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Hostile Springs Elise

Analysis by Redarrix
Hostile Springs Elise - Bubbling Flower

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
144
HP 34
ATK 33
SPD 37
DEF 18
RES 22

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 14 6 10 2 6
Middle 15 7 11 3 7
High 16 8 12 4 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 31 30 34 15 19
Middle 34 33 37 18 22
High 38 36 40 21 25

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

Assets

  • +SPD: Speed is a fantastic Asset choice for Hostile Springs Elise and is overall the most desirable option for her. Speed not only helps her to secure follow-up attacks more easily but also makes it easier to capitalise on her default weapon and helps with the activation of skills such as Windsweep if desired. No matter the set, Speed will always be a strong Asset choice.

  • +ATK: Attack is another overall great Asset choice for Hostile Springs Elise, helping to improve her overall damage output. A natural fit for any set focused entirely on offensive capabilities.

Flaws

  • -DEF: At a value of just 18, Defense makes for a natural Flaw choice for Hostile Springs Elise. Reducing Defense allows her to maintain her superior (albeit not by much) magical bulk.

  • -RES: Resistance might be the higher of Hostile Springs Elise’s defensive stats, but it’s still pretty low. Reducing Resistance allows her to maintain what little physical bulk she has to help increase her odds of success when attacking physical foes which can retaliate.

  • -HP: Hostile Springs Elise’s HP is far from good. As it affects both physical and magical bulk, it is worth maintaining over either Defense or Resistance if possible. However, HP is still a perfectly acceptable Flaw choice.

Skill Sets

Quack Attack (Offensive)

Build by
Recommended
Red-Hot Ducks+ (+Spd)
Alternate: Barb Shuriken+ (+Spd)
A Atk/Spd Solo 3
Alternate: Swift Sparrow 2
Reposition
Alternate: Rally Up Atk+
B Desperation 3
Moonbow
Alternate: Glimmer
C Even Spd Wave 3
Alternate: Hone Cavalry
IVsSHeavy Blade 3
Alternate: Atk/Spd 2

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -DEF or -RES or -HP

  • Weapon: Red-Hot Ducks+ (+Spd) / Barb Shuriken (+Spd) / Lethal Carrot (+Spd)

  • Assist: Reposition / Rally Up Atk+

  • Special: Moonbow / Glimmer

  • Passive A: Atk/Spd Solo / Swift Sparrow

  • Passive B: Desperation

  • Passive C: Even Spd Wave / Cavalry Buff / Player Preference  

  • Sacred Seal: Heavy Blade / Atk/Spd 2 / Speed +3 / Phantom Speed

This set aims to capitalize on Hostile Springs Elise’s offensive capabilities and make her a potent attacker.

For IVs, an Asset in either of the offensive stats with a Flaw in any of the defensive stats will be absolutely fine. Speed is preferable with Red-Hot Ducks in order to capitalize on the weapon’s effect. Speaking of, Red-Hot Ducks is Hostile Springs Elise’s default weapon and works perfectly well, boosting her damage by 70% of how much she is over the opponent’s Speed stat for up to seven extra damage per attack. Barb Shuriken is another strong option, reducing the cooldown of her Special and potentially allowing for the use of higher cooldown Specials. Lethal Carrot is also strong, making all offensive Specials deal more damage. In all cases, refining for Speed will help with Hostile Springs Elise’s follow-up capabilities.

For the Assist, Reposition is a great choice for cavalry, in general, to help with mobility, but one might want to run her default Rally Up Atk+ instead. Moonbow and Glimmer are both great Special choices thanks to their low cooldown and synergy with Heavy Blade. Luna makes for a great option as well when used with Barb Shuriken and Heavy Blade.

Atk/Spd Solo makes for a fantastic A slot choice, granting Hostile Springs Elise with a huge offensive boost whenever she has no adjacent allies. Considering she’ll likely be charging ahead to attack, she can make great use of this skill with relative ease. If that’s not available, there’s nothing wrong with using her default Swift Sparrow which is her second best A slot choice for this set. Desperation makes for the ideal B slot choice, allowing Hostile Springs Elise to make any follow-up attack immediately after her first whenever she’s below 75% HP.

The C slot is largely variable. A Wave skill such as Even Spd Waves makes for a great choice as it allows Hostile Springs Elise to support herself through buffs every other turn. However, this is far from needed and is unnecessary if she’s alongside units that can support her. On a cavalry team, a cavalry buff such as Hone Cavalry will be a natural fit. Outside of a cavalry team, feel free to experiment. Hone, Fortify, Spur, and Drive skills are all safe choices that are universally good on almost anyone. Heavy Blade makes for a great Sacred Seal choice, granting Elise with an extra Special charge per attack when she has more Attack than the opponent. This goes great with Moonbow and Glimmer or with Luna and Barb Shuriken. Phantom Speed is another strong choice, ensuring that Hostile Springs Elise benefits from Red-Hot Ducks much more easily. Outside of this, a simple stat booster such as Atk/Spd or Speed +3 works great.

Bubbling Over (Support)

Build by
Smoke Dagger+ (+Spd)
Alternate: Red-Hot Ducks+ (+Spd)
A Swift Sparrow 2
Reposition
Alternate: Rally Up Atk+
B Windsweep 3
Alternate: Watersweep 3
Moonbow C Hone Cavalry
Alternate: Drive Spd 2
IVsSDrive Atk 2
Alternate: Phantom Spd 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -DEF or -RES or -HP

  • Weapon: Smoke Dagger+ (+Spd) / Red-Hot Ducks+ (+Spd)

  • Assist: Reposition / Rally Up Atk+  

  • Special: Moonbow

  • Passive A: Swift Sparrow

  • Passive B: Windsweep / Watersweep / Atk Feint

  • Passive C: Cavalry Buff / Atk Smoke / Spd Smoke / Player Preference

  • Sacred Seal: Drive Atk / Phantom Speed / Atk Smoke / Spd Smoke

This set is support-oriented, allowing Hostile Springs Elise to perform well in a more supportive role.

For the IVs, Speed is her best Asset for this set to help ensure the activation of Sweep skills. Any defensive skill of one’s own choice will make for an acceptable Flaw. For the weapon, Smoke Dagger is an amazing supportive weapon, granting a debuff of six to all stats for Hostile Springs Elise’s target and any other opponent within two spaces. Her default Red-Hot Ducks can also be used for some extra offensive power. In either case, refining for Speed helps to ensure that Sweep skills will activate. Reposition is a fine Assist choice that works well on cavaliers, though her default Rally Up Atk+ also works fine. For the Special, sticking with Moonbow is recommended due to the low cooldown.

In the A slot, there’s little reason to replace Swift Sparrow since it’ll provide a good boost to both Attack and Speed when initiating combat, thus simultaneously increasing her damage output and her ability to utilize Sweep skills. Atk/Spd Solo is stronger than Swift Sparrow in general, but the high cost of this skill while Swift Sparrow requires no inheritance makes it much less worthwhile on this set than on a full offensive set, so sticking to Swift Sparrow is recommended. The B slot is a toss-up between Windsweep and Watersweep. Both function identically in that both block counterattacks from certain weapon types when outspeeding the opponent at the cost of not performing any follow-up attacks. The difference is that Windsweep blocks counterattackss from physical weapons while Watersweep blocks counterattacks from magical weapons. Which one is chosen will be a matter of personal preference and what one sees more value in blocking counterattacks from. If neither are available, her default Atk Feint can allow her to provide Attack debuffs while supporting her allies with her Assist.

In the C slot, Hostile Springs Elise will want to use a cavalry buff such as Hone Cavalry if she is alongside other cavaliers. If not, this slot is largely open to personal preference with Hone, Fortify, Spur, and Drive skills all being safe choices. The Sacred Seal slot can be used to give one last supportive boost through one of the Drive skills such as Drive Atk or could be used with Phantom Speed instead to make activating Sweep skills much easier. If Hostile Springs Elise is using Red-Hot Ducks instead of Smoke Dagger, one could cover for the loss of an offensive debuff on her weapon by using both Atk Smoke and Spd Smoke in the C slot and Sacred Seal slot, thus allowing her to debuff all stats at once without having to inherit a new weapon onto her.

Introduction

Despite spending her recent time relaxing in the springs, Elise is no less prepared for battle than she typically is. This time around, Elise joins as a red dagger cavalry unit who’s strong on the attack but weak on the defense.

Hostile Spring Elise’s main selling point is her high offensive capabilities. Possessing good Attack and very high Speed, Hostile Springs Elise does not struggle when it comes to dealing lots of damage. Being a cavalier, she naturally comes with the typical benefits that cavalry units have as well.

Unfortunately, this is where the sunshine and rainbows stop for Hostile Springs Elise. Her defensive capabilities are very poor, suffering from poor defensive stats across the board. Being a red dagger also doesn’t do her any favors. Her inability to ignore the weapon triangle detracts from her overall desirability when compared to the colorless dagger units who can typically disregard the weapon triangle entirely.

Overall though, Hostile Springs Elise is a strong offensive unit who will perform very well when given the right support. She can even be a support unit herself if desired. Build her well and she’ll give her all on the battlefield.

Strengths

Great Offensive Stats

With 33 Attack and 37 Speed, Hostile Springs Elise comes with a very impressive offensive spread. Most notably, her Speed allows her to easily secure follow-up attacks against a large number of units and synergizes perfectly with her default weapon. Her Attack stat of 33 isn’t the highest around, but it’s still enough to deal great damage, especially considering her high follow-up potential.

Cavalry Strengths

Being a cavalry unit comes with its own share of advantages. With a movement range of three on top of being a ranged unit, Hostile Springs Elise has amazing reach, allowing her to more easily approach and attack distant foes. She can also easily benefit from cavalry buffs such as Hone Cavalry in order to obtain a huge offensive boost.

Weaknesses

Poor Defensive Stats

Elise has never been a character known for defensive capabilities, this version being no exception. With 34 HP, 18 Defense, and 22 Resistance, none of her defensive stats even approach average. While she can potentially survive an attack from a green unit thanks to Weapon Triangle advantage, she’ll be an easy target for any other color and even green units will be able to get through her if given extra attacking opportunities.

Not Colorless

Being a red dagger can look good on paper, but is more of a hindrance overall. One of the main appealing factors for colorless dagger units is their ability to avoid the weapon triangle completely outside of Raven tomes. Hostile Springs Elise lacks this and her red color really just makes her function like a red mage that targets Defense. As such, one might find more appeal in one of the colorless dagger units rather than Hostile Springs Elise.

Cavalry Weaknesses

Being a cavalry unit also comes with its share of disadvantages. Cavaliers are hindered by terrain more than any other movement type, being completely incapable of passing through forests and being slowed down majorly by trenches. Additionally, any unit possessing a cavalry effective weapon will have no problem defeating Hostile Springs Elise. While this won’t be of concern to everyone, the lower BST of cavaliers on top of the already lower BST that comes from being a ranged unit makes Hostile Springs Elise a terrible choice for those who wish to maximize Arena score.

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Dagger users only.
100 2 5
Red-Hot Ducks

If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) After combat, if unit attacked, inflicts Def/Res-5 on foes within 2 spaces of target through their next actions.

Dagger users only.
200 2 8
Red-Hot Ducks+

If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) After combat, if unit attacked inflicts Def/Res-7 on foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
300 2 12
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Attack

Grants Atk+4 to an adjacent ally until the end of the turn.

Learns by default at 5 ★
1 150
Rally Up Atk+

Grants Atk+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

1 400

Passive Skills

Passive Skills SP Slot
Darting Blow 1

If unit initiates combat, grants Spd+2 during combat.

Non-inheritable by Staff-wielding units.
50
A
Swift Sparrow 1

If unit initiates combat, unit granted Atk/Spd+2 during battle.

Non-inheritable by Staff-wielding units.
120
A
Swift Sparrow 2

If unit initiates combat, unit granted Atk/Spd+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Atk Feint 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions.

Inheritable by all units.
60
B
Atk Feint 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions.

Inheritable by all units.
120
B
Atk Feint 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions.

Inheritable by all units.
Unlocks at 5 ★
240
B
Dagger Valor 1

If unit survives and uses a dagger, unit gets 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)

Dagger users only.
30
C
Dagger Valor 2

If unit survives, all dagger users on team get 1.5x SP.
(If similar skill effects also used, only highest multiplier applied.)

Dagger users only.
60
C
Dagger Valor 3

If unit survives, all dagger users on team get 2x SP. (If similar skill effects also used, only highest multiplier applies.)

Dagger users only.
Unlocks at 5 ★
120
C

Other Info

Origin
Fire Emblem Fates
Fire Emblem Heroes

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