Analysis by Elegear
Highborn Flier


Obtainable as a 4 - 5 only
Hero Ratings
Overall Rating
/ 5
Attacker Rating2 / 5
Max Avg Total Stats at Lvl 40
HP 37
ATK 26
SPD 36
DEF 24
RES 33
Stat Variations
Level 1 Stat Variation
Low 17 6 7 4 8
Middle 18 7 8 5 9
High 19 8 9 6 10

Level 40 Stat Variations
Low 34 23 33 21 30
Middle 37 26 36 24 33
High 41 30 39 28 36
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.
  • To be able to survive a hit from a mage such as Nino, it is mandatory that Clair wields a +Speed nature to deny the follow-up from their builds.

  • Should damage be favored over speed, a +Attack boon must be taken.


  • To keep her role as a mage killer, -Defense is taken to keep her magical bulk and attack intact.

  • If one would like to utilize Clair to combat other physical units, a -Resistance bane is taken instead.

Skill Sets
Tome Shredder (Anti-Mage)
Killer Lance+ A Distant Counter
Reposition B Hit and Run
Iceberg C Threaten Def 3

Show Explanation/Analysis
  • Preferred Nature: +Speed / -Defense
  • Weapon: Killer Lance+
  • Assist: Reposition / Flexible
  • Special: Iceberg
  • A Slot: Distant Counter
  • B Slot: Quick Riposte
  • C Slot: Threaten Defense / Flexible
  • Sacred Seal: Speed +1

A build specialized in killing mages and denying follow-up attacks.

With this build (including the Sacred Seal), Clair reaches a value of 40 speed, allowing her to prevent follow-up attacks from Life & Death + +Speed Mages such as Nino and Linde since they reach 44 speed with such a build.

Quick Riposte and Distant Counter are taken and combined to allow Iceberg to be fired within the first engagement, securing the kill.

Threaten Defense can be taken to give Clair an extra boost in damage to compensate for her low attack. This however is up to the player and is not mandatory.

Gray Flames (Firesweep Set)
Firesweep Lance+ A Life and Death 3
Reposition B Hit and Run
Luna C Threaten Spd 3

Show Explanation/Analysis
  • Preferred Nature: +Speed / -Resistance
  • Weapon: Firesweep Lance+
  • Assist: Reposition / Flexible
  • Special: Luna / Moonbow
  • A Slot: Life & Death
  • B Slot: Hit & Run
  • C Slot: Threaten Speed / Threaten Defense / Flexible
  • Sacred Seal: Speed +1 / Quickened Pulse

A potentially very annoying build to use on Clair.

With the addition of the Firesweep Lance, Clair is able to deal consistent double attacks to harass her enemies and potentially kill them, all while preventing their counterattack from happening.

Life & Death is combined with as many speed boosters as possible to ensure Clair lands the follow-up.

Luna allows Clair to pierce more damage through, though Moonbow can be taken should one prefer frequency over power.

Hit & Run is combined with the Firesweep Lance to produce a very annoying combo: Attacking without risk of retaliation followed by retreating. Utilizing this set in a Flier Team allows for even more ridiculous shenanigans to unfold.

Threaten Speed is utilized to guarantee the double attack, though Threaten Defense or any of the Flier Buffs can be taken for more damage.

Clear Thrust (Budget Anti-Mage)
Silver Lance+ A Fury 3
Reposition B Hit and Run
Iceberg C Threaten Def 3

Show Explanation/Analysis
  • Preferred Nature: +Speed / -Defense
  • Weapon: Silver Lance+
  • Assist: Reposition / Flexible
  • Special: Iceberg
  • A Slot: Fury
  • B Slot: Hit & Run
  • C Slot: Threaten Defense
  • Sacred Seal: Quickened Pulse

A more budget version of the first build.

The only difference between the first set and this one is when the mage will be killed. In the former, mages are killed outright upon baiting. In this set however, due to the lack of Distant Counter, Clair will need to snipe the mages from afar (the usual way of killing a mage) or take a hit from them and engage in the next round.

Fury is taken due to its increasing of both Clair's speed and resistance, allowing her to resist magical attacks.

Hit & Run is for safety since it is very likely that she will be deep behind enemy lines, allowing for her retreat. This is highly recommended with a unit possessing Reposition or Draw Back.

The Silver Lance+ is used for raw power and its cheap cost, and is combined with Quickened Pulse along Iceberg to simulate the effect of the Killer Weapon, albeit for one use.

User Submitted Builds
Submit a Hero Build
Hero Updated
Clair by Gwynnbeidd 1 day ago
Clair by Alemior 1 day ago
Clair by nothingbutcinders 6 days ago
Clair by kirby 1 week ago
Clair by Impurity41 1 week ago
Weapon Skills
Learns by default at 4 ★
Learns by default at 5 ★
Support Skills

Converts penalties on target into bonuses.

Learns by default at 4 ★
Passive Skills

If unit initiates attack, unit\nadvances 1 space after battle.

Unlocks at 4 ★

Grants adjacent allies Spd+2 during combat.


Grants adjacent allies Spd+3 during combat.

Unlocks at 4 ★

Grants adjacent allies Spd+4 during combat.

Unlocks at 5 ★


  • Good magical tolerance
  • Very speedy Flier
  • Native user of Hit and Run


  • Not effective for fighting physical units
  • Low attack stat makes it hard for her to kill even Sword wielders
  • Expensive to build

Clair the Highborn Flier is a pegasus-riding lance wielder with a stat line similar to those found in the main Fire Emblem games, possessing great speed and resistance, and bad defense and attack.

Her great speed and resistance give her great magical soak, allowing her to potentially survive an attack from disadvantage mages such as Nino.

Unfortunately, that's really all Clair excels at. Her attack is quite low and comparable to Caeda, and her defensive value of 20 means she will struggle to combat units she has an advantage on, such as Ike and Ryoma.

Despite all this, Clair is able to hold her ground for specific roles and with the Firesweep Lance she can completely ignore her defensive bulk to adapt a true Hit & Run style.

Overall, Clair is a very speedy anti-mage quite akin to Fir and Titania. Thus, she is a great unit to have on your team if building her is affordable. Otherwise, she is quite terrible when used as a traditional unit such as Effie.

  • Great magical bulk

    • It will require a magical unit either a single 70 neutral or 59 advantage attack to kill Clair.
    • On the other hand, neutral double attacks (such as Reinhardt) will require 51 attack, while advantage ones need 43.
  • Speed comparable to the popular mages

    • At 36 speed, it is incredibly difficult for units around her speed tier to double her, lest they are affected by Hone Speed and/or possess Life & Death.
  • Low attack

    • Sitting at 26 points, Clair will have trouble dealing damage to units with decent defense such as Ike or Sophia.
  • Low defensive bulk

    • It will require a physical unit either a single 61 neutral or 51 advantage attack to shoot her out of the sky.
    • Double attacks (such as Brave Weapons) will need 42 neutral or 52 disadvantage attack.
  • Brave Weapons

    • Due to her low defensive bulk, any and all Brave Weapon wielder will kill Clair.
    • Even sword units such as Ogma or Chrom.
  • Merric

    • Green along the Excalibur tome amplifying his attack by 50% due to Clair being a Flier, and you know what will happen.
Team Options

Due to Clair being a Flier, it is quite obvious that she will benefit greatly from their buffs, and is thus suitable for a Flier Team.

As an anti-mage, Clair has low physical defense. This means she will take considerable damage from lance wielders and even sword units.

Thus, she pairs well with units that can deal with them or outright kill them:

As for the builds listed:

"Tome Shredder" is a Distant Counter anti-mage build utilizing Clair's great resistance to kill mages on counterattack.

"Gray Flames" utilizes the Firesweep Lance to harass her enemies with little risk, synergizing well with a Flier Team or units possessing Reposition or Draw Back.

"Clear Thrust" is the budget build for Clair, giving her more general bulk and offensive prowess as well as a tad bit more damage.


Physical attacks, bows, Brave Weapons, or Merric.

It is very easy to shoot Clair down as long as magical attacks aren't used (unless they're from Merric).

From Series
Fire Emblem Echoes
Fire Emblem Gaiden