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 | Fury 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Renewal 3 |
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Aether | C | Drive Spd 2 |
| S | Spur Spd 2 | ||
My Brave Lucina with favourable boon/bane combination for a bulkier which doesn't rely on a large HP pool but rather sustain through self healing and strong Def, Spd, and Res stats.
Geirskogul, Drive Spd, and Spur Spd seal makes her an outstanding support unit, while her well rounded stats and strong sustain makes her a strong unit in her own right.
Ardent Sacrifice works well with the rest of her build, giving her additional utility as a healer whenever she has to stay clear of enemy units.
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Geirskögul | A | Sturdy Blow 2 |
|---|---|---|---|
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Rally Spd/Def | B | Poison Strike 3 |
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Aether | C | Drive Spd 2 |
| S | Quickened Pulse | ||
+ speed Brucina. No worries about getting doubled with this boon. She’s definitely a fantastic support weapon for melee, bow and dagger weapons. Poison strike helps soften up enemies nicely so another teammate can finish them off. Quicken pulse helps her get Aether to trigger sooner if need be.
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Geirskögul | A | Fury 3 |
|---|---|---|---|
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Rally Atk/Spd | B | Renewal 3 |
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Bonfire | C | Drive Spd 2 |
| S | Speed +1 | ||
B!Lucina doesn't run a typical Fury Renewal Reciprocal Aid build like her regular form does because of a lack of a Falchion passive healing, but uses it to keep herself alive and support her teammates.
A defense boon gives her the greatest increase in stats for arena, and with Fury her speed will be high enough to avoid being doubled. With Geirskogul, Drive Spd, and Rally Atk/Spd, she becomes debatably the best buffer in the entire game for physical units (in competition with Delthea). Those three items grant any physical teammate melee or ranged, up to +6 atk and +9 spd by herself alone; that's incredible for infantry support.
Bonfire will be her special of choice, because she will more than likely engage only when she has the complete advantage so as to stay healthy, and thus will not be getting as many Moonbows off as one might think.
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Geirskögul | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Drive Spd 2 |
| S | Defense +1 | ||
*Stats shown with Weapon and Defence +1 Sacred Seal*
Weapon: Geirskogul
Assist: Reposition / Rally / Pivot
Special: Ignis / Bonfire / Aether
A-Slot: Steady Breath
B-Slot: Quick-Reposte / Vantage / Wrath / Renewal
C-Slot: Drive Speed / Drive Attack
Sacred Seal: Defence +1 / Speed +1 / Distant Defence 1
Enemy phase Lancina. +Def/-Res or +Spd/-Res
This build utilises Steady Breath and Quick Reposte along with her speed to ensure she kills every non ranged unit that attacks her.
The idea of this build is for Lucina to first take a hit from the enemy reducing Ignis to 2 CD, retaliating back and charging Ignis in the process, then due to her speed and QR she will now perform another uncontested follow-up attack proc-ing Ignis and dealing 28 - 30 (31 with Seal) extra true damage, killing anything that's not a high defence green.
Bonfire is also an option with QP allowing Lucina to proc it on her first retaliation, however due to the affects of Steady Breath and Bonfire's 3 turn CD, it can be difficult to utilise after the first hit.
Another option that can also be ran is her default Aether to improve both sustainability and her Arena weighting. With Steady Breath and QR she can bait and kill a lower defence unit with her 50 base attack and have a fully charged up Aether ready to go for a fresh new unit on the next turn.
And lastly, her default Sol can also be used in the same way as Ignis allowing her to heal up her HP in order to stay in QR range and improve her sustainability.
However, due to the fact that Lucina already hit the enemy and reduced their health, the healing might not be sufficient when Sol procs. This means Aether is actually a far better option, but Sol is still feasable.
For her B-Skill, QR is not necessarily if you think Lucina is fast enough, but since the build requires a double attack to work, QR is recommended.
However, if one does not wish to run QR, Vantage is also a fantastic option.
With Vantage and the assumption that Lucina will still double, the first round of combat will still proceed as planned. If she did not double, she will have a fully charged Ignis on player phase. Either way, she'll most likely be in Vantage range now.
If she did double on the first round of combat, Vantage now allows her to attack first on the next round of combat potentially killing a weakened enemy and reducing Ignis to 2 CD.
If the enemy did not die however and continues to hit Lucina, this will charge Ignis to full and either allows Lucina to kill them on her follow-up or have a fully charged Ignis for player phase if she's not fast enough.
If she did not double on the first round of combat, she will most likely kill someone with the Vantage!Ignis combo and reset. If she for some reason did not kill them and gets hit, they'll reduce Ignis to 2 CD again, and if she doubles she'll definitely kill the attacker and have a fully charged Ignis either way.
Another option for her now is Wrath, which can synergize amazingly as both an offensive option and a defensive safety net.
With Wrath, Lucina will be able to safely enter Wrath range due to her fantastic defensive bulk, allowing her to pump out some very powerful Ignis/Bonfire procs, capable of ORKOing anything that dares to touch her.
However, with Sol/Noontime/Aether, Wrath will act as a safety net, allowing a weakened Lucina to passively charge her healing Special and allow her to proc her special with an extra 10 damage, healing for a potential 5 extra HP.
The final option for her B-Slot is Renewal, this relies on +Spd variants of Lucina to reach 44 speed with Speed Seal and Hone Speed in order to double the majority of units she needs to double whilst using her the sustainability with Renewal to run the Ignis set into multiple enemies.
As for her Assist Skill, Reposition/Swap are the most useful for her role, however a Rally or Pivot can be ran to fully embrace her support potential.
With Rally she can buff even more skills at the cost of her team mates mobility, and with Pivot she can literally have coverage of the entire map with her buffs due to the mobility it gives.
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Geirskögul | A | Sturdy Blow 2 |
|---|---|---|---|
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Swap | B | Lancebreaker 3 |
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Aether | C | Drive Spd 2 |
Fairly standard/budget setup. Lancebreaker is taken as a relatively neutral B-slot skill, which can give a bit of an edge in lance-vs-lance fights. Her default A- and C-slots give her raw stats and support presence, while Swap is added primarily as a way for her to shift less bulky allies back to the middle of the team while also keeping herself in the front lines to continue providing buffs.
As a bit of a gimmick, I also have Obstruct as a B-slot option for her to run, offering a fun little synergy with Swap to completely wall off an ally providing the other conditions are met.
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