Analysis by Redarrix
Young Eirika - Twin Refulgence


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 36
SPD 43
DEF 30
RES 28

Stat Variations

Level 1 Stat Variation
Low 17 7 12 7 5
Middle 18 8 13 8 6
High 19 9 14 9 7

Level 40 Stat Variations
Low 36 33 40 26 24
Middle 40 36 43 30 28
High 43 39 47 33 31

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

Shining Lights of Renais (Aether Raids Tank)

Build by Redarrix
Blade of Renais A Distant Counter
Alternate: Distant Foil
Positional Assist B Null Follow-Up 3
Alternate: Spurn 3
Luna C Joint Drive Spd
Alternate: Pulse Smoke 3

+ATK or +SPD / -DEF

SMystic Boost 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Blade of Renais

Assist: Positional Assist 

Special: Luna 

Passive A: Distant Counter / Distant Foil  

Passive B: Null Follow-Up / Spurn / Repel/Close Call

Passive C: Joint Drive Spd / Pulse Smoke

Sacred Seal: Mystic Boost / Atk/Spd Solo / Spd/Res Solo / Quick Riposte

  • Young Eirika comes plentifully packaged from the get go to serve as a highly effective Aether Raids Tank. Only a couple of changes and some optional additions are even needed. With Blade of Renais being as loaded in effects as it is, she can easily do lots of damage and sustain herself through combat.
  • Eirika will want either an Attack or Speed Asset. Attack is the preferable of the two to boost her damage output, but Speed will also help her to secure follow-ups without relying on Quick Riposte. Recommending a Flaw is very hard since she wants all her stats, though Defense is her arguably best choice here.
  • Luna is a perfectly fitting Special and does not require change unless personally desired. Thanks to Blade of Renais having in-built healing, she doesn’t require a healing Special.
  • Due to the frequency of enemy mages on AR Defense teams, Distant Counter is superior to Distant Foil. If one has no Distant Counter available, then Distant Foil can still work, but care will be needed if powerful enemy mages are present.
  • Due to Young Eirika’s Duo Skill, she can enjoy both damage reduction and Null Follow-Up. The damage reducing B slots are still great options to consider though, since Duo’s Hindrance can interfere with Young Eirika substantially. Spurn is the strongest of the damage reducing B slots, but Repel and Close Call are still both strong.
  • Joint Drive Spd is a fitting C slot and doesn’t need change. Pulse Smoke is also worth considering to help shut down defense teams that rely on Pulse skills to charge Specials.
  • Young Eirika has several Sacred Seals that work very well with her. Thanks to her high Speed and default Null Follow-Up, Quick Riposte is not needed. Mystic Boost will help to protect against enemy staff users using Wrathful Staff, as well as provide some extra healing. A Solo skill like Atk/Spd Solo or Spd/Res Solo will also be excellent. 
    • If one swaps out Null Follow-Up for a damage reducing B slot, then Quick Riposte will be a fantastic Sacred Seal as it will allow her to perform follow-ups through Impact skills.


Blade of Renais

Young Eirika’s personal weapon, Blade of Renais, is a Slaying weapon so loaded with effects that you have to wonder why Eirika ever decided to bother with using Sieglinde.

Firstly, it grants an all-around stat bonus if Eirika initiates combat or is within two spaces of an ally. A good bonus with an easy requirement for Aether Raids where support units should never be far behind.

Secondly, if Eirika has any bonus or penalty, she’ll deal damage equivalent to 20% of foe’s Defense. This extra damage is true damage and given that it’s common for high Defense foe’s to be present in AR defense teams, this is a nice damage bonus for her. In addition to this, if Eirika simply hits her opponent while a bonus or penalty is active, she’ll heal for 20% of Foe’s Defense. This allows her to forego the need to use a Special that heals, thus helping her damage output even more.

Dodge Duo Skill

Young Eirika’s Duo skill grants herself and nearby allies with Dodge. Dodge is functionally the damage reduction component of Spurn and similar skills, granting up to 40% damage reduction the more Speed that the user has than the enemy. With the Duo Skill resetting every odd-numbered turn, Eirika can use this frequently and can effectively forego a damage reduction B slot. Alternatively, this Duo Skill and damage reduction B slots will stack for even more damage reduction.

Amazing Stats

Young Eirika possesses a statline that puts her older self to complete shame. She has an outstanding offensive statline of 36 Attack and a blistering 43 Speed. On top of this, her defensive statline does not suffer for this offensive prowess, coming with 40 HP, 30 Defense, and 28 Resistance. All this is further supplemented by Blade of Renais thanks to its first effect.


Duo’s Hindrance Exists

As with any Duo Hero, the presence of the Duo’s Hindrance structure can be detrimental. With Young Eirika having damage reduction on her Duo Skill, this structure is even more notably detrimental for her. Damage reduction is extremely beneficial for Aether Raids, so missing out on her Duo Skill hurts a lot

Duo Skill

Grants【Dodge】to unit and allies within 3 rows and 3 columns centered on unit. 

Once used, Duo Skill cannot be activated again right away. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again. 

【Dodge】 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).


Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Blade of Renais

Accelerates Special trigger (cooldown count-1).

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, and also, if【Bonus】or【Penalty】is active on unit, deals damage = 20% of foe's Def, and also, if unit deals damage to foe during combat, restores HP to unit = 20% of foe's Def. (Triggers even if 0 damage is dealt.) 

【Bonus】 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). 

【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Éljúðnir
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Resolve combat as if foe suffered Def/Res-30%

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

Resolve combat as if foe suffered Def/Res-50%

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Distant Foil

If sword,lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def +5 to unit and unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 5 ★
Null Follow-Up 1

At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 1 ★
Null Follow-Up 2

At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 2 ★
Null Follow-Up 3

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 4 ★
Spur Spd 1

Grants adjacent allies Spd+2 during combat.

Inheritable by all units.
Unlocks at 2 ★
Drive Spd 1

Grants allies within 2 spaces Spd+2 during combat.

Inheritable by all units.
Unlocks at 3 ★
Drive Spd 2

Grants allies within 2 spaces Spd+3 during combat

Inheritable by all units.
Unlocks at 4 ★
Joint Drive Spd

Grants Spd+4 to allies within 2 spaces during combat.

If unit is within 2 spaces of an ally, grants Spd+4 to unit during combat.

Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: The Sacred Stones

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