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Young L'Arachel

Analysis by Chibi_Chu
Young L'Arachel - Seeker of Justice

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 36
ATK 37
SPD 38
DEF 16
RES 30

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 7 2 7
Middle 17 9 8 3 8
High 18 10 9 4 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 34 35 12 26
Middle 36 37 38 16 30
High 40 40 42 19 33

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

Not one step closer, evildoer! (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Staff of Rausten A Atk/Spd Push 4
Alternate: AR-D Atk/Spd 3
Rescue+ B Dazzling Staff 3
Alternate: S/R Far Trace 3
Windfire Balm+
Alternate: Miracle
C Odd Recovery 3
IVs

+ATK or +SPD / -DEF

SQuickened Pulse
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Staff of Rausten 

Assist: Rescue+ / No Assist / Return+ / Restore+

Special: Windfire Balm+ / Miracle 

Passive A: Atk/Spd Push 4 / AR-D Atk/Spd 

Passive B: Dazzling Staff / S/R Far Trace

Passive C: Odd Recovery

Sacred Seal: Quickened Pulse / Atk/Spd Solo / Flexible 

  • Young L’Arachel has a combination of characteristics that makes her a fantastic Aether Raids Defense unit:
    • Staff of Rausten allows L’Arachel to deal normal damage (as opposed to halved damage) and inflicts -6 Res and a status preventing counterattacks (Flash effect) to the nearest enemies within 5 spaces. This shuts down the common strategy of placing one unit within the range of several enemies, as they cannot do much of anything if they cannot counterattack (unless they have Null C-Disrupt).
    • Turn 1 initiations typically occur via wide space oppression or traps. L’Arachel’s 5 range makes her an ideal unit for space oppression, while her access to Assists such as Return, Rescue, and Restore and the coveted C slot of Odd Recovery lets her participate in trap set-ups. By using Return or Rescue on a unit that has taken damage (through Winter Bernadetta’s Hrist), L’Arachel can extend her and/or her allies’ ranges, allowing for surprise initiations beyond their original ranges. The same can be said for Restore, although Restore will only extend L’Arachel’s range. Odd Recovery prevents Offense players from inflicting Isolation through skills such as Mila’s Turnwheel and Gjallarbrú; L’Arachel will simply restore the Isolation on herself and allies within 2 spaces of her, allowing valuable refreshing Assists such as Gentle Dream, Frightful Dream, and Whimsical Dream, to be used.
    • Dazzling Staff in L’Arachel’s B slot makes all of L’Arachel’s initiations completely safe unless the enemy has Null C-Disrupt. Meanwhile, her native S/R Far Trace inflicts -3 Spd/Res to the enemy during combat and allows L’Arachel to use her remaining movement after combat, which can put her in range of receiving a refresh to initiate again. With very strong offenses, L’Arachel can play a hybrid of supportive and offensive, which can be very obnoxious to deal with.
  • Atk/Spd Push 4 and AR-D Atk/Spd both significantly increase L’Arachel’s offenses. The former grants +7 Atk/Spd during combat if L’Arachel’s HP is ≥ 25%, while AR-D Atk/Spd grants L’Arachel more Atk/Spd the more defensive structures have not been broken. The former is more consistent, while the latter has a higher ceiling and can be used effectively if the Defense Keep has a very high Danger Area.
  • The combination of Quickened Pulse and a 1-cooldown Special such as Windfire Balm allows L’Arachel to activate her Special on her first heal. If not using an Assist, however, Miracle is the only Special that can do anything for L’Arachel; its high 5 cooldown means it may not see use very often, but when it does, it allows L’Arachel to survive a lethal attack if her HP is > 1, which can make her an annoyance when attempting to reach her allies. Atk/Spd Solo is a nice alternative that grants +6 Atk/Spd during combat if L’Arachel is not adjacent to an ally; while this can be inconsistent because the AI does not account for the non-adjacent condition when deciding which space L’Arachel attacks from, the substantial increase in offenses can pay dividends.

No matter the world, no matter the era... (General Offense)

Build by Chibi_Chu
Recommended
Staff of Rausten A Atk/Spd Push 4
Martyr+ B S/R Far Trace 3
Alternate: Dazzling Staff 3
Miracle C Joint Drive Spd
Alternate: Savage Blow 3
IVs

+ATK or +SPD / -DEF

SAtk/Spd Solo 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Weapon: Staff of Rausten 

Assist: Martyr+ / Rescue+ / Flexible 

Special: Miracle 

Passive A: Atk/Spd Push 4

Passive B: S/R Far Trace / Dazzling Staff

Passive C: Joint Drive Spd / Savage Blow / Flexible 

Sacred Seal: Atk/Spd Solo / Savage Blow / Flexible 

  • 37/38 base offenses and high range make L’Arachel an excellent Player Phase unit. Staff of Rausten’s additional +6 Atk/Spd on initiation, Wrathful Staff effect to allow L’Arachel to deal normal rather than halved damage, and -6 Resistance debuff and status preventing counterattacks to the nearest enemies within 5 spaces only further improve L’Arachel’s offensive potency. She can initiate safely, deal high damage, and consistently perform follow-up attacks with relative ease.
  • Atk/Spd Push 4 is L’Arachel’s strongest and most consistent A slot, granting her +7 Atk/Spd during combat if her HP is ≥ 25% at the sacrifice of 5 recoil damage after combat. L’Arachel can use its recoil damage to her advantage by using Martyr as her Assist: Martyr heals her target ally equal to 50% of her Attack + the number of HP L’Arachel is missing while also healing L’Arachel for half of her missing HP. This keeps both L’Arachel and her allies healthy and keeps Atk/Spd Push 4’s HP condition fulfilled.
  • S/R Far Trace inflicts -3 Spd/Res on the enemy during combat and allows L’Arachel to use her remaining movement after combat; she can use this to retreat back to the safety of her allies or continue to push towards the enemies, making it especially helpful in combination with a refresh. Dazzling Staff is a great alternative, however, allowing L’Arachel to always initiate safely unless the enemy has Null C-Disrupt.
  • If players want to exclusively focus on L’Arachel’s offensive capabilities, then a C slot such as Joint Drive Spd and a Sacred Seal such as Atk/Spd Solo grant her additional, albeit conditional offenses. Alternatively, L’Arachel can use Savage Blow in both slots to inflict 14 damage on enemies within 2 spaces of the target after combat, softening up the enemies for both L’Arachel and her allies to score easier KOs.

Strengths

Strong offenses

Fear not, summoners, for your heroine of justice has arrived! L’Arachel’s 37/38 offenses are some of the highest of any Staff unit, granting her impressive damage output and follow-up consistency. 

Staff of Rausten

Close enough to Latona, right? Staff of Rausten is L’Arachel’s impressive personal weapon, granting a variety of effects:

  • Like most other personal Staves, Staff of Rausten’s damage is calculated like other weapons. Without this Wrathful Staff effect, Staves deal halved damage, so this significantly improves L’Arachel’s damage output.
  • At the start of L’Arachel’s turn, she inflicts -6 Resistance and a status preventing counterattacks (a Flash effect) to the nearest enemies within 5 spaces.
  • Finally, L’Arachel gains +6 Atk/Spd during combat if she initiates.

On initiation, 37/38 offenses suddenly become 43/44 offenses, allowing our young justice-seeker to frequently beat her enemies senseless (especially in combination with the -6 Resistance debuff). L’Arachel’s Flash effect allows her and her allies to safely initiate on the closest enemies within 5 spaces (unless they have Null C-Disrupt), which can easily overwhelm the enemy.

Cavalry advantages

True seekers of justice take every opportunity they can to contribute to the light of the world, so even Young L’Arachel gracefully mounts a pony. Because of this, she can mercilessly oppress bad guys with her 5 range and receive buffs from skills such as Hone Cavalry and Goad Cavalry to further bolster her offensive potency.

Performs well in the current meta

With space oppression arguably being the most vital compositional aspect of Defense Keeps, L’Arachel’s 3 movement and 2 range help her cover a significant portion of the 48 spaces on Heroes’ maps. If L’Arachel has Cavalry allies by her side, they may be able to force turn 1 initiations if the Offense player has too many structures in their bottom row.

Staff of Rausten’s ability to inflict a Flash effect on the nearest enemy within 5 spaces can be a massive headache, as a common strategy in Aether Raids Offense is to have a “superunit” with high stats, powerful effects (such as Null Follow-Up and damage reduction), and healing through Specials such as Noontime and Sol, skills such as Mystic Boost, and weapons such as Amity Blooms. Being unable to counterattack results in many of these combative assets becoming much less useful:

  • Healing effects via Specials or scoring hits on the enemy no longer work, as Specials cannot be activated and attacks cannot be landed if the unit cannot counterattack. Mystic Boost’s healing is post-combat, so it is exempt from this.
  • While Null Follow-Up is still beneficial because it neutralizes effects that guarantee the enemy’s follow-up attack, not being able to counterattack makes survivability less valuable. Receiving several attacks only to be unable to dish any damage back is far from ideal.
  • Since enemies can safely initiate without risk of being KO’d, they can be granted additional actions by refreshers. These additional actions can be used to inflict chip damage or even avoid strong units in the way, instead targeting frailer backline or supportive units. Refreshers such as New Year Peony, Triandra, and Mirabilis also have added effects to their personal Assist skills, making for potentially disastrous Enemy Phases for the Offense player.

Staff of Rausten can also discourage players from baiting on certain spaces, such as the defense tiles on the Lost Castle terrain.

Weaknesses

Dangerously low bulk

Our Seeker of Justice is so concerned with beating villains up that she unfortunately did not consider the possibility of she herself being beat up. 36 HP, 16 Defense, and 30 Resistance sum to an atrocious 51 physical bulk and a shaky 65 magical bulk; while L’Arachel can prevent all counterattacks with Dazzling Staff, her low overall bulk does not bode well should she find herself needing to Enemy Phase. Units with Null C-Disrupt can nullify Dazzling Staff’s counterattack prevention as well, which can quickly close the curtains on our Troubadour’s show.

Particularly weak to Far Save (if using Staff of Rausten)

Since L’Arachel’s Staff of Rausten only inflicts a Flash effect to the nearest enemies within 5 spaces, players can soak this with another unit that is closer to L’Arachel than the unit with Far Save. If this occurs, the unit with Far Save will still be able to counterattack, which can cause major problems for Defense Keeps that are particularly reliant on 2-range units to output damage.

While Staff of Rausten could simply be swapped for Flash to prevent this issue, L’Arachel becomes practically the same as her Cavalry Staff peers, just with marginally better offenses.

Weapon Skills

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

Calculates damage from staff like other weapons.

At start of turn, inflicts Res-6 and status preventing counterattacks on closest foes within 5 spaces of unit through their next actions.

If unit initiates combat, grants Atk/Spd+6 during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Heal

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50
Reconcile

Restores 7 HP to unit and target ally.

Learns by default at 3 ★
1 100
Rescue

Restores 8 HP to target ally.

Unit moves 1 space away from target ally. Ally moves to unit's previous space.  

If unit or ally cannot move to the target space (if another ally or foe is occupying the space), unit and ally will not move.

Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)

Learns by default at 4 ★
1 200
Rescue+

Restores HP = 50% of unit's Atk (min 8 HP) to target ally.

Unit moves 1 space away from target ally. Ally moves to unit's previous space.

If unit or ally cannot move to the target space (if another ally or foe is occupying the space), unit and ally will not move.

Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)

Learns by default at 5 ★
1 300

Special Skills

Special Skills SP Turns
Imbue

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
Kindled-Fire Balm

When healing an ally with a staff, grants Atk+4 to all allies for 1 turn.

Learns by default at 5 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
150 1
Windfire Balm

When healing an ally with a staff, grants Atk/Spd+4 to all allies for 1 turn.

Unlocks at 4 ★
Restricted to units that use a Staff.
200 1
Windfire Balm+

When healing an ally with a staff, grants Atk/Spd+6 to all allies for 1 turn.

Unlocks at 5 ★
Restricted to units that use a Staff.
300 1

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Push 2

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Push 3

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Push 4

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

Inheritable by all units.
Unlocks at 5 ★
300
A
S/R Far Trace 1

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-1 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) 

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 3 ★
60
B
S/R Far Trace 2

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-2 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 4 ★
120
B
S/R Far Trace 3

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-3 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: The Sacred Stones

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