Table of Contents

Tier Rating

Analysis by Lunare
Brave Celica - Warrior Priestess

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 38
ATK 33
SPD 39
DEF 29
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 6 10 6 6
Middle 16 7 11 7 7
High 17 8 12 8 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 30 36 25 21
Middle 38 33 39 29 24
High 41 36 42 32 27

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

Boons

  • +ATK: Celica’s benefits greatly from an Attack boon, as the extra damage complements her ability to guarantee follow up attacks with Double Lion. This makes an Attack boon her best choice, as she desperately wants to improve upon her base value of 33.

  • +SPD: With 39 base Speed, Celica isn't in great need of +SPD boon, as Double Lion will already ensure that Celica can make follow up attacks. With that said, a Speed boon can safeguard Celica from follow up attacks from exceptionally fast heroes like Ayra and Karla.

Neutral

  • HP/DEF: While Celica’s defenses aren’t as important as her offensive stats, her physical bulk is a worth preserving when possible due to the prevalence of physical melee threats over magical melee threats. HP and Def are also poor choices for banes as both are superbanes (-4 to the stat).

Banes

  • -RES: Celica’s Resistance is ultimately her least useful stat as she will primarily fight physical melee threats. However, a -RES bane isn’t significantly better than a -HP or -DEF.

Skill Sets

Mila's Might (Offensive Nuke)

Recommended
Royal Sword A Death Blow 4
Reposition B Double Lion
Draconic Aura
Alternate: Galeforce
C Odd Atk Wave 3
Alternate: Atk Tactic 3
SP1,485SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -RES
  • Weapon: Royal Sword
  • Assist: Reposition
  • Special: Draconic Aura / Galeforce / Moonbow / Aether
  • Passive A: Death Blow
  • Passive B: Double Lion
  • Passive C: Odd Atk Wave / Atk Tactic / Flexible
  • Sacred Seal: Quickened Pulse / Attack +3

As is typical for most Choose Your Legends heroes, Celica comes with a fantastic base kit. It’s perfectly functional straight out of the box aside from needing an Assist. However, a few things can be changed to squeeze out a bit more efficiency.

Royal Sword combos exceptionally well with Death Blow and Double Lion allowing Celica to unleash a devastating offense when initiating combat (very similarly to Alm with his refined Falchion). The increased Special charge gained from Royal Sword allows Celica to very quickly charge and activate her Special. Pairing this with the Quickened Pulse seal allows Celica to instantly activate Draconic Aura assuming that she’s within range of an ally. If the enemy survives this and is able to counter, then Celica can potentially strike twice again (activating Draconic Aura again). The Quickened Pulse Seal can be swapped for another Seal like Attack +3 if Celica can get either Infantry Pulse or Ostia’s Pulse support from her allies. Alternatively, Celica can use Moonbow instead of Draconic Aura to remove her reliance on the Quickened Pulse seal (or Infantry Pulse/Ostia’s Pulse support); while this results in less damage, it does allow her to be a bit more consistent while also freeing up her seal.

Celica’s base Galeforce can be utilized alongside the Quickened Pulse Seal (or Infantry Pulse/Ostia’s Pulse support) to allow her to have a guaranteed second turn; however, lacking a damage Special like Draconic Aura or Moonbow will result in her securing less matchups. One of the major issues that Celica faces is that Double Lion requires 100% HP while inflicting post-combat recoil damage. Celica lacks built-in sustain unlike Alm whose Falchion has Renewal built-in. To alleviate this, Celica can run a healing Special like Aether, but this is still not particularly effective given that the recoil damage takes place after combat; this means that Celica will have to go through at least one combat without the Double Lion effect active. It’s far more efficient to simply have access to some form of healing on Celica’s team.

Odd Atk Wave works particularly well due to Double Lion guaranteeing Celica’s ability to double; combined with Death Blow 4, Celica can have a potential +14 to Attack on initiation. However, Odd Atk Wave isn’t strictly necessary (particularly if Celica has access to team support in the form of buffs), and can be replaced as needed to suit the team.

Celica’s Gale (Offensive Nuke)

Recommended
Firesweep Sword+ A Death Blow 4
Reposition B Double Lion
Moonbow
Alternate: Galeforce
C Even Spd Wave 3
Alternate: Odd Atk Wave 3
SP1,935SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV:+ATK or +SPD / -RES
  • Weapon: Firesweep Sword+ / Wo Dao+ (+Spd)
  • Assist: Reposition
  • Special: Moonbow / Galeforce
  • Passive A: Death Blow
  • Passive B: Double Lion
  • Passive C: Even Spd Wave / Odd Atk Wave / Flexible
  • Sacred Seal: Heavy Blade / Flashing Blade / Quickened Pulse

One of the major advantages of Double Lion being tied to Celica’s B skill rather than the Royal Sword is that she can effectively quad strike with any weapon of her choice; this means that she can uniquely utilize a Firesweep Sword and quad strike with it for devastatingly effective offensive power. As with any of Celica’s builds that utilize Double Lion, it works best when paired with a healer on Celica’s team to help maintain Double Lion’s uptime.

Combining the Heavy/Flashing Blade Seal with Firesweep Sword allows Celica to activate Moonbow on her second attack; with Double Lion, Celica can activate Moonbow twice during her four attacks. Alternatively, Celica can very quickly charge up Galeforce with either Heavy/Flashing Blade, but runs the risk of not being able to fully charge it if she KO’s her opponent in only two hits. The only way around this is to have Infantry Pulse or Ostia’s Pulse support.

An alternative to the Firesweep Sword+ would be a Wo Dao+. This has the added benefit of providing some extra Speed through the weapon refinery, though Celica will no longer nullify enemy retaliations. With that said, the extra Special damage that Wo Dao+ offers can potentially grant Celica the extra power to punch through bulky heroes that she'd normally struggle against, including Hector: Brave Warrior and Effie. Quickened Pulse and Moonbow are essential for this, offering immense power from the first initiation.

Alm-orsmasher (Anti-Armor)

Armorsmasher+ (+Atk) A Death Blow 4
Reposition B Double Lion
Galeforce
Alternate: Moonbow
C Odd Atk Wave 3
Alternate: Atk Tactic 3
SP1,685SFlashing Blade 3

Show Explanation/Analysis
  • Preferred IV:+ATK / -RES
  • Weapon: Armorsmasher+ (+Atk)
  • Assist: Reposition
  • Special: Moonbow / Galeforce
  • Passive A: Death Blow
  • Passive B: Double Lion
  • Passive C: Odd Atk Wave / Flexible
  • Sacred Seal: Flashing Blade / Heavy Blade / Quickened Pulse

For players looking to use Celica: Warrior Priestess at the top level of Arena, an Armorsmasher+ can be a great investment to counter the most common class you'll encounter. +ATK is the recommended boon without question, as few armored heroes will manage to avoid Celica's four attacks. Nonetheless, offense is the best defense in this case: Celica will want to maximise her attack in order to KO enemy armored heroes within two blows, otherwise she risks a retaliation.

Moonbow is a straight-forward Special that can ensure some of the bulkier blue heroes still fall to Celica's attacks, though Galeforce is a tempting alternative. Given Celica's immense KO potential against armored heroes, and their tendency to appear alongside other armored heroes to utilise skills like Armor March and Ward Armor, Galeforce can enable Celica to tear through enemy teams within a single turn. Flashing Blade makes this even easier thanks to their typically low Speed, with a few exceptions.

Though Celica can almost singlehandedly destroy armored teams with this build, it's not perfect by any means. Double Lion is still a problem, as Celica will be reliant on support to keep the powerful effect active. Without it, she risks taking heavy damage against armored heroes that she fails to defeat in a single blow, which can spell defeat. Additionally, Celica will find herself far weaker than usual if she doesn't have any armored opponents to face. Against dragon heroes or other classes, Celica will struggle more considerably than she would with a more flexible offensive build.

Introduction

As one of the winners of Choose Your Legends 2, Brave Celica does not disappoint. She appears with two noteworthy unique skills: the Royal Sword and Double Lion, in addition to Death Blow 4. This triad of skills cements Brave Celica’s role as an overwhelmingly powerful Player Phase unit. Double Lion is the greatest asset here, as it grants a guaranteed follow-up attack before the enemy can react. This synergies exceptionally well with the Royal Sword, which grants additional Special charge, but it can also be used with other weapons like a Firesweep Sword, making it an incredibly versatile skill.

With that said, Brave Celica’s major drawback is that she lacks innate sustain. While Alm is a great user of Double Lion thanks to Falchion’s passive healing effect, Celica does not share this advantage. She can alleviate this by running a healing Special such as Aether, but she will still be forced into at least one combat without Double Lion active. This is best handled by matching her with a healer in her team to keep her at 100% HP, or through clever use of the Breath of Life seal.

Overall, Brave Celica is a monstrously powerful Player Phase unit that can utterly devastate her opponents. With Double Lion granting exceptional means of initiation, Celica has no need to worry about retaliation and can crush any dastard in her way. Her Enemy Phase prowess doesn’t necessarily suffer for it, either, thanks to her stellar base 39 Speed, so she will be a great addition to any team as a major source of damage.

“I had a dream. A dream where something terrible happened to you. So I decided to petition Mila for the strength to protect you.”

Celica - Fire Emblem Echoes: Shadows of Valentia

Strengths

Double Lion

Celica’s unique skill allows her to massively increase her offensive potential by attacking twice. Double Lion being a skill also allows Celica to utilize any weapon of her choice, allowing her to uniquely quad strike with any weapon (instead of being limited to Brave weapons). Most importantly, the follow-up attack from Double Lion occurs instantly, allowing Celica to protect herself from any retaliation if she defeats her foe with two attacks.

Royal Sword

While the Speed +3 effect is great, the real perk of using the Royal Sword is the increased Special charge; it is far more reliable than skills such as Heavy Blade and Flashing Blade due to not relying on a stat comparison to function. Increased Special charge from this weapon allows Celica to deal short-cooldown Specials in a single round, or charge powerful long-cooldown Specials like Aether more quickly.

Strong Offenses

With 33/39 Attack and Speed, Celica can easily stand with the strongest of the offensive sword infantry. While she could potentially utilize the same builds as them, her unique access to Double Lion clearly sets her apart. Her Attack is essential for improving her Player Phase capability, whereas her Speed grants decent protection from follow-up attacks during the Enemy Phase if Celica finds herself unable to avoid an attack.

Weaknesses

No Sustain

Unlike Alm, Celica doesn’t have access to Falchion’s Renewal effect to offset the recoil damage from Double Lion; this means that without team support or a healing Special, she cannot maintain Double Lion's effect.

Reliant on Team Support

Aside from healing, Celica still needs assistance from her team; while her offensive capabilities are devastating, she is comparatively weaker on Enemy Phase and will struggle to handle enemies without her team supporting her via buffs or movement Assists. Her high Speed protects Brave Celica from many follow-up attacks, but she still remains vulnerable.

Team Options

  • Healers: If Celica intends to capitalise on Double Lion, a teammate with the ability to heal is almost essential. This could be a dedicated staff healer, of any hero with the Breath of Life skill: because Celica only takes 1 damage in recoil, Breath of Life 1 is enough to put Celica back up to full HP. Other teammates can fulfil this role if they opt for the Ardent Sacrifice or Reciprocal Aid assist skills, but a dedicated staff healer will provide the best support.

  • Buffers: Celica’s strong combat performance is greatly enhanced with buff support from allies like Delthea, Brave Lucina, and Marth. Any other ally with the Atk Tactics skill can be a great partner too, as a +6 to Attack grants Celica a great improvement to her offenses.

  • Debuffers: Debilitating enemies enhances Celica’s combat performance similarly to directly buffing her, making units like Lute, Saias, Katarina, and Soren good teammates.

  • Refreshers: As a Player Phase unit, Celica massively benefits from Refresher support, whether it’s attacking more enemies or moving to a better position. Good examples include Bridal Ninian, New Year Azura, Performing Azura, and Olivia (YT), who are all particularly good due to being able to provide Guidance support and/or buff while Singing/Dancing. Green dancers can also check blue opponents for Celica.

  • Strong Greens: Celica will struggle against strong blue units, particularly ones with good physical bulk, making strong green allies like Myrrh, Fallen Robin (M), and Legendary Hector great choices.

Counters

  • Strong Blues: Celica can get shut down by blue units with either strong physical bulk or strong offensive potential such as Effie, Reinhardt, Lukas, and Ishtar.

  • Debuffers: Celica’s relatively low Resistance makes her an easy target for dedicated Ploy debuffers like Katarina, Lute, Saias, and Arvis.

    • Panic Ploy: Celica also has low HP, making her vulnerable to getting hit by Panic Ploy from units like Zelgius, Nowi, Fae, and Sheena.

  • Guard: A significant chunk of Celica’s damage comes from Specials, so bulky units with Guard (or Special Fighter) like Shiro, Gwendolyn, Zelgius, and Brave Hector can stop her in her tracks.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Royal SwordGrants Spd+3. If unit is within 2 spaces of an ally, grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
AstraBoosts damage dealt by 150%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 4
GaleforceIf unit initiates combat, grants unit another action after combat. (Once per turn.)
Unlocks at 5 ★
Inheritable by Sword, Lance, and Axe users only.
500 5

Passive Skills

Passive Skills SP Slot
Death Blow 1Grants Atk+2 if unit initiates combat.
Non-inheritable by Staff-wielding units.
50
A
Death Blow 2Grants Atk+4 if unit initiates combat.
Non-inheritable by Staff-wielding units.
100
A
Death Blow 3Grants Atk+6 if unit initiates combat.
Non-inheritable by Staff-wielding units.
200
A
Death Blow 4If unit initiates combat, grants Atk +8 during combat.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
300
A
Double LionIf unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.)
Unlocks at 5 ★
Non-Inheritable skill.
300
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.
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.
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.
Unlocks at 5 ★
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem Echoes

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