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Summer Elincia

Analysis by Chibi_Chu
Summer Elincia - Seaside Queen

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 38
ATK 36
SPD 40
DEF 25
RES 33

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 15 7 9 5 8
Middle 16 8 10 6 9
High 17 9 11 7 10

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 34 33 37 22 30
Middle 38 36 40 25 33
High 41 39 44 29 36

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

Summertime, feeling fine! (General Offense)

Build by Chibi_Chu
Recommended
Whitecap Bow+ (+Spd) A Atk/Spd Boosting A Slot
Alternate: Heavy Blade 4
Positional Assist B S/D Far Trace 3
Alternate: Aerobatics 3
Moonbow
Alternate: Ruptured Sky
C Atk/Spd Menace
Alternate: Spd/Def Rein 3
IVs

+Atk and/or +Spd / -Def

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Whitecap Bow+ (+Spd)

Assist: Positional Assist 

Special: Moonbow / Ruptured Sky 

Passive A: Atk/Spd Boosting A Slot / Heavy Blade 4

Passive B: S/D Far Trace / Aerobatics / Flier Formation

Passive C: Atk/Spd Menace / Spd/Def Rein / Spd Smoke

Sacred Seal: Atk/Spd Solo / Blade Session / Heavy Blade 

  • Elincia’s respectable 36/40 offenses naturally lend her well to a Player Phase, damage-focused set. Her native Whitecap Bow grants +5 Atk/Spd and allows her to attack twice on initiation if her Spd is ≥ 10 higher than the enemy’s Spd, so Spd investment not only helps her activate this Brave effect, but also aids in performing follow-ups.
  • Low-cooldown Specials that augment Elincia’s damage work best, making Moonbow and Ruptured Sky her strongest Special choices. If no Guard effect is active, Elincia has Heavy Blade in her A or S slot, and she activates Whitecap Bow’s Brave effect, she can activate these Specials on her second attack, which significantly increases her 2HKO consistency. 
  • If not using the aforementioned Heavy Blade 4, Atk/Spd Boosting A slots are ideal to maximize Elincia’s damage output and follow-up and Brave effect consistency; in particular, Atk/Spd Catch 4 synergizes well with Atk/Spd Menace as her C slot. The latter grants Elincia +6 Atk/Spd and inflicts -6 Atk/Spd on the nearest enemies within four spaces at the start of the turn, while the former grants Elincia +7 Atk/Spd during combat if the enemy’s HP = 100% or if the enemy has visible debuffs (such as those inflicted by Atk/Spd Menace) and +9 Atk/Spd if both conditions are met. Alternative C slots include Spd/Def Rein, which simply inflicts -4 Spd/Def on enemies within two spaces during combat, and Spd Smoke, which inflicts -7 Spd on enemies within two spaces of the target after combat.
  • S/D Far Trace inflicts -3 Spd/Def on the enemy during combat, making it Elincia’s best (and pretty much only) B slot for damage output. However, its Canto effect is difficult to make use of because Elincia only has 2 movement, so if greater mobility is desired over slightly better combat, Aerobatics or Flier Formation can be chosen instead depending on Elincia’s allies.
  • If not using the aforementioned Heavy Blade Sacred Seal, those that boost Elincia’s Atk/Spd are her best options. Atk/Spd Solo simply grants +6 Atk/Spd during combat if Elincia is not adjacent to an ally (note that this is anti-synergistic with Aerobatics and Flier Formation, in which case Atk/Spd Bond can be used for +5 Atk/Spd during combat when Elincia is adjacent to an ally), while Blade Session grants +3, +6, or +9 Atk/Spd on initiation if zero, one, or at least two allies have moved respectively.

Sunlit Radiance (Max-Investment Arena)

Build by Chibi_Chu
Recommended
Whitecap Bow+ (+Spd) A B Duel Flying 4
Rally Up Atk+
Alternate: Rally Atk/Spd+
B S/D Far Trace 3
Alternate: Windsweep 3
Deadeye
Alternate: Ruptured Sky
C Atk/Spd Menace
Alternate: Spd Smoke 4
IVs

+Atk and/or +Spd

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Whitecap Bow+ (+Spd)

Assist: Dual Rally+ / Rally Up+ 

Special: 500 SP Specials

Passive A: B Duel Flying 4

Passive B: S/D Far Trace / Watersweep 

Passive C: Atk/Spd Menace / Spd Smoke 4

Sacred Seal: Atk/Spd Solo / Blade Session / Heavy Blade 

  • Being a relatively decent unit that is obtainable through Heroic Grails, Elincia is a strong choice for max-investment Arena. This set focuses on maximizing her score while decreasing her usability as little as possible; however, because Elincia lacks access to a 300 SP B slot and a personal (400 SP) weapon, all of her skills need to cost the maximum SP cost to hit the 2300-2400 SP bin of Coliseum scoring.
  • Elincia’s native Whitecap Bow is her strongest weapon, as +5 Atk/Spd and a conditional Brave effect significantly improve her damage output.
  • 500 SP Special options include Deadeye, Ruptured Sky, Aether, and Blue Flame. If using Heavy Blade in Elincia’s Sacred Seal, she may be able to activate lower-cooldown Specials despite the ubiquity of Special-slowing effects in Arena, making Ruptured Sky, Deadeye, and Blue Flame preferred if available. Deadeye is particularly helpful thanks to its doubled damage and neutralization of damage reduction effects.
  • B Duel Flying 4 is a necessity, as it treats Elincia’s BST as if it were higher for Coliseum scoring purposes.
  • S/D Far Trace inflicts -3 Spd/Def on the enemy during combat, improving Elincia’s damage output; however, its Canto effect is difficult to use due to Elincia’s 2 movement. Watersweep is a niche, but very strong alternative; preventing counterattacks against the myriad of magical Far Save enemies can be well worth the penalty of being unable to perform a follow-up, which is alleviated by Whitecap Bow’s conditional Brave effect anyway.
  • Atk/Spd Menace and Spd Smoke 4 are Elincia’s best C slots, with the former granting +6 Atk/Spd to her and inflicting -6 Atk/Spd on the closest enemies within four spaces and the latter inflicting -7 Spd on enemies within two spaces after combat in addition to granting Elincia Spd-based damage reduction.
  • If not using the aforementioned Heavy Blade and preferring to invest into Elincia’s offenses instead, Atk/Spd Solo and Blade Session are her ideal choices. Atk/Spd Solo grants +6 Atk/Spd during combat if Elincia is not adjacent to an ally, while Blade Session grants +3, +6, or +9 Atk/Spd on initiation if zero, one, or at least two allies have moved respectively.

Strengths

Strong Offenses

36/40 offenses are quite potent, especially for a free-to-play ranged Flier. In addition to dealing strong damage and frequently performing natural follow-ups, Elincia can also consistently activate the Brave effect of her native Whitecap Bow, which requires her Spd to be ≥ 10 higher than the enemy’s Spd.

Weaknesses

Low Physical Bulk

With only 38 HP and 25 Def, the Seaside Queen is prone to being OHKO’d by enemies that target her Def.

Ranged Flier; No Personal Weapon or Skills

Ranged Fliers’ lack of B slots is a stale complaint at this point, but still one worth noting, as it is a detriment to ranged Fliers’ general viability and flexibility. Their best options are Far Traces (which are arguably used just for the dual -3 stat infliction on the enemy during combat, as their Canto effect is difficult to use on 2 movement units) and Aerobatics, which…certainly says a lot. Elincia’s lack of a personal weapon exacerbates this issue, as a personal weapon may have granted her a non-ranged-Flier B slot effect (such as partial/full Null Follow-Up and/or Special-related effects that Fighter skills have) to make up for her lack of B slot options.

Hopefully they’ll do Elincia justice someday, but hey, at least she’s free and her art slaps.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Whitecap BowEffective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit initiates combat and unit's Spd ≥ foe's Spd+10, unit attacks twice.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 8
Whitecap Bow+Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 during combat, and also, if unit initiates combat and unit's Spd ≥ foe's Spd+10, unit attacks twice.
Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Draw BackUnit moves 1 space away from target ally, who moves to unit's former position.
Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Atk/Spd Bond 1Grants Atk/Spd+3 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 1 ★
60
A
Atk/Spd Bond 2Grants Atk/Spd+4 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 2 ★
120
A
Atk/Spd Bond 3Grants Atk/Spd+5 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Link 1If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
B
Atk/Spd Link 2If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
B
Atk/Spd Link 3If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Radiant Dawn

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