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Tier Rating

Analysis by raelet
Aversa - Dark One

Hero Stats

Max Avg Total Stats at Lvl 40
150
HP 42
ATK 33
SPD 34
DEF 17
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 18 7 8 4 7
High

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 42 33 34 17 24
High

This unit has no access to IVs.

Skill Sets

The Grimleal's Curse (Bladetome)

Recommended
Rauðrblade+ A Swift Sparrow 2
Alternate: Life and Death 3
Reposition B Desperation 3
Alternate: Atk/Def Link 3
Glimmer
Alternate: Moonbow
C Even Spd Wave 3
Alternate: Odd Res Wave 3
SP1,995SSpeed +3

Show Explanation/Analysis
  • Preferred IV: N/A
  • Weapon: Rauðrblade+
  • Assist: Reposition
  • Special: Glimmer / Moonbow
  • Passive A: Swift Sparrow / Life and Death / Fury / Death Blow
  • Passive B: Desperation / Chill Spd / Atk/Def Link
  • Passive C: Even Spd Wave / Odd Res Wave / Goad Fliers
  • Sacred Seal: Spd +3 / Atk + 3

Someday, Intelligent Systems will introduce some kind of competition to the damage that emblem mages can do with bladetomes. Until that day happens, we have another emblem mage who foregoes her prf tome for a bladetome in her optimal build.

Aversa has remarkably decent stats for being a free unit, despite the fact that she's the first free flier mage in the game. With 33 Attack and 34 Speed, she outshines a neutral Halloween Nowi and can surpass a Summer Tana with poor IVs. This makes her a blessing for f2p players, as Aversa's power is remarkably similar to both of the 5 star exclusive seasonal red fliers currently available in the game.

As far as the actual build is concerned- it's fairly straightforward. Since Bladetomes allow the user to add all points of visible buffs to their Attack stat when in combat, the aim with Aversa is to give her as many buffs as possible. These buffs can be supplied by her team with Hone and Fortify Fliers, but she can also utilize newer skills to buff herself with minimal help from her teammates.

Swift Sparrow in her A slot is the best of both worlds, granting Aversa an additional +4/+4 to Attack and Speed. If unavailable, you can choose to give her Life and Death instead, which grants +5/+5, but at the expense of her Defense and Resistance. Fury and Death Blow are slightly more budget options which will still benefit her offensively, though not as much as the first two skills. Note here that Fury and Desperation have excellent synergy, as Aversa can utilize the recoil from Fury to enter into the  HP threshold for Desperation.

Speaking of which, Desperation is a fairly common skill to see on blade mages, as they can use it to attack twice without being countered, as long as they are under the HP threshold. For a high HP mage like Aversa, this is a little trickier, but ultimately Aversa's high HP works well for her by giving her the bulk needed to survive a retaliatory hit which would simultaneously knock her into Desperation range. Alternatively, Aversa can use Chill Spd to try and ensure that she doubles in the first place. With her being unable to get a boon, 34 Speed is not generally high enough to double most of the speedy metagame, and if she can't double in the first place, then Desperation is pointless.

Finally, we have Atk/Def Link, which is a very useful option for Blade mages as it allows a teammate to give Aversa a double +6/+6 buff simply by using a movement Assist skill on her. This synergizes well with Even Spd Wave or Odd Res Wave, as Aversa can get three +6 buffs without her allies having any sort of buffing skill at all- useful if you’re running her in mixed teams, or if your allies need to utilize their C slots for something other than buffs.

Even Spd Wave is ideal in her C slot, as it is the most important buff she can utilize, and so having it active for a guaranteed 50% of the time is useful if you don’t have an ally around who can buff or Reposition her.

Glimmer is a given for her Special, since the Bladetome increases her Special cooldown- Glimmer is chosen over Moonbow due to its increased damage when Aversa is fully buffed, as well as the fact that Moonbow will proc off of her opponent’s generally-lower Resistance.

Grima's Blessing (Aversa's Night)

Aversa's Night A HP/Spd 2
Alternate: Swift Sparrow 2
Reposition B Renewal 3
Alternate: Wings of Mercy 3
Iceberg
Alternate: Blue Flame
C Savage Blow 3
Alternate: Odd Res Wave 3
SP1,385SHP/Res 2

Show Explanation/Analysis
  • Preferred IV: N/A
  • Weapon: Aversa’s Night
  • Assist: Reposition
  • Special: Iceberg / Blue Flame / Noontime / Glimmer
  • Passive A: HP/Spd 2 / Swift Sparrow / Wind Boost
  • Passive B: Renewal / Wings of Mercy / Swordbreaker
  • Passive C: Savage Blow / Odd Res Wave
  • Sacred Seal: Hp/Res 2 / Savage Blow / Spd Ploy

Aversa’s Night is certainly unique, with an ability to hit every enemy on the field with an all stat down -3 and Panic Ploy, regardless of their position to her, as long as they are adjascent to an ally and she has 3 more HP than them. With Aversa’s high HP stat, her tome’s effect can proc on the majority of the threats you may find in the Arena or in intermediate PvE content. This build seeks to utilize her tome to its full effectiveness by increasing her HP stat when possible and keeping her HP high.

24 Res may not seem like much to use Iceberg as a Special, but her native tome adds +3 to this number, and additional stats (such as HP/Res2 from her Seal slot or Odd Res Wave in her C slot) can increase it even further until it easily hits over 30, making Iceberg do 15+ damage.  If using her as a more supportive unit with a Wings of Mercy build, you may consider using Blue Flame as her Special instead, as she will do 25 flat damage upon teleporting next to an ally. Glimmer is a typical low charge Special, but Noontime will help Aversa to keep her HP high while trading blows with her opponents.

In her A slot, her native HP/Spd is actually perfect for her, as it boosts her HP to 46 and her Speed to 36, activating her tome on any unit with 43 HP or below. Of course, there are other options here- Swift Sparrow makes Aversa more of a combat-oriented unit, while Boost skills are interesting options which have the same HP threshold as Aversa’s Night and increases any chosen stat by 6 in both phases.

B slot gives us Renewal in order to maintain her high HP, by healing off 10 combat damage every other turn and maintaining the effect of her native tome. Wings of Mercy is another alternative that allows her to support her lower-HP allies on the battlefield, while Swordbreaker simply allows Aversa to double the faster units in the game without relying on a Speed check.

In her C slot, her native Odd Res Wave is effective, particularly if she’s going to be carrying any Ploy skills or using Iceberg as her Special. However, Savage Blow also has an interesting synergy with her tome in that it does chip damage to opponents in an AoE, effectively lowering their HP to make them even more vulnerable to the effects of her tome. This can be stacked with Savage Blow in her Seal slot as well, or she can take HP/Res 2 in order to further buff her HP- if Hp/Spd is in her A slot and HP/Res is in her seal slot, then she hits a neutral HP stat of 50, which is enough to hit units like Legendary Hector, Halloween Myrrh, Legendary Tiki, and Amelia with her Panic Debuff effect.

Introduction

Aversa finally arrives 20 months into the lifespan of Fire Emblem Heroes, making her one of the most long-awaited and highly-anticipated units to be released thusfar. As a Grand Hero Battle unit, Aversa is the first free flier mage in the game, and her stats are thankfully comparable with those who came before her.

With an offensive stat spread of 33 Atk/34 Spd, Aversa isn’t setting any Speed or damage records, but it does allow her to keep up the pace with her rivals, Summer Tana and Halloween Nowi, who have 33/36 and 34/32, respectively. Defensively, Aversa is a little lacking, with only 17 Defense and 24 Resistance- however, what she loses here, she makes up for in her HP bulk of 42, some of the highest HP of all mages in the game.

This synergizes well with her prf tome, the Aversa’s Night, which debuffs all enemies on the field with -3 to all stats and the Panic status effect, so long as they are adjacent to an ally and have 3 less HP than her. With this tome, she can debuff an opponent for as much as -9 to any stat, giving her an extremely powerful weapon for team support.

All in all, Aversa is definitely a strong addition to anyone’s barracks and should be a shoe-in candidate for a promotion to 5 stars, regardless of who else you may have.

Strengths

Good Attack and Speed

Aversa’s Attack and Speed are comparable to other red flier mages.

She is better than neutral Halloween Nowi at most builds, as her Speed is higher and she’ll be able to double attack more often.

Her prf tome adds 14 extra mt, which gives her an decent 47 Attack after equipping it.

Free Flier Mage

As the first flier mage that all summoners can obtain for free, Aversa opens the door to many different kinds of strategies for f2p players.

She works well with a blade tome, which can add +24 damage when properly buffed.

She could also prove useful in future challenge content.

Aversa’s Night

Due to her unique nature of wanting HP stats, she sets herself apart from most units who prefer to take HP as a bane. This helps her to proc her tome’s special effect against units in Arena and Arena Assault, resulting in easy wins.

While her tome won’t help much in Abyssal difficulty maps where HP stats are inflated, she can mass debuff units in game modes like Grand Conquests, or other challenge maps.

Weaknesses

No Access to IVs

Being stuck at 34 Speed is somewhat painful- she’d love to take a boon in Speed if she could, just to help her keep up with speedier mages

This can be mitigated somewhat with skills and buffs, but her being locked at 34 Speed with a limited number of merges ultimately puts a hard cap on how high her Speed (and therefore her damage potential) can go.

This also means that she can’t take a +HP IV, which could also further help her to activate Aversa’s Night against high HP dragons or armored units.

Reliant On HP and Enemy Positioning

If running Aversa’s Night, she relies on her HP stat to be higher than her opponent’s- if it is not, then she loses a lot of functionality.

Because of this, she loses value when she enters combat and is damaged by her opponent.

Additionally, she relies on enemy team positioning- enemy teammates must be adjacent to one another for her tome to proc its powerful debuffs.

Team Options

Aversa works best on a team that can support her, whether through buffs or positioning, and works particularly well on teams with self sufficient units so she doesn’t have to take much damage

  • Buffing Fliers: Fliers who can buff her, such as Caeda, Hinoka, NY!Azura, or Palla are all friends of hers. Hone and Fortify buffs should be prioritized.
  • Defensive Units: Units that lack Resistance but have excellent defenses such as Leon, NY!Corrin, Hector, and Cherche can all help to absorb opposing arrows that may fly her way.
  • Other Buffers: Aversa can also work as a Guidance unit for Tactics teams, which synergize well with units such as Ephraim, Amelia, L!Tiki, Shiro, and Hector.

Counters

Aversa shares flier weaknesses, as well as a weakness to blues.

  • Archers: Archers can rip through her low defenses easily. Units such as Bridal Cordelia, Brave Lyn, and Halloween Niles all pose a threat to her.
  • Blue Units: L!Tiki and Brave Hector are instant deaths to her with their native DC and armored stats.
  • Physical Reds: Aversa’s low defenses makes her weak to her own color, with units such as WT Reinhardt, Ayra, and Owain posing the ability to take her out.

Weapon Skills

Weapons SP Rng. Mt.
Flux
Red Tome Users Only
50 2 4
Ruin
Learns by default at 3 ★
Red Tome Users Only
100 2 6
Fenrir
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Aversa's NightGrants Res+3. At start of turn, if any foe's HP ≤ unit’s HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-3 on that foe and bonuses on that foe become penalties through its next action.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Speed +1Grants Spd+1
Unlocks at 3 ★
Inheritable by all units.
30
A
HP/Spd 1Grants HP+3, Spd+1.
Unlocks at 4 ★
Inheritable by all units.
100
A
HP/Spd 2Grants HP+4, Spd +2.
Unlocks at 5 ★
Inheritable by all units.
200
A
Odd Res Wave 1At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
60
C
Odd Res Wave 2At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
120
C
Odd Res Wave 3At start of odd-numbers turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Unlocks at 4 ★
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem: Awakening

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