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This nice GIF banner was made by vivifique!
Introductions and stuff
I was going to do this sooner, but held off until the Felicia’s Plate came out.
Now that it’s out. It’s here, and everyone wants to build the best girl in all of
FE to get a taste of her power. So, since gamepedia/gamepress probably
don’t have the most detailed info on all her options and how you can build
around her, this is what this is for.
I like Felicia a lot, and I’ve been using her since the day of the game’s
release, +10’d her, and made it to tier 20 and even stayed once using her.
So I guess I have a lot of experience with using Felicia if you’re looking for
credentials.
This is a living document, so if something new and cool pops up for Felicia
it’s gonna get put in here.
This is a REALLY long and detailed guide for a unit in FEH, so feel free to
check below for things to CTRL F if you’re looking for something specific.
The contents to CTRL F here are “How good is Felicia?” “Stats and General
Usage” “Fixing Attack” “What IVs” “Dagger Options” “Special options” “A Skill
Options” “B Skill Options” “C Skill Options” “Seal Options” “Good
Teammates” “Weaknesses” “Mulagir Lyn Benchmarks” “Cookie Cutter” and
“My +DEF -HP Felicia”
How good is Felicia?
Felicia went from being a pretty mediocre unit early into the game’s
lifespan, but she’s pretty much continued to get better and better after
that. While she didn’t benefit from SI that much until later on because
none of us knew what we were doing at the time, she does benefit a ton
now. So by then, I’d say she was pretty decent, and not some borderline
unusable low tier like some people make her out to be.
Then the Sacred Seal Forge came out, which really got her going. The DD3
seal lets her jack her resistance to absurd levels, while the Ploy skills lets
her be a great supportive unit. There’s also the raw stat seals for people
who want to push her attack to go beyond. At this point I would say she
was a pretty good unit.
New skills, support system, seasonal daggers, the weapon refinery and
units that are good at supporting Felicia kept coming and coming, making
her even better and we’re finally at the Plate. So now, trying to put bias
aside, I’d say she’s really good. Nothing super centralizing, but really good.
However, I will warn that high tier arena (~715+ range) is where Felicia starts
to see a noticeable drop in usefulness because of ranged units in general
becoming a lot less prevalent. She’s still viable up there, but not as strong
and has to play differently.
Stats and General Usage Information
HP: 34 (superboon)
Attack: 23
Speed: 37
Defense: 18
Resistance: 35
- Low base attack means you need to be wary of what skills and buffs
you’re giving her. It’s pretty fixable in the current state of the game,
but unless you really put a focus on her offense, she isn’t going to be
a great kill everything unit. At the very least though, she can have
enough to get the job done.
- Attack buffs are really important to have on hand when using
Felicia, though this shouldn’t really be any significant impediment to
teambuilding since most teams already have one.
- The same could be said for her defense to a lesser degree. That
lesser degree being especially true if you choose to run -DEF.
- One of the fastest and high resistance units in the game. Magical
units are rarely going to ORKO her unless it’s something dumb like
Daggerbreaker QP Moonbow Reinhardt. She’ll also have a lot of
doubling capability while being able to keep up with the other fast
mages.
- Felicia is generally a more EP oriented unit that kills mages and even
just ranged units in general depending on how you play your cards.
With the Plate, she gets a lot more PP ability as well with the overall
boost to her offense and being able to pick off low res units.
- Probably the best anti mage unit in the game. Her case against
H!Sakura has been getting stronger. Especially with the Plate now.
- Felicia’s great at picking off a ranged unit on the opening turn of a
battle by jumping straight into an enemy’s range to kill them on the
following enemy phase. She’s colorless, so she isn’t limited by the
weapon triangle.
- High merge potential with 2 F2P Felicias and being able to come at
3* and 4*. The 4*+10 option is there, but 5*+10s are the real shit
anyway.
- 4*+10 Felicia doesn’t seem to be able to get the Plate. So plan around
that if you want to do that.
- S Supporting Felicia is a really good idea. The extra HP helps patch
up any HP issues and adds an extra layer of insurance for her
attack. Every bit of attack helps on Felicia, and more defenses is
never bad on a defensive unit.
What’s this about fixing her Attack?
Let’s do some basic addition here.
Felicia starts at 23 attack assuming a neutral nature. You can add +3 to all
this if you’re +ATK.
23 ATK
Let’s add Felicia’s Plate to this. A 14 MT weapon.
37 ATK
Now to add a little bit of Fury, since it’s a decently common skill that’s
good on Felicia.
40 ATK
Then the aforementioned attack buff. For simplicity’s sake, let’s do a Hone
Atk.
44 ATK
Now we’re at a pretty decent point here. This is pretty okay for a weapon
that targets the lower defensive stat and a unit that generally focuses on
killing more frail units. Sure, it’s not something amazingly strong, but it
gets the job done, and that’s all you really need. It’s also not that hard to
do.
But, we can go further with Ally and Summoner Supports, stacking spurs,
blessings, Ploys etc.
What IVs do I want?
Felicia is a surprisingly flexible yet inflexible unit when it comes to IVs. She
really appreciates every boon, and is still very good with Neutral IVs.
However, when it comes to banes, it really starts to become a mixed bag
depending on your team composition and build. But, if you’re brave
enough to use a +DEF Felicia, then -HP -RES, or -SPD might be the move. I’ll
provide more information on that later as well.
But, I’ll lay out what should be the benefits and goals of each boon. Pick
and choose based on your needs.
+HP - I had originally said that the superboon here increases arena score,
and it actually doesn’t due to the way scoring bins work. Hopefully that
didn’t cause any trouble. Regardless +4 HP is welcome on a low HP unit like
Felicia, though there’s better options.
+ATK - For those who want to maximize Felicia’s damage output and take
advantage of her new offensive prowess. Because of the way she tends to
play out, she’s doing a lot of doubling. So that +3 damage from +ATK
actually becomes +6 damage. You might also lack attack buffs on your
team here, so you choose to partially compensate for that with this.
+RES - You like seeing 0 damage from mages and getting a few extra
points of damage out of Glacies. Overkill Res is always welcome with
Bladetomes and Emblem buffs in the game.
+SPD - Mages are fast. Sometimes really fast. To where Felicia has a hard
time doubling them or she can even get doubled herself if you’re not
careful. +SPD helps alleviate these problems as well as helping with
doubling those new and really fast swords named Ayra and Mia. Especially
if you’re not running many speed buffs on your team, this is a good option
to consider.
-HP - Just be wary that on the first hit at full HP, -HP basically evens out
any +DEF or +RES boon. However, it still has the obvious benefits of an HP
bane weather it be flexibility or Felicia being able to pull through with her
ridiculous RES. I do recommend avoiding this if you can though unless you
plan to Summoner Support her to fix that. Her 31 HP after an HP bane can
be annoying on occasion if you’re running Fury, but I personally haven’t
had major issues around it. (Although it was a pretty different metagame
at the time)
-DEF - Basically the go-to bane since Felicia’s DEF is pretty bleh. If you plan
on making Felicia frequently duel physical units like bows and DC units,
you may want to consider avoiding this and maybe going with -HP.
-SPD - You run a significant amount of speed buffs on your team and/or
you plan to run QR to make her very EP focused and you’re not in a hurry
to double naturally as a result.
-RES - You run a lot of resistance buffs and/or think you can get away with
losing 3 res.
-ATK - Don’t do this unless literally all you care about is debuffing. I’ve seen
a bit of talk about this being viable with the Plate, but that’s mostly
unexplored ground.
Neutral - A effective, available, and safe bet. You don’t have to worry about
the downsides that might come with the other banes with a Neutral nature.
If you can’t decide on what to use, I would just use a neutral to feel things
out. It’s good on its own, and it’s also a good way to see if you need more
or less of a stat.
Dagger Options
Note - Speed and Res Refines are usually her best options depending on
how you play.
Plate Tier
Felicia’s Plate
14 MT. Targets the lower of an enemy’s defense or resistance.
Special Refinery Effect: Grants special cooldown +1 against mages. This
basically means that she has the Breath effect on her cooldown on both
phases against mages. Doesn’t add any HP.
Atk Refine: +2 HP +1 MT
Spd Refine: +2 HP +2 Spd
Def Refine: +2 HP +3 Def
Res Refine: +2 HP +3 Res
This is readily available and it is really good and versatile. There’s a good
chance that it’s this thing that got you here on this doc. The targeting of
the weaker defense means that nothing can really wall out Felicia other
than units with good mixed defenses, which mainly consist of Dragons,
H!Jakob, and W!Tharja. But she can possibly win against Jakob if you play
your cards right and she stains Tharja. She can now hit the low resistance
of many units, making her offense a lot better than it was and leads to
some hilarious moments where she can do things like ORKO high defense
units through their resistance.
Things only get more wild if you decide to opt for the main refine. The
faster specials allow Felicia to be guaranteed a Glacies proc against
Mages provided that she doubles (or if it’s Reinhardt) or be able to fully
charge Aether, giving a very high amount of consistency and also lets her
beat raventomes without Cancel Affinity.
This however, still comes with a few downsides. Even without the help of
the plate’s targeting of the weaker defensive stat, a Felicia that’s played
right can still flat out kill many mages, which often leads to the Glacies
proc being wasted. It also doesn’t give the HP boost. Playstyles that like to
save a Glacies charge for other enemies and/or use CA to deal with
raventomes anyway may have better luck with another refine here.
But, since Divine Dew isn’t exactly easy to come by, I recommend going with
the cool special refine anyway, but SPD and RES are the next best choices.
This is also a legendary weapon, so it’s the best bet for arena scoring.
Overall, this is her best dagger.
Good or Unique Enough to be Considered Over Plate Tier
Smoke Dagger
9 MT
12-13 MT After Refinery
Effect: Inflicts DEF/RES -6 to all enemies within 2 spaces of whoever got hit.
Post Refinery Effect: Inflicts -6 to ATK/DEF/SPD/RES to all enemies within 2
spaces of whoever got hit and any enemy within 2 spaces of that too.
Atk Refine: +2 HP +6 MT
Spd Refine: +2 HP +2 Spd +5 MT
Def Refine: +2 HP +3 Def +5 MT
Res Refine: +2 HP +3 Res +5 MT
Smoke Dagger got pretty damn good with the Refinery update, and it’s
extremely good for debuff or support oriented builds. The damage cost
might hurt her killing ability a bit, but that’s for you to go calc out with
your particular setup.
Rogue Dagger
7 MT
12-13 MT After Refinery
Effect: Inflicts target with -5 DEF/RES and grants +5 DEF/RES to the user.
Post Refinery Effect: Inflicts target and enemies within 2 spaces of the
target with -6 DEF/RES while giving the user and its allies within 2 spaces
+6 DEF/RES.
Atk Refine: +2 HP +4 MT
Spd Refine: +2 HP +2 Spd +3 MT
Def Refine: +2 HP +3 Def +3 MT
Res Refine: +2 HP +3 Res +3 MT
It’s first worth nothing that these buffs function as field buffs similarly to
Light Breath+. This means that if you apply the buff during enemy phase,
it’ll be gone the following player phase. Keep this in mind, as it makes
Felicia require work on playerphase.
The other dagger for the support oriented Felicia. Debuffs are good. Buffs
are good. But debuffs and buffs are extra good. But the important part
here is that the self buffing also makes this what’s arguably the best
dagger for raw tanking against several units at once in a single enemy
phase. However, this isn’t a super common situation that her raw stats +
DD3 seal can’t already do.
This and Smoke Dagger can also make Felicia a pretty annoying Maid
when paired with Close Counter, but that’s a pretty gimmicky and
expensive build to begin with, so I don’t really recommend this unless you
really love Felicia and want to give her everything.
Kagami Mochi/Barb Shuriken
12 MT
Effect: Slaying/Killer weapon effect. In other words, special cooldown count
is reduced by 1.
-7 DEF/RES to target and enemies within 2 spaces of the target.
Atk Refine: +2 HP +1 MT
Spd Refine: +2 HP +2 Spd
Def Refine: +2 HP +3 Def
Res Refine: +2 HP +3 Res
Hard to go wrong with this. The faster charge helps a lot and doesn’t lead
to as many unnecessary procs like the Plate does. A 3 charge Glacies can
be readied for the very next attack after a mage confrontation or
guarantee a proc vs a brave weapon. There’s also the obvious benefits of
a 2 charge Iceberg.
As stated before, be sure to check out the lowered might could affect your
matchups on your team.
Lethal Carrot+
12 MT
Effect: Wo Dao effect. +10 damage added to special procs.
-7 DEF/RES to target and enemies within 2 spaces of the target.
Atk Refine: +2 HP +1 MT
Spd Refine: +2 HP +2 Spd
Def Refine: +2 HP +3 Def
Res Refine: +2 HP +3 Res
I’m considering putting this down on the tier below, but this is an
interesting dagger. It can power up your Icebergs for more consistent
damage, or turn Glacies into even more of an instant kill. This weapon is
best suited for more gimmicky playstyles that just want to make the
biggest Glacies nukes as possible, but it’s also supposedly really good for
nuking high HP mixed tanks that the Plate can’t penetrate otherwise.
Definitely something more situational than the other daggers above this.
Also, you get to give Felicia a carrot.
More Situational and Gimmicky, But Still Viable Tier
Dancer’s Fan
10 MT
12-13 MT After Refinery
Effect: Innate Breath of Life 3. Heals 7 HP to all adjacent allies when the
user engages.
Inflicts -7 DEF/RES on target.
Post Refinery Effect: Still has innate BoL 3. But now has -7 DEF/RES to
target and all enemies within 2 spaces of the target.
Atk Refine: +2 HP +3 MT
Spd Refine: +2 HP +2 Spd +2 MT
Def Refine: +2 HP +3 Def +2 MT
Res Refine: +2 HP +3 Res +2 MT
Pre Refinery, this was basically just powercreep Silver Dagger, but it has
since become arguably inferior to Silver Dagger in arena since it gets less
MT after refines.
This isn’t exactly worth sacking a PA!Olivia for, but if you like Felicia a lot
and want to do it anyway, I’d pair this with additional Breaths of Life on the
C and/or Sacred Seal slots to really get a nice amount of healing.
This is a pretty good dagger in Tempest Trials and Chain Challenge, where
survivability can be key for some.
Seashell
10 MT
12-13 MT after refinery
Effect: Grants +2 ATK/DEF/SPD/RES at full HP, but takes 2 self inflicted and
non lethal damage after a round of combat at full HP.
-7 DEF/RES to target.
Post Refinery Affect: The fury-esque effect remains unchanged, but now
inflicts -7 DEF/RES on target and enemies within 2 spaces of the target.
Atk Refine: +2 HP +3 MT
Spd Refine: +2 HP +2 Spd +2 MT
Def Refine: +2 HP +3 Def +2 MT
Res Refine: +2 HP +3 Res +2 MT
Seashell’s a weird one. It makes her first engagement very strong, but it
pretty much becomes a slightly worse Silver Dagger afterwards unless you
sacrifice a B slot for Renewal or run a healer. I don’t know where exactly to
put this, since I have seen people using Seashell Felicia with good success,
so I’ll tentatively leave it here.
Poison Dagger
5 MT
Effect: Effective against Infantry Units. -7 DEF/RES to target if Infantry.
No Refine
Poison Dagger is a bit underwhelming on Felicia without Fury or Death
Blow, and a +ATK nature is especially important if you want to use this.
However, she can become a serviceable infantry destroyer with this and is
obviously much better than Kagero in the mage tanking department.
The lack of a refine really blows too.
Invalidated by Felicia’s Plate or Just Really Niche Tier
Kitty Paddle
8 MT
Effect: Effective damage against Mages. -7 DEF/RES to mages that get hit
by this weapon.
No Refinery :(
There was a short period of time where this was easily the best dagger for
Felicia, but then the weapon refinery came and made it a bit questionable.
It’s main niche is being a consistent delete button for mages.
Then the plate came, being able to do the consistent mage killer role with
its cooldown refine bringing consistent Glacies procs. So unless you really
care about the cooldown management that I talked about in the Plate’s
section, prefer a super specialized magekiller dagger, and don’t care
about not having a refine, then I guess this is the dagger for you.
I still stand by Felicia running this better than H!Sakura too.
Silver Dagger
10 MT
14-15 MT After Refinery
Effect: -7 DEF/RES to target.
Post Refinery Effect: -7 DEF/RES to target and enemies within 2 spaces of
the target.
Atk Refine: +2 HP +5 MT
Spd Refine: +2 HP +2 Spd +4 MT
Def Refine: +2 HP +3 Def +4 MT
Res Refine: +2 HP +3 Res +4 MT
Literally why even use this when Felicia’s Plate exists.
But if you want to know how this did before the Plate, it did pretty good
and was actually my dagger of choice. Has the best raw MT before the
Plate, which is never a bad thing when you have base 23 ATK.
But seriously. You got a straight upgrade to this. Don’t use this.
Special Options
Glacies - One of the biggest nukes in the game, and becomes a
guaranteed proc with the special refine on the plate, but still easy to
charge up without any special charge affecting skills with Felicia’s speed.
The main go-to special.
Aether - The skill for people desperate to stay in Tier 20. It’s not bad on its
own, the healing is helpful and it can charge very quickly with Mochi or
Plate refine, but a lot of the nuke potential from Glacies is lost.
Iceberg - Don’t use this with the Plate refine. It’s guaranteed all the same.
But otherwise, it’s an alternative for people who want faster res based
procs. Pretty good with Mochi, where it becomes 2 charge.
It’s situationally useful with the Plate if you run infantry pulse though.
Growing Wind - The Plate targets the lower defense, and this applies to
AoE skills as well. The Glacies proc can often be overkill with it, and one
might want to try a strong AoE skill that won’t get wasted instead.
Glimmer/Moonbow - Instaproc and 2 charge shenanigans. This stuff is a
lot more situational in general, but maybe you can find a place for it.
Glimmer tends to work a lot better on the Plate, as you’re not getting much
out of lowering the lower defensive stat with Moonbow. It goes up to actual
viability on more ATK focused IVs and builds that can do instaprocs after
taking a magical hit.
A Skill Options
Fury
Provided by 4* Hinata, 5* Bartre, Jagen, Legion and Myrrh
Easily one of Felicia’s best A skills in general. The boost to all her stats,
and especially in the offensive department is really good and hard to go
wrong with. Of course, that’s a thing that can always be said for Fury, and
it’s no different for Felicia. It’s also pretty easy to come by compared to her
other options.
It does have the downside of the recoil on Felicia’s low HP stat, but the
extra stats and killing power can usually minimize the adverse effects of
Fury. Just be extra careful if you’re -HP, but its been working out for me
even pre supports.
Distant Defense
Provided by 5* Celica, Micaiah, PA!Olivia, and Rhajat
A rare but very good skill for Felicia. At the cost of some damage, Felicia
gets to take her defenses even higher (yes, this stacks with the seal too) as
well as score a few extra arena points.
Things like the Plate refine can also serve to help cover up the attack lost
from not having Fury, making Distant Defense better than ever.
The choice between this and Fury is pretty down to preference and what
you value more.
Atk/Res Bond
Provided by 5* NY!Takumi and H!Nowi
This is a hard skill to come by, but it’s definitely really good on Felicia. 5
Atk and Res is a lot, and it's a nice combo with Ally Supports and it can be
available on both phases. It’s a nice middle ground between Fury and
Distant Defense in the way of stats.
The downside is obviously the positioning work can make this more a more
difficult skill to use on PP.
Spd/Res Bond
Provided by 5* HF!Kagero
While I personally prefer the attack buff, this is an alternate option for
people who want their Felicias to have more speed and resistance without
the drawbacks of Fury. +5 speed is quite good, and it makes doubling
really fast units naturally or compensating for -SPD a lot more feasible.
Unless you’re doing something with the mentioned -SPD Felicia or you’re
looking to run a minimal to zero amount of speed buffs on your team, I
wouldn’t run QR with this either.
Atk/Spd Bond
Provided by 5* LA!Lyn
More situational than Atk/Res bond, but it’s a thing for people who want to
maximize their offense.
Death Blow and Swift Sparrow
Death Blow is provided by 4* Klein, 5* Effie, Hawkeye, Delthea, and
Siegbert.
Swift Sparrow is provided by 5* SM!Eirika, B!Lyn, Ayra, SF!Lucina and
Katarina.
Remember how I said Felicia’s offense can generally just be a lot better
with the new Plate? These can be used if you want to really get some Player
Phase power going, but it comes at the cost of Felicia’s otherwise great EP
taking a hit. Regardless, it should still be serviceable off her statline.
Life and Death
Provided by 4* Soothe, 5* Zephiel, Minerva, Hana, and Jaffar
Just by being LaD, this is obviously a risky skill that can potentially bring a
lot of power. But, the cool part is that the -5 to both defenses can be offset
through the use of Attack Ploy and/or Distant Defense, which you leave
you at base before buffs to keep her mage tanking serviceable, but no
longer amazing.
Stat-Up Skills
These are more or less budget options. Well some of these aren’t budget,
and I only put a few of them up there, but pick and choose as you please.
Felicia also happens to come with Res+.
Their main draw is that they’re safe stats on both phases without the worry
of Fury recoil. The downside is also just that. Just a boost to one stat or a
smaller boost to two stats when you could be going for more.
Mirror Strike
Provided by 4* Oliver and 5* Sonya
A somewhat budget option that can be used to help Felicia’s player phase.
Though I wouldn’t say it’s as good as most of the other skills here, since
most of Felicia’s mage killing would be done in EP, so the resistance on
initiation isn’t super useful depending on how you play. It’s still a decent
option though, but I would consider something else if possible.
Dual Stance Skills
Mirror Stance Provided by 5* Morgan(F)
Swift Stance Provided by 5* HF!Sharena
The EP (and probably better) equivalent of Mirror Strike. +4 ATK/RES
without any strings attached on EP is pretty solid, but this skill suffers from
Warding Stance syndrome where ATK/RES Bond is better in most
situations because of how easy it is to set up on EP for 1 more ATK and
RES.
The same applies to Swift Stance with its respective bond.
Close Counter
Provided by 5* Takumi and W!Tharja
Mostly just memes, but this skill can actually be capable of doing work if
you’re fully dedicating to a +DEF Felicia with Close Defense 3. Especially if
you run a high amount of support for Felicia. You lose a lot of 2 range
tanking and some ORKO capability though.
Also can work well with Smoke or Rogue Dagger tanking.
Like I implied earlier, this tends to work better with Neutral or +DEF
natures if you want a CC Felicia to stand on her own without a huge
amount of support. However, CC Felicia can become a great user of it if
you do decide to stack a lot of buffs onto her when her Breath-esque
refine and selective targeting of the plate.
Skills that people think are good for Felicia but aren’t really - A Slots
Warding and Darting Blow both deal a blow to Felicia’s attack as well as
being only on a phase that isn’t exactly Felicia’s specialty. If you want a PP
focus, go with Death Blow or Swift Sparrow to improve stats that she
actually could use more of. A defensive Blow can also be very situationally
good on more PP oriented playstyles or on defense teams, but you could
just do Fury, DB3 or SS2 and try to kill them instead.
Flashing Blade is obsoleted by the Plate’s refine unless you really need it
against non mages for whatever reason. It makes Felicia demand more
support to make up for the lack of an A Slot, but if you can provide it, it
can be a solid skill, especially if you’re running +ATK.
Warding Stance is literally just Distant Defense without the Defense. Not
bad on it’s own, but DD3 is strictly better for ranged units.
Fortress Res just nukes Felicia’s already low attack instead of actually
fixing it. Only helpful on debuff oriented builds that just don’t want to die.
People have made the argument of trying to maximize glacies damage,
which it does 3-4 damage to a Glacies proc, but you also lose out on a ton
of potential damage leading up to the glacies, offsetting most of Glacies
damage and kills you could’ve had. It does give a lot of RES however, but I
doubt the drop in attack is going to be worth an A slot.
Defiant Res has the issues that come with a Defiant skill and it again,
removes any potential attack or speed boosting skills.
2 RANGE UNITS LIKE FELICIA CAN’T GET WARDING BREATH PLEASE STOP
ASKING
B Skill Options
Quick Riposte
Provided by 5* Klein, Subaki, Leo, Deirdre, and Dorcas
Mages are fast. And just to put it into perspective, +Spd Fury Nino reaches
43 speed without buffs. +Spd LaD3 Celica with Ragnarok with a Hone
Speed reaches 50 speed. Brave Lyn is Brave Lyn. +Spd Mage Eirika
reaches 48 speed with Swift Sparrow and horse buffs. All of these can get
this fast without merges.
Point is, doubling these types of things aren’t always easy, and might not
even be possible. And while it might not be a super common situation,
letting them survive can bring a lot of trouble and cost an arena run.
Especially if there’s a dancer present.
Quick Riposte pretty much solves this by letting you get the double attack
off on these rather fast but frail units. It makes the situation go from “how
can I double them or set up a player phase kill” to “all I need to do is not
get doubled and immediately delete them on the first enemy phase.”
While Fury + QR tends to not be the greatest combo, it works fine on Felicia
since she doesn’t have as much HP to work with QR to begin with and
again, these situations where QR is needed aren’t super common, and you
can play accordingly when they show up.
This is what I like using and I can personally vouch for it.
Guard
Provided by 5* Leon, Titania, H!Sakura, LA!Lyn, F!Morgan and Micaiah
The tiny handed man of Dire Thunder and his trusty steed is very common
and threatening. While he isn’t any threat to Felicia without QP Moonbow,
he becomes one of the most threatening with it, being able to penetrate
her resistance and lay down a ~15-24 damage Moonbow with defense tiles
factored out. This can become very dangerous, as without a Fortify or
Spur Res or Panic Ploy support, QP Moonbow Reinhardt can actually ORKO
Felicia if you’re not careful and/or don’t have her Summoner Supported.
All this gets thrown out the window with Guard, since it can just prevent
him from activating the Moonbow and make him unthreatening. It’s also a
nice skill to have around on defense teams, since it can prevent attackers
from charging their specials.
It also can be afforded to be ran with Fury, as Reinhardt is very easy to
pick off on EP with his high movement giving him more range. You can use
up your Guard threshold on Rein, and Felicia doesn’t really need it against
anything else.
I recommend running extra speed around your team for any non QR skill
too. Gotta get those doubles in.
Cancel Affinity
Provided by 5* Mathilda and Innes
Do you want to take no damage against TA Raventome builds without the
help of a defense tile?
Desperation
Provided by 4* Shanna, 5* B!Roy, Ayra, Mae, Navarre, Karel, SM!Eirika
With the Plate giving Felicia some newfound offensive power, this is a
better option than before if you don’t feel like you need the above B skills.
Paired with Fury, a round of combat can realistically drop her down to
desperation range, letting her do stuff like killing DC units with the
resistance targeting of the Plate safely.
Dull Ranged
Provided by M!Morgan
A very good anti bladetome and emblem team option that at the cost of
potential doubling power from QR or blocking QP Moonbows (but the
cancelling out of horse buffs arguably compensates). The speedier
bladetomes still might be tricky to double even with their speed buffs
nulled, so be smart about how you play things out if you face those often.
I think this skill can have pretty great potential for some playstyles or
score ranges.
Chill Skills
Chill Speed provided by 5* FH!Celica
Chill Defense provided by 5* BK!Chrom
Chill Res provided by 5* HF!Catria
This skill is pretty silly. It’s a free, no strings attached -7 speed to a fast
enemy, which supports your team, lets Felicia double more easily, and also
counteract enemy Chill Speeds. Weather or not this is worth dropping any
of the other skills here for, is pretty much your preference and need.
Chill Defense or Res lets Felicia nuke a high defense unit’s defenses.
Because of the Plate’s effects and daggers debuffing defenses by default,
this isn’t as good as Chill Speed. It’s still a decent support pick and a good
option if you’re not running the plate.
Windsweep and Watersweep
Windsweep is provided by 4* Joshua and 5* Alm
Watersweep is provided by 5* Soren
Ever since the advent of the weapon refinery, Windsweep is now a really
legitimate choice for Felicia. She retains her speed and a lot of her enemy
phase prowess, but can now go around splash debuffing things for free
with her speed paired with Windsweep. Felicia is also fast enough to not
need Phantom Speed.
The mage/staff denial of Watersweep isn’t as helpful as DC denial, but
Watersweep’s strength comes in being able to get a free hit off on dragon
units, letting you debuff them and maybe take them out of QR range
without much risk. This also means that it’s a great choice for Defense
teams, because Dragons are quickly becoming the most popular EP units.
They’re also pretty helpful skills for defense teams, since people are going
to be trying to get Felicia to attack them.
Doesn’t work as well with the Plate. I think these skills are a lot better when
used with Smoke or Rogue Dagger.
Tomebreaker
Green Tomebreaker is provided by 4* Henry
Red Tomebreaker is provided by 4* Odin
Blue Tomebreaker is provided by 4* Female Robin
These used to be pretty good back when Nino was on like every team. But
nowadays, you only really want to use these if a certain color mage really
gives you a lot of trouble and you just want a guaranteed answer to them.
Worth noting that the other breakers can be helpful in general. So pick a
breaker of your choice of you need to be particularly against a certain
type of unit.
Vantage
Provided by 4* Lon’qu, Reinhardt, 5* Gordin, S!Gaius, and Mia
More of a defense team oriented pick. But Vantage is always a nice thing
to have around, especially on defensive units with strong procs.
Bowbreaker
Provided by 4* Setsuna and 5* NY!Takumi
fuck lyn
Escape Route and Wings of Mercy
Escape Route is provided by 4* Cecilia, 5* Marth, Ninian, and Bridal
Cordelia
Wings of Mercy is provided by 4* Black Knight, Cain, 5* Palla, Frederick,
and Faye
Grouped these together because they’re both pretty handy mobility skills
that can catch someone off guard or make a cute play.
Renewal
Provided by 4* Fae, 5* Jakob, L’Arachel, Boey, and Lissa
It’s more of a helpful skill in GHBs, Tempest Trials, and Chain Challenges
where long term survivability becomes helpful. It lets Felicia heal off some
of the damage she takes from Fury or shrug off the little she might’ve
taken from fighting a mage.
It works particularly well on healing focused builds like Breath of Life
stacking with Dancer’s Fan, since Renewal makes her not need anyone to
heal her if you play well, while she can heal everyone else.
Skills that people think are good for Felicia but aren’t really - B Slots
Seal Skills are pretty niche when she’s already debuffing and trying to kill
the thing she’s attacking. In their places another B Slot could’ve been used
that actually helps her kill the enemy and not need a seal skill. They
become extra pointless when you realize Smoke Dagger exists for debuff
based builds.
The exception to this is maybe the Seal Atk seal + a Sweep skill. But even
then..
Poison Strike was a great option was during early SI. That’s no longer the
case. While it is free chip damage and it can be helpful on supportive
builds, the other skills are just far better and less situational. But, also has
the benefit of being worth a bit more points in arena without needing to
drop 20K on QR3. So I guess if you just want to maximize arena score at a
low price.
C Skill Options
C Slots in general are very flexible and team dependent. Although she
does want ploys a bit more, this doesn’t just apply to Felicia, but every unit
in the game.
Defense Ploy
Provided by 4* Arvis and 5* S!Gaius
Before the arrival of the Plate, this in my opinion, the best C skill for Felicia,
and it will continue to be so if you’re not using the Plate. The -5 defense
debuff it gives is not only good team support, but it also greatly helps
Felicia’s damage output against whoever she ploys. Assuming she doubles,
this is basically an extra 10 damage.
It’s also relatively cheap, since Arvis gets it at 4*.
With Felicia’s Plate in play though, this isn’t as good. Enemies will generally
have lower resistance than defense, so there’s not much sense in trying to
debuff this stat anymore. Against the people where defense is targeted,
which will usually be mages and glass canon units that Felicia can kill
anyway, but Defense Ploy is still pretty nice insurance.
Attack Ploy
Provided by 5* Oliver, Katarina, and S!Leo
With the Plate, this is probably a better option for Felicia. Without the
Plate, it’s still pretty great. Being able to hit something with -5 attack
before even fighting them adds another layer of bulk to not just Felicia,
but also the rest of her team. It also directly hinders incoming damage
from Bladetomes.
It’s probably the most consistent choice of Ploy for Felicia now. I hope you
didn’t +2 your Oliver.
Resistance Ploy
Provided by 5* Gunnthra, Lute, and Sonya
At least for an offensive Plate Felicia, this might be her best bet. Dragons
are generally too bulky on both sides for her to consistently take out. So
now we have the whole slew of units Felicia can now do damage to. Low res
units. Many of these units are armored units with very high HP that can
help them withstand Felicia even with their resistance being targeted, and
Res Ploy will help with that.
The fodder for this is also rather.. inaccessible. That’s fine though. You
could just use these units alongside Felicia and have them doing the
ploying for her.
Speed Ploy
Provided by 4* Saias, 5* Deirdre
I forgot to include this at first since I kinda forgot about it. But as with any
ploy style debuff, it’s helpful and Felicia is very good at using them. The
speed debuffs she can pass around can let your team double more easily,
as well as lets Felicia double more easily. However, if your setup can
already double without the need for Speed Ploy, I would pass on this
unless your team really needs it.
Now that Saias exists, you can pick this skill up without having to drop 20K
feathers for it.
Attack and Speed Smoke
Attack Smoke is provided by 5* B!Lyn
Speed Smoke is provided by 5* Sigurd, F!Takumi
These are pretty inaccessible skills but they’re still quite good if you can
spare them. Having a little bit of Smoke Dagger in you while you use
another dagger is never a bad thing.
Don’t use this with Smoke Dagger though.
Odd Atk Wave
Provided by 5* Ishtar
+6 ATK as a hone buff every other turn is a solid asset to Felicia’s offense
that she can utilize on the opening enemy phase, as well as being able to
help the rest of her team. However, the downsides are that it also means
it’s something that can get hit by a Panic Ploy, which is something that
Felicia is very susceptible to. Every other turn can also be too inconsistent
for some, and some people prefer to opt for a weaker but more
consistently present buff.
Buffs
The always handy and cheap option for a C Slot. Use whatever your team
needs.
Threatens
Like buff skills, you can’t really go wrong with these, though they’re less
useful than anything else here if you use Felicia as an EP focused unit.
Breath of Life
Felicia comes with this
See: Dancer’s Fan+ and Renewal
Savage Blow
Provided by 4* Camilla, 5* Leo, Narcian, and Rhajat
Spreading out chip damage can be risky, since you might accidentally
drop people to Desperation or Vantage range, but it’s AoE chip damage
that can get good when stacked with the seal if that’s your jam.
Sacred Seal Options
You can generally run whatever here, but these are the best.
Distant Defense
Distant Defense is a good skill for Felicia. Especially when you can use it
with Fury or another Distant Defense. This is probably the most easy to
use and effective seal on Felicia, but it’s also a very high demand seal in
general, so Felicia might not be able to always have it.
Ploys
They’re next in line, and you wanna go with these if you want to be more
supportive or really need whatever the ploy debuffs.
Attack+
For the people who really want Felicia to do a lot of damage, look no
further. Though it sacrifices a lot of her defensive capabilities.
Resistance+
It’s there for you when you need the DD3 seal on someone else.
Quick Riposte
If you don’t mind losing out on a Ploy or DD3, this is a pretty good option.
You can pair it with Guard or CA, which is a nice combination if you ask
me.
Fortress Resistance
Tentatively putting this here, as I haven’t upgraded and used it myself yet,
and I don’t know many others who did either. Even though I did rag on this
skill earlier, it is much better in the Seal slot as an alternative to DD3
because you can have an A skill to offset its attack drawback.
DD3 is still better though.
Good Teammates and Skills to help Felicia
This section is basically teammate options that work particularly well with
Felicia. These are not required by any means, but it’s good team synergy.
Brave Lucina
Brave Lucina works well with a lot of units, and she’s an absolutely
ridiculous buffbot and strong combat unit in general if you don’t use
mages.
In her basekit, she gives an unployable +6 speed and +3 attack to Felicia if
she’s within 2 spaces, which can be bumped up another point or two with
an Ally Support. This lets Felicia double a lot of things, and pretty much
never get doubled herself, enabling her to easily run QR as well as giving a
nice buff to her damage output. A buff Sacred Seal of your choice can
then be added to further bolster Felicia and her teammates.
Lancina also has low res and hates mages as a result, which Felicia has
her covered with, and Lancina can also kill Red Dragons that can check or
counter Felicia.
Gunnthra
Gunnthra’s kit and Felicia’s statline work very well with each other. There’s
the obvious in her Wind Blessing providing +4 resistance and +3 HP if
they’re in a battle together, boosting arena score and making Felicia’s
already good resistance even better.
Reinhardt is also one of the most threatening mages to Felicia, and if
Felicia has to carry a particularly heavy load that battle, Gunnthra can
help ease it by working on the Reinhardt.
Chilling Seal is where things really start to come together though. B!Lyn is
generally going to be the lowest defense unit on a team, letting some
builds of Felicia be able to reliably take her on. It can also tend to target
blademage horses and fliers, which are also units that can stand a chance
at penetrating Felicia’s resistance.. But not if they’re chilling sealed.
They can also provide Ploy support for each other, which helps everyone
and gives Gunnthra’s Blizzard tome more debuffed enemies to work with.
And speaking of that, there’s also those splash debuffs from daggers
being able to help her Blizzard.
On top of this, Gunnthra’s low defense also means that she could be the
one taking the Chilling Seals instead of Felicia from other Gunnthras.
The Renais Twins
They’re here for similar reasons to Lancina in having all the buffs Felicia
needs in one unit. Ephraim with special refine however, is great for picking
off a key target. Eirika’s new refine also lets her get strong as hell after
giving Felicia her buffs, and she also has the added bonus of being a
V!Hector check.
TA Raventome Units
Without using a more specialized setup or build that jacks Felicia’s
defense, these sorts of builds can help cover up that vulnerability to Bows
and Lyn. In return, Felicia takes care of basically all the other mages that
they wouldn’t really be able to handle without WTA.
Vanguard Legend Ike and Ike
Not much to note here other than Felicia covering his low res, and Ike
being able to sorta cover bows. In the case of Vanguard Ike, he also has
an Earth Blessing to give to Felicia that can provide an okay boost to her
Attack.
D R A G O N M E T A
They kill bows and Felicia’s mage killing ability means that the other
dragons don’t have to run a res refine as badly, letting them focus on
defense.
F U C K D R A G O N S
Dragons can really give Felicia a lot of issues, so a dragon killer can help
patch up that weakness. Julia and Deirdre also have backup Rein killing
ability in a pinch.
Marth in particular is nice, since I personally love the idea of stacking
spur/drive buffs with his refine.
Chrom is a low res unit that would appreciate a unit that can cover
magical threats while he can still work dragons.
Alm’s just really good at killing things.
Physical Low Res Tanks
If I didn’t already get in the implication earlier, Felicia is a great unit for
clearing a way for this general archetype of units to go in and clean.
Mages and Dragons are what stops them, and Felicia can quickly get rid
of them to give them room to abuse their defenses against the remaining
physical units.
It’s a pretty large archetype in general, and the units I pictured here are
just some examples that I randomly picked out.
Panic Ploy
This can come in the form of a seal of an actual C slot or the Seal. Being
able to neuter a horse in a horse emblem is an always welcome thing to a
unit that will often be taking on units in those compositions.
Spring Sharena and Catria
Their debuffing PRF weapons are quite good and can make life easier for
Felicia. Catria’s Huginn’s Egg targets low res units with -5 ATK/DEF
(Armors), while Sharena’s Muninn’s Egg targets low speed units with -5
ATK/RES (Reinhardt). Their basekits are also quite good for supporting
Felicia. Chill RES from Catria helps Felicia target those mixed defense
units, while Sharena comes with Res Tactic’s obvious benefits.
Attack Buffs
I lied. You definitely want some of this when using Felicia.
Weaknesses
Units with good mixed bulk wall out Felicia pretty easily, as the Plate can’t
really save her here. Dragons generally fall into this category depending
on how they’re built, and can also target her low defense in return.
Otherwise, such units can include Sheena, Gwendolyn, and H!Jakob.
Strong Colorless units can also usually outduel Felicia by targeting her
low defenses. Brave Bow is the worst offender to this. However, some of the
more defense invested Felicias can beat these sorts of builds, and it can
get really insane. Although it takes a ton of investment.
It's also worth noting that Felicia is actually surprisingly okay at taking on
Mulagir B!Lyn, as she has a hardish time OHKOing Felicia if you’re careful,
and she can fire back with QR. But, she’s taking a big hit still.
Chilling Seal is also somewhat problematic depending on what units
you’re carrying, as Felicia having the lowest defense on the team isn’t
exactly an uncommon situation. If you see Gunnthra frequently,
considering running a defense buff to try to get her out of that situation.
Distant Counter also checks Felicia or counters if they have very high
attack, although she can now at least lay down a good amount of damage
and even kill units that like using this skill with the plate.
Very high attack mages like Delthea and S!Elise with LAD3 and
bladetomes can also sometimes pose a threat. Be sure to pack a bit of
extra speed and res if you’re afraid of these, or run to a defense tile.
Raventomes are also a bit annoying for her. Her matchups against them
without CA improved a lot with the plate though.
Chill Speed is a nasty new skill that comes with the new Fallen Celica. It
targets the fastest enemy and drops their speed by 7, checking units that
have speed as one of their best assets. One such unit that’s very
susceptible to this, is our girl Felicia, who’s tied for 4th fastest unit in the
game.
Fortunately, there’s still ways to work around this other than trying to kill
the chiller. Harsh Command is the low hanging fruit, but it might be worth
considering if you rely on natural doubles a lot. QR is also still an option to
get around the low speed, since the whole point of running it to begin with
is to make it so you can just aim to not get doubled yourself instead of
doubling. You could also run a unit that’s faster than her and have her
avoid getting chilled, but that poses issues for that unit as well. Running
Chill Speed on Felicia herself or another unit on your team can also be a
solution, so you take their speed down with yours and make it an even
fight.
Same stuff applies for Chill Res. Lilina in particular is now a unit capable
of OHKOing Felicia because of her new Forblaze PRF weapon being built in
with Chill Res and Death Blow. Be while the matchup is still very winnable,
extra caution should be taken around her.
Cookie Cutter Builds
Look to here for ideas if you can’t make your own decisions or figure out
what you need. Really expensive options are italicised. These aren’t
necessarily optimal though.
Not going to go over IVs for the most part here, as that’s the actually
situational stuff that you should be working out on your own.
Standard Mage Deletion Service
Weapon: Felicia’s Plate - Special, Spd+, or Res+ Refine//Kagami Mochi+ -
Res+ or Spd+ Refine
Special: Glacies//Aether
A: Fury//Distant Defense//ATK-RES Bond//ATK-SPD Bond
B: Quick Riposte//Guard//Desperation//Cancel Affinity//Dull Ranged
C: Flexible//Atk Ploy
S: Distant Defense//Ploy Skill of Choice//Quick Riposte//Forretress Res
Notes:
- Fairly easy to set up and effective for taking out opposing mages. As
long as Felicia doubles, she can delete a mage back with Glacies.
Raventomes can occasionally survive.
- Better for a run in Standard Arena, where there isn’t as much
competition for the DD3 seal.
- QR guarantees doubles against speedier mages, but run Guard if
you really hate Reinhardt. Desperation is if you want to convert to
offense after dropping to low health.
- Kagami Mochi is more of a style pick. 3 charge Glacies means that
you are guaranteed one vs. Reinhardt or fully charging one up
against a more standard mage if you double.
- Aether is for maximizing arena score or staying healthy vs multiple
mages.
Standard Mage Deletion Service - AA Edition
Weapon: Felicia’s Plate - Special, Spd+, or Res+ Refine//Kagami Mochi+ -
Res+ or Spd+ Refine
Special: Glacies
A: Fury//Res+3//Distant Defense//ATK-RES Bond//ATK-SPD Bond
B: Guard//Quick Riposte//Cancel Affinity//Dull Ranged
C: Flexible//Atk Ploy
S: Quick Riposte//Fortress Res
Notes:
- Very similar to the above, but slightly better for arena assault, as
someone else may be carrying the QR or DD3 seals in this mode.
- Quick and dirty magekiller that relies more off a Glacies proc.
Sweep Debuff Support
Weapon: Smoke Dagger+ - Atk+, Spd+ or Res+ Refine//Rogue Dagger - Atk+,
Spd+ or Res+ Refine//Felicia’s Plate - Special, Atk+, Spd+, or Res+ Refine
Special: Glacies//Iceberg
A: Close Counter//Fury//Life and Death//Swift Sparrow//ATK/SPD
Bond//SPD/RES Bond
B: Windsweep//Watersweep
C: Flexible//Savage Blow//Defense Ploy//Atk Smoke//Spd Smoke
S: Flexible
Notes:
- Very good for debuffs + restanking.
- Smoke Skills are literally pointless with Smoke Dagger, so if you’re
using that, don’t bother.
- Felicia is fast enough to not need Phantom Speed in most cases.
- Seal Slot can be any of the viable ones for Felicia, since she can still
do some EP magekilling off her statline.
- Atk+ Refine is viable here because you’re often getting off only one
hit on enemies because of the nature of sweep skills, and some
people might want to maximize the damage they do in that one hit.
Not completely recommended though, but it’s a thing.
Hyper Offense
Weapon: Felicia’s Plate - Special, Atk+, Spd+, or Res+ Refine//Kagami
Mochi+ - Atk+, Res+ or Spd+ Refine//Poison Dagger+//Lethal Carrot+ - Atk+,
Res+, Spd+ Refine
Recommended IVs: +ATK or +SPD
Special: Glacies//Iceberg//Moonbow//Glimmer
A: Life and Death//Fury//Death Blow//Swift Sparrow
B: Desperation//Cancel Affinity//Wings of Mercy//Escape Route
C: Felxible//Any Ploy
S: Atk+3//Spd+3//Fortress Res//Atk Ploy
Notes:
- Works the best with the plate’s targeting of the lower defense.
- Atk Ploy and Fortress Res can offset the loss of RES from Life and
Death.
AoE + Vantage
Weapon: Felicia’s Plate - Special, Res+, or Spd+ Refine
Special: Growing Wind//AoE skill of choice
A: Fury//Life and Death//ATK-RES Bond//Distant Defense//Close Counter
B: Vantage
C: Flexible//Savage Blow
S: Flexible//Savage Blow
Notes:
- I didn't come up with this. Check out this video for a demonstration.
- Focuses on spreading out chip damage via AoE and Savage Blow,
then vantaging through.
+ATK Instaproc Glimmer
Recommended IVs: +ATK
Weapon: Felicia’s Plate - Special Refine
A: Fury//ATK-RES Bond//Mirror Stance//Life and Death
B: Flexible//Vantage//Guard
C: Defense Ploy//Res Ploy//Flexible
S: ATK+3//Quick Riposte//Distant Defense
Notes:
- With Special Refine, Glimmer becomes fully charged after taking a hit
from a mage, and Felicia can possibly OHKO back with a Glimmer. If
she 2HKOs, then she can Vantage the next guy.
- More of a fun sort of build, but it’s still fairly practical. It’s great if you
can’t make room for QR or speed buffs to get her to double.
TT/CC Cleric
Weapon: Dancer’s Fan+ - Any Refine//Flexible
Special: Flexible
A: Fury//Flexible
B: Renewal
C: Breath of Life
S: Breath of Life
Notes:
- If you loved Felicia enough to sack your PA!Olivia for her, this is a
nice build to use in TT/CC as a battle-medic type thing.
- Renewal keeps Felicia alive, since you’re probably not running
another healer with this.
- Double Breath of Life is a staple, and she already comes with Breath
of Life on the C slot.
- Any dagger can run this.
Felicia True Solo Build
IVs: +DEF -HP
Weapon: Felicia’s Plate - Any Refine//Flexible
Special: Aether//Flexible
A: Close Counter//Flexible
B: Renewal//Vantage
C: Atk Ploy//Atk Smoke//Spd Smoke
S: Close Defense//Flexible
Notes:
- I generally use this for my Felicia true solos.
- +10 Summoner Support.
Mulagir Lyn Benchmarks
All calculations are done assuming a neutral, unmerged Felicia without
summoner support. Add or subtract 3 defense as needed depending on
what IVs you take. I recommend you do your own calculations if you’re
looking to use Felicia as a Lyn check/counter. Lyns also don’t seem to
often run the ATK+ seal, so for simplicity and time’s sake, I’m also excluding
that.
Note that things like debuffs aren’t put into consideration yet, so use
those to help you reach those points.
Vs. +ATK Basekit Mulagir with Hone Cavalry
Felicia needs at least 27 defense to survive a shot from this.
Vs. +ATK DB3 Mulagir with Hone Cavalry
Felicia needs at least 29 defense to survive a shot from this.
Not the hardest thing to muster up the defenses for this, considering that
a DD3 seal + Defense buff is +10 Defense already. You definitely have to dig
a bit deeper if you don’t want to take a large amount of damage with it too
though.
My +DEF -HP Felicia
This is my Felicia. And the only reason I initially did this nature was
because this one was the first one I’ve gotten that I’ve decided to stick with
no matter what.
Originally that IV was pretty useless, and all it served to do was take away
from her mage killing ability by taking some HP (though she’s still an
absolutely amazing magekiller). But the Lyn apocalypse and the
Summoner Support system made me reconsider.
Assuming the same amount of merges on both sides, a +DEF -HP Felicia
with at least a Summoner Support, a +4 defense buff, Fury, and DD3 Seal
can take on a horse buffed Brave Bow Lyn fairly reliably given that they
don’t carry QP Moonbow.
The amount of defense for mine we’re talking here is 25 base at +10,
summoner support bumping it up to 27, Fury takes it to 30, Fortify Defense
takes it to 34, DD3 seal takes it to 40, and Lancina’s Ally Support takes it to
41-42 defense, which is just good for taking on bows in general.
I now have a refined Marth with double Drive Defense as well. So she’s
breaking 50+ defense now and she’s making everything go 0x2.
So yeah, that’s the woke path of the +DEF -HP Felicia if you’re feeling spicy.
That’s the end of the guide. This ended up being much, much longer than
I expected. Hopefully it’s helpful!
Feel free to contact me on reddit through /u/marteen_ if you have a
question or wanna say a thing.
I also make videos sometimes. A lot of them have my Felicia doing some
crazy stuff and true solos if you're interested.