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Winter Cordelia

Analysis by lordhelpme
Winter Cordelia - Unyielding Snow

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
183
HP 40
ATK 44
SPD 43
DEF 33
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 13 9 6 3
Middle 18 14 10 7 4
High 19 15 11 8 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 41 39 30 20
Middle 40 44 43 33 23
High 43 48 46 36 27

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

so there's this guy… (Offensive Nuke / Aether Raids Defense)

Build by lordhelpme
Recommended
Inseverable Spear A Atk/Spd Clash 4
Alternate: Mirror Impact
Positional Assist
Alternate: Assistless
B Flow Guard 3
Luna
Alternate: Moonbow
C Def/Res Hold
Alternate: Inf. Spd Tactic
IVs

+ATK or +SPD

SDistant Guard 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Inseverable Spear

Assist: Positional Assist / Assistless / Flexible

Special: Luna / Moonbow / Ruptured Sky / Glimmer / Galeforce 

Passive A: Atk/Spd Clash / Impact Skill

Passive B: Flow Guard / Seal Def 4 / A/S Near Trace / S/D Near Trace 

Passive C: Def/Res Hold / Inf. Spd Tactic / Fatal Smoke / Panic Smoke 4 / Flexible

Sacred Seal: Distant Guard / Swift Sparrow / Atk/Spd Form / Blade Session

  • Cordelia’s Inseverable Spear makes her a phenomenal asset for offensively-tuned teams, easily maximizing everyone’s damage output and maneuverability through her buffs. This build seeks to emphasize her own faculty for dealing damage, though, as the majority of what she can do for her team is built into her weapon. An Asset to either of her offensive stats works wonderfully here.
  • The Unyielding Snow pair are fortunately that complicated at all when it comes to general gameplay, as their default skills are powerful and their primary course of action is to begin closely bundled with their team to fully spread Inseverable Spear’s buffs, maneuver around and initiate as needed — and, in case greater burst is needed, use their Harmonized Skill to make up the difference.
    • As mentioned, their base kit is extremely solid and synergistic for general Player Phase play. For most, simply equipping a Sacred Seal that enhances Cordelia’s offenses can complete her entire build. 
    • The main considerations for alternatives here would largely apply to her B skill, as Flow Guard offers a great deal of safety in her initiations but a Near Trace of your choice can prove useful for more movement options — especially given how it makes it easier to position her so that subsequent allies can more easily trigger the【Dual Strike】effect. She may also want to consider swapping out Galeforce for a damage dealing Special if more burst is desired.
  • Further, as she can enable the Duo Hindrance structure and harshly threaten challenging teams due to the teamwide benefits of Inseverable Spear, Cordelia also shines in Aether Raids Defense. However, with this setting change, the necessary considerations to make for her build do become a little more intricate as well.
    • First and foremost, it's typically ideal to avoid equipping an Assist and to replace Galeforce with a damage dealing Special. Doing both ensures Cordelia can frontload as much damage as possible without relying on the finicky nature of the Defense AI, instead employing standard movement-based overload.
    • Atk/Spd Clash remains Cordelia’s premier A skill option due to the sheer amount of stats it provides, in addition to usually eliminating the influence of debuffs on her damage. That said, Impact skills do present an interesting alternative if seeking to give Cordelia’s initiations a much higher degree of safety.
    • Similarly, Flow Guard is excellent and should rarely be replaced, with Trace skills being pretty poor options here (unlike for general gameplay) as the AI really doesn't use Canto all that well. The newly introduced Seal Def 4, though, can be considered for those who want Cordelia to deal as much damage as possible, inflicting a flat -11 Def on her foes constantly while still offering the potential benefit of Guard.
    • Cordelia’s C skill choice is the most flexible, though it’s hard to go wrong with her native Def/Res Hold as it ensures improved damage for everyone. Still, Inf. Spd Tactic is an incredibly potent option in mixed compositions to grant infantry allies access to Null Follow-Up, and Smoke skills are always neat for their mix of debuffs. 
    • Lastly, it’s important to consider the fact that the main draw to Cordelia’s inclusion on a team — that being Inseverable Spear’s excellent bonuses — is considered a “start-of-turn” effect, meaning that it can be readily shut down by Elimine’s【False Start】debuff. 
      • This makes it difficult to utilize her during Astra / Anima Season due to the Scouring Saint’s presence; while Res stacking can be considered to potentially work around this, it’s not the easiest thing to pull off once, let alone consistently. 

tfw you’re in a war for your mother’s affection against a pancake (Galeforce)

Build by lordhelpme
Recommended
Inseverable Spear A Atk/Spd Clash 4
Alternate: Fury (3 or 4)
Positional Assist B Wings of Mercy 3
Alternate: Flow Guard 3
Galeforce C Def/Res Hold
Alternate: Odd Tempest 3
IVs

+ATK or +SPD 

SBlade Session 3

Show Explanation/Analysis

Weapon: Inseverable Spear

Assist: Positional Assist / Flexible

Special: Galeforce 

Passive A: Atk/Spd Clash / Fury 

Passive B: Wings of Mercy / Flow Guard / S/D Near Trace / A/S Near Trace

Passive C: Def/Res Hold / Tempest Skills / Flexible

Sacred Seal: Blade Session / Swift Sparrow / Atk/Spd Form / Quickened Pulse / Fury

  • Cordelia’s striking offensive excellence may also be put to great use in the context of Galeforce compositions; her Inseverable Spear again proves useful in helping her team slice through otherwise formidable walls and quickly land enough strikes to trigger Galeforce in quick succession, while her own natural mobility and strengths make it easy for her to contribute simultaneously. Increasing one of her offensive stats with an Asset is recommended once again.
  • The crux of this build lies, naturally, in the usage of Galeforce as Cordelia’s Special, which she thankfully has access to by default. When combined with a complementary team (who either also use Galeforce or act as a low HP beacon), this remains a powerful tool in the context of Aether Raids Offense as its self-refreshing quality allows her team to quickly sweep through the enemy team. 
    • The usual caveat of Galeforce lies in its staggering five-turn cooldown, though this actually isn't too much of an issue for Cordelia at all. 
    • Inseverable Spear comes prepackaged with both Slaying Lance and Breath effects at once, minimizing the hits needed to trigger Special to two — and unlike other fliers, Cordelia has no need to pass any stat checks or equip further skills, and can potentially get both strikes immediately due to her【Dual Strike】bonus. 
    • While this usually suffices, those who want to use Cordelia as the initiator in the Galeforce chain (meaning that she will likely not benefit from【Dual Strike】since her teammates will wait on her to get to low HP to warp in) may want to consider further reducing the hits necessary to one for maximum consistency. 
      • This means acquiring two flat charges, one of which Cordelia can obtain herself through the Quickened Pulse Sacred Seal. Outside of that, however, she will have to rely on specific ally selection due to her flier status; this includes Askr, Groom Rafiel, and Velouria (though she, in particular, grants two charges straight up). 
  • Atk/Spd Clash should not be replaced unless you're intending to use Cordelia as the initiator of the Galeforce chain as mentioned previously, in which case using Fury becomes ideal to stack enough chip damage for allies equipped with Wings of Mercy to warp next to her. In such instances, Flow Guard or a Near Trace skill stand as her ideal B skills; otherwise, as a follow-up Galeforce unit, Wings of Mercy should always be used.
  • Tempest skills are fantastic C skill options; additional movement is not to be underestimated, as it offers better options while both initiating and potentially retreating during these strategies. Otherwise, it's hard to beat the value of her native Def/Res Hold

Strengths

Inseverable Spear

If Cordelia’s weapon appears familiar to you at all, you’d be on the right track: Inseverable Spear, for most intents and purposes, is a directly improved version of Bridal Catria’s Wedding-Bell Axe which… frankly speaking, is certainly one of the last weapons that needed an improvement. To put it succinctly, Inseverable Spear’s buffs (applied to Cordelia and all allies within two spaces at the turn’s start) presents a dramatic improvement to the team’s firepower with absolutely minimal effort. 

  • The omni-Orders effect remains the same from Wedding-Bell Axe, expanding the team’s overall mobility and reach through the crucial warping ability it grants. 
  • On the other hand, Cordelia’s new【Dual Strike】buff builds upon the concept of allowing herself and her team to freely attack twice per strike (a la Brave) by making it even easier! 
  • Now, instead of requiring two buffed allies to gain the Brave effect (per Bridal Catria’s 【Triangle Attack】effect), only one buffed ally with direct adjacency is required to trigger the effect, and this adjacency is easily maintained by simply using the Orders buff that she already provides. 

Being able to leverage【Dual Strike】with such ease makes Cordelia an extremely valuable battery for her entire team to become wallbusters, and all that’s required of her is to simply exist. However, Cordelia takes this value one step further through further combat benefits of her own, as Inseverable Spear also grants her a permanent Slaying Lance + Breath effect to quickly trigger her Special — a benefit that is heightened greatly by her ability to easily attack up to four times with 【Dual Strike】and expanded movement options. Truly, this weapon alone makes Cordelia a fantastic addition to offense-oriented teams virtually anywhere.

Fantastic Offensive Statline + Physical Bulk

The multifold offensive benefits from Cordelia’s Inseverable Spear thankfully does not go to waste thanks to her equally stellar Atk/Spd combination of 44/43, altogether making her a great source of damage output. Interestingly, unlike most other pegasus knights, Cordelia’s physical bulk isn’t lacking either; with a total physical bulk of 73, she can usually endure an attack or two when necessary.

Harmonized Hero Benefits

Being a Harmonic Hero comes as another boon to Cordelia’s competitive value, particularly in the context of Aether Raids Defense (where her buffs already shine) given her ability to enable the crucial Duo’s Hindrance structure — and, naturally, in Resonance Duels where she increases one’s scoring potential. Additionally, while not really game-changing or essential to her playstyle, Cordelia’s Harmonized Skill comes as a nice occasional bonus to her damage output when accessible as it provides an easy +10 Atk/Spd for free and what is essentially a better Bladetome effect in her【Treachery】buff. As these benefits are also granted to allies from Awakening or Fates, this Skill also adds a bit to her function as an offensive battery.

Flying Benefits

Cordelia appreciates the freedom in mobility and positioning options brought by the flying class as it allows her to easily exploit the Orders effect granted by Inseverable Spear, further encouraging aggressive play through pretty impressive reach. She also gains access to a neat array of skills exclusive to fliers that aid in supplementing her combat prowess, including her default Def/Res Hold and Flow Guard among other options like S/D Near Trace.

Weaknesses

Low Resistance

The biggest knock to Cordelia’s impressive array of skills lies in her easily exploitable Resistance stat of 23, making it simple for most competent mages to land an OHKO. This makes her plenty susceptible to being compromised by enemy threats while outside of her Player Phase, which makes sense given her sheer offensive lean but remains something to consider all the same.

Vulnerable to False Start

Given that Cordelia’s primary claim to fame lies in Inseverable Spear’s powerful buffs, it’s highly advised that she is kept out of Aether Raids Defense teams on Astra / Anima Season as Elimine shuts down her entire gimmick through Staff of the Saint’s 【False Start】debuff. This isn’t really a knock to Cordelia herself, but it is definitely something that should be avoided and that players should remain vigilant about.

Harmonized Skill

Grants Atk/Spd+6,【Resonance: Blades】, and【Treachery】to unit and allies from the same titles as unit for 1 turn.  【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn.  【Treachery】 Unit deals additional damage = total bonuses on unit for 1 turn.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 2 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Inseverable Spear

Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants the following effects to unit and allies within 2 spaces of unit for 1 turn: "unit can move to a space adjacent to an ally within 2 spaces" and【Dual Strike】. 

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 and Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) 

【Dual Strike】 If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

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

Boosts damage dealt by 150%.

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

If unit initiates combat, grants unit another action after combat. (Once per turn.)

Unlocks at 5 ★
Inheritable by Sword, Lance, and Axe users only.
500 5

Passive Skills

Passive Skills SP Slot
Atk/Spd Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 2 ★
60
A
Atk/Spd Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 3 ★
120
A
Atk/Spd Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 4 ★
240
A
Atk/Spd Clash 4

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces moved by whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat.

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 5 ★
300
A
Flow Guard 1

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Melee Cavalry & Melee Flying Units Only
Unlocks at 1 ★
60
B
Flow Guard 2

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Melee Cavalry & Melee Flying Units Only
Unlocks at 2 ★
120
B
Flow Guard 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Melee Cavalry & Melee Flying Units Only
Unlocks at 4 ★
120
B
Def/Res Rein 1

Inflicts Def/Res-2 on foes within 2 spaces during combat.

Flying Only
Unlocks at 2 ★
60
C
Def/Res Rein 2

Inflicts Def/Res-3 on foes within 2 spaces during combat.

Flying Only
Unlocks at 3 ★
120
C
Def/Res Rein 3

Inflicts Def/Res-4 on foes within 2 spaces during combat.

Flying Only
Unlocks at 4 ★
240
C
Def/Res Hold

Inflicts Def/Res-4 on foes within 3 spaces during combat.

Flying Only
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Awakening
Fire Emblem Fates

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