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Winter Dorothea

Analysis by Chibi_Chu
Winter Dorothea - Yuletide Dancer

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
159
HP 36
ATK 41
SPD 41
DEF 16
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 13 7 10 2 2
Middle 14 8 11 3 3
High 15 9 12 4 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 32 37 38 12 21
Middle 36 41 41 16 25
High 39 44 45 19 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

To Someone Special (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Weaponless
Alternate: Sevenfold Gifts
A Fort. Def/Res 3
Alternate: Atk/Spd Boosting A Slot
Sing B Wings of Mercy 3
Alternate: Lull Spd/Res 3
Moonbow C Cross Spur Atk
Alternate: Inf. Spd Tactic
IVs

See description for details

SDistant Guard 3
Alternate: Atk/Spd Form 3

Show Explanation/Analysis

Weapon: Weaponless / Sevenfold Gifts

Assist: Sing 

Special: Moonbow 

Passive A: Fort. Def/Res 3 / Atk/Spd Boosting A Slot / Fortress Def / Fortress Res

Passive B: Wings of Mercy / Lull Spd/Res / Chill Skills

Passive C: Cross Spur Atk / Inf. Spd Tactic / Flexible 

Sacred Seal: Supportive Skills / Atk/Spd Form / Phantom Res

  • Cavalry refreshers are incredibly valuable for Aether Raids Defense, as their superior movement allows them to refresh allies from far distances. With that being said, refresher sets for Aether Raids Defense are heavily nuanced and season-dependent.
  • Ranged Cavalry refreshers are particularly strong at enabling “Rally traps”:
    • Certain Aether Raids Defense Mythics enable Defense Keeps to use a 7th slot. The unit in this slot will immediately end their turn if the entire Defense Keep is still alive, but they can receive refreshes like any other unit.
    • If the Defense Keep is laid out in a way such that Dorothea can only refresh the 7th slot unit from the front (facing the bottom / enemy Raiding Party), then her threat range will be very large after moving to refresh. If an enemy is within her threat range, then an ally with a Rally Assist can move to Rally her, extending their threat range in the process. If an enemy is within their threat range, then another refresher can come in to refresh them, allowing them to attack said enemy.
  • Sevenfold Gifts provides Dorothea with some offensive potency, in addition to granting the ally she refreshes a guaranteed follow-up on initiation. However, it should be noted that the AI prefers attacking over refreshing if Dorothea can deal at least 5 damage, which may result in her attacking when it would be much more beneficial to instead refresh an ally with stronger combative capabilities. As such, it is perfectly viable to simply unequip Sevenfold Gifts if not using it for the aforementioned Rally trap, especially considering the ubiquity of Null Follow-Up effects that neutralize the guaranteed follow-up it provides anyway.
    • With that being said, there is an argument for maximizing Dorothea’s offensive capabilities specifically for Dark Season. Mila, a Light Mythic, inflicts Isolation on enemies within cardinal directions that have less Def than her; this prevents them from using Assists or being the target of Assists. No Christmas miracle is capable of allowing Dorothea to overcome this Def check; once she is isolated, the only thing she can really do is attack.
    • To maximize damage: +Atk and/or +Spd IV, Atk/Spd Boosting A slot, Lull Spd/Res (-3 Spd/Res on enemy, neutralizes their visible Spd/Res buffs during combat), Atk/Spd Boosting Sacred Seal
  • For Anima Season, it is worth considering stacking Res on Dorothea if she is positioned in a way such that she is susceptible to Future-Focused, the personal C slot of Seidr, an Astra Mythic.
    • Future-Focused ends the turn of the closest enemies within cardinal directions if their Res is lower than Seidr’s. While Dorothea’s chances of overcoming this check seem just as impossible as her chances of dodging Mila’s Isolation, there’s a catch: for every space away from Seidr, the check adds +3 Res to Dorothea. As such, beating this check is actually somewhat practical for Dorothea.
    • To maximize Dorothea’s chances of beating Future-Focused: +Res IV, Fort. Def/Res (+6 visible Res), and Phantom Res (+10 Res when calculating for check)
  • If weaponless, Dorothea’s A slot is irrelevant. If using Sevenfold Gifts and wanting to minimize the chance that Dorothea attacks instead of refreshing, then Fortress Def or Fortress Res are ideal for lowering Dorothea’s Atk.
  • For supportive builds, Wings of Mercy and Chill skills are excellent B slots. The former allows Dorothea to warp adjacent to an ally with ≤ 50% HP, while the latter skills inflict -7 on the corresponding stat on the enemy that has the highest value in that stat (for example, Chill Atk inflicts -7 Atk on the enemy with the highest Atk).
  • Dorothea’s C slot is flexible and can be changed to fit her team’s needs. Notable C slots include Cross Spur Atk, which grants +5 Atk to allies in cardinal directions during combat, and Inf. Spd Tactic, which grants Null Follow-Up to Infantry allies if there are less than three Infantry units on the team.
  • For supportive, non-Res-stacking sets, any supportive Sacred Seal works fine; which seals are most valuable depend heavily on the Defense Keep’s setup.

On An Open Fire (General Use / Aether Raids Offense)

Build by Chibi_Chu
Recommended
Sevenfold Gifts A Atk/Spd Boosting A Slot
Sing B Wings of Mercy 3
Alternate: S/R Far Trace 3
Moonbow C Inf. Spd Tactic
IVs

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

SLife and Death 3
Alternate: Distant Guard 3

Show Explanation/Analysis

Weapon: Sevenfold Gifts 

Assist: Sing 

Special: Moonbow 

Passive A: Atk/Spd Boosting A Slot 

Passive B: Wings of Mercy / S/R Far Trace 

Passive C: Inf. Spd Tactic / Flexible 

Sacred Seal: Life and Death / Distant Guard / Flexible

  • Contrasting with the previous Aether Raids Defense set, Dorothea’s set for general usage and Aether Raids Offense is much simpler, focusing simply on balancing her supportive and offensive capabilities. Dorothea’s base kit on its own does wonders for accomplishing this:
    • Sevenfold Gifts grants her +6 Atk/Spd during combat while also granting the ally she refreshes with her Sing Assist a guaranteed follow-up when they initiate combat.
    • S/R Far Trace inflicts -3 Spd/Res on the enemy during combat in addition to allowing Dorothea to use her remaining movement (if any) after her first action every Player Phase.
    • Inf. Spd Tactic grants +6 Spd to allies within two spaces and Null Follow-Up to Infantry allies within two spaces; however, these effects are only granted only if the number of that ally's movement type on the team is ≤ 2. For example, if the team is Dorothea, two Cavalry allies, and one Infantry ally, then the Cavalry allies will not receive the Spd buff, but the Infantry ally will receive the +6 and Null Follow-Up effect.
  • As Dorothea lacks Special cooldown acceleration or additional Special charge, low-cooldown Specials such as Moonbow are ideal to boost damage as frequently as possible.
  • Atk/Spd Boosting A Slots increase Dorothea’s damage, making them strong choices for when Dorothea needs to attack. Life and Death and Fury are worth noting, as they increase her visible Atk/Spd, allowing her to soak Atk/Spd debuffs that target the unit on Dorothea’s team that has the highest value in these stats.
  • S/R Far Trace can be replaced with Wings of Mercy, which allows Dorothea to warp adjacent to allies with ≤ 50% HP.
  • Dorothea’s C slot is flexible and can be changed to be more combative or universally supportive.
  • Finally, Dorothea can choose between an offensive or supportive Sacred Seal depending on whether she wants to be more combative or supportive. Life and Death and Fury are particularly strong options for the aforementioned reason.

Strengths

Cavalry Refresher

Combining superior movement and the Sing Assist, Dorothea boasts her excellent utility via moving long distances to grant another action to an ally that has already acted.

Excellent Offenses

41/41 offenses are remarkably high, especially for a refresher with low BST. Not only does this allow Dorothea to deal good damage if necessary, but it also enables her to stack visible Atk/Spd to receive debuffs from skills and Aether Raids structures such as Chill Atk, Chill Spd, and the Bright Shrine, which all target the unit with the highest values in those stats. If Dorothea, a unit that is used primarily for her supportive capabilities, can soak these offense-decreasing debuffs instead of an ally who is used primarily for their combative capabilities, then her team’s performance will be higher overall.

Something to note, however, is that the AI will prioritize attacking over refreshing if Dorothea can deal at least 5 damage. For Aether Raids Defense purposes, this may result in Dorothea attacking an enemy when it would have been much more beneficial to refresh an ally with better combat capabilities than her. With that being said, if Dorothea is inflicted with Isolation (a status that prevents her from using or being the target of Assists), then dealing as much damage as possible is the only thing she can really do.

Sevenfold Gifts 

Bearing good tidings and holiday cheer, Dorothea bought each of her classmates a gift! Before giving them out, though, she decided to use them on the battlefield for…quality testing.

  • In addition to granting an unconditional +3 base Spd, Sevenfold Gifts also grants +6 Atk/Spd during combat if Dorothea’s HP at the start of combat is ≥ 25%, solidifying her surprisingly potent offensive capabilities in terms of raw stats.
  • On the more supportive side, Sevenfold Gifts grants the ally Dorothea refreshes a guaranteed follow-up when they initiate combat, giving her team a stronger Player Phase presence.

Weaknesses

Horrendous Bulk

Dorothea’s low BST shows through her inadequate defenses: with only 36 HP, 16 Def, and 25 Res, she is prone to being OHKO’d by physical and magical enemies alike. Her low values in each of these stats come with additional consequences as well, specifically if players seek to use her on Aether Raids Defense:

  • Bridal Fjorm, a common support unit in Raiding Parties, inflicts Isolation on enemies in cardinal directions that have less HP than her. This is particularly detrimental for Dorothea, as without her refresh, she just becomes a rather average ranged attacker.
  • Mila, a Light Mythic, inflicts Isolation to enemies in cardinal directions as well, but targets Dorothea’s Def instead of HP.
  • Seidr, an Astra Mythic, goes above and beyond Isolation by immediately ending Dorothea’s action if her Res is lower. However, Seidr only does this every other turn on the nearest enemies within cardinal directions; additionally, for every space Seidr is away from Dorothea (including the space Dorothea is on), the Res check adds +3 Res to Dorothea. As such, Dorothea can either be placed in a position such that she is not the nearest enemy within cardinal directions or she can stack enough Res to overcome Seidr’s Res check if she is far away.

Competition

While Dorothea is only the fourth Cavalry refresher in Heroes, having at least one of Masquerade Sigurd, Hatari Azura, and Legendary Ninian is relatively commonplace even among recent players, let alone more experienced ones. As such, players that have at least one Cavalry refresher would benefit from pitting Dorothea’s capabilities against those of the refresher(s) they already have. With all this being said, though, having multiple Cavalry refreshers is far from a bad thing.

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 2 ★
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
Sevenfold Gifts

Grants Spd+3.

If Sing or Dance is used, grants Atk/Spd/Def/Res+6 and the following status to target ally for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit 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
Sing

Enables target to take another action. Cannot be used on units with Sing or Dance

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
S/R Far Trace 1

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-1 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) 

(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 1 ★
60
B
S/R Far Trace 2

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-2 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 2 ★
120
B
S/R Far Trace 3

Enables【Canto (Rem.)】. 

Inflicts Spd/Res-3 on foe during combat. 

【Canto (Rem.)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 4 ★
240
B
Spd Tactic 1

At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 2 ★
60
C
Spd Tactic 2

At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 3 ★
120
C
Spd Tactic 3

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 4 ★
240
C
Inf. Spd Tactic

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn and【Null Follow-Up】 to infantry allies within 2 spaces. Granted only if number of that ally's movement type on current team ≤ 2. 

【Null Follow-Up】

If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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