Clare is a rare example of a unit who can make use of many different boons. Attack+ alleviates her weak offenses. High resistance lets her better tackle dragons and mages. Increased defense is also good, allowing her to last longer vs. sword and lance users. Boosted speed is preferred, as it lets her double attack Corrin(F), Marth, Catria, Tharja and Rebecca.
A set that expands on Clair's identity as a hit and run attacker. Clair appreciates the stat boost from Life and Death, and the extra power from Threaten Def. This build can lure and KO or simply initiate attacks.
In a flier team, Clair takes the role of mage killer and anti-debuffer. Glacies gives her the power to KO another unit after scoring a KO on the enemy mage. Hit and Run can let her prove effective against melee units, too.
Converts penalties on target into bonuses.
If unit initiates attack, unit\nadvances 1 space after battle.
Grants adjacent allies Spd+2 during combat.
Grants adjacent allies Spd+3 during combat.
Grants adjacent allies Spd+4 during combat.
- Great speed and resistance
- Skills synergise with one another
- Unique combat options
- Awkwardly placed stats
- Weak against archers
- Forced to initiate attacks
Clair is a flying lance-wielder with stats typical of pegasus knights on the main series games. Her stats and skills lend her to an offensive role, dealing damage and darting out of the enemy’s reach. However, she has low survivability and her great mobility is limited by the presence of bows.
Her stats are typical of a traditional fire emblem pegasus knight: high speed and resistance, lower attack, hp and defense. She’s effective at killing mages, particularly those with low defense. However, this stat distribution hurts her too: mediocre attack and defense leave her unable to score KO’s on many foes. Her speed stat is excellent, but don’t expect her to double attack fast red-sword users, who have similar speed. Surprisingly, she is great at handling Nowi, a problem unit for many teams.
Clair is designed for use with a team-mate, such as a dancer. Hit and Run works similar to Drag Back, but only she moves backward. She can abuse many maps to score hits and retreat back over cover, out of harm’s way. In this way, she can work around her low defense, only attacking when she has the advantage. Mages can still attack her, but must puncture her high resistance to do so. Spur Spd is a great partner to Hit and Run. Clair can initiate an attack, move back, and make room for a second attacker, who gets their speed boosted.
Harsh command has niche use but is great for buffing teams and can help her resist debuffs, which are extremely common. The presence of archers shuts down her unique movement options and forces her to play defensively. She doesn’t mind fighting melee units, but can be worn down, as she is forced to initiate attacks, and trades damage on her average defense.
Clair is countered by good duelists. Green units are a hard stop to her, often possessing great attack and defence on top of their weapon advantage. Archers are dangerous foes, especially Takumi, who can counterattack at close range. Bulky blue units such as Ephraim and Effie can outlast and KO Clair.