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Legendary Lilina

Analysis by Chibi_Chu
Legendary Lilina - Firelight Leader

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
158
HP 39
ATK 42
SPD 21
DEF 16
RES 40

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 11 5 2 6
Middle 17 12 6 3 7
High 18 13 7 4 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 39 18 12 36
Middle 39 42 21 16 40
High 42 46 24 19 43

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

A gift for you! (Aether Raids Defense / General Offense)

Build by Chibi_Chu
Recommended
Studied Forblaze A Atk/Res Push 4
Alternate: Life and Death (3 or 4)
Positional Assist B Lull Atk/Res 3
Iceberg
Alternate: Gifted Magic
C Goad Cavalry
Alternate: Res Smoke 3
IVs

+ATK or +RES / -SPD or -DEF

SQuickened Pulse
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Studied Forblaze 

Assist: Positional Assist / No Assist 

Special: Iceberg / Gifted Magic 

Passive A: Atk/Res Push 4 / Life and Death (3 or 4) 

Passive B: Lull Atk/Res 

Passive C: Goad Cavalry / Res Smoke

Sacred Seal: Quickened Pulse / Death Blow / Attack +3

  • Studied Forblaze makes Lilina a great choice for an Aether Raids Defense team; Slaying, Quickened Pulse, and +6 Atk/Res + Hardy Bearing on a ≥ 25% HP condition allow her to have a strong Special such as Iceberg or her personal Gifted Magic ready on turn 1 that can nuke enemy units and ignore Vantage.
  • Iceberg is chosen over Gifted Magic because Aether Raids Offense units typically attempt to stack visible Resistance, which decreases the amount of damage Lilina does with the latter. Since Iceberg has 3 cooldown as opposed to Gifted Magic’s 2, Lilina needs Quickened Pulse as her Sacred Seal to have it ready on turn 1. For general offense, however, Gifted Magic + Death Blow Sacred Seal is great for quickly sweeping through enemies on Player Phase. 
  • Atk/Res Push 4 is Lilina’s strongest A slot if utilizing Iceberg, as its condition for granting +7 Atk/Res is identical to Studied Forblaze’s condition for its +6 Atk/Res and Hardy Bearing effects: having ≥ 25% HP. This effectively grants +10 damage if Iceberg is ready, as Lilina gets 7 damage from +7 Attack and 3 more damage from +7 Resistance converting to +3 damage when activating Iceberg. If using Gifted Magic, increasing Lilina’s visible Attack via Life and Death is best, as Gifted Magic’s AoE damage is based on the gap between Lilina’s visible Attack and the enemy’s visible Resistance.
    • Something to note is that Lilina deals 1 more damage to her target with the Death Blow Sacred Seal than with Attack +3; however, with Attack +3, she deals more AoE damage to the enemies that are not her target.
  • Lull Atk/Res further boosts Lilina’s damage output and mage-tanking abilities by inflicting -3 Atk/Res on the enemy during combat and nullifying their visible Atk/Res buffs, making it a great choice. Her C slot is fairly flexible, but Goad Cavalry is a particularly strong choice for cavalry lines, granting Atk/Spd +4 to cavalry foes within 2 spaces during combat. Res Smoke also works wonders, inflicting -7 Resistance on enemies within 2 spaces of the target after combat, allowing Lilina and her magic allies to deal even more damage if she gets refreshed.

Pony Show-and-Tell (Vantage Sweeper)

Build by Chibi_Chu
Rauðrblade+ A Close Foil
Alternate: Close Counter
Positional Assist B Vantage 3
Glimmer
Alternate: Miracle
C Res Smoke 3
Alternate: Joint Drive Atk
IVs

+ATK / -SPD or -DEF

SBrazen Atk/Res 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Rauðrblade+ 

Assist: Positional Assist

Special: Glimmer / Miracle 

Passive A: Close Foil / Close Counter

Passive B: Vantage 

Passive C: Res Smoke / Joint Drive Atk

Sacred Seal: Brazen Atk/Res / Heavy Blade / Fierce Stance / Atk/Def Solo

  • As a high-Attack Red Tome, Lilina can scrap her base kit completely and use a set focused on OHKOing with Rauðrblade, a weapon that grants Lilina bonus Attack during combat equal to the sum of her visible buffs. Glimmer is an excellent Special because the bonus damage it grants scales based on Rauðrblade’s bonus Attack.
  • The combination of Close Foil and Vantage is vital, as Lilina’s Speed and Defense are far too low to depend on OHKOing after already receiving an enemy attack on Enemy Phase. Close Foil’s +5 Atk/Def allows Lilina to deal higher damage and possibly survive a physical attack to drop to Vantage’s ≤ 75% HP condition; most importantly, however, it allows Lilina to counterattack against physical melee enemies, so she can counterattack against all enemies except Dragons, which are uncommon in Aether Raids Defense (save for Sothis and Duma, both of whom have underwhelming mobility). Once Lilina drops to Vantage range, she can rely on OHKOing before the enemy can attack, allowing her to circumvent her awful physical bulk.
  • Res Smoke and Joint Drive Atk are strong choices to further bolster Lilina’s damage output, either through inflicting -7 Resistance to enemies within 2 spaces of the target after combat or granting +4 Attack to Lilina and allies within 2 spaces during combat. Brazen Atk/Res, Fierce Stance, and Atk/Def Solo perform this role as well, with all 3 Sacred Seals increasing Lilina’s Attack with different conditions (≤ 80% HP for Brazen Atk/Res, Enemy Phase for Fierce Stance, and having no adjacent allies for Atk/Def Solo).
  • Alternatively, Lilina can swap out Glimmer and Brazen Atk/Res for Miracle and Heavy Blade respectively; if Lilina fails to OHKO, she can fall back on a charged Miracle (which should be ready after 2-3 combats), allowing Lilina to survive a lethal attack with 1 HP assuming she had > 1 HP to begin with.

Strengths

Monstrous Attack and Resistance

In typical Lilina fashion, Legendary Lilina sports a fantastic 42 Attack and almost equally-stellar 40 Resistance. She can dish out great damage while also tanking magical attacks very well. Her high Resistance comes in handy for activating skills such as her native Sabotage Res and soaking Chill Res as well.

Studied Forblaze

Studied Forblaze is Lilina’s personal weapon, and a very strong one at that. It grants:

  • -1 Special cooldown,
  • -1 Special cooldown on turn 1, allowing Lilina to have Gifted Magic, her 2-cooldown personal Special, ready on turn 1, and...
  • +6 Atk/Res and the disabling of skills that change attack priority (such as Desperation and Vantage) during combat if Lilina’s HP is ≥ 25%. Shutting down the latter is especially significant since Vantage sweepers run rampant in Aether Raids Offense.

Thanks to these effects, Lilina can become an excellent offensive nuke and magical tank, along with being able to comfortably find a niche in Aether Raids Defense.

Gifted Magic

Lilina’s personal Special is Gifted Magic, a 2-cooldown Special that deals damage equal to 0.8 * (Lilina’s visible Attack - the enemy’s visible Resistance) to enemies in a + area before combat. Because of Studied Forblaze’s Slaying effect, Lilina can initiate to activate Gifted Magic, attack during combat, and have Gifted Magic ready again for her next initiation. This can make Lilina a fantastic Player Phase nuke capable of dealing high damage to several enemies at a time, especially with refreshers.

Cavalry advantages

The most obvious, yet vital advantage Lilina has as a Cavalry unit is range. Lilina’s effective 5 range can make her difficult to approach, and this can overlap with her allies’ ranges to force the enemy to receive at least 2 attacks on Enemy Phase. In addition, she is able to take advantage of skills such as Lull Atk/Res and Cavalry-specific buffs such as Goad Cavalry.

Performs well in the current meta

Because of Book 5 Mythics such as Reginn allowing players to sacrifice a unit on Aether Raids Offense with little penalty (only losing out on 10 Lift in the Vault of Heaven tiers for keeping all units alive), a viable strategy is to throw a high-offense unit into an enemy defense and KO a dangerous enemy to get the enemies moving and into a more advantageous position. Thanks to Lilina’s range, it can be difficult to take her out on Player Phase, and with cavalry lines still being popular, she fits well into the current Aether Raids Defense meta. The aforementioned Hardy Bearing effect in Studied Forblaze allows another unit to use the Hardy Bearing Sacred Seal, further ensuring that Vantage units will have a difficult time sweeping. Even on Offense, Lilina can be the unit that is sacrificed thanks to her powerful nuking capabilities.

Weaknesses

Terrible Speed and Defense

Also in typical Lilina fashion, Legendary Lilina’s 21 Speed and 16 Defense leave much to be desired. She is dependent on either OHKOing with her massive Attack or tanking magical attacks with her impressive Resistance.

Gifted Magic’s 0.8x damage multiplier

Gifted Magic multiplies the gap between Lilina’s visible Attack and the enemy’s visible Resistance by 0.8 to calculate the AoE damage it inflicts. While this makes sense due to its low 2 cooldown and constant uptime in combination with Studied Forblaze if no Guard effect is active during combat, it causes Lilina to sometimes deal underwhelming AoE damage. This issue is particularly noticeable when used against units with damage-reducing skills such as Spurn, putting its practical use in Aether Raids Defense into question.

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Bolganone
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Studied Forblaze

Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 during combat and disables unit's and foe's skills that change attack priority.

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
Rising Flame

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Flame

Before combat this unit initiates, foes in an area near target
take damage equal to 1.5 x (unit's ATK minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4
Gifted Magic

Before combat this unit initiates, foes in an area near target take damage equal to 0.8 × (unit's Atk minus foe's Def or Res).

Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Atk/Res Solo 1

If unit is not adjacent to an ally, grants Atk/Res+2 during combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Res Solo 2

If unit is not adjacent to an ally, grants Atk/Res+4 during combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Res Solo 3

If unit is not adjacent to an ally, grants Atk/Res+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Res Solo 4

If unit is not adjacent to an ally, grants Atk/Res +7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Sabotage Res 1

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action.

Inheritable by all units.
Unlocks at 1 ★
60
B
Sabotage Res 2

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action.

Inheritable by all units.
Unlocks at 2 ★
120
B
Sabotage Res 3

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action.

Inheritable by all units.
Unlocks at 4 ★
240
B
Pulse Smoke 1

If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
C
Pulse Smoke 2

If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
C
Pulse Smoke 3

Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effects on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: The Binding Blade

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