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Spring Severa

Analysis by raelet
Spring Severa - Bitter Blossom

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 39
ATK 37
SPD 40
DEF 24
RES 17

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 9 4 3
Middle 17 9 10 5 4
High 18 10 11 6 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 34 37 21 13
Middle 39 37 40 24 17
High 42 40 44 28 20

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

I'm Just Gettin' Started (Full Offense)

Build by raelet
Recommended
Gullinkambi Egg A Life and Death (3 or 4)
Alternate: Atk/Spd Solo (3 or 4)
Positional Assist B Lull Spd/Res 3
Moonbow
Alternate: Luna
C Joint Drive Atk
Alternate: Res Smoke 3
IVs

+ATK or +SPD / -HP or -RES

SLife and Death 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Gullinkambi Egg

Assist: Positional Assist

Special: Moonbow / Luna

Passive A: Life and Death / Atk/Spd Solo / Atk/Spd Catch / Swift Sparrow / Death Blow

Passive B: Lull Spd/Res

Passive C: Joint Drive Atk / Res Smoke / Joint Drive Spd

Sacred Seal: Life and Death / Atk/Spd Solo

  • Right out of the gate, Severa lends herself easily to a hyper-offensive build where she utilizes her tome's brave effect by pumping up her Attack and Speed as much as possible, while nullifying buffs and debuffing her foe. Her base kit's Lull Spd/Res is perfect for this and should be left as-is.
  • Her A slot can take a myriad of offensive skills, from Life and Death to Atk/Spd Solo, to Swift Sparrow, to even the new Atk/Spd Catch skill line. Each of these skills have their own pros and cons: Swift Sparrow is only active in the Player Phase (generally not an issue) and has 1 less point of Attack than Life and Death and Atk/Spd Solo, whereas Life and Death has the obvious defensive drawback and Solo requires the unit to not be beside any allies. Whichever one works best for you should be what you go with, just be sure to understand the pros and cons of each.
  • Life and Death is generally more recommended because Severa will not be initiating on enemies who can retaliate, or she will be expected to KO her opponents before they can retaliate. It drastically increases her fragility though, so if that's a concern, then another skill may be more appropriate.
  • If none of these sounds particularly appetizing to you, there's always the old reliable Death Blow skill line.
  • Her C slot can run a multitude of buffs or debuffs, depending on your preference but is generally the hardest slot to gear because of her inheritance limitations. A Joint Drive can work nicely and enable her to support her allies, or she can run a Smoke skill to make followup attacks easier.

This Time I'm Leaving You Behind (Arena)

Build by raelet
Gullinkambi Egg A R Duel Cavalry 4
Rally Def/Res+
Alternate: Rally Atk/Spd+
B Lull Spd/Res 3
Ruptured Sky
Alternate: Aether
C Joint Drive Spd
Alternate: Joint Hone Atk
IVs

+SPD or +ATK / -HP

SSpd/Res Solo 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Gullinkambi Egg

Assist: Rally Def/Res+

Special: Ruptured Sky / Aether

Passive A: R Duel Cav 4

Passive B: Lull Spd/Res

Passive C: Joint Drive Spd / Joint Hone Atk

Sacred Seal: Spd/Res Solo / Atk/Spd Solo

  • This build is meant for use in the Arena, where Severa will encounter many high-investment opponents. For this reason, her Speed is her top priority, as many Arena-meta units push the boundaries of Speed and it's in Severa's best interest to not be doubled if she has to sustain an attack.
  • Spd/Res Solo may seem like an odd choice of seal but it serves to add quite a lot to Severa's bulk in the event that she cannot oneshot an opponent who can retaliate onto her. This skill makes it harder to double her and helps to prop up her poor Resistance so that she won't be taken apart by any mage she tries to handle.
  • The rest of the skill slots are fairly self-explanatory - fill her slots with skills which serve to increase her score and be synergistic with her team (Rally Def/Res+ is useful on her here since she doesn't care for either skill and can be paired with a teammate who can give her Rally Atk/Spd+).

Strengths

Red Reinhardt

Spring Severa's inclusion has been likened to a "red Reinhardt" by many - a character whose popularity is based almost solely on the impact that he had on the meta for F2P and low-spending players for the first few years of the game. As a mounted unit with a pseudo-brave tome and a highly-fearsome statline, the comparisons are apt and Spring Severa threatens to throw the meta out of balance just as Reinhardt once did years ago.

Overwhelming Offenses

With an Attack of 37 and a Speed of 40, Spring Severa frontloads all of her meager ranged-cav stat total into her offensive stats, giving her a statline which allows her to play aggressively and brutally across a very wide range of the map. At the time of her release, Spring Severa has the second highest Atk+Spd total of all ranged cavalry, and with a pseudo-brave tome which further adds +6/+6 to her Attack and Speed, her playstyle is vastly superior to most of them.

Weaknesses

Conditional Tome

The only thing that really stops Severa's reign of terror is her tome's brave effect being conditional. The Gullinkambi Egg only allows Severa to attack twice if she or one of her allies has already initiated combat during that turn. This may not be an issue for most PvE strategies, where you can either use her with multiple dancers or give her an ally who can initiate before her, but this actually poses quite a problem in game modes like Aether Raids or Arena. Because she can't double attack for her first combat in a phase unless an ally has also attacked, this limits her engagement options and acts somewhat counterproductive to her range as a cavalry tome unit. Her best option then becomes to either attack an opponent who she can KO in one hit, or an opponent who cannot retaliate on her, due to her abysmally low defensive stats making her a liability toward any opponent who survives her first assault.

This also means that in order for Severa to truly shine, it's almost required to run her with either a dancer who can support her attacking multiple times in one turn, or a fellow cavalry unit who has the range to initiate combat before she can.

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Bolganone
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Gullinkambi Egg

Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat and unit or an ally has already entered combat during the same phase, unit attacks twice.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 30% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
R Duel Cavalry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Red Cavalry Units Only.
Unlocks at 2 ★
70
A
R Duel Cavalry 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Red Cavalry Units Only.
Unlocks at 3 ★
150
A
R Duel Cavalry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Red Cavalry Units Only.
Unlocks at 4 ★
300
A
R Duel Cavalry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Red Cavalry Units Only.
Unlocks at 5 ★
300
A
Lull Spd/Res 1

Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Spd/Res 2

Inflicts Spd/Res-2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Spd/Res 3

Inflicts Spd/Res-3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Hone Atk 1

Grants adjacent allies Atk+2 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 2 ★
50
C
Hone Atk 2

Grants adjacent allies Atk+3 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 3 ★
100
C
Hone Atk 3

Grants adjacent allies Atk+4 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 4 ★
200
C
Joint Hone Atk

At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Awakening

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