Table of Contents
- Default
- Attack
- Special
- Injured
| Brave Lucina - Brave Princess |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 7 | 9 | 7 | 3 |
| Middle | 17 | 8 | 10 | 8 | 4 |
| High | 18 | 9 | 11 | 9 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 38 | 31 | 33 | 24 | 16 |
| Middle | 41 | 34 | 36 | 27 | 19 |
| High | 44 | 37 | 39 | 31 | 22 |
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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boons
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+SPD: A boon in Speed is a fantastic choice for Lucina, as it boosts both her offensive and defensive capabilities by allowing her to better perform and avoid follow-up attacks.
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+ATK: A boon in Attack is always helpful, as it boosts Lucina’s raw damage in both Player and Enemy Phase.
Neutral
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DEF: Lucina prefers to keep her Defense neutral in order to keep her solid physical bulk of 71 (with Geirskögul equipped) intact. However, raising it is not a bad idea either, as it comes with a superboon.
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HP: Similarly, Lucina prefers to keep her HP neutral in order to keep her overall bulk intact, though a bane may help in the activation of skills such as Wrath.
Banes
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-RES: Resistance is Lucina’s weakest stat and the best bane that she can receive, as dropping it further will hardly affect her overall performance.
Skill Sets
Time Bomb (Defensive/Support)
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Geirskögul | A | Steady Breath Alternate: Fierce Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Guard 3 |
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Ignis Alternate: Aether |
C | Drive Spd 2 |
| SP | 1,485 | S | Close Def 3 |
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Preferred IV: +SPD or +ATK or +DEF / -RES
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Weapon: Geirskögul
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Assist: Reposition
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Special: Ignis / Aether
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Passive A: Steady Breath / Fierce Breath
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Passive B: Quick Riposte / Guard
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Passive C: Drive Spd / Drive Atk / Tactic Skills / Flexible
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Sacred Seal: Close Def / Quick Riposte / Quickened Pulse
This set aims to make Lucina an effective Enemy Phase combatant as well as a fantastic support with her unique weapon, Geirskögul. In addition to Attack and Speed which grant Lucina more damage and the ability to better avoid follow-up attacks respectively, Defense also makes for a suitable choice of boon by making her more resilient to physical attacks as well as adding additional damage into Defense-scaling Specials such as Bonfire and Ignis.
For her Special, Ignis makes for a great choice thanks to Lucina’s solid Defense allowing her to deal consistently high damage upon activation. It also synergizes exceptionally well with Steady Breath by allowing her to potentially activate it every single round of combat as well as adding to its overall damage. Aether also makes for a good choice. While it comes at the cost of 1 additional cooldown and has lower damage potential than Ignis, its healing aspect allows Lucina to be a self-sustaining tank.
Quick Riposte is an essential skill as it guarantees Lucina’s follow-up attack in the Enemy Phase. Alternatively, one can move Quick Riposte to the Sacred Seal slot in favor of running Guard as her B skill. Guard will greatly reduce damage taken from opponents that rely on activating their Special such as Ayra and Zelgius. This also applies to all armored units running Bold Fighter, as their follow-up attacks cannot be avoided if they initiate on Lucina, along with granting them additional Special charge.
Both Drive Spd and Drive Atk pair well with Geirskögul by further boosting the Atk/Spd of all allies within 2 spaces. On a mixed team composition, any Tactic skills such as Attack Tactic also make for great buffing options. Otherwise, the C slot can be replaced as needed to accommodate the team.
Moving on to Sacred Seals, Close Defense is a great choice for this Enemy Phase oriented playstyle, as it will reduce damage taken from all melee opponents when initiated on. If not already being used in the B slot, Quick Riposte seal is pivotal in allowing Lucina to consistently perform follow-up attacks in the Enemy Phase. Last but not least, the Quickened Pulse Sacred Seal makes for a great choice when utilizing Aether by allowing Lucina to activate it during her first round of combat.
Leading the Herd (Offensive/Support)
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Geirskögul | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 Alternate: Desperation 3 |
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Luna Alternate: Moonbow |
C | Drive Spd 2 |
| SP | 1,485 | S | Flashing Blade 3 |
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Preferred IV: +SPD or +ATK / -RES or -HP
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Weapon: Geirskögul
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Assist: Reposition
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Special: Luna / Moonbow
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Passive A: Swift Sparrow / Fury
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Passive B: Desperation / Wrath / Chill Spd / Chill Def
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Passive C: Drive Spd / Tactic Skills / Flexible
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Sacred Seal: Flashing Blade / Drive Atk / Attack +3 / Speed +3
This build is geared more towards combat in the Player Phase while retaining the same value of support. As such, Lucina enjoys receiving a boon in key offensive stats such as Attack and Speed. For her Special, Luna makes for a great choice by being both strong and consistent in its activation. When combined with the Flashing Blade Sacred Seal, Lucina can potentially activate her Special on every follow-up attack. Alternatively, Moonbow’s shorter cooldown allows Lucina to activate her Special every round of combat even when Desperation is active but comes at the cost of less damage compared to Luna.
Swift Sparrow makes for a fantastic choice on almost any offense-oriented set, as it provides a strong boost to one’s Attack and Speed without the need to forego anything else. Fury makes for another solid option; not only does it improve Lucina’s overall bulk at the cost of 2 Attack/Speed, the 6 damage recoil taken after combat makes it easier to get into the HP range of Desperation and Wrath.
While Desperation itself is the centerpiece of many offense-oriented builds, Lucina’s solid physical bulk opens the door to additional options. Wrath bolsters Lucina’s offensive potential by increasing both the power and frequency of her Specials when under 75% HP. Chill skills such as Chill Spd and Chill Def also make for a great choice by providing strong debuff support for both Lucina and her teammates. However, these skills are somewhat inconsistent and may not always hit their desired target.
Thanks to her high Speed, Lucina can make very effective use of the Flashing Blade Sacred Seal, boosting the rate at which she is able to activate her Special. For a more support-centric approach, Lucina can choose to run the Drive Atk Sacred Seal. Coupled with Drive Spd in her C slot, Lucina will provide a whopping +6 Atk/Spd to all allies within 2 spaces. Otherwise, Attack +3 and Speed +3 are good choices for providing Lucina with a solid offensive stat boost.
Introduction
Stemming from the “Choose Your Legends” popularity poll, this variant of Lucina comes in the form of a fantastic support-based unit. With her unique weapon, Geirskögul, Lucina is able to provide any physical teammate within 2 spaces a solid +3 to their Attack and Speed. However, Lucina certainly is no pushover when it comes to fighting herself.
Statwise, Lucina’s strong values in Attack and Speed make her a strong offensive unit. While nothing standout, Lucina’s base Defense of 27 (30 with Geirskögul equipped) allow her reliably tank a majority of physical hits without taking heavy damage. Lucina’s greatest weakness is her terrible magical bulk. With only 19 Resistance and 60 magical bulk total, Lucina is susceptible to getting heavily chunked if not outright killed by magical-damage dealing opponents.
Overall, Lucina is a highly versatile unit thanks to her strength as both a buffer and a combatant, allowing her to fit well on a variety of teams.
Strengths
Geirskögul
In addition to boosting her physical bulk, Lucina’s personal weapon boosts the Attack and Speed of physical allies within 2 spaces.
Fantastic Offensive Stats
Lucina’s 34/36 Attack/Speed spread make her highly proficient in taking out opponents in a single round of combat.
Weaknesses
Terrible Magical Bulk
Having only 60 magical bulk at base, Lucina will often take significant damage from Resistance-targeting attacks.
Team Options
Counters
Due to her aforementioned poor magical bulk, Lucina gets easily swept aside by strong magic damage dealers. Physically bulky green units also post a major threat, as they can mitigate the damage that Lucina is able to do, especially if they are running guard to prevent her from activating her Specials.
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Magical Damage Dealers: Nino, WT-Olwen, Reinhardt, Ishtar, Halloween Henry, and Bridal Sanaki can all make short work of Lucina’s sparse magical bulk.
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Physically Bulky Green: Hector, Fallen Male Robin, Winter Chrom, Myrrh, and Brave Ephraim can easily mitigate the amount of damage that Lucina can do thanks to their high physical bulk and Weapon Triangle advantage. In addition, units that utilize the skill Guard can completely wall Lucina off by preventing her from activating her Specials.
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Geirskögul | A | Speed +3 |
|---|---|---|---|
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Swap | B | Vantage 3 |
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Ignis | C | Savage Blow 3 |
I’m a nice person, so I will let you use my hero build for Brave Lucina. I will also friend anyone who fights me with Lucina in this build.
With only the skills Brave Lucina comes with I’d say she is an average offensive hero, but this build works well for me and, with the summoner support rank S, she can have a whopping 46 hp, 52 atk, 41 spd, 32 def and 21 res. Basically, this build allows Lucina to shine as an offensive/supportive ally on player turn, and to at least survive enemy turn if not KO any un-ranged foes that attack her. I don’t have any of those rare 5⭐️ arena tanks with high atk/spd and still room left over for supportive skills, but this build is a pretty good substitute for one of them, especially considering the way I play FEH. And she, along with Ike, green Azura, and Veronica have won every defensive and offensive game in the arena that I’ve played for the past few months or so.
Her lance, Geirskögul, is not inheritable. It adds 16 to her atk, 3 to her def, and gives atk/spd +3 to physical allies within 2 spaces, so I decided not to change it because doing so would be a total waste of a good weapon that works well with this Lucina.
Swap is also a good supportive skill for her. If you use danger zone when fighting, swap can allow allies with higher hp, def or res to take hits for her, and vice versa. If the ally taking hits for Lucina uses a physical weapon, this could also reduce doubles and allow them to wipe out that enemy. If she swaps before an ally moves, this basically allows them to move an extra space in the direction they swapped to. It’s also kind of like her special skill in her legendary form, future vision, which might be why I chose it in the first place.
Out of all the specials, Ignis is one of the best at dealing a lot of damage. With this skill, Lucina can KO almost any foe that comes at her. However, to use it in a way that benefits any hero, you have to think about timing. Of course, you don’t always have a choice, but Ignis works best on foes with high def and atk that would otherwise KO Lucina in a counterattack. It even works on most green units. Another thing to consider is that magic users often have high res and low def, and due to their inability to counter Lucina can almost always KO them with her high atk/spd, and this Ignis is not very important against magical allies.
Aether, however, is also a good choice for Lucina. Not many units have this skill, but it combines Luna with Sol, and it makes Lucina more of a self-sustaining unit. I personally use Ignis because I play her with Veronica, but if you don’t have a healer on her team Aether is the way to go.
Since she already has 50 atk with Geirskögul, boosting Lucina’s spd is a good choice for her. It is already at 36, which isn’t at all low, but raising it to 49 with spd +3 enables her to double most foes and pretty much avoid doubles in general. Since 36 seems to be a common number for spd, if you raise it to 41 with spd +3 and either summoner support or a supportive boost, she can double almost any foes. There are two reasons I chose this over either skills that boost her spd +6 or Swift Sparrow, and that is because spd +3 benefits Lucina on both player and enemy turns. It also raises the physical number of her spd, and this allows her better access to skills such as Flashing Blade that considers things such as this.
Vantage 3 should be an obvious choice for any offensive unit if you want them to survive. With 71 physical bulk Lucina may not be one of the heroes who need it most, but she definitely benefites from it when a foe will KO her in their next attack. This is especially nice against dragons since they can counter to her and Lucina is at a slight disadvantage against them with only 60 magical bulk.
Savage blow is a great skill for this build. 7 hp in damage may not seem like a lot, but with vantage, it may decide whether Lucina survives to see another turn on enemy phase. Since she is an offensive/supportive unit she is at her best near allies in combat, so if they haven’t had their turn yet, they can also easily take out foes that have already suffered Lucina’s attacks +7.
I have left the Sacred Seal open on this one because there are many ways to go from here. Currently I’m using Flashing Blade 2, saving up for the third variant. This is a good choice because both Aether and Ignis have long cooldowns and speeding them up in any way can really improve Lucina’s performance. 39 or 41 spd is greater than the spd of most foes, so Lucina will really benefit from this seal. Another seal choice I have used is Savage Blow 3, as this doubles damage dealt to nearby foes after combat and leaves them weaker than ever. Skills like Threathen Spd 3 that reduce the spd of foes also work well, for obvious reasons. And anything that boosts her atk, spd, or res is a good choice as well. (Her def and hp are pretty neutral, and Lucina’s performance will not be much affected by raising these stats).
Thanks for reading this far. I hope this build works for you as well as it does for me :)
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Geirskögul | A | Sturdy Blow 2 |
|---|---|---|---|
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Reposition | B | Seal Res 2 |
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Aether | C | Drive Spd 2 |
| S | Speed +2 | ||
S support with B!Roy, complements each other with weapon and movement type. Using pivot to increase movements or avoid situation.
S support with player.
[neutral - no boons nor banes]
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Geirskögul | A | Sturdy Blow 2 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Aether | C | Drive Spd 2 |
| S | Close Def 1 | ||
A good defensive unit who can pair well with Brave Ike. She should be taking the hits for him and countering while he steps in to finish off those that Lucina isn't killing on her own. She should also be able to competently pair up with other Brave Units.
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Slaying Lance+ (+Spd) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Moonbow | C | Even Spd Wave 3 |
| S | Distant Def 3 | ||
*Stats are unmerged and includes weapon*
At +10 merged with summoner support b!Lucina will be rocking:
50/54/48/33/22
Not as bulky as Nephenee, but is faster preventing more doubles.
Build playstyle is the same as Slaying Edge Ayra. May not be as strong due to 1 less speed and 4 less defense.
Could opt for a +def superboon if you need more bulk to match Ayra but then you would have less speed and maybe attack (depending if Ayra's boon is +atk).
Lots of bulky green units these days so as long as you have a solid answer for them, this build could work.
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Geirskögul | A | Sturdy Blow 2 |
|---|---|---|---|
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Rally Speed | B | Lancebreaker 3 |
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Moonbow | C | Drive Spd 2 |
| S | Drive Atk 2 | ||
Lucina can go support build, allowing her to boost ally offensive stat.
Her default weapons 'Geirskogul' & passive skill 'Drive spd 2' give total support bonus of 6+ speed & +3 attack out of the box. By giving her Seal 'Drive atk 2' & support skill 'Rally speed', she can maximum overdrive boost ally by total of 10+ speed & 6+ attack.
She pair well with Lucina or Mask marth as their Falchion (Awakening) (Refined) grants Atk/Spd/Def/Res+4 during combat if unit is adjacent to an ally which complement well with increase support stat from brave lucina's kit, allow them to out-speed most unit which work well when baiting in the enemy phase.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Lance Users Only
|
100 | 1 | 8 |
| Lance Users Only
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
DaylightRestores HP = 30% of damage dealt.
Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
SolRestores HP = 50% of damage dealt.
Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
AetherResolve combat as if foe suffered Def/Res-50%.
Unit recovers HP=half damage dealt.Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
500 | 5 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes