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Brave Camilla

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Table of Contents

Tier Rating

Analysis by Cecil
Brave Camilla - Light of Nohr

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
155
HP 39
ATK 33
SPD 37
DEF 21
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 8 3 5
Middle 17 9 9 4 6
High 18 10 10 5 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 30 34 18 22
Middle 39 33 37 21 25
High 42 36 40 24 29

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Assets

  • +ATK: Camilla’s recommended asset, increasing her damage and healing.

  • +SPD: Speed helps Camilla offensively, allowing her to get more follow-ups attacks. She is already quite fast, and will double most units right out of the gate without additional investment.

Neutral

  • RES: Camilla’s Resistance is not high enough to tank hits from buffed mages. Notably, she gains four from an asset, making it the best asset choice after Attack and Speed.

Flaws

  • -HP: Defensive stats aren’t recommended on Camilla, who is designed to use a hit and run strategy. HP is reduced by four on a flaw, but it still remains one of her better choices for a flaw.

  • -DEF: At base 21, Camilla isn’t going to tank physical damage anytime soon. Thanks to her Sanngriðr, she does not fear counterattacks from most enemies. Defense is her best flaw.

Skill Sets

Salt Drinker (Offensive)

Recommended
Sanngriðr
Alternate: Dazzling Pain+
A Atk/Spd Push 4
Restore+
Alternate: Physic+
B Wrathful Staff 3
Windfire Balm+
Alternate: Fireflood Balm+
C Savage Blow 3
SP1590SSavage Blow 3
Alternate: Drive Atk 2

Show Explanation/Analysis

Preferred Asset/Flaw: +ATK / -DEF

  • Nothing special here, Brave Camilla should maximise her damage at the cost of her Defense.

Weapon: Sanngriðr / Dazzling Pain+

  • Brave Camilla’s best choice, it functions like a better Gravity+ giving her a nice boost to her offensive stats.

  • Dazzling Pain is a nice secondary option that trades the Gravity effect and some direct damage for more fixed, nonlethal damage.

Assist: Restore+ / Physic+

  • Restore is great for Aether Raids Offense, allowing Brave Camilla to reverse debuffs on key units when attacking.

  • Physic is a good general choice due to the extra range it allows for.

Special: Windfire Balm+ / Fireflood Balm+

  • Any Balm+ skill will do, but Windfire is preferred since it boosts Attack and Speed.

  • This will likely come down to personal preference.

Passive A: Atk/Spd Push

  • Staff users don’t have access to many stat-boosting skills, so this is as good as it gets for her A slot skill.

  • Brave Camilla already comes with it, which makes building her rather cheap.

Passive B: Wrathful Staff

  • Wrathful Staff gives Brave Camilla the damage of a regular weapon, and is highly recommended to take full advantage of her solid Attack.

Passive C: Savage Blow

  • Savage Blow lets Brave Camilla inflict deadly non-lethal damage to foes around her initial target.

Seal: Savage Blow / Drive Atk

  • Savage Blow is again one of Brave Camilla’s prime options.

Nohr more Camillas (Supportive)

Sanngriðr A Atk/Spd Push 4
Alternate: Attack +3
Restore+
Alternate: Physic+
B Wings of Mercy 3
Alternate: Chill Spd 3
Windfire Balm+
Alternate: Fireflood Balm+
C Drive Atk 2
Alternate: Atk Tactic 3
SP1770SDrive Atk 2
Alternate: Def Tactic 3

Show Explanation/Analysis

Preferred Asset/Flaw: +ATK / -DEF

  • Attack is the most important stat for healing, so it needs to be maximised.

Weapon: Sanngriðr

  • Brave Camilla’s best choice, it functions like a better Gravity+ giving her a nice boost to her offensive stats.

Assist: Restore+ / Physic+

  • Restore is great for Aether Raids Offense, allowing Brave Camilla to reverse debuffs on key units when attacking.

  • Physic is a good general choice due to the extra range it allows for, but it has poor synergy with Wings of Mercy, as it makes Brave Camilla unable to heal units she warps to.

Special: Windfire Balm+ / Fireflood Balm+

  • Any Balm+ skill will do, but Windfire is preferred since it boosts Attack and Speed.

  • This will likely come down to personal preference.

Passive A: Atk/Spd Push / Attack +3

  • Staff users don’t have access to many stat-boosting skills, so this is as good as it gets for her A slot skill.

  • Attack +3 is a good secondary choice, it will increase her healing, but significantly lower her Speed and Attack.

Passive B: Wings of Mercy / Chill Spd

  • Wings of Mercy is good for support, but can also be used offensively. It does not synergise well with Physic+, however.

  • Chill Spd (or any Chill skill) is a good secondary choice if Brave Camilla does not plan to directly attack.

Passive C: Drive Atk / Atk Tactic

  • The C slot skill is largely up to personal preference, but intangible buffs such as Drive Atk are preferred for Aether Raids.

  • Atk Tactic is a good backup since it comes for free on Brave Camilla.

Seal: Drive Atk / Def Tactic / Chill Atk / Live to Serve

  • Drive Atk is a good general choice for team support.

  • A Tactic skill is a good choice, especially if running Atk Tactic in Camilla’s C slot.

  • Chill Atk is also a solid choice, aiding in team survivability.

  • Live to Serve is useful in autobattle modes such as Tempest Trials, or if Brave Camilla is expected to take some damage while performing her healing duty.

Introduction

As the second place female winner of Choose Your Legends 3, Camilla (literally) flies into Fire Emblem Heroes for the seventh time! Brave Camilla is a staff flier with exceptional offenses (particularly Speed) who serves as a fantastic hit and run attacker with her personal weapon, Sanngriðr.

Brave Camilla is the fourth staff flier to be released, but has the best offensive stats of the lot, largely thanks to Sanngriðr. She has low Defense and Resistance, but this is of little concern, as Sanngriðr has the effects of Dazzling Staff, which prevents enemies from counterattacking (under normal conditions).

She is an excellent pick for the free unit, having amazing utility through her mobility, healing and chip damage. Although she’s arguably outclassed by Brave Veronica in some ways, Brave Camilla remains a useful tool in Aether Raids by merit of being a staff flier.

Strengths

High offensive stats.

Brave Camilla has base 33 Attack and 37 Speed, great offensive stats considering her status as a staff user. These are boosted further by Sanngriðr to 36/40, without factoring in an asset. Camilla is quick, but does not need to rely on her Speed, as effects from Sanngriðr and skills such as Savage Blow will trigger so long as she hits once.

Incredible hit and run potential.

Brave Camilla is one of a few staff fliers, who are praised for their unfettered movement ability. Brave Camilla goes where she pleases, and attacks who she wants. Because her Sanngriðr prevents counterattacks, Brave Camilla is very good at weakening foes for allies to finish off. Her ability to stand on mountain and water tiles means she can almost always be repositioned to safety after attacking.

Versatile, with many strengths.

Healing is a staff user’s traditional role, but Brave Camilla does such a good job of attacking that it often gets overlooked. Brave Camilla can be a useful healer due to her superior movement and synergy with skills such as Wings of Mercy or Flier Guidance. She is very likely to be able to reach targets in need of healing.

Weaknesses

Defensively poor.

Brave Camilla’s base 21 Defense and 25 Resistance are far below average, and mean she is prone to taking heavy damage when attacked. This is only a minor weakness, as Brave Camilla has all the tools she needs to escape taking damage in most situations. She is very weak to archers, since they deal effective damage to her as a flier.

Can be caught out by Null C-Disrupt.

Is it rare for a single skill to be listed as a counter, but in this case it is well warranted. Units possessing this skill will be able to counterattack despite the effects of Sanngriðr. This strips away a lot of her safety, so care must be taken to avoid units with Null C-Disrupt.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
SanngriðrFoe cannot counterattack. If unit initiates combat, grants Atk/Spd+3 during combat. After combat, if unit attacked, inflicts [Gravity] on target and foes withing 1 space of target. [Gravity] Restrics target's movement to 1 space through its next action
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
HealRestores 5 HP.
Learns by default at 1 ★
1 50
ReconcileRestores 7 HP each to target and this unit.
Learns by default at 3 ★
1 100
RestoreRestores 8 HP. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action.
Learns by default at 4 ★
1 200
Restore+Restores HP = 50% of Atk. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action.
Learns by default at 5 ★
1 300

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Push 2At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Push 3At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Push 4At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.
Inheritable by all units.
Unlocks at 5 ★
300
A
Wrathful Staff 1If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons.
Restricted to units that use a Staff.
Unlocks at 3 ★
60
B
Wrathful Staff 2If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons.
Restricted to units that use a Staff.
Unlocks at 4 ★
120
B
Wrathful Staff 3Damage from unit's staff will be calculated the same as other weapons.
Restricted to units that use a Staff.
Unlocks at 5 ★
240
B
Atk Tactic 1At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 1 ★
60
C
Atk Tactic 2At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 2 ★
120
C
Atk Tactic 3At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Fates

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