- Default
- Attack
- Special
- Injured




Velouria - Wolf Cub |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 8 | 6 | 5 |
Middle | 18 | 9 | 9 | 7 | 6 |
High | 19 | 10 | 10 | 8 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 32 | 34 | 30 | 20 |
Middle | 40 | 35 | 37 | 33 | 23 |
High | 43 | 38 | 40 | 36 | 26 |
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
A Fur-rious Hunt (Galeforce)
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Wolfpup Fang | A | Flashing Blade 4 Alternate: Life and Death (3 or 4) |
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Reposition Alternate: Smite |
B | Wings of Mercy 3 |
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Galeforce | C | Time's Pulse 3 Alternate: Atk Smoke 3 |
IVs | +SPD / -HP | S | Swift Sparrow 2 Alternate: Flashing Blade 3 |
Preferred IVs: +SPD / -HP
Weapon: Wolfpup Fang
Assist: Reposition / Flexible
Special: Galeforce
Passive A: Flashing Blade 4 / Heavy Blade 4 / Life and Death (3 or 4)
Passive B: Wings of Mercy
Passive C: Time’s Pulse / Joint Drive SPD / ATK Smoke
Sacred Seal: Swift Sparrow / Darting Blow / Quickened Pulse / Heavy Blade / Flashing Blade
- This set heavily leverages on the Wolfpup Fang’s ability to reduce Velouria’s specials by 2 on the first turn to ensure that she can get Galeforce as soon as possible. Furthermore, as her weapon also grants her allies the cooldown reduction as well, her ally can also be a Galeforce unit in conjunction with Velouria, allowing for much more flexible team options.
- Specifically, it is ideal for Velouria and her ally to have Galeforce ready in a single attack. This can be achieved with a mixture of on-hit accelerations, such as Flashing Blade or Heavy Blade, and initial turn acceleration from her allies. The most achievable set-up is likely to be Galeforce on a 2 charge cooldown with on-hit acceleration.
- The suggested build although expensive consumes seals that are likely to be lesser in demand (Swift Sparrow 2 and Darting Blow 3). Cheaper alternatives will likely include the use of Heavy Blade or Flashing Blade seal, which might be difficult to balance as these seals are also commonly used by her Galeforce partner as well.
- The only invariant would be the use of Wings of Mercy, which enables Velouria to warp adjacent to any allies below 50% health. This is crucial for any Galeforce strategies to work due to the limited amount of assist skills (such as Smite) that can be used to close in onto her foes.
- If 2 charge Galeforce cannot be achieved, Velouria could still be a support for a Cavalry Galeforce unit, with Velouria being one of the rare opportunities for other movement types to obtain cooldown reduction.
BITE ZE DUSTO BUNNY (Aether Raids Tank)
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Wolfpup Fang | A | Distant Counter |
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Reposition | B | Special Spiral 3 Alternate: Null Follow-Up 3 |
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Sol Alternate: Noontime |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK / -HP | S | Mirror Stance 2 Alternate: Distant Def 3 |
Preferred IVs: +ATK / -HP
Weapon: Wolfpup Fang
Assist: Reposition / Flexible
Special: Sol / Noontime
Passive A: Distant Counter
Passive B: Special Spiral / Null Follow-Up / Null C-Disrupt
Passive C: Pulse Smoke / Joint Drive ATK / ATK Smoke 3
Sacred Seal: Mirror Stance / Distant Def / Quick Riposte
- This build is designed for use as a super tank in Aether Raids, with the main focus being to leverage Velouria’s initial cooldown reduction. As such, the chosen skills aim to maximize her effectiveness defensively against both physical and magical enemies.
- A 3-turn special would be available from a single attack from the opponent, while a 2 turn special is instantly charged. This meant that even in the player phase, Velouria will be likely to activate her special very quickly.
- Coupled with the additional 10 damage from the default beast transformation effect, Velouria will be able to actually deal a substantial amount of damage even if Velouria opts for a healing special such as Sol and Noontime. It is recommended for Velouria to pick specials for sustain in order to take the ongoing onslaught of foes.
- As ranged enemies are common choices for defense teams, Distant Counter is used in order to retaliate upon these foes.
- The choice of Passive B is likely to depend on the player’s desired playstyle for Velouria. Special Spiral leverages the strengths of Wolfpup Fang the most and enables Velouria to cycle through Sol activations.
- Null Follow-Up is primarily to help negate foes that grant themselves guaranteed follow-up attacks, but will also come in useful against skills that negate follow-ups such as Impact skills.
- Null C-Disrupt is a potent alternative B slot that can help majorly against skills such as Firesweep weapons and Dazzling Staff. Dull Ranged is a cheaper alternative that still offers good benefits through negating all visible buffs on ranged opponents.
- For this build, Pulse Smoke is very useful for helping to weaken defense teams that rely on instant charging their Specials. However, as there might be some difficulties for a melee unit to reach some foes at the backline, some might prefer simply ending turn at the fringe of the opponent’s range. In that case, Joint Drive ATK boosts Velouria’s offensive potential in the enemy phase. However, for such a use case, an ally with Even Pulse Tie to disrupt specials is highly recommended.
- As for seal choices, Mirror Stance somewhat mitigates Velouria’s shortfall in terms of Resistance, while providing her with the offensive push required to take opponents out in a single hit.
Strengths
Wolfpup Fang
Wolfpup Fang’s key draw is her cooldown reduction by 2 to not only herself, but also an ally that she has ally support with. Cooldown reduction of this nature is extremely rare in the game, making Velouria a prime support unit for special sensitive strategies such as Galeforce. Furthermore, ally support works as long as the character shares the same exact names. This means that Wolfpup Fang’s effect can actually work on multiple units at once. For example, if Velouria is ally supported to Mythic Altina and there are 2 Altina in the team, both Altina will get the cooldown reduction from Velouria. The potential of Wolfpup Fang cannot be underestimated.
Excellent Offensive Stats
With 35 base Attack and 37 base Speed, Velouria shines offensively and can deal good amounts of damage while both performing and avoiding follow-up attacks with ease. Velouria is also likely to meet Attack and Speed checks from skills such as Heavy Blade and Flashing Blade.
Infantry
As an infantry unit, Velouria benefits from incredible skill availability and is able to equip useful abilities such as Special Spiral and Null C-Disrupt to further enhance her overall performance substantially. Being Infantry also grants access to more tools related to cooldown acceleration, such as Time’s Pulse and Infantry Pulse (from allies).
Colorless
Velouria not having a color is more of a boon than a bane; she is separated from the weapon triangle outside of Raven Tome and a small number of special weapons, both of which are relatively uncommon. As such, Velouria is likely to not have any disadvantageous matchup, which improves her consistency when used
Weaknesses
Magically Frail
Velouria boasts a rather pitiful resilience to magical attacks which can make it difficult to field her against opponents who can take advantage of this. Unless highly invested, it is not recommended for Velouria to take too many magical attacks without substantial support from her allies.
Beast
Being a beast unit, Velouria will need to have only dragons, beast allies, or empty spaces adjacent to her for her to transform. This could be finicky to work with and could create some issues in terms of positioning.
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Wolfpup Fang | A | Flashing Blade 4 |
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Reposition | B | Special Spiral 3 |
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Aether | C | Joint Drive Spd |
S | Swift Sparrow 2 |
A build I thought of that utilizes her fast Speed
+Spd boon recommended.
Thanks to Wolfpup Fang, Velouria has a pretty great ability to proc Aether almost every encounter. With the +2 Special cooldown charge granted at the start, Velouria will already be almost halfway there, and Flashing Blade will be able to help her activate Aether
Aether: Great for high scoring, as well as being one of the best specials to be able to perform massive damage on enemies, as well as healing Velouria, and if Velouria is transformed, Aether will do even more damage thanks to her weapon's built in +2 Atk and Wrath bonus
Flashing Blade 4: Thanks to Velouria's high Speed and Wolfpup Fang granting her +3 Spd to boot, she can activate Flashing Blade on almost every enemy, adding +1 cooldown to her attacks. If she can double the enemy, then her second attack will activate Aether, unless the enemy has a Guard effect. FB4 also gives +5 true damage, raising Aether even more
Special Spiral: Since Wolfpup Fang's built in cooldown charge only activates on the first turn, Velouria can use Special Spiral after the initial Aether, keeping the charge at 3, and allowing her to possibly use Aether on every encounter, assuming that FB4 is active and she can follow-up, which is very likely
Joint Drive Spd: Boosts her Speed even higher as well as others as long as she has an ally 2 spaces away, and since it's combat boosting, it can stack with everything and can allow her to be boosted by Spd Tactics or Spd Wave for even more Speed
Swift Sparrow 2 SS: Having SS 2 as a Sacred Seal will allow Velouria to boost her Speed a little more to ensure doubling even the more quicker units in Player Phase, and the Attack boost will be great for Velouria as well. You can change this to Darting Blow 3 if you just want to just focus on doubling
Overall, this build implements Velouria's massive Speed and the ability to proc Aether every encounter, making her a powerful threat against even the tankiest foes
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Wolfpup Fang | A | Warding Breath |
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Harsh Command | B | Atk Feint 1 |
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Aether | C | Def Smoke 3 |
S | Armored Boots |
IVs of +Res -Atk because that's what I pulled.
Assist Slot can be anything and is largely unimportant.
Bslot would be Special Spiral and Seal would be Flashing Blade, but it wouldn't let me select either of those, so I opted for abilities that make no sense at this time.
The Idea? Spam Aethers like your email address won a lottery you never entered!
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Wolfpup Fang | A | Steady Breath |
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Reposition | B | Wrath 3 |
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Noontime | C | Joint Hone Spd |
S | Quickened Pulse |
(Note: The Sacred Seal should be Flashing Blade 3, but it's not in the menu for some reason even though Velouria is Infantry.)
Weapon: Wolfpup Fang
Support: Reposition
Special: Noontime / Sol / Aether
A: Steady Breath / Distant Counter / Swift Sparrow 2
B: Wrath 3
C: Joint Hone Spd / Atk Smoke / Spd Smoke
S: Flashing Blade 3 / Quickened Pulse / Atk Smoke
This set aims to milk Wolfpup Fang's Special-boosting effects for all their worth. With a Double Wrath set, Velouria can launch vicious Specials that are guaranteed to do a minimum of 20 damage, and she's frail enough that pretty much any hit will trigger the HP-based Wrath. She can also stack cooldown reduction effects from allies on top of her own so that her Special is available right away, making her much harder to attack into than she seems at first glance.
For a rapid-fire Special user that is otherwise frail, the Special of choice is obviously of the self-healing variety. The guaranteed damage from Double Wrath means she will always heal from the Special, which heavily bolsters her Enemy Phase: she can be damaged into the Wrath threshold mid-combat and immediately retaliate, and should her Enemy Phase end below the HP threshold, she'll likely have the Special ready for the Player Phase. So long as enemies with derivatives of Guard / Bold Fighter / Wary Fighter are avoided, Velouria can punch holes in all but the sturdiest defensive formations.
The exact sets Velouria can run for Double Wrath are plentiful. Noontime and Warding Breath allow her to strike back with a Special with every melee counterattack, but provide the least healing over time. Aether will go off less often, but combined with Swift Sparrow on the Player Phase she can pull off a surprise OHKO to a stubborn enemy. Distant Counter and Sol are the middle-of-the-road option, giving her means to counter ranged units and being a more conventional tank.
The C skill and Sacred Seal depend on team composition. If she has a Beast or Dragon ally to start her turn beside, she can run Joint Hone Spd to improve the chances of activating Flashing Blade. If that's not possible or feasible, she can run Atk Smoke (or a combination of Spd Smoke and the Atk Smoke seal) to improve her chances of survival. If no allies are running cooldown reduction skills (Infantry Pulse, Ostia's Pulse), Quickened Pulse can be equipped in a Sol or Aether build to cover an extra point of cooldown on Turn 1, or she can stack it with ally cooldowns to prepare Aether right away.
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Wolfpup Fang | A | Swift Sparrow 2 |
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Reposition | B | Null Follow-Up 3 |
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Bonfire | C | Even Atk Wave 3 |
S | Darting Blow 3 |
This Dust Bunny is meant to absolutely fucking annihilate everything thanks to her hitting everything neutrally.
Wolfpup Fang is great just don't forget to always have her supported with someone because I believe even if it's C-Support they still get the buff.
She has surprisingly high defense allowing her to hit hard with Bonfire and even harder in Beast Mode.
Swift Sparrow is to give her more Atk and Spd to hit harder and double while Even Atk Wave and Darting Blow are there to help amplify this.
Finally Null-Follow because you're Colorless and don't have to fear anything armored unit because you can take a hit and while most definitely be doubling, and with Bonfire with the +10 Special Trigger not much will survive. Unless it's a dragon armored unit, then you're probably fucked.
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Wolfpup Fang | A | Distant Counter |
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Reposition | B | Null Follow-Up 3 |
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Sol | C | Joint Hone Spd |
S | Distant Def 3 |
(Pretend B slot is Null C-disrupt 3, for some reason it's not in the list of B skills)
The AR stat-stacking supertank goddess is here, summoners. Because Velouria has zero weaknesses being a colorless infantry beast (aside from Raventomes and the virtually non-existent Poison Dagger), is able to handle Veronica with Null C-Disrupt, and has an absolutely fantastic stat spread after a light blessing, Velouria is the prime candidate for an AR offense supertank.
If my theory-crafting is correct, given a light blessing, paired with Kaden and M!Corrin, given summoner support, and hit with def/res tactics, she reaches a defensive spread of 51/46. Yeah, you heard me. And that's 57/52 against ranged units with Distant Def! And, if you're crafty with your other units C- and S-slots, you can fit a drive or spur in Kaden's S-slot, assuming you keep Goad Beasts in his C.
Not to mention she'll be firing back with a colorless attack stat of 77(!!!) with +10 damage Sols (Assuming atk boon and Kaden having Goad Beasts). She'll also have a speed stat of 58. I'd like to see you try to outspeed that.
Her weapon, A slot and B slot are locks for this build. She needs these three for the build to function.
Reposition is my go-to assist, but you can run pretty much anything.
Her C-slot is very flexible. Joint Hone Spd or Odd Spd Wave might be good picks given how Spd Tactic is so rare, and how hard it can be to proc Spd/Res Link on Kaden. Another option is Savage Blow to chip enemy units and speed up those slow armor battles.
S-slot is also extremely flexible. I think Distant Def might be her best choice to tank Reinhardts, Veronicas, and Cecilias better, but she can run pretty much any seal ever and still put it to good use.
Velouria is looking to become the undisputed queen of AR offense, and if she gets demoted, or if you've already +10'd her, she will be actually unstoppable. All that's left now is for IS to release the skill inheritance update, and AR will be mine.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Beast Infantry Only
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50 | 1 | 4 |
![]() Beast Infantry Only
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100 | 1 | 6 |
![]() Beast Infantry Only
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200 | 1 | 9 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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100 | C |
![]() Beast Only
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
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