Valentine's Lissa

Analysis by MackerelPye
Valentine's Lissa - Sweet Celebrant

Hero Stats

Max Avg Total Stats at Lvl 40
HP 42
ATK 35
SPD 25
DEF 37
RES 40

Stat Variations

Level 1 Stat Variation
Low 17 8 7 8 9
Middle 18 9 8 9 10
High 19 10 9 10 11

Level 40 Stat Variations
Low 39 32 22 34 37
Middle 42 35 25 37 40
High 45 38 28 40 44

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.

Skill Sets

Dear Saviors of Mine (Saveball Support Beacon)

Build by MackerelPye
Wrathful Palm Staff+
Alternate: Dazzling Palm Staff+
A Still Water 4
Alternate: Fortress Res 3
Alternate: Rescue+
B Sabotage Atk 3
Alternate: Sabotage Def 3
Earthwater Balm+
Alternate: Heavenly Light
C Ward Armor
Alternate: Goad Armor


SSpur Atk/Res 2
Alternate: Armor March 3

Show Explanation/Analysis

Weapon: Palm Staff (Any Refine)

Assist: Restore+ / Rescue+ / Return+ / Recover+

Special: Any preferred Balm+ / Heavenly Light

Passive A: Still WaterFort. Def/Res / Fortress Res

Passive B: Sabotage Res / Sabotage Atk / Sabotage Def / Sabotage Spd

Passive C: Ward Armor / Goad Armor

Sacred Seal: Any Double Spur or Drive of choice / Armor March

  • Lissa can be built as a major player on the supportive side of the Save ball archetype. Specifically, her access to Palm Staff, as well as the Ward and Goad Armor and Sabotage lines, make her a very considerable budget choice as a Savior beacon/leader that can skew stats favorably on your team's side.
  • As a quick general gameplay tip, when possible, enemies should be attacking INTO Lissa in order to leverage all the stat swings coming from this build. 
  • Palm Staff inflicts Atk/Spd -5 from a distance akin to Rein skills, effectively increasing your Savior units' bulk and follow-up potential. As long as you have it at all, it generally doesn't matter which type of refine you give it — the Wrathful version is slightly preferred, though, to potentially pick off low HP enemies.
  • To better support your Save tanks, Restore+ is a preferred healing assist as it cleanses any potential penalties from allies. For additional movement utility, Rescue+ and Return+ are also on the table if you can offer them. Finally, for more effective HP recovery, Recover+ overcomes Lissa's uninvested Atk by dolloping 10 extra HP onto her heals.
  • To extend Lissa's utility further, a Sabotage skill of your choice is used to remotely debuff grouped-up enemies with Res lower than her own. With Lissa's already-high Res as well as the appropriate A-slot skill (your pick of Fortress skills or Still Water, basically) which boosts further visibly, her Sabotage potential should be more than enough for the majority of targets.
    • The Sabotage skill you take generally depends on your preferred stat skews and which sort of Savior armors you're using. Ascended Fjorm, for instance, is a physical hitter and thus has no need for the Res penalties from Sabotage Res. Halloween Robin, on the other hand, appreciates it much so as a Res-hitting unit.
    • For a catch-all option, Sabotage Atk targets enemy Atk which is considered a universally useful stat. 
  • In the C slot, Lissa takes on an Armor-specific "within two spaces" skill to improve her armored allies' defenses or offenses. Again, it depends on your setup: 
    • Generally speaking, Ward Armor is more universal as its defensive boosts improve on the intended role of savior units: to absorb and tank incoming hits. 
    • If your Armors need an extra kick in offense (see: Ascended Fjorm), go with Goad Armor. Its Spd boost, though, may be a bit wasted for slower armors like Ascended Idunn.
  • Finally, a supportive Sacred Seal tops off the build. A double Spur is generally a good choice here, and considering the general positioning of units in save balls, their stat boosts will kick in the majority of the time. For improved mobility on Lissa and her Savior allies' behalf, Armor March is also a pretty good choice. 

"No, I'M the most supportive sister!" (Far Save / Healing Stall)

Build by MackerelPye
Wrathful Staff of Tribute+
Alternate: Wrathful Observant Staff+
A Distant Def (3 or 4)
Alternate: Def/Res Ideal 4
Alternate: Rescue+
B Crafty Fighter 3
Alternate: Slick Fighter 3
Miracle C D/R Far Save 3
Alternate: A/D Far Save 3

+RES or +DEF

SAtk/Res Bond 3
Alternate: Distant Def 3

Show Explanation/Analysis

Weapon: Staff of Tribute+ (Wrathful) / Observant Staff+ (Wrathful)

Assist: Martr+ / Rescue+ / Restore+ / Recover+ 

Special: Miracle 

Passive A: Distant Def 4 / [Def/Res] or [Atk/Res] or [Atk/Def] Ideal, Bond, Unity, or Form

Passive B: Crafty Fighter / Slick Fighter / Wary Fighter / Vengeful Fighter

Passive C: D/R Far Save / A/D Far Save / A/R Far Save

Sacred Seal: Distant Def / Atk/Res Bond / Def/Res Bond / Atk/Res Form / Atk/Def Form

  • Lissa is a bit unconventional and disadvantaged from your average Far Save unit in that her healer status severely limits her skill and damage options. 
    • The grossest outcome of this is her Special; since Lissa's a healer, we can't really help her lack of access to damage reduction or damaging Specials. Everything basically narrows down to just Miracle as a (barely) viable combat Special, which may come in handy for saving her from a killing hit. 
    • Lissa's staff weapon choices are also severely limited, but fortunately she comes by default equipped with one of the few possible best options for the job: Staff of Tribune. By simply being near her allies — which is exactly what Lissa is doing as a Save unit in the first place — she gains +6 to both of her defenses while being to provide post-combat healing to herself and said allies. Overall, not bad for a survivability tool, especially when all ranged combat is redirected to her and she can effectively stall several units out with continuous healing and walling.
      • If you come across Saul, however, inheriting his Observant Staff is also a fantastic option as it improves ALL of Lissa's stats across the board. Plus, Lissa's ability to use Save skills significantly lessens the stress of fulfilling Observant Staff's ally nearness conditions (Lissa must be within 3 spaces of two allies in a support-partner pair). 
      • Either Staff should be Wrathful refined as Lissa will mainly be operating in Enemy Phase — meaning Dazzling effects are pretty much out of the question ( they work only when initiating combat) — and the refined effect also disables the halved damage limitations typical on healer units.
    • Lissa's Assist is actually pretty flexible as she can perform a desired effect you require while healing a chosen ally. If you can't provide one of the very helpful positional heals like Rescue, though, the benefits of the lower rarity heals would pretty much be personal preference. 
  • The rest of the build is pretty much typical Far Saver flavor: You obviously want any Far Save skill you can afford on Lissa (it rarely matters which one), as well as investing highly in Lissa's defenses so she can shrug off any ranged hit she's absorbing for her teammates. Finally, a Fighter skill with a follow-up effect is ideal due to her low Speed. Here's some specifics:
    • Distant Def is best as it provides universal boosted defenses against the exact targets Far Save works against. If you get its maximum variant, it even shuts down any matchup-changing boosts the enemy may have. It's redundant on builds already running Observant Staff, however. 
    • You can stick with Def/Res Ideal 3 as a budget A-slot option, and if you're foddering skills from Pirate Surtr, you can even upgrade it to 4. If boosting Lissa's damage returns is something that's important to you, you may consider any Atk/Def or Atk/Res-based Ideal, Bond, or Unity. 
      • These suggestions doubly apply to the Sacred Seal as well, and you can mix and match depending on desired stat balance. The Form skills are pretty good suggestions as Lissa will probably save upwards of three allies and achieve the skills' maximum stat boost when positioned correctly.
    • Any Fighter skill that grants a guaranteed follow-up in Enemy Phase will do this build a great service. 
      • Crafty or Slick are your best choices due to their forgiving ≥25% working HP condition and handy secondary effects (Special stalling and debuff negation, respectively. 
      • Vengeful works at a stricter threshold of ≥50%, but is relatively easier to access while accelerating the Special charging on Miracle. 
      • At a lack of options, Wary Fighter isn't too bad as it limits both Lissa and her enemy to one attack each and helps stall out multiple fights — as long as the enemy doesn't have guaranteed or Null follow-up effects. 

Over the Rainbow, Whack the Rainbow (Bold Fighter / PVE)

Build by MackerelPye
Wrathful Serpentine Staff+
Alternate: Wrathful Observant Staff+
A Atk/Res Push 4
Alternate: Atk/Spd Boosting A Slot
Alternate: Rescue+
B Bold Fighter 3
Miracle C Armor March 3


SBlade Session 3
Alternate: Armored Boots

Show Explanation/Analysis

Weapon: Staff of Tribute+ (Wrathful) / Serpentine Staff+ (Wrathful) / Pain+ (Wrathful) / Palm Staff+ (Wrathful) / Observant Staff+ (Wrathful)

Assist: Martr+ / Rescue+ / Restore+ / Recover+ 

Special: Miracle / Flexible

Passive A: [Atk/Res or Atk/Def or Atk/Spd] Push 4, Unity, Solo, or Ideal

Passive B: Bold Fighter

Passive C: Armor March 

Sacred Seal: Blade Session / [Atk/Res or Atk/Spd or Atk/Def] Form or Solo / Armor March / Armored Boots

  • As an armored unit, Lissa gets access to a number of handy Fighter skills to make up for her unimpressive Speed. For a fun build focused on dealing some holy hurt head-on, Lissa can make use of Bold Fighter, which grants her a guaranteed follow-up every time she initiates combat. 
  • For a build so focused on initiation, we turn our attention to investing highly in Lissa's Attack and general offense.
    • Whichever staff Lissa chooses should be Wrathful refined. Though we sadly pass up on Dazzling Staff's ability to prevent enemy retaliation, pure damage is first and foremost on this build.
      • At any rate, you definitely can stick with Lissa's default Staff of Tribute for its longevity-increasing properties. 
      • Other options include Serpentine Staff or its more-available, less-effective counterpart Pain+ for some nasty post-combat HP drain.
      • Palm Staff+ is reasonably good if you add in additional forms of Speed investment across the build so as to prevent enemy follow-ups.
      • Finally, Observant Staff is worth mentioning as it's pretty much the only generic staff that adds additional Attack in-combat, though the condition of needing to be near an ally-supported pair is not always ideal or guaranteed.
    • To increase Lissa's offense as much as possible, initiation-friendly, Atk-based A and Sacred Seal slots are favored. 
      • The Push 4 line is particularly favored as its recoil damage can be healed back by Staff of Tribute's post-combat healing, and they provide easy offensive boosts for no positioning caveats unlike the Solo and Unity skill lines. 
      • The Ideal skill line is also a fairly recommendable choice by boosting Lissa's stats whenever she has a bonus on her (such as the movement boost from Armor March) or if she's at full health. Having both conditions active grants an almost maximal bonus of +9 as opposed to +7 as well. 
      • Due to being locked out of the Blow or Sparrow line, Lissa will have to run a few healer-friendly alternatives in the Sacred Seal. This includes Blade Session (regardless of Speed investment in other parts of the build) or any of the Atk-based Forms or Solo skills. If you lack movement support from other allies, running Armor March or Armored Boots here is also fine but sacrifices some raw offense.
  • Since Lissa has no access to offensive Specials and yet Bold Fighter accelerates Special charge per hit, the best she can leverage is Miracle, which is fortunately both cheap and useful to avoid otherwise imminent kills. Otherwise, you're free to choose from a variety of situationally useful healing Specials like high-rarity Balms.

#justchrobinthings🏳️‍🌈 (Budget Healer)

Build by MackerelPye
Wrathful Staff of Tribute+ A Def/Res Ideal 3
Alternate: Fortress Res 3
Alternate: Physic+
B Wings of Mercy 3
Alternate: Chill Atk 3
Heavenly Light C Res Opening 3
Alternate: Ward Armor


SDrive Atk 2
Alternate: Armor March 3

Show Explanation/Analysis

Weapon: Staff of Tribute+ (Wrathful) 

Assist: Martr+ / Physic+

Special: Miracle 

Passive A: Def/Res Ideal 3 / Attack/Res 2

Passive B: Wings of Mercy / Chill Atk

Passive C: Any "Within 2 Spaces" skill / Res Opening

Sacred Seal:  Armor March / Various Drive skills

  • For the severely uninvested, simply filling in Lissa's missing B slot skill will pretty much complete her. Wings of Mercy helps Lissa reach out to other units across any distances and makes up for her bad armored movement, while a  Chill skill of choice can help her contribute more passively for debuffing enemies remotely. 
  • You can make a few small improvements to some of Lissa's base skills.
    • Physic, for instance, heals units from a slight distance so Lissa will be less likely to engage incoming enemies.
    • Res Opening is mostly specific to the team, though most "within two spaces" skills such as Ward Armor (which can be combined with Armor March for total armor support) or Drive Atk tend to be more universally helpful.


Armored Perks

Lissa integrating herself in the armored class yet again brings about quite a few fantastic perks:

  • As part of the newest generation of armors, Lissa is ahead of many units with an increased base stat total of 179, which she distributes into her statline reasonably well.
  • Lissa gains access to the Fighter skill line, many of which allows her to overcome her otherwise obvious follow-up issues while coming with complementary perks like Special stalling.
  • Our third in the halidom additionally gets to use the famed Save skill line, allowing her to leverage her great defensive stats and decent skill options by redirecting ranged combat from her nearby allies. 

Sufficiently Bulky

Coming in with 42 HP, 37 Def, and 40 Resistance, Lissa exercises some pretty decent durability. This can be further reinforced with further investment and the use of defensive skills like her native Staff of Tribute, Crafty Fighter's guard effect, Far Save's stat boosts, and various A-slot and Sacred Seal passive boosts. 


Armored Healer + Extremely Limited Skill Usage

For the same reasons Winter Sephiran and Winter Eirika melted out in usefulness before her, Lissa suffers significantly from a variety of limitations stemming from her armored healer status. 

Perhaps the most significant of all is her gross lack of Special options. Unlike other Save units whose viability mainly lies on how frequently they can dish out increased burst damage or reduce the power of incoming hits, Lissa only has a small pool of combatively useless Special options to boast. Thus, as far as tanking's concerned, Lissa is extremely reliant on the full might of her stats to do the heavy work, and that may prove often faulty due to the sheer power of new units in the game.

Less significantly but still worth mentioning, her staff and armor skill usage means she has to choose two of three effects and never all of them: Dazzling, Wrathful, and Fighter skills. Additionally, when refining her staff weapon for the Dazzling or Wrathful effects, Lissa will never gain additional stats upon refinery to strengthen her combat unlike other weapon types. On top of all this, if Lissa does want to go back to her healer class roots, her single-space movement basically gives her very low reach as opposed to the flexibility that healers in other movement types enjoy.

Low Speed

Lissa's base 25 Speed certainly isn't bringing potential suitors to the yard, as it makes her fairly vulnerable to follow-up attacks from faster enemies and thus diminishes her otherwise solid defenses. 

Armor-Effective Weaponry

And of course what makes a worse family tragedy than having two of your brother (and his secretly possessed boyfriend) have weapons conveniently effective against your movement type and piercing past all that invested ranged defense?

Weapon Skills

Weapons SP Rng. Mt.
Learns by default at 1 ★
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
Staff of Tribute

If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat and restores 5 HP to unit and adjacent allies after combat.

Learns by default at 3 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
200 2 8
Staff of Tribute+

If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat and restores 7 HP to unit and allies within 2 spaces after combat.

Learns by default at 5 ★
Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50

Restores 7 HP to unit and target ally.

Learns by default at 2 ★
1 100

Restores HP=7+this unit's suffered damage. Unit heals HP=half suffered damage. Slows Special trigger (cooldown count+1).

Learns by default at 4 ★
1 150

Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.)
Also restores HP to unit = half suffered damage.

Learns by default at 5 ★
1 300

Special Skills

Special Skills SP Turns

When healing an ally with a staff, restores an additional 10 HP to target ally.

Learns by default at 4 ★
Unlocks at 2 ★
Restricted to units that use a Staff.
50 1
Heavenly Light

When healing an ally with a staff, all other allies recover 10 HP.

Learns by default at 5 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
150 2

Passive Skills

Passive Skills SP Slot
Def/Res Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+3 to unit during combat. 


All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
Def/Res Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+4 to unit during combat. 


All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
Def/Res Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Def/Res+5 to unit during combat. 


All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
Res Opening 1

At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.)

Inheritable by all units.
Unlocks at 1 ★
Res Opening 2

At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.)

Inheritable by all units.
Unlocks at 2 ★
Res Opening 3

At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.)

Inheritable by all units.
Unlocks at 4 ★

Other Info

Fire Emblem: Awakening

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