- Default
- Attack
- Special
- Injured
Spring Delthea - Prodigy in Bloom |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 16 | 9 | 9 | 2 | 5 |
Middle | 17 | 10 | 10 | 3 | 6 |
High | 18 | 11 | 11 | 4 | 7 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 33 | 39 | 37 | 12 | 24 |
Middle | 36 | 43 | 40 | 16 | 28 |
High | 40 | 46 | 44 | 19 | 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 |
---|---|---|---|---|
Skill Sets
Do you think a prodigy can bloom, even on the battlefield? (Player Phase Offense)
Bright-Shell Egg | A | Atk/Spd Catch 4 Alternate: Atk/Spd Boosting A Slot |
|
---|---|---|---|
Positional Assist | B | S/R Far Trace 3 Alternate: Lull Spd/Res 3 |
|
Moonbow Alternate: Ruptured Sky |
C | Rouse Atk/Spd 4 Alternate: Atk/Spd Menace |
|
IVs | +Atk or +Spd / -Def or -Res or -HP | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Bright-Shell Egg
Assist: Positional Assist / Flexible
Special: Moonbow / Ruptured Sky
IVs: +Atk or +Spd / -Def or -Res or -HP
Passive A: Atk/Spd Catch 4 / Atk/Spd Boosting A Slot
Passive B: S/R Far Trace 3 / Lull Spd/Res 3
Passive C: Rouse Atk/Spd 4 / Atk/Spd Menace
Sacred Seal: Blade Session 3 / Flexible
- Delthea’s high Atk and Spd make her a good Player Phase unit, capable of hitting hard and getting follow-ups.
- Bright-Shell Egg provides a penalty of -6 Spd and Res to Delthea’s foe as long as Delthea herself has some type of Bonus, or her foe has some type of Penalty. In addition, if the sum total of Delthea’s stat bonuses and her foe’s stat penalties is at least 6, it neutralizes any effects like Wary Fighter that prevent her follow-up attacks, and if the total is at least 18, it prevents her foe from counterattacking.
- Buffing her Atk and Spd are great choices for this. Rouse Atk/Spd 4 is a great option that activates if she begins her turn not adjacent to any allies, buffing her Atk and Spd by 6 and giving her the Null Panic effect, which renders her immune to the bonus-reversing effects of skills like Panic Ploy. Atk/Spd Menace is another great option which activates if she begins her turn within four spaces of an enemy, buffing her Atk and Spd by 6 while debuffing her foe’s Atk and Spd by 6. If Atk/Spd Menace activates, it meets all the conditions of Bright-Shell Egg on its own, while Rouse Atk/Spd 4 does not, only giving Delthea a total bonus sum of 12. However, both skills are difficult to activate under some circumstances - Rouse relies on positioning relative to allies while Menace relies on position relative to enemies - so the better option is largely contextual.
- The ideal boon is either +Atk or +Spd, to increase Delthea’s power and allow her to follow-up against faster enemies. Any choice of HP, Def, or Res is an acceptable bane; -Def is arguably the best option because Delthea’s Def is generally too low to be useful, but none of them have a significant impact on her performance.
- Delthea’s other skills are mostly chosen to increase her Atk and Spd. Atk/Spd Catch is a great A skill that provides up to +9 Atk and Spd, S/R Far Trace debuffs her foe’s Spd and Res by 3 while also granting Delthea a Canto effect, Lull Spd/Res provides the same debuff of 3 Spd and Res with no Canto, but also cancels out any buffs Delthea’s foe has in those stats, and Blade Session provides a buff of up to +9 Atk and Spd if at least two of Delthea’s allies are present on the field and have ended their turn.
- A two-cooldown Special such as Moonbow or Ruptured Sky is generally optimal, as Delthea can activate it on her second attack against units that are not using some effect such as Guard or Sturdy Stance 3 that slows Special charge. Longer Specials are generally less useful.
Strengths
Bright-Shell Egg
Bright-Shell Egg is a great weapon with a variety of useful effects. It accelerates Delthea’s Specials, allowing her to activate a Special more quickly. It also has a variety of effects based on Delthea’s Bonuses and her foe’s Penalties, debuffing her foe’s stats, preventing Delthea’s follow-up attack from being blocked, and preventing counterattacks. In particular, the ability to deny counterattacks is highly useful against many units using skills like A/R Far Save, with the major exception of Ascended Fjorm.
Amazing Atk and Spd
Delthea’s 43 base Atk is fantastic and allows her to deal high damage. Her base 40 Spd is also great and allows her to gain a follow-up attack against many units.
Tome Cavalry
Delthea’s status as a tome-wielding cavalry unit gives her high Mov and range, and the ability to use great skills like Atk/Spd Catch 4 and S/R Far Trace 3.
Weaknesses
Terrible Def
True to her previous incarnations, Delthea’s base 16 Def is quite bad and means she is easily KO’d by most physical attacks.
Mediocre HP and Res
Delthea’s base 36 HP is rather low and her base 28 Res is average, meaning she can maybe survive a single magical hit from some enemies but often takes significant damage from them.
Ascended Fjorm (and other Far Save units)
Ascended Fjorm is a very common unit in some modes, such as Summoner Duels and Aether Raids. Fjorm has triangle advantage over Delthea, can easily survive one hit from Delthea using Ice Mirror and Hardy Fighter, counterattack due to the Null C-Disrupt effect of Nifl’s Bite, and will very easily KO Delthea in most circumstances. Since she uses A/R Far Save, she can also shield other units on her team, so there may be no targets Delthea can KO on any given turn, because Fjorm is shielding them all. Delthea has more favorable matchups against many other Far Save units due to her ability to deny counterattacks, but this only works if the total of her buffs and her foe’s debuffs is at least 18.
Competition
There are many other ranged cavalry units in Fire Emblem Heroes: other blue tomes like Reinhardt and Selena, and others like Ascended Laegjarn and Ninja Corrin that all have some strengths that Delthea does not. While Delthea is a unit with good strengths that make her very relevant, she is not always the best choice for a given role.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
Thunder Learns by default at 1 ★ Unlocks at 1 ★
Blue Tome Users Only
|
50 | 2 | 4 |
Elthunder Learns by default at 2 ★ Unlocks at 2 ★
Blue Tome Users Only
|
100 | 2 | 6 |
Thoron Learns by default at 4 ★ Unlocks at 3 ★
Blue Tome Users Only
|
200 | 2 | 9 |
Bright-Shell Egg Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 on nearest foes within 5 spaces of unit through their next actions. If【Bonus】is active on unit or【Penalty】 is active on foe, inflicts Spd/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 6, "neutralizes effects that prevent unit's follow-up attacks," and if ≥ 18, "foe cannot counterattack." (Example: if unit has +6 bonus to Atk/Spd and foe has an -6 penalty to Atk/Spd, the calculated total will be 24.) 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
Atk/Spd Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 2 ★ |
60 | A |
Atk/Spd Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 3 ★ |
120 | A |
Atk/Spd Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 4 ★ |
240 | A |
Atk/Spd Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 5 ★ |
300 | A |
S/R Far Trace 1 Enables【Canto (Rem.)】. Inflicts Spd/Res-1 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 1 ★ |
60 | B |
S/R Far Trace 2 Enables【Canto (Rem.)】. Inflicts Spd/Res-2 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 2 ★ |
120 | B |
S/R Far Trace 3 Enables【Canto (Rem.)】. Inflicts Spd/Res-3 on foe during combat. 【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.) Cavalry & Flying Only
Unlocks at 4 ★ |
240 | B |
Rouse Atk/Spd 1 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 2 ★ |
60 | C |
Rouse Atk/Spd 2 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 3 ★ |
120 | C |
Rouse Atk/Spd 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | C |
Rouse Atk/Spd 4 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 and【Null Panic】to unit for 1 turn. 【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) Excludes Armor and Flying units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Gaiden
Fire Emblem Echoes
|
---|