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Spring Minerva

Analysis by Wecondo12
Spring Minerva - Verdant Dragoon

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 41
ATK 36
SPD 38
DEF 35
RES 18

Stat Variations

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

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 37 33 35 32 14
Middle 41 36 38 35 18
High 44 39 42 38 21

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 Gang’s All Here. (General Use Player Phase)

Build by Wecondo12
Recommended
Flowing Lance+ (+Spd)
Alternate: Slaying Lance+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Solo (3 or 4)
Positional Assist B Lull Spd/Def 3
Alternate: Desperation 3
Luna C Joint Drive Atk
Alternate: Distant Guard 3
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Flowing Lance(+Spd) / Slaying Lance(+Spd)

Assist: Positional Assist

Special: Luna

Passive A: Swift Sparrow 2 or 3 / Atk/Spd Solo 3 or 4 / Atk/Def Solo 3

Passive B: Lull Spd/Def / Lull Atk/Spd / Desperation

Passive C: Joint Drive Atk / Distant Guard / Preference

Sacred Seal: Atk/Spd Solo / Swift Sparrow

  • Finally joining the rest of the whitewings, Minerva’s Spring incarnation is unfortunately saddled onto a horse as a generic lance cavalier, although she at least has a solid statline(and isn’t a generic lance flier).
  • Lances have a wide array of excellent inheritable weapons, even beyond what’s listed. The Firesweep Lance, It’s Curtains, the Spirited Spear, and Minerva’s innate Springy Lance are all great options as well. The Flowing Lance is one of the best inheritable Lances available due to its Lull effect, giving it’s user a significant stat lead as long as they aren’t adjacent to any allies. The Slaying Lance offers -1 Special cooldown, allowing Minerva to activate her Specials much more often, and is also easily accessible, unlike many other Lance inheritables which are locked to seasonal banners, and thus can be difficult to acquire.
  • Swift Sparrow and Atk/Spd Solo offer Minerva a similar offensive boost, and which one is used depends on how much one wishes to contend with positioning requirements for a boost active on both phases. Minerva can also opt for her innate Atk/Def Solo on a budget.
  • Lull skills are Minerva’s best choice of B slot, giving her free stat reduction and buff negation for two of the foe’s stats, particularly nasty if combined with the Flowing Lance’s already potent stat reduction. Desperation is also usable on a budget to protect Minerva from counterattacks, however.
  • Joint Drive skills are an excellent C slot option in general due to the stat boosts they provide to minerva and her allies within 2 spaces. However, budget options can be used instead should they be inaccessible.
  • Finally, damage boosting sacred seals such as Atk/Spd Solo and Swift Sparrow round out Minerva’s kit nicely.

Spring Whitewings, Assemble! (AR Offense Galeforce)

Build by Wecondo12
Recommended
It's Curtains...+ (+Spd) A Swift Sparrow 3
Alternate: Atk/Spd Solo (3 or 4)
Positional Assist B Lull Atk/Spd 3
Alternate: Wings of Mercy 3
Galeforce C Atk Smoke 3
IVs

+SPD / -RES

SHeavy Blade 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: It’s Curtains…(+Spd)

Assist: Positional Assist

Special: Galeforce

Passive A: Swift Sparrow 3 / Atk/Spd Solo 3 or 4

Passive B: Lull Atk/Spd / Wings of Mercy

Passive C: Atk Smoke / Preference

Sacred Seal: Heavy Blade / Quickened Pulse

  • It’s Curtains is a fantastic weapon for Galeforce strategies, as it reduces Galeforce’s cooldown from 5 to 3. Alongside another source of cooldown reduction from allies with the Grandscratcher, or units such as Velouria and Groom Rafiel, Minerva can get her Galeforce cooldown to 2 easily, and with the use of Heavy Blade, she can guarantee her Galeforce even against foes with Guard(although she will need to strike them twice). Alternatively, Minerva can opt to utilize Quickened Pulse alongside Velouria to instantly charge her Galeforce, guaranteeing it triggers unless the foe has Pulse Smoke(those will quickly put a stop to your plans, so be mindful).
  • Player Phase skills that boost both Minerva’s Attack and Speed are ideal to increase her odds of performing Follow-Up attacks and maximizing her damage output.
  • Aside from the typical stat lead+buff negation Lull Skills, Wings of Mercy can also allow Minerva to follow up on her damaged allies work.(Hint: Ninja Lyn)
  • Finally, Minerva’s C slot skill isn’t terribly important to her performance as a Galeforcer, but the extra turn means she can follow up on her own Smoke skill activations, so those are a good option.

Strengths

Solid Stats

Outside of her Resistance, Minerva’s statline is solid. In particular, her Attack, Defense, and Speed give no problems dishing out hits, tanking physical damage, and performing follow-up Attacks, although she may have trouble performing follow-up attacks against extremely fast foes such as Fallen Ike.

Weaknesses

Terrible Resistance

Spring Minerva’s low Resistance means she’s extremely vulnerable against anything that can target it regardless of color. This also makes defensive builds much more difficult for her to pull off without heavy investment in her Resistance due to the heavy saturation of magic using threats present in Aether Raids Defense.

Weakness to Effective Weaponry

Minerva’s status as a cavalier brings with it a weakness to cavalry effective weaponry, which can easily inflict massive damage to her(or KO her outright in the case of magic).

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Springy Lance

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Springy Lance+

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

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

Boosts damage dealt by 50% of unit's Def.

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

Passive Skills

Passive Skills SP Slot
Atk/Def Solo 1

If unit is not adjacent to an ally, grants Atk/Def+2 during combat.

Inheritable by all units.
Unlocks at 1 ★
60
A
Atk/Def Solo 2

If unit is not adjacent to an ally, grants Atk/Def+4 during combat.

Inheritable by all units.
Unlocks at 2 ★
120
A
Atk/Def Solo 3

If unit is not adjacent to an ally, grants Atk/Def+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Odd Atk Wave 1

At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 3 ★
60
C
Odd Atk Wave 2

At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 4 ★
120
C
Odd Atk Wave 3

At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem

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