- Default
- Attack
- Special
- Injured
Summer Elincia - Seaside Queen |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 7 | 9 | 5 | 8 |
Middle | 16 | 8 | 10 | 6 | 9 |
High | 17 | 9 | 11 | 7 | 10 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Summertime, feeling fine! (General Offense)
Whitecap Bow+ (+Spd) | A | Atk/Spd Boosting A Slot Alternate: Heavy Blade 4 |
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Positional Assist | B | S/D Far Trace 3 Alternate: Aerobatics 3 |
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Moonbow Alternate: Ruptured Sky |
C | Atk/Spd Menace Alternate: Spd/Def Rein 3 |
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IVs | +Atk and/or +Spd / -Def | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
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)
Whitecap Bow+ (+Spd) | A | B Duel Flying 4 | |
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Rally Up Atk+ Alternate: Rally Atk/Spd+ |
B | S/D Far Trace 3 Alternate: Windsweep 3 |
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Deadeye Alternate: Ruptured Sky |
C | Atk/Spd Menace Alternate: Spd Smoke 4 |
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IVs | +Atk and/or +Spd | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
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. |
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Iron Bow Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
Steel Bow Effective against flying units. Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
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 4 ★ Unlocks at 3 ★
Only Inheritable by Bow users.
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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.
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300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
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Draw Back Unit 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 |
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Atk/Spd Bond 1 If unit is adjacent to an ally, grants Atk/Spd+3 during combat.
Inheritable by all units.
Unlocks at 1 ★ |
60 | A |
Atk/Spd Bond 2 If unit is adjacent to an ally, grants Atk/Spd+4 during combat.
Inheritable by all units.
Unlocks at 2 ★ |
120 | A |
Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Atk/Spd Link 1 If 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 2 If 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 3 If 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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Banners Featured In
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