Analysis by Lunare
Spring Palla - Eldest Bun-Bun


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 38
ATK 37
SPD 34
DEF 17
RES 29

Stat Variations

Level 1 Stat Variation
Low 18 6 9 3 4
Middle 19 7 10 4 5
High 10 8 11 5 6

Level 40 Stat Variations
Low 35 34 31 13 26
Middle 38 37 34 17 29
High 42 41 37 20 32

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.


  • +SPD: This is Palla’s best Asset, as a boost to her Speed levels out her offensive stats at a solid base 37/37. With these figures, Palla will have a great foundation for Player Phase builds utilizing complementary offensive skills.
  • +ATK: Attack is Palla’s second best Asset as it pushes her base Attack stat to a stellar base of 41. Though her follow-up attacks will be more inconsistent without the extra Speed, her ability to OHKO will be greater, resulting in stronger match-ups against fast, low-defense heroes.


  • HP: With a respectable base value of 38, Palla’s HP is best left neutral when possible. As her overall bulk is important for all of her engagements.
  • RES: Of her two defensive stats, Palla’s Resistance is the stronger with a good base value of 29. While she can make do with a Resistance Asset, her status as a flier will deter her from fighting archers regardless, so her Defense is more expendable.


  • -DEF: Palla’s weakest stat is her Defense, making this the best available Flaw. Generally she’ll want to avoid picking fights with archers or Distant Counter heroes who can retaliate, so a loss of Defense will have little practical impact.

Skill Sets

Battle Ready Bunny (Player Phase Offense)

Build by
Barb Shuriken+ (+Spd)
Alternate: Pegasus Carrot+ (+Spd)
A Swift Sparrow 2
Alternate: Sturdy Impact
Reposition B Desperation 3
Draconic Aura
Alternate: Moonbow
C Even Atk Wave 3
Alternate: Hone Fliers
IVsSDarting Blow 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -DEF
  • Weapon: Barb Shuriken+ (+Spd) / Lethal Carrot+ (+Spd) / Pegasus Carrot+ (+Spd) / Flexible
  • Assist: Reposition / Flexible
  • Special: Draconic Aura / Moonbow
  • Passive A: Swift Sparrow / Sturdy Impact / Fury
  • Passive B: Desperation / Chill Def
  • Passive C: Even Attack Wave / Even Speed Wave / Flexible
  • Sacred Seal: Darting Blow / Quickened Pulse / Guidance

With some of the best offensive stats among dagger wielding fliers, Spring Palla can perform very well with a generalised offensive build. However, her effectiveness will largely be dependant on her weapon: the Barb Shuriken or Lethal Carrot provide some of most versatile utility, though the Pegasus Carrot+ will offer the best match-ups against green armored heroes that frequently run Distant Counter, such as Legendary Hector. Alternatively, Palla can discard all of these weapons in favour of another dagger that deals effective damage to specific heroes if she is needed in a more niche role. All of these are viable choices, but will depend on what the rest of her team can offer.

For skills, her base kit covers most of the essentials. Draconic Aura and Swift Sparrow are complementary, though Moonbow may be a fair consideration as well. Sturdy Impact may also be a valid option, as the loss of Speed can be regained from the Darting Blow seal. While expensive, Sturdy Impact will vastly improve Palla’s survivability against physical attackers and allow her to reach the HP threshold for Desperation more easily. On that note, Desperation will provide solid cover when initiating combat and make up for the loss of defense previously offered by the Pegasus Carrot, making it the clear choice. Chill Def is also a possibility, though Palla will need to be much more wary of counterattacks.

Even Attack Wave is a helpful C slot skill, but ideally Spring Palla will deploy alongside an ally with Hone Fliers, mitigating the need for this skill. This frees up her C slot for helpful mobility skills like Guidance or Air Orders. Darting Blow is a great S slot to ensure that Spring Palla can make consistent follow-up attacks. With that said, the other investment towards Speed in this build places Palla at a great value of 43, so an extra +6 may not be necessary. If this is the case, offensive skills like Quickened Pulse, or utility skills such as Guidance may be preferable.

Rabbit of Caerbannog (OHKO Player Phase)

Build by
Ouch Pouch+ (+Atk)
Alternate: Barb Shuriken+ (+Atk)
A Death Blow (3 or 4)
Alternate: Swift Sparrow 2
Reposition B Chill Def 3
Draconic Aura
Alternate: Luna
C Even Atk Wave 3
Alternate: Hone Fliers
IVsSQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK/ -DEF
  • Weapon: Ouch Pouch+ (+Atk) / Barb Shuriken+ (+Atk)
  • Assist: Reposition / Flexible
  • Special: Draconic Aura / Luna
  • Passive A: Death Blow / Swift Sparrow
  • Passive B: Chill Def
  • Passive C: Even Attack Wave / Flexible
  • Sacred Seal: Quickened Pulse

This build aims to bolster Spring Palla’s solid Attack stat to enable OHKO attacks against as many enemies as possible. Naturally, this means investing as much into her damage output as possible through Attack buffs and Special acceleration.

For Palla’s weapon, the Pegasus Dagger doesn’t really cut it when it comes to offense alone, so a replacement is in order. The best choice is the Ouch Pouch, which will vastly improve Palla’s KO potential on the first turn by accelerating her Special charge. Alternatively, the Barb Shuriken is a somewhat cheaper alternative for those unwilling to spend the resources acquiring the former weapon. Either of these choices is superior to the Pegasus Dagger offensively.

Palla’s chosen Special skill is dependant on both Quickened Pulse and the Ouch Pouch: with these two skills she can charge a 3-turn Special immediately. The best choices include Draconic Aura and Luna, though the better of the two are dependant on the Defense stat of Palla’s opponent. Assuming all of her Attack buffs and Defense debuffs are at play, an enemy would need well over 45 Defense for Luna to be the stronger choice, so Draconic Aura is our recommendation.

As for the remaining skills, Death Blow provides the greatest possible Attack bonus upon engagement, making it the prime choice for A slot skills. Palla’s innate Swift Sparrow is also a reasonable option, and will improve her effectiveness against faster opponents where a second attack may be necessary, but the extra 2-4 points of Attack makes Death Blow the more appealing choice for this particular build. Chill Def is the best B slot for those seeking sheer damage. Desperation is an option, though as Palla is not investing in Speed, there’s little merit to the skill in this build.

Palla’s C and S slot skills follow the same trend: Even Attack Wave provides a great boost to her Attack, though this effect can be granted through an allied teammate instead so this skill is largely dependant on team composition. Quickened Pulse is vital for Palla’s Special charge on the first turn and there are few alternatives that will provide the same offensive benefit.


As the first red dagger flier introduced to the game, Spring Palla offers much more than her first iteration when it comes to stats. A great base Attack of 37 and a solid base Speed of 34 grant her a strong offensive presence, whereas her access to effective damage through an array of different daggers gives her great flexibility. This includes her base dagger, the Pegasus Carrot, which can be a great choice for those looking to cement Palla’s role as a check to green armored heroes like Hector and Fallen Robin (M).

With that said, Palla still faces a few shortcomings. Her poor defense leaves her vulnerable to engagements against physical attackers, or heroes that can target her Defense instead of her Resistance. Though denying follow-up attacks against green heroes can be powerful, many boast a high enough Attack stat to drop Palla in a single blow. In addition, Palla’s Speed, while strong, will likely be insufficient in denying follow-up attacks from the fastest heroes like Karla, Ishtar and Tailtiu.

With a bit of team support and careful engagements, Palla can deal a hefty blow in enemy teams. Through specialising her kit with a variety of daggers, she can become an invaluable check to an array of different classes.

I'll be happy if this strength can be of use.

Palla, Fire Emblem Echoes: Shadows of Valentia


Great Offensive Stats

37/34 in Attack and Speed is pretty powerful, and though Palla may struggle to ensure follow-up attacks against some of the faster heroes in the game, she can deal considerable damage. Her decent Speed also protects Palla from possible enemy follow-up attacks.

Flier Mobility

As a Flier, Spring Palla possesses great mobility as she can traverse forests, trenches, mountains and other difficult terrain completely unimpeded. This allows for much more freedom and can allow for offensive engagements that would be impossible for heroes of other movement types.

Decent Resistance

For an offensive hero, Spring Palla’s base Resistance of 29 is surprisingly solid, especially alongside her reasonable base HP. These stats allow her to pick fights with mages effectively, though dragons can pose a problem with their ability to target Palla’s weaker defensive stat.


Low Defense

Spring Palla’s base Defense of only 17 leaves her very vulnerable to physical attacks. The Pegasus Dagger can help Palla’s survivability a little, but she should be wary when engaging against physical attackers that can retaliate from range or risk a OHKO.

Weakness to Archers

As a Flier, Spring Palla has a natural weakness to bows. Given her awful defense, any archer will have little problem disposing of her, so she should avoid these heroes at all cost.

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
100 2 5
Pegasus CarrotEffective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 8
Pegasus Carrot+Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Learns by default at 5 ★
Unlocks at 5 ★
Dagger users only.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Swift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
Swift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
Disarm Trap 1While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect.
Dagger users only.
Disarm Trap 2While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect.
Dagger users only.
Disarm Trap 3While attacking in Aether Raids, if unit ends movement on a with Bolt Trap or a Heavy Trap, cancels trap's effect.
Dagger users only.
Unlocks at 5 ★
Hone Atk 1Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Inheritable by all units.
Hone Atk 2Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Inheritable by all units.
Hone FliersGrants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. Requires Hone Atk 2 or Hone Spd 2.
Only inheritable by flier units.

Other Info

Fire Emblem: Shadow Dragon

Banners Featured In