Table of Contents
- Default
- Attack
- Special
- Injured
| Brave Lucina - Brave Princess |
|---|
|
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
-
+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.
-
+ATK: A boon in Attack is always helpful, as it boosts Lucina’s raw damage in both Player and Enemy Phase.
Neutral
-
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.
-
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
-
-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)
![]() |
Geirskögul | A | Steady Breath Alternate: Fierce Breath |
|---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 Alternate: Guard 3 |
![]() |
Ignis Alternate: Aether |
C | Drive Spd 2 |
| SP | 1,485 | S | Close Def 3 |
-
Preferred IV: +SPD or +ATK or +DEF / -RES
-
Weapon: Geirskögul
-
Assist: Reposition
-
Special: Ignis / Aether
-
Passive A: Steady Breath / Fierce Breath
-
Passive B: Quick Riposte / Guard
-
Passive C: Drive Spd / Drive Atk / Tactic Skills / Flexible
-
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)
![]() |
Geirskögul | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
![]() |
Reposition | B | Wrath 3 Alternate: Desperation 3 |
![]() |
Luna Alternate: Moonbow |
C | Drive Spd 2 |
| SP | 1,485 | S | Flashing Blade 3 |
-
Preferred IV: +SPD or +ATK / -RES or -HP
-
Weapon: Geirskögul
-
Assist: Reposition
-
Special: Luna / Moonbow
-
Passive A: Swift Sparrow / Fury
-
Passive B: Desperation / Wrath / Chill Spd / Chill Def
-
Passive C: Drive Spd / Tactic Skills / Flexible
-
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.
-
Magical Damage Dealers: Nino, WT-Olwen, Reinhardt, Ishtar, Halloween Henry, and Bridal Sanaki can all make short work of Lucina’s sparse magical bulk.
-
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.
![]() |
Geirskögul | A | Sturdy Blow 2 |
|---|---|---|---|
![]() |
Draw Back | B | Renewal 3 |
![]() |
Luna | C | Drive Spd 2 |
| S | Drive Atk 2 | ||
Standard Buff build for infantry team giving +6/+6 in radius.
Summoner support on her with Renewal and lance defense.
1 Drawback goes well with ranged reposition and dancer.
![]() |
Geirskögul | A | Distant Counter |
|---|---|---|---|
![]() |
Reposition | B | Chill Spd 3 |
![]() |
Bonfire | C | Drive Atk 2 |
| S | Quick Riposte 3 | ||
Lucina makes a great support alongside a unit like Marth to massively buff offense stats in combat. Chill Spd 3 cripples the fastest foe(s) speed stat by -7, allowing her team to follow up against that said unit. Chill Def 3 is probably a better choice however as units who enjoy a massive amounts of fire power are poison dagger heroes, brave blow (brave+death blow) or quad strikers.
![]() |
Geirskögul | A | Sturdy Blow 2 |
|---|---|---|---|
![]() |
Draw Back | B | Desperation 3 |
![]() |
Aether | C | Spur Atk 3 |
| S | Spur Atk 3 | ||
Primarily support; Geirskogul grants atk/spd +3 to physical combat units within 2 spaces while Spur Atk adds +8, giving atk/spd +11/+3 to adjacent units.
![]() |
Geirskögul | A | Fortress Def 3 |
|---|---|---|---|
![]() |
Reciprocal Aid | B | Renewal 3 |
![]() |
Aether | C | Drive Spd 2 |
| S | Squad Ace A 1 | ||
My Solution for my Ike's Spd Problem
Sadly also suffering from spd aswell ;-;
Swap-able Skills
Special: Aether/Bonfire
A: Fortress Def
B: Renewal/LanceBreaker
The Attack Buffer of Team "Ike's Bizarre Adventure"
(L!Ike/Hector/Delthea/Lancina)
Ally Support with Ike
Buffs the team using her Prf wep and Drive Spd and a healer of some sort(I just need to raise her HP even further.) HB 3 Seal is usually used by someone else when she's, so she can't use it to proc Aether faster. I did give her Bonfire for a faster special when not on TT or Chain Challenge. I tried to make her a weaker version of Lukas, giving her Fortress 3 to tank most melee units like our Ginger Stud himself.
![]() |
Geirskögul | A | Steady Breath |
|---|---|---|---|
![]() |
Reposition | B | Chill Spd 3 |
![]() |
Aether | C | Drive Spd 2 |
| S | Quick Riposte 3 | ||
Preferred IV spread: +Atk or +Spd / -Res
This set emphasizes Brave Lucina's amazing non-limited buff abilities, mainly focusing on the speed stat department.
The main focus is Lucina's buff potential. Through her personal weapon, Geirskogul, she can raise the attack and speed stat by 3 during combat to allies using swords, lances, axes, bows, or daggers and are within 2 spaces. In other words, she has offers a drive-wise buff of both attack and speed to all allies who deal damage based on defense.
This factor, along Drive Spd, adds up to +3 attack / +6 speed potential to allies within 2 spaces, which is ultimately relatively high offensive gain, especially when considering that these buffs are not limited to units of a certain movement type. As an added bonus, both the prf and Drive Spd are available on Lucina by default.
While these two factors alone make Lucina a great supportive unit, she can be enhanced and specialized even further through the utilization of Chill Spd. While she offers +6 speed to allies, she inflicts -7 speed on the unit on the opposing team with the highest speed stat. She alone can produce an absolute speed difference of 13 from the starting value, while keeping safe distance; the +6 from drives take effect within 2 spaces and the -7 from Chill Spd take effect throughout the entire map.
A speed difference of 13 means that an opposing unit with originally 17 more speed cannot double anymore, and an opposing unit with originally 8 more speed being doubled by an ally under the effect of Lucina's buffs.
While Chill Spd can be utilized on other units as well, it can end up as a waste of a B slot, which is many times a crucial skill slot. Since Lucina already specializes towards buffs on allies, taking on the role as a debuff unit complements well for the maximum possible speed difference between an ally and its opposing unit.
From here on, the decision has to be made whether to focus Lucina entirely into support, or use her as a combat unit as well. Even though three slots focus mainly on support, she can still present herself as an enormous threat to the opposing team, mainly due to her splendid attack, speed and defense spread.
Should one focus her into checking specific units in combat as well, the use of Reposition comes in handy. On the supportive side, either Reciprocal Aid or any rally can be used, preferably a double-skill rally. Rally Atk/Spd can be used to further buff the offensive capabilities of allies, as the rally buffs do stack with the drive buffs.
Aether and Steady Breath, alongside the relatively impressive defense stat, can form a great combination of tanking, delivering a heavy blow upon the special activation, and surviving through the healing factor of Aether. Combined with Quick Riposte as a seal, Lucina can work wonders if utilized as an EP-oriented combat unit. At such time, a boon in attack is preferred, as she will mainly not get doubled due to her spread and the use of Chill Spd, while she will double through the use of QR as a seal.
Should one desire to not focus her into EP entirely, but make her a mixed phase combat unit, a boon in speed might be preferred due to the effect of QR not being present. On the other hand, should it be desired to make Lucina a pure support unit, the Spur Spd seal can be used to push the absolute speed difference from 13 to 17, cutting off even the most enormous speed gaps between units.
Another viable seal to use on a support-focused Lucina is Drive Def, which ultimately results in +3 atk / +6 spd / +3 def buffs during combat, all while being able to stay 2 spaces away, which presents itself not only as a potentially safer option, but also as an action that is easier to execute during battle.
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