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Felicia - Maid Mayhem 

 
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. 

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