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Brave Lucina

Tier Rating
Analysis by Firestorm350
Brave Lucina - Brave Princess

5

Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
157
HP 41
ATK 34
SPD 36
DEF 27
RES 19
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 7 9 7 3
Middle 17 8 10 8 4
High 18 9 11 9 5

Level 40 Stat Variations
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.
HPATKSPDDEFRES

Lucina sports an impressive mix of power, speed and defense at the cost of her resistance. Thanks to that, she has a wide selection of boons to choose from depending on the build being used for her.

Boons

  • +SPD: All of Lucina’s builds appreciate more speed to reduce the chances of getting doubled, preserving her bulk. Offensive sets would like to double against enemies as well.
  • +ATK:  More attack is always useful for having an extra punch in Lucina’s attacks.
  • +DEF: Defensive sets appreciate the extra bulk to tank more physical hits, not to mention being a superboon.

Neutral

  • HP: While it is best to preserve her physical bulk, offensive sets that run Wrath/Desperation don’t mind losing points in HP, as it makes it easier to reach the threshold.

Banes

  • -RES: As her main role is primarily a melee duelist, Lucina can afford to take a Res bane, especially since she isn’t meant to tank magical hits in the first place.

Skill Sets
Stalwart Bastion (Defensive Support)
Recommended
Geirskogul A Steady Breath
Alternate: Fury 3
Reciprocal Aid B Guard 3
Alternate: Lancebreaker 3
Aether C Drive Spd 2
SP1,625SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +SPD or ATK / -RES
  • Weapon: Geirskögul
  • Assist: Reposition / Swap
  • Special: Aether / Ignis / Moonbow
  • Passive A: Steady Breath / Fury
  • Passive B: Guard 3 / Lancebreaker 3 / Swordbreaker 3
  • Passive C: Drive Spd 2 / Drive Atk 2
  • Sacred Seal: Quick Riposte 3

Playing to the strengths of Lucina’s decent defense stat for a primarily offensive unit, this set aims to wall out threatening swords that plague the arena, such as Ayra and Zelgius while providing team support for her allies. Geirskögul combined with Steady Breath provides an effective 34 defence on Enemy Phase, which in tandem with her high speed grants a surprising amount of longevity with Aether as her special. If offense is prioritized over survivability, Ignis can be taken for raw power. If one is on a budget, Fury combined with Moonbow can be taken for similar results at the expense of sustain.

Guard combined with the Quick Riposte seal form the other half of the set, denying powerful specials like Regnal Astra and Black Luna from denting her while ensuring a follow up attack, allowing Lucina to retaliate with a special of choice. If Guard is in short supply, a breaker of choice can be taken instead, depending if your team struggles against either lances or swords.

Drive Speed is the preferred C skill of choice regardless of the build, granting her allies more speed to either avoid or perform more doubles. If one is running bulky heroes who do not need additional speed, Drive Atk can be taken instead.

Leading the Herd (Offensive Support)
Geirskogul A Swift Sparrow 2
Alternate: Sturdy Blow 2
Reposition B Wrath 3
Alternate: Desperation 3
Moonbow
Alternate: Aether
C Drive Spd 2
SP1,265SSpeed +3

Show Explanation/Analysis
  • Preferred IV: +SPD or ATK / -RES
  • Weapon: Geirskögul
  • Assist: Reposition
  • Special: Moonbow
  • Passive A: Swift Sparrow / Fury
  • Passive B: Wrath / Desperation / Swordbreaker
  • Passive C: Drive Spd 2 
  • Sacred Seal: Spd+3

Taking a more traditional approach, this set capitalizes on Lucina’s offensive prowess, taking advantage of her high speed to double units. Swift Sparrow is the preferred A skill of choice given the Player Phase nature of this build. Fury meanwhile assists in getting Lucina safely into Wrath/Desperation range. Moonbow is selected for the short cooldown time to ensure a proc if she manages to double on a melee unit.

The choice of B slot falls under preference and team composition. Wrath is an amazing offensive skill that deals more damage when her special activates, with a relatively easy activation requirement as well. On the other hand, Desperation provides reliability when Lucina is low on health by ensuring her second attack lands without retaliation, which is most likely a given due to the lack of sustain on this build. Lastly, Swordbreaker can be chosen to ensure doubles against speedy sword units such as Ayra and Mia.

Introduction

With the power of CYL, this version of Lucina debuts with her own signature lance, Geirskögul. Rather than taking the path of dragonslaying, her main schtick now revolves around boosting her allies’ offensive stats. She’s no slouch in battle either, wielding similar stats as her Falchion form except being slightly more physically bulky. These combinations of traits solidify her position as a versatile lancer who can fulfill both offensive and defensive applications depending on your team’s needs, all while being an amazing buffer for her team.

While she certainly is a formidable force to be reckoned with, she still suffers from poor resistance, making her an easy target against mages and dragons. Teambuilding with Lucina in mind also pigeonholes you to using physical units in order to make the most out of Geirskögul. Nonetheless, Lucina’s strengths as an excellent duelist with her buffing capabilities outshines her cons, making her a fit for any physical team.

Strengths

Geirskögul

Provides physical units with 3 attack and speed within two spaces from Lucina, making her excellent support if paired with these units.

The extra 3 defence granted helps in taking more hits.

Excellent stat distribution

Her offensive stats are nothing to scoff at, with a base speed of 36 (highest of all lancers tied with Tana/Clair) accompanied with a respectable 34 attack.

Lucina’s defenses are impressive for a hero with high offenses, sporting 71 physical bulk with Geirskögul equipped.

Versatility

Thanks to both her stats and Geirskögul. Lucina can run a variety of builds to suit your playstyle, defensive or offensive.

Weaknesses

Low Resistance

With a pittance of 19 resistance at neutral, Lucina keels over against strong blue/green magical attacks.

This also makes her susceptible against common Ploy users such as Arvis and Lute. Careful positioning should be taken place against them to avoid being debuffed.

Legendary weapon favors physical teammates

While technically any unit can run decently with Lucina, the nature of Geirskögul’s effect makes running allies dealing physical damage more favorable compared to magical.

Aside from limiting team building to an extent, it can prove to be a problem against enemy compositions with high defensive bulk.

Team Options

Lucina generally wants physical teammates in order to make the best out of her legendary lance. Heroes that wield swords make for the best teammates, being able to eliminate pesky greens that trouble her while she buffs them in return.

  • Legendary Ike, Zelgius, Mia and Ayra - Strong swords who handle Lucina’s weakness against green foes. L!Ike makes for one of her best partners, benefiting from the extra speed to reduce doubles while providing reliable sustain for himself with Radiant Aether.
  • Elincia, Cherche ,Tana , and Minerva - Given how Lucina is dependant on positioning to make her buffs work, fliers with the Guidance skill/seal makes it easier to position herself across the map to make the best use out of  Geirskögul
  • Bridal Cordelia, Sothe, and Brave Lyn  - Fast offensive colorless units who exist outside of the weapon triangle, these heroes can assist in eliminating a foe from afar while being supported by Lucina’s buffs.
Counters

Any hero who is able to soak Lucina’s hits while targeting her weak resistance makes for the best counters against her. Green dragons as such make it nigh impossible for Lancina to get past them. Past that, any axe unit with good defense will be able to stop her tracks. Blue/Green mages who are able to reliably double against Lucina make great checks to her, but they must be wary not to get close to her striking range if she’s running her offensive set.

  • Myrrh, Fae, Nowi - Bulky dragons with high defense make for the best counters, being able to soak her hits while retaliating with powerful specials that target her weak resistance.
  • Hector, Brave Ike, Dorcas and Michalis - Physical green units who can soak Lucina’s hits with ease, while being able to retaliate with a Bonfire charged special
  • Nino, Halloween Henry, Gunnthra - Green mages who target Lucina’s vulnerability against magic make for her most dangerous ranged threats, especially if they are wielding buffed bladetomes. Gunnthra deserves a special mention thanks to her Chilling seal, crippling either Lucina or a unit that is buffed by her.
Weapon Skills
Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Lance Users Only
100 1 8
Silver Lance
Lance Users Only
200 1 11
GeirskogulGrants Def+3. Grants allies with sword, lance, axe, bow, or dagger within 2 spaces Atk/Spd +3 during combat.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
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
Armored Blow 1Grants Def+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
50
A
Sturdy Blow 1If unit initiates combat, unit granted Atk/Def+2 during battle.
Non-inheritable by Staff-wielding units.
120
A
Sturdy Blow 2If unit initiates combat, unit granted Atk/Def+4 during battle.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
240
A
Spur Spd 1Grants adjacent allies Spd+2 during combat.
Inheritable by all units.
50
C
Drive Spd 1Grants allies within 2 spaces Spd+2 during combat.
Inheritable by all units.
120
C
Drive Spd 2Grants allies within 2 spaces Spd+3 during combat
Unlocks at 5 ★
Inheritable by all units.
240
C
Other Info
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