- Default
- Attack
- Special
- Injured




Scion Larcei - Scion of Astra |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 11 | 8 | 5 |
Middle | 18 | 9 | 12 | 9 | 6 |
High | 19 | 10 | 13 | 10 | 7 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
The Usual (Mixed/Enemy Phase)
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Whirling Grace | A | Atk/Spd Boosting A Slot Alternate: Distant Counter |
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Positional Assist | B | Spurn 3 Alternate: Frenzy 3 |
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Regnal Astra Alternate: Noontime |
C | Joint Drive Atk |
IVs | +Spd or +Atk / -Def or -Res | S | Atk/Spd Solo 3 Alternate: Mystic Boost 3 |
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)
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Whirling Grace | A | Atk/Spd Boosting A Slot Alternate: Flashing Blade (3 or 4) |
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Positional Assist | B | Frenzy 3 Alternate: Spurn 3 |
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Regnal Astra Alternate: Galeforce |
C | Odd Tempest 3 Alternate: Joint Drive Atk |
IVs | +Spd or +Atk / -Def or -Res or -HP | S | Blade Session 3 Alternate: Flashing Blade 3 |
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. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 11 |
![]() Accelerates 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.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Downfall |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50%. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Boosts damage dealt by 150%. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
![]() Boosts damage dealt by 40% of unit's Spd. Unlocks at 5 ★ Non-Inheritable skill.
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500 | 2 |
Passive Skills
Passive Skills | SP | Slot |
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![]() f unit is not adjacent to an ally, grants Spd/Def+2 during combat. Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
![]() If unit is not adjacent to an ally, grants Spd/Def+4 during combat. Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
![]() f 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 4 If unit is not adjacent to an ally, grants Spd/Def+7 during combat. Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() If 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 |
![]() If 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 |
![]() If 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 |
![]() Grants Atk+2 to adjacent allies during combat. Inheritable by all units.
Unlocks at 2 ★ |
50 | C |
![]() Grants allies within 2 spaces Atk+2 during combat. Inheritable by all units.
Unlocks at 3 ★ |
120 | C |
![]() Grants allies within 2 spaces Atk+3 during combat. Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
![]() Grants 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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