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Plegian Dorothea

Analysis by Chibi_Chu
Plegian Dorothea - Twilit Harmony

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
152
HP 37
ATK 38
SPD 35
DEF 16
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 14 7 8 2 3
Middle 15 8 9 3 4
High 16 9 10 4 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 35 32 12 22
Middle 37 38 35 16 26
High 40 42 38 19 29

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

Dance of the Fell Goddess (Aether Raids Offense)

Build by Chibi_Chu
Recommended
Fell Candelabra A Life and Death (3 or 4)
Alternate: Fury (3 or 4)
Dance B Wings of Mercy 3
Moonbow C Guidance 3
Alternate: Distant Guard 3
IVs

+ATK or +SPD / -DEF

SAerobatics 3
Alternate: Atk/Spd 2

Show Explanation/Analysis

Weapon: Fell Candelabra 

Assist: Dance 

Special: Moonbow 

Passive A: Life and Death (3 or 4) / Fury (3 or 4) 

Passive B: Wings of Mercy 

Passive C: Guidance / Distant Guard

Sacred Seal: Aerobatics / Atk/Spd 2

  • With Dance, Flier status, Fell Candelabra, and a Harmonic Skill, Dorothea and Lene make for an outstanding Aether Raids Offense refresher.
    • The Twilit Harmony’s Harmonic Skill grants allies Def/Res +4 and follow-up prevention on their first combat for 1 turn if they are from the same games as Dorothea and Lene. In addition, it also grants another action to the ally that fulfills all of the following conditions: is from the same games as Dorothea and Lene, is within 2 spaces, has already moved, and has the highest HP of allies within 2 spaces. This is immensely helpful for hit-and-run or Galeforce strategies that rely heavily on Player Phase performance.
    • Fell Candelabra has an “Omnichill” effect, inflicting -6 Attack to the enemy with the highest Attack, -6 Speed to the enemy with the highest Speed, -6 Defense to the enemy with the highest Defense, and -6 Resistance to the enemy with the highest Resistance. These debuffs increase teammates’ survivability, damage output, and follow-up consistency against the enemies that would most threaten them, making it a strong supportive weapon.
    • These supportive assets are furthered by the Twilit Harmony’s status as a Flier. This allows them to utilize strong mobility skills such as Guidance and Aerobatics, with the former allowing Infantry and Armored allies within 2 spaces to teleport to a space adjacent to them and the latter allowing Dorothea and Lene to teleport to a space adjacent to non-Flier allies within 2 spaces. These skills further augment the team’s flexibility and mobility.
  • Dorothea and Lene can use their 38/35 offensive statline in a supportive way as well as offensive; by stacking their Attack and Speed as high as possible, they can help soak Chill Atk, Chill Spd, and the Bright Shrine structure in Aether Raids, allowing their more combat-oriented allies to fight debuff-free. Life and Death or Fury for their A slot and Atk/Spd 2 for their Sacred Seal are their strongest skills for soaking debuffs; with these skills increasing Attack and Speed, the Twilit Harmony can also fight adequately if necessary. Moonbow is chosen as their Special because of its low-cooldown; Dorothea and Lene will activate it on their follow-up attack if they can perform one and no Guard effect is active, making them a nice combat unit in a pinch.
  • Wings of Mercy is a go-to choice for any refresher, allowing them to teleport adjacent to an ally with ≤ 50% HP. This can help said ally escape from a sticky situation or continue the offensive push towards a one-phase sweep.
  • Given the ubiquity of 2-ranged units on Aether Raids Defense, Distant Guard is a great alternative to Guidance, granting Def/Res +4 to allies within 2 spaces if they are in combat against a ranged unit. The C slot swap sacrifices mobility for combat performance, which can be preferred.

Dazzling Desert Duet (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Fell Candelabra
Alternate: Weaponless
A Fury (3 or 4)
Alternate: Life and Death (3 or 4)
Dance B Wings of Mercy 3
Alternate: Aerobatics 3
Moonbow C Ground Orders 3
Alternate: Guidance 3
IVs

+ATK or +SPD / -DEF

SAerobatics 3
Alternate: Distant Guard 3

Show Explanation/Analysis

Weapon: Fell Candelabra / Weaponless

Assist: Dance 

Special: Moonbow 

Passive A: Fury (3 or 4) / Life and Death (3 or 4)

Passive B: Wings of Mercy / Aerobatics / Flier Formation

Passive C: Ground Orders / Guidance / Air Orders / Distant Guard

Sacred Seal: Aerobatics / Distant Guard

  • While it may seem like a waste to designate Dorothea and Lene to Aether Raids Defense duty because they cannot use their Harmonic Skill when controlled by the AI, they are currently the only refresher in the game that can both activate Duo’s Hindrance (preventing the enemy from using Duo/Harmonic Skills for a certain number of turns) and utilize the array of useful Flier skills.
    • This combination helps the defense team shut down common threats like New Year Alfonse while extending their range to great extents by taking advantage of skills such as:
      • Ground Orders (grants non-Fliers the ability to teleport to a space adjacent to an ally within 2 spaces)
      • Guidance (allows non-Fliers within 2 spaces to teleport to a space adjacent to Dorothea and Lene), and,
      • Air Orders (grants Fliers the ability to teleport to a space adjacent to an ally within 2 spaces). 
    • Skills that improve Dorothea and Lene’s mobility such as:
      • Wings of Mercy (teleportation to spaces adjacent to allies with ≤ 50% HP)
      • Aerobatics (teleportation to spaces adjacent to non-Flier allies within 2 spaces), and,
      • Flier Formation (teleportation to spaces adjacent to Flier allies within 2 spaces) further extend the team’s range and flexibility.
    • Deciding which B, C, and S slots to use will depend on the rest of the team’s composition. They all function similarly on paper, but selecting which ones work best with teammates’ movement types and skills will be crucial for creating a nasty defense team.
  • Fell Candelabra vs. Weaponless:
    • Fell Candelabra has an “Omnichill” effect, inflicting -6 Attack to the enemy with the highest Attack, -6 Speed to the enemy with the highest Speed, -6 Defense to the enemy with the highest Defense, and -6 Resistance to the enemy with the highest Resistance. 
    • While these debuffs increase teammates’ survivability, damage output, and follow-up consistency against the enemies that would most threaten them, it can also cause the Twilit Harmony to attack when refreshing may have been better. This is because if a refresher can deal at least 5 damage, they will attack rather than Dance, which can be detrimental to maintaining momentum (especially considering Dorothea and Lene’s damage output may be lacking compared to their teammates’). As such, something to consider is whether or not it’s worth keeping Fell Candelabra, which is also dependent on team composition.
  • Regardless of the choices made based on the above information, Fury and Life and Death work great for Dorothea and Lene’s A slot. The former grants greater damage output and survivability, while the latter increases damage and potentially allows them to soak Chill Atk, Chill Spd, and the Bright Shrine structure.

Desert Rose’s Thorns (General Offense / Hybrid)

Build by Chibi_Chu
Rauðrblade+
Alternate: Rauðrfox+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Fury (3 or 4)
Dance
Alternate: Positional Assist
B Desperation 3
Alternate: Wings of Mercy 3
Glimmer C Ground Orders 3
Alternate: Joint Drive Spd
IVs

+ATK or +SPD / -DEF

SAtk/Spd Solo 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Rauðrblade+ / Rauðrfox+ (+SPD)

Assist: Dance / Positional Assist 

Special: Glimmer

Passive A: Swift Sparrow (2 or 3) / Fury (3 or 4) 

Passive B: Desperation / Wings of Mercy

Passive C: Ground Orders / Joint Drive Spd 

Sacred Seal: Atk/Spd Solo / Heavy Blade 

  • 38/35 offenses are more than serviceable for Dorothea and Lene to utilize a hybrid set between offense and support.
  • Rauðrblade is the go-to choice for offensive Mages, granting an Attack bonus during combat equal to the sum of their visible buffs. This also makes Glimmer a great Special choice, since its 50% bonus damage scales based on Rauðrblade’s bonus Attack.
    • However, due to its +1 Special cooldown and the increasing prevalence of Panic and visible buff neutralization, Rauðrfox may be a more appealing choice, instead inflicting -4 Atk/Spd/Def/Res to the enemy during combat if Dorothea and Lene initiate combat. The weapon can also be refined and doesn’t have +1 Special cooldown.
  • The Twilit Harmony’s A and S slots are dedicated to increasing damage output. Swift Sparrow and Fury’s additional Attack and Speed grant higher damage and follow-up consistency. The latter’s recoil damage also synergizes well with Desperation, which allows Dorothea and Lene to perform a follow-up attack before the enemy can counterattack if their HP is ≤ 75%. In combination with a 2-cooldown Special like Glimmer, a weapon that does not increase Special cooldown (Rauðrblade does while Rauðrfox does not), and Heavy Blade in their Sacred Seal, they can activate their Special on their follow-up attack before the enemy can counterattack, which can KO most enemies. To further secure follow-up attacks, Joint Drive Spd is a strong C slot choice, granting +4 Speed if an ally is within 2 spaces in addition to granting +4 Speed to those allies.
    • Since these skill choices would make Dorothea and Lene purely offensive, Dance can be taken off of them so that they can receive refreshes and increase Player Phase momentum and efficiency.
  • More supportive B and C slots include Wings of Mercy and Ground Orders respectively. Wings of Mercy is the first choice for many players, allowing Dorothea and Lene to teleport adjacent to an ally with ≤ 50%. At the start of the turn, Ground Orders grants non-Flying allies a status that allows them to teleport adjacent to allies within 2 spaces, bolstering mobility and flexibility (especially in combination with the Twilit Harmony’s Dance and Harmonic Skill).

Strengths

Solid offenses

Despite being a Flying Mage Dancer, Dorothea and Lene have a very respectable 38/35 offensive statline. With some investment (particularly in Speed), they can become supportive powerhouses that can deal high amounts of damage and frequently perform follow-up attacks when necessary.

Fell Candelabra

Fell Candelabra is a relatively simple, but effective supportive weapon. In addition to granting +3 Attack to Dorothea and Lene, it also inflicts -6 Attack to the enemy with the highest Attack, -6 Speed to the enemy with the highest Speed, -6 Defense to the enemy with the highest Defense, and -6 Resistance to the enemy with the highest Resistance. In essence, Fell Candelabra is an “Omnichill,” combining the effects of Chill Atk, Chill Spd, Chill Def, and Chill Res (to a slightly lesser extent, as they individually inflict -7 while Fell Candelabra inflicts -6); this allows Dorothea and Lene to sap the enemy team of their offensive and defensive strength.

Harmonic Hero

The Twilit Harmony is able to grant two powerful effects to support their allies.

  • When their Harmonic Skill is activated, they grant【Resonance: Shields】to all allies from Fire Emblem: Three Houses or Fire Emblem: Genealogy of the Holy War.【Resonance: Shields】grants Def/Res +4 and follow-up prevention to these allies during their next combat (active for that turn only), significantly increasing their survivability.
  • Their Harmonic Skill also grants another action to the ally that is from Fire Emblem: Three Houses or Fire Emblem: Genealogy of the Holy War, is within 2 spaces, has already moved, and has the highest HP of allies within 2 spaces. This can be extremely beneficial for Player Phase units, as Dorothea and Lene can potentially refresh them twice in one turn, allowing them to escape from enemy lines or KO units that could have posed a threat had they been alive for Enemy Phase.

Incredible support capabilities

Dorothea and Lene are one of the best supportive units in the game thanks to a variety of assets.

  • Dancers are naturally strong at a supportive role, as granting another action to an ally that has already moved vastly increases flexibility and creativity in movement and positioning.
  • The aforementioned Harmonic Skill effects are powerful, providing additional bulk and potentially a second refresh for units from the same games as the Twilit Harmony.
  • As Fliers, Dorothea and Lene gain access to excellent skills that further bolster their supportive capabilities. Aerobatics, Flier Formation, Guidance, Flier Guidance, Ground Orders, and Air Orders all increase the team’s mobility, allowing for immense adaptability to nearly any situation.

Flexible

With strong offenses and nearly unmatched support, Dorothea and Lene make for a very flexible unit that can fit virtually any team. They can play a variety of roles, such as purely supportive, purely offensive, and a hybrid between the two.

Weaknesses

Terrible bulk

Dorothea and Lene shoulder the burdens of abysmal 52 physical bulk and poor 62 magical bulk. The curtains may close early if they are initiated against, so they should generally be kept away from Enemy Phase combat.

Flier disadvantages

While being a Flier is mostly beneficial for refreshers, the combat disadvantages are still worth noting.

  • Archers will almost always be able to score OHKOs on Dorothea and Lene because Fliers take effective (1.5x) damage from bows. This isn’t particularly significant in this case, however; since their physical bulk is so low, they would likely be OHKO’d by Archers even without effective damage.
  • Combat-oriented Twilit Harmonies may struggle to find strong offensive skills to choose from, as Fliers lack access to Special Spiral, Null Follow-Up, Lull Spd/Res, Time’s Pulse, and Flashing Blade.

Harmonized Skill

Grants【Resonance: Shields】to unit and allies from the same titles as unit.  

Grants another action to ally with the highest HP that is within 2 spaces, has already acted, and is from the same titles as unit (excluding unit). (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.

【Resonance: Shields】 Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

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
Fell Candelabra

Grants Atk+3. At start of turn, if any foes have the highest Atk, Spd, Def, or Res on the enemy team, inflicts -6 on those foes' corresponding stat through their next action.

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
Dance

Grants another action to target ally. (Cannot target an ally with Sing or Dance.)

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Darting Blow 1

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

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Swift Strike 1

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

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Swift Strike 2

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

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Swift Impact

If unit initiates combat, grants Spd+7, Res+10 during combat and foe cannot make a follow-up attack.

Infantry & Flying Units Only
Unlocks at 5 ★
300
A
Blaze Dance 1

If Sing or Dance is used, grants Atk+2 to target.

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
50
B
Firestorm Dance 1

If Sing or Dance is used, grants Atk/Spd+2 to target.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
B
Firestorm Dance 2

If Sing or Dance is used, grants Atk/Spd+3 to target.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
B
Atk/Spd Rein 1

Inflicts Atk/Spd-2 on foes within 2 spaces during combat.

Flying Only
Unlocks at 3 ★
60
C
Atk/Spd Rein 2

Inflicts Atk/Spd-3 on foes within 2 spaces during combat.

Flying Only
Unlocks at 4 ★
120
C
Atk/Spd Rein 3

Inflicts Atk/Spd-4 on foes within 2 spaces during combat.

Flying Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War
Fire Emblem: Three Houses

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