well as increasing those allies’ Atk by 4. An option like Pulse Smoke could be used to prevent enemy Special activation if Larcei can apply the Smoke before combat, or Time’s Pulse to immediately charge Regnal Astra at the beginning of Larcei’s turn. 
  • The seal is flexible, with good options like Atk/Spd Solo for increasing Larcei’s two most important stats, or Mystic Boost providing healing and disabling the Wrathful Staff effect of her foes. 

Feeling the Astra (Player Phase)

Build by StanTheWoz
Recommended
Whirling Grace A Atk/Spd Boosting A Slot
Alternate: Flashing Blade (3 or 4)
Positional Assist B Frenzy 3
Alternate: Spurn 3
Regnal Astra
Alternate: Galeforce
C Odd Tempest 3
Alternate: Joint Drive Atk
IVs

+Spd or +Atk / -Def or -Res or -HP

SBlade Session 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Whirling Grace

Assist: Positional Assist / flexible

Special: Regnal Astra / Galeforce

IVs: +Spd or +Atk / -Def or -Res or -HP

Passive A: Atk/Spd Boosting A Slot / Flashing Blade

Passive B: Frenzy / Spurn

Passive C: Odd Tempest / Joint Drive Atk / flexible

Sacred Seal: Blade Session / Flashing Blade / flexible

  • Larcei can opt for a more player phase-focused build to deal high damage with Regnal Astra or activate Galeforce and act a second time. 
  • If Galeforce is used, then Flashing Blade is a good choice of A or S skill (but not both, they don’t stack) so that Larcei can activate Galeforce after two attacks. If Regnal Astra is used, Flashing Blade is not necessary and it is better to choose skills to improve her Atk and Spd, like Atk/Spd Solo or Blade Session
  • The ideal boon is generally +Spd to improve Larcei’s ability to follow-up, avoid follow-ups, damage reduction from Frenzy or Spurn, and damage from Regnal Astra. +Atk is a decent substitute that will increase her damage. Any of -Def, -Res, and-HP are a fine choice of bane, as Larcei’s bulk is not that important for this kind of build. 
  • Frenzy is a great B skill for this kind of build, as it reduces Larcei’s damage taken by 40% if her Spd is at least 10 higher than her foe’s, as well as allowing her to follow-up before her foe can counter if her HP is below 50%. These effects together help her survive across many combats. Spurn can be used instead for damage reduction if the extra 5 damage on Special activation is desired, but this is an inferior option if using Galeforce as there is no in-combat activation to add damage to. 
  • The C skill is flexible. Odd Tempest or Even Tempest bestow the March status on odd and even-numbered turns, respectively, increasing Larcei’s Mov by 1 on those turns. This can be very useful for initiating combat depending on context. Her native Joint Drive Atk is also a good option that increases her Atk by 4 so long as she is within 2 spaces of an ally, as well as increasing the Atk of any allies within 2 spaces by 4. 

Strengths

Whirling Grace

Whirling Grace is a fantastic weapon, including effects like Slaying (lowers Special cooldown), a boost to all stats while Larcei is above 25% HP as well as Null Follow-Up under the same conditions and “Null Guard” (disabling effects that slow Special charge) if her Spd is also greater than her foe’s. The combination of Null Follow-Up and Spd-based damage reduction from a B skill like Frenzy is fantastic on its own; with these other effects Larcei is extremely powerful. 

Amazing Spd, Great Atk

Larcei’s base 42 Spd is close to the highest we’ve seen on any unit at time of release, though not the absolute highest. Her 39 Atk is also great and allows her to deal high damage. 

Infantry Axe

Larcei’s status as an infantry axe unit allows her to use great skills such as Frenzy, Time’s Pulse, and Odd Tempest, as well as many others. 

Regnal Astra

Larcei’s semi-unique Regnal Astra Special has a cooldown of 2 and adds damage equal to 40% of Larcei’s Spd when it activates, giving her a very reliable high damage option that most units do not have access to.

Solid Bulk

While Larcei’s 40 HP, 33 Def, and 28 Res are not extraordinary, they allow her to take hits relatively well, especially in combination with damage reduction from a skill like Frenzy

Weaknesses

Melee Infantry

As an infantry unit wielding a melee weapon, Larcei has a base Mov of 2 and can only attack adjacent opponents, meaning her options for initiating combat are limited compared to units with more Mov or with ranged weapons. 

Competition

While Larcei has a great statline and amazing weapon, there are many other axe infantry in FEH with similar stats, such as Charlotte, that a player might already have invested in and can fill similar roles. There are also many other non-axe infantry units that could fill roles Larcei might play and have options she does not, such as armored units filling the role of enemy phase tank and using skills such as A/R Far Save or A/D Near Save, which can make a tremendous difference in the unit’s ability to protect a team. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Whirling GraceAccelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, if unit's Spd > foe's Spd during combat, neutralizes penalties that inflict "Special cooldown charge -X" on unit 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
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
AstraBoosts damage dealt by 150%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4
Regnal AstraBoosts damage dealt by 40% of unit's Spd. (Skill cannot be inherited.)
Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Spd/Def Solo 1f unit is not adjacent to an ally, grants Spd/Def+2 during combat.
Inheritable by all units.
Unlocks at 2 ★
60
A
Spd/Def Solo 2If unit is not adjacent to an ally, grants Spd/Def+4 during combat.
Inheritable by all units.
Unlocks at 3 ★
120
A
Spd/Def Solo 3f unit is not adjacent to an ally, grants Spd/Def+6 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Spd/Def Solo 4If unit is not adjacent to an ally, grants Spd/Def+7 during combat.
Inheritable by all units.
Unlocks at 5 ★
300
A
Frenzy 1If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit's HP ≤ 10% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Infantry Sword, Lance & Axe Only
Unlocks at 1 ★
60
B
Frenzy 2If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit's HP ≤ 30% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Infantry Sword, Lance & Axe Only
Unlocks at 2 ★
120
B
Frenzy 3If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Infantry Sword, Lance & Axe Only
Unlocks at 4 ★
240
B
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Inheritable by all units.
Unlocks at 2 ★
50
C
Drive Atk 1Grants allies within 2 spaces Atk+2 during combat.
Inheritable by all units.
Unlocks at 3 ★
120
C
Drive Atk 2Grants allies within 2 spaces Atk+3 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
C
Joint Drive AtkGrants Atk +4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk +4 to unit during combat.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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