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Brave Lysithea

Analysis by Chibi_Chu
Brave Lysithea - Earnest Seeker

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
165
HP 40
ATK 40
SPD 39
DEF 21
RES 25

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 37 36 18 22
Middle 40 40 39 21 25
High 43 44 43 24 28

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

Crestfallen No More (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Dark Spikes T (+Eff) A AR-D Atk/Spd (3 or 4)
Alternate: Atk/Spd Boosting A Slot
Assistless
Alternate: Rally Assist
B Atk/Res Tempo 3
Alternate: Lull Spd/Res 3
Dragon Fang
Alternate: Luna
C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

+Atk and/or +Spd / -HP or -Def or -Res

SBlade Session 3
Alternate: Atk/Spd Form 3

Show Explanation/Analysis

Weapon: Dark Spikes T (+Eff) 

Assist: Assistless / Rally Assist 

Special: Dragon Fang / Luna

Passive A: AR-D Atk/Spd (3 or 4) / Atk/Spd Boosting A Slot 

Passive B: Atk/Res Tempo / Lull Spd/Res

Passive C: Time’s Pulse / Joint Drive Atk

Sacred Seal: Blade Session / Atk/Spd Form 

  • Lysithea is a fantastic Aether Raids Defense nuke for Dark Season, as Dark Spikes T sets her up for success via -1 Special cooldown, +12 Atk/Spd, a guaranteed follow-up before the enemy can counterattack, +1 Special charge per Lysithea’s attack, and an Orders effect allowing her to teleport to spaces adjacent to allies within two spaces.
    • Unfortunately, Lysithea functions much less consistently in Anima Season, as Elimine, a prominent Astra Mythic, can prevent Lysithea’s Orders effect and 1 self-damage (which is needed for her to gain the guaranteed follow-up attack and Desperation effect, as the condition for those is Lysithea’s HP being < 100%).
  • Thanks to Dark Spikes T, Lysithea can activate higher-cooldown Specials such as Dragon Fang and Luna with Time’s Pulse, a vital C slot that grants Lysithea -1 Special cooldown if her Special is at its maximum cooldown (which it always will be at the start of turn 1).
    • If using Dragon Fang, Lysithea prefers Atk/Res Tempo, as neutralizing the ubiquitous variety of Guard effects guarantees that Lysithea will activate it on her follow-up attack.
    • If using Luna, then her additional Special charge per hit will cancel out enemy Guard effects, allowing her to activate it stress-free without Atk/Res Tempo (so she can use Lull Spd/Res instead, which neutralizes the enemy’s visible Spd/Res bonuses and inflicts -3 Spd/Res on them during combat). However, against enemies without Guard effects, Lysithea would be “wasting” her additional Special charge; if this is a concern, then Time’s Pulse can be replaced with other C slots such as Joint Drive Atk to maximize Lysithea and allies’ damage.
  • While AR-D Atk/Spd is ideal due to its ceiling of up to +10/11 Atk/Spd during combat if 5+ defensive structures are still in tact, other Atk/Spd Boosting A slots such as Lysithea’s native Atk/Spd Push 4 and Blade Session are also strong options for boosting her damage. 
  • Atk/Spd Boosting Sacred Seals such as the aforementioned Blade Session and Atk/Spd Form are Lysithea’s strongest options as well. The former grants +3, +6, or +9 Atk/Spd if zero, one, or at least two ally/allies have already moved (which is almost a given since units in the seventh slot immediately end their turn if their entire team is alive and/or that unit typically receives a refresh and/or Rally traps will occur before Lysithea initiates). The latter grants +1, +3, +5, or +7 Atk/Spd during combat if zero, one, two, or at least three ally/allies are within two spaces of Lysithea, which synergizes with Dark Spikes T’s Orders effect and Bridal Catria, the most common and arguably most powerful Dark Season unit due to her granting allies a conditional Brave (attack twice consecutively) effect.

Trailblazer of Hope (General Offense)

Build by Chibi_Chu
Recommended
Dark Spikes T (+Eff) A Atk/Spd Boosting A Slot
Positional Assist B Lull Spd/Res 3
Alternate: Atk/Res Tempo 3
Luna
Alternate: Dragon Fang
C Atk/Spd Menace
Alternate: Time's Pulse 3
IVs

+Atk and/or +Spd / -HP or -Def or -Res

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Dark Spikes T (+Eff) 

Assist: Positional Assist 

Special: Luna / Dragon Fang 

Passive A: Atk/Spd Boosting A Slot 

Passive B: Lull Spd/Res / Atk/Res Tempo 

Passive C: Atk/Spd Menace / Time’s Pulse 

Sacred Seal: Atk/Spd Solo / Blade Session 

  • With strong offenses and Dark Spikes T’s effective -1 Special cooldown, +1 Special charge per Lysithea’s attack, +12 Atk/Spd, guaranteed follow-up before the enemy can counterattack, and Orders effect allowing Lysithea to teleport to spaces adjacent to allies within two spaces, she is a great general purpose, go-to magical nuke.
  • A variety of Special, B slot, and C slot combinations can be made depending on player preference and whether players prefer maximum potential vs. maximum consistency:
    • With 3-cooldown Specials such as Luna, Lysithea can activate it on her follow-up attack if no Guard or Tempo effect is active on the enemy. If players are concerned about enemies with these effects, however, Lysithea can use Atk/Res Tempo or Time’s Pulse in her B or C slot respectively, with the former neutralizing Guard effects and the latter granting -1 Special cooldown at the start of the turn if Lysithea’s Special cooldown is at its maximum. If not using Atk/Res Tempo, her native Lull Spd/Res can be used to neutralize enemy Spd/Res buffs and inflict -3 Spd/Res during combat; if not using Time’s Pulse, Atk/Spd Menace can be used to grant her +6 Atk/Spd and inflict -6 Atk/Spd on the closest enemies within four spaces at the start of the turn.
    • With 4-cooldown Specials such as Dragon Fang, Lysithea needs Time’s Pulse to activate it on her follow-up attack. She also needs Atk/Res Tempo to break through Guard effects.
  • Atk/Spd Boosting A slots such as Lysithea’s native Atk/Spd Push 4 are naturally strong choices to maximize her damage output.
  • Atk/Spd Solo and Blade Session grant significant in-combat buffs to Lysithea, with the former granting +6 Atk/Spd if she is not adjacent to an ally and the latter granting +3, +6, or +9 Atk/Spd on initiation if zero, one, or at least two ally/allies have already moved.

Strengths

Great Offenses

Even two years later, Lysithea’s 40/39 offensive spread is excellent, enabling her to deal strong damage and consistently perform follow-ups.

Dark Spikes T

Overshadowed by her base form (in Aether Raids) on release and underwhelming by the time her base form aged, Lysithea finally ascends to the top echelon of Red Mages with her refined Dark Spikes T.

  • Retaining its pre-refine effects, Dark Spikes T grants Cavalry-effectiveness (which is mostly just a reference to dunking on Death Knight at this point), +6 Atk/Spd if the enemy’s HP is ≥ 75% at the start of combat, and a guaranteed follow-up that Lysithea can perform before the enemy counterattacks if her HP is < 100% at the start of combat. While Dark Spikes T wasn’t necessarily bad, Lysithea had no self-sufficient way to reduce her HP below 100% before her first combat, and even then, other Mage nuke weapons began to far exceed these effects as time went on.
  • 6.9’s Dark Spikes T refine breathes new life into Lysithea, granting her:
    • Flat -1 Special cooldown plus an additional +6 Atk/Spd and +1 Special charge per Lysithea’s attack if she initiates combat or is within two spaces of an ally, significantly improving her firepower and Special activation consistency and frequency.
    • 1 self-damage at the start of every turn, immediately enabling the guaranteed follow-up and Desperation effect from base Dark Spikes T.
    • A status allowing Lysithea to warp to spaces adjacent to allies within two spaces, improving her mobility.

Infantry Advantages

Access to skills such as Atk/Spd Ideal, her native Lull Spd/Res, Atk/Res Tempo, and Time’s Pulse boost Lysithea’s strong damage output and consistency.

Weaknesses

Frail

With only 40 HP, 21 Def, and 25 Res, Lysithea should ensure that she can KO on initiation and avoid Enemy Phase combat altogether.

Competition

While Lysithea is undeniably an excellent unit, her Mage peers provide immense competition for her. From her Winter alt to Ascended Celica to Ascended Ishtar to Ninja Corrin (F) to many more, players typically have a wide variety of fantastic magical nukes at their disposal, potentially making it difficult for Lysithea to shine among them.

Weapon Skills

Weapons SP Rng. Mt.
Flux
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Ruin
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Fenrir
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Dark Spikes T

Effective against cavalry foes. Grants Spd+3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack.

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

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 30% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

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
Lull Spd/Res 1

Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Spd/Res 2

Inflicts Spd/Res-2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Spd/Res 3

Inflicts Spd/Res-3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Hone Spd 1

Grants adjacent allies Spd+2 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 2 ★
50
C
Hone Spd 2

Grants adjacent allies Spd+3 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 3 ★
100
C
Hone Spd 3

Grants adjacent allies Spd+4 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 4 ★
200
C
Hone Spd 4

At start of turn, grants Spd+7 to adjacent allies for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Three Houses

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