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Selena (Sacred Stones)

Analysis by lordhelpme
Selena (Sacred Stones) - Fluorspar

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 40
ATK 39
SPD 39
DEF 16
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 8 2 5
Middle 18 9 9 3 6
High 19 10 10 4 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 36 36 12 20
Middle 40 39 39 16 23
High 43 43 43 19 26

Skill Sets

Devotion Impulse (Offensive Nuke)

Build by lordhelpme
Recommended
Tome of Storms A Life and Death 4
Alternate: Atk/Spd Push 4
Positional Assist B Windsweep 3
Glimmer
Alternate: Moonbow
C Panic Smoke 3
Alternate: Hone Cavalry
IVs

+SPD or +ATK / -DEF or -RES

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Tome of Storms

Assist: Positional Assist / Rally Atk/Res+ / No Assist / Flexible

Special: Glimmer / Moonbow / Ruptured Sky

Passive A: Life and Death / Atk/Spd Push / Swift Sparrow / Atk/Spd Solo 

Passive B: Windsweep / Lull Atk/Spd / Lull Spd/Res / Lull Atk/Res / Desperation / Atk/Res Ruse

Passive C: Panic Smoke / Cavalry Buffs / Flexible

Sacred Seal: Swift Sparrow / Atk/Def Solo / Darting Blow / Death Blow 

  • Alongside her exclusive Tome of Storms’ powerful boosts, Selena’s extended range and fantastic values in both Attack and Speed all together render her a devastating—and highly consistent—offensive force on the frontline. She will generally benefit more from receiving a +SPD IV due to her dependence on follow-up attacks, but +ATK remains a strong alternative for more upfront damage if unavailable. 
  • Her choice of Assist is normally inconsequential unless using her within an Aether Raids Defense team, as one must then take into account the way the AI prioritizes turn order. Keeping Selena’s native Rally may be worthwhile to construct a Rally trap to catch enemies off-guard, but the ubiquity of the Isolation debuff (particularly in Light season due to Mila’s Turnwheel) may make it best to simply not equip an Assist at all to avoid potential mishaps.
  • For her A slot, Life and Death 4 comes pre-built into her base kit and certainly makes for a phenomenal choice to further develop her damage potential, in exchange for lowering her defensive stats by five points each and making her more prone to be targeted by Chill debuffs. Should one dislike its potential detriments, other options include Atk/Spd Push (ideal within an  Aether Raids Defense setting), Swift Sparrow, and Atk/Spd Solo.
  • Thanks to Tome of Storm’s built-in Null Follow-Up effect, Selena can wield Windsweep to great effect as she can benefit from its counterattack-negating property against physical foes while still being able to perform doubles; this assists greatly in mitigating her poor bulk and makes her quite tricky to deal with. Lull skills are also excellent to break through enemy bonuses, but leave her vulnerable to counterattacks. Desperation is a standard choice for glass cannons and makes for a great budgetary alternative—or if nothing else, Selena’s base Atk/Res Ruse can be kept. 
  • Selena’s C slot is flexible. Smoke skills are always solid when paired with refresher support, allowing her to debilitate opposing forces to more easily sweep through opposing forces. Among them, Panic Smoke is especially powerful in a Defense team to reverse enemy buffs. In a cavalry setting, class-exclusive buffs should be considered for greater team synergy.
  • For her Sacred Seal, anything that enhances the Fluorspar’s offensive stats will work perfectly, including standouts such as Swift Sparrow, Atk/Def Solo, Darting Blow, and Death Blow.

Strengths

Tome of Storms

Selena’s exclusive Tome of Storms provides immense flexibility through its built-in Null Follow-Up effect, ensuring that her offensive performance goes unhindered by the influence of her opponent’s skills—not to mention its strong compatibility with certain B slot skills, such as Windsweep. Tome of Storm’s additional boost to both of her Attack and Speed stats further cements the Fluorspar’s overwhelming offensive presence. 

Exceptional Offensive Statline

Selena’s statline takes the term ‘glass cannon’ and cranks it up to eleven—with a perfectly even 39/39 Attack/Speed combination, alongside access to four-point Assets in both stats, her capacity for dealing damage is nothing short of excellent. Even without accounting for Tome of Storms, this places Selena in a very good position relative to other tome cavaliers. 

Cavalry Benefits

The most notable advantage of Selena’s cavalry status remains the impressive reach that comes with it, allowing the Fluorspar to quickly dominate a given map through an effective-five tile range; this also assists in lessening the impact of certain terrain that hamper cavalry movement. Further, Selena also benefits from access to strong class-exclusive buffs.

Weaknesses

Abysmal Overall Bulk

Given her significant offensive lean, it should come to no surprise that Selena’s bulk is conversely quite poor—with a meager 16 Defense and 23 Resistance, avoiding enemy attacks is vital as even just one stray hit can quickly spell trouble for the Grado general. This can be mitigated to an extent by pairing Tome of Storms with Windsweep or Watersweep to cancel out the counterattacks of certain enemy types, but foes who can break through such effects may still pose a substantial threat.

Cavalry Drawbacks

In exchange for having great range, being a cavalry unit restricts her skill availability by a substantial degree, limiting her potential through a lack of access to other powerful skills such as Sturdy Impact and Special Spiral limits her potential; she does have some good options in Windsweep and the Lull skill-line, though. Selena’s cavalry status also comes with a debilitating weakness to effective damage

Weapon Skills

Weapons SP Rng. Mt.
Thunder
Learns by default at 1 ★
Unlocks at 1 ★
Blue Tome Users Only
50 2 4
Elthunder
Learns by default at 3 ★
Unlocks at 2 ★
Blue Tome Users Only
100 2 6
Thoron
Learns by default at 4 ★
Unlocks at 3 ★
Blue Tome Users Only
200 2 9
Tome of Storms

Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks 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
Rally Attack

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

Learns by default at 4 ★
1 150
Rally Atk/Res

Grants Atk/Res+3 to an adjacent ally until the end of the turn.

1 300
Rally Atk/Res+

Grants Atk/Res+6 to target ally for 1 turn

1 400

Passive Skills

Passive Skills SP Slot
Life and Death 1

Grants Atk/Spd+3. Inflicts Def/Res-3.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Life and Death 2

Grants Atk/Spd+4. Inflicts Def/Res-4.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
100
A
Life and Death 3

Grants Atk/Spd+5. Inflicts Def/Res-5.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Life and Death 4

Grants Atk/Spd+7. Inflicts Def/Res-5.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Atk/Res Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.  【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Cavalry, and Staff Units
Unlocks at 1 ★
60
B
Atk/Res Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.  【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Cavalry, and Staff Units
Unlocks at 2 ★
120
B
Atk/Res Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.  【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Cavalry, and Staff Units
Unlocks at 4 ★
240
B

Other Info

Origin
Fire Emblem: The Sacred Stones

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