Table of Contents

Tier Rating

Analysis by Maskilraid
Fae - Divine Dragon


Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 46
ATK 33
SPD 28
DEF 25
RES 30

Stat Variations

Level 1 Stat Variation
Low 15 4 3 5 7
Middle 16 5 4 6 8
High 17 6 5 7 9

Level 40 Stat Variations
Low 43 30 25 22 26
Middle 46 33 28 25 30
High 50 36 31 29 33

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.

With a balanced stat spread, Fae has great flexibility in which stats to focus in. Her choice will affect which build she runs, but as a rule of thumb, Fae enjoys Atk, Spd, and Def boons while dropping HP.


  • +ATK allows Fae to hit a little harder, which could help in certain match-ups.
  • +SPD is mainly used for the defensive property of preventing follow-up attacks. This can indirectly contribute to Fae's general bulk.
  • +DEF is a superboon that grants 4 additional stats rather than 3. It can be considered to equalize Fae's physical bulk with magical bulk, especially against Blue armors.


  • RES shouldn't be dropped since Fae needs to be tanking Blue tomes, but raising it higher isn't a priority since she handles them just fine at her neutral bulk.


  • -HP is desrable since most builds requires Fae to engage in multiple attacks. Fae already has enough HP to take a single hit, and having higher defenses yields better results over multiple instances of combat.

Skill Sets

RRAWRR! RRAWRR! (Generalist Bait)

Lightning Breath+ (+Def)
Alternate: Lightning Breath
A Steady Breath
Alternate: Fury 3
Swap B Quick Riposte 3
Alternate: Vantage 3
Alternate: Glimmer
C Res Ploy 3
Alternate: Hone Atk 3
SP2,055SDistant Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK or SPD / -HP
  • Weapon: Lightning Breath+ (SPD/DEF)
  • Assist: Reciprocal Aid / Reposition / Draw Back
  • Special: Aether / Glimmer
  • Passive A: Steady Breath / Fury 3
  • Passive B: Quick Riposte 3 / Quick Riposte 2 / Vantage 3 / Wrath 3
  • C slot: RES Ploy 3 / Varies
  • Sacred Seal: Distant Def 3 / ATK Ploy 3 / Quick Riposte 3

This skill set is heavily focused on being a formidable force in the enemy phase.

If Fae is +SPD, go with the SPD refinement to prevent even more double attacks. Otherwise, go with DEF refinement to take even more hits. Lightning Breath+ allows her to work as magic bait and and throw back twice the punishment to the opponent. This severely punishes slow blue mages (such as Reinhardt and M!Robin).

The standard Quick Riposte and Steady Breath combo with Aether is extremely synergistic with Lightning Breath+. Steady Breath works throughout the enemy phase regardless of the opponent or Fae attacking, so Fae will either completely charge up Aether or unleash Aether if getting doubled. For a more budget friendly combination, one could switch out Steady Breath with Fury, and Aether with Glimmer. Glimmer works particularly well due to the altered damage calculation for Breath weapons. This also allows Fae to perform as mainly an enemy phase threat with Quick Riposte 3 seal and Vantage.

If your Quick Riposte is the seal slot, you can use B skills that further improves her Enemy Phase. This includes Vantage, Wrath or even her default skill Renewal to increase her longevity. If the seal slot is open after Quick Riposte, the Distant Def seal will allow her to take reduced damage from ranged damage, which is very synergistic with Lightning Breath.

The remaining portion of the build can be used for team utility. Notably, she has the RES to run Ploy skills well, and the HP to run Infantry Pulse and Panic Ploy very well. Fae can also go with standard team supports such as Spurs and Hones if you so choose.


Lightning Breath+ (+Def) A Triangle Adept 3
Alternate: Fury 3
Swap B Quick Riposte 3
Alternate: Bowbreaker 3
Glimmer C Panic Ploy 3
Alternate: Hone Atk 3
SP1,545SDistant Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +DEF / -HP
  • Weapon: Lightning Breath+ (Def)
  • Assist: Swap / Reposition/Draw Back
  • Special: Glimmer / Iceberg
  • Passive A: Triangle Adept 3
  • Passive B: Quick Riposte 3 / BowBreaker 3
  • Passive C: Panic Ploy 3 / Hone ATK 3 / Hone SPD 3
  • Sacred Seal: Distant DEF 3 / Panic Ploy 3 / Atk Ploy 3 / Quick Riposte 3

Lightning Breath+'s ability to bypass Sacae's Blessing meant that Fae could easily cover for archer units. As such, one could also choose to use Fae to counter blue and colorness unit. Specifically Reinhardt and Brave Lyn. This is further improved due to Breath's altered damage calculation.

In order to fully shut down archers, BowBreaker can be used to ensure that they are unable to double Fae, and the adaptive damage follow-up will kill most archers in a single round. The use of Triangle Adept allows Fae to be pretty much impervious against all blue units due to her impressive mixed bulk. While Reinhardt is the main objective, Fae can also deal with any unit that she has triangle advantage.

As usual, Glimmer is the preferred choice with adaptive damage against ranged, and double amplification with Triangle Adept. The other skills are pretty much up to the player's preferences. Noteworthy seals includes Distant Defence to fully check ranged threats, Quick Riposte to finish most fights in a single round, and Panic Ploy seal as a team utility seal.

DEE-DEE-DIVINE DRAGON (Absolute Frontline)

Light Breath+ (+Spd) A Fierce Stance 3
Alternate: Fury 3
Draw Back B Windsweep 3
Alternate: Renewal 3
Sol C Spd Smoke 3
Alternate: Threaten Atk 3
SP1,080SAtk Smoke 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -HP
  • Weapon: Light Breath+ (SPD)
  • Assist: Draw Back / Reciprocal Aid
  • Special: Sol / Noontime / Astra
  • Passive A: Fierce Stance 3 / Fury 3 / Distant Counter
  • Passive B: Windsweep 3 / Renewal 3
  • Passive C: ATK Smoke 3 / Threaten ATK 3
  • Sacred Seal: Phantom SPD 3 / Quick Riposte 3

This set that tries to fully utilize Light Breath+ in terms of self-buffing. This requires Fae to initiate on a target and use Windsweep to guarantee the buff activation while using SPD and ATK smoke combination to neuter other targets in the area. Phantom SPD is used to help to activate Windsweep as Fae's base SPD is not really that great.

The remaining skills are to support Fae in the enemy phase. Fierce Stance lets her generally hit harder, while Distant Counter allows her to hit from a distance with the Light Breath buffs. Fury, as usual, is the budget option.


Stat wise, Fae is frontline unit with strong support abilities. Her main strength lies in the Enemy Phase rather than Player Phase due to her amazing bulk paired with Dragon Breath. Her default kit is meant to be a frontline support that focus on buffing her allies with Refined Light Breath+ and Draw Back whenever necessary. Due to blue mages being extremely common, Fae can also be a Enemy Phase juggernaut by focusing her efforts in the enemy phase using Lightning Breath+ and Quick Riposte to easily slay most ranged units without losing out on melee fighting ability.

While no longer the only Green Manakete, Fae still retains relevance by being an infantry unit. This allows her to gain some potent passives, such as Wrath, Infantry Pulse and most notably, the passive breath skills such as Steady and Warding Breath. Her availability serves as a huge boon to players with more limited resources, as she can easily be kitted to meet any player's needs.


Great Overall Bulk

Fae sports an excellent RES with good amount of HP and DEF. This allows Fae to soak quite a lot of punishment from enemies, making her an ideal candidate for an Enemy Phase build.

Dragonstone Refinery

After the refinery update, Breaths are easily the strongest weapon due to the adaptive damage calculation. As many melee units also sports a low resistance, this tends to tilt match-up to Fae's favor. Furthermore, all non-legendary stones can be refined, which means that Fae is also easily customized according to your team's needs.


While Infantry units does not have access to the potent emblem buffs, they do have access to special skills that many other classes are unable to inherit, such as Wrath, Infantry Pulse and most notably, Steady Breath and Warding Breath. These skills make Fae a very potent Enemy Phase unit able to quickly delete foolhardy attackers.


Dragon Weakness

There are weapons that grants super-effective damage against dragons, such as Falchion and Naga. Due to the Triangle Disadvantage, Falchion are the perfect butcher knifes for chickens. While she does take considerable damage from Naga (and its variant), she is mostly capable of handling a single shot and kill the mages on retaliation.

Mediocre Speed

While her overall bulk is impressive, Fae's speed is unremarkable at best. This meant that her overall bulk could be undermined should Fae get doubled. 

Weak Player Phase

Her ATK stat in general is pretty unremarkable, and coupled with her mediocre SPD the chicken is no powerhouse in the player phase unless the triangle gods are on her side.

Team Options

Fae is extremely versatile and able to cover a lot of ground should you choose to field a Fae in your team. The only glaring weakness she has is red units, especially Falchions. Red units are relatively easy to handle with the help of a blue unit that can reliably take swords out, so most flexible blue units will work. Be careful when using Nowi or Corrin (F) to deal with Fae's Falchion Weakness though, as all of them take a considerable amount of damage from Falchion.

She also benefits a lot of having large amount of speed boosts. Using Spur SPD to reinforce Fae allows the player to micromanage her speed to pick fights carefully. Similarly, Hone Dragon support also helps to increase her longevity by preventing doubles.

  • Tiki (Y), Corrin (F), Nowi, Ninian, Myrrh, and Tiki (A): Dragons get along swimmingly, and Fae supports them in return. All of them sport fantastic bulk and if they pick their fights, few things can break a balanced dragon duo.
  • Ephraim and Delthea: These two blue units reliably counter red units while providing Fae with fantastic buff support. In return, Fae helps them against fellow blues and can reliably duel most Green units.
  • Cordelia: This flying nuke gets a special mention for being able to reliably delete any Red unit in the game due to her insane offensive stats.


Falchion, Naga and any Dragon effective weapon released in the future are Fae's biggest weaknesses. She will struggle against most Red units due to her average Defense, and will take a beating against most physical green units unless she invests heavily in Defense.

  • Falchion: This sword has the potential to OHKO Fae. Fae does not like being OHKO'd.
  • Julia and Deidre: Naga hurts her pretty badly. However, due to Fae's magical bulk she can survive a hit and potentially KO back. That said, this should only be considered a last resort since Fae will take horrific damage in the process.
  • Ayra, Mia, and Zeligus: Powerful Red Swords with high speed and/or damage will severely hurt Fae or outright KO her. She should leave these to blue teammates.
  • Hector, Amelia, and Winter Lissa: These armors take significant damage from Fae, but deal quite a bit back in return. They can usually KO Fae if she initiates onto them, so Fae has to pick her battles carefully.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Only inheritable by Dragon units.
100 1 8
Light BreathGrants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates.
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
300 1 9
Light Breath+Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates.
Learns by default at 5 ★
Unlocks at 5 ★
Only inheritable by Dragon units.
300 1 13
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Draw BackUnit moves 1 space away from target ally, who moves to unit's former position.
Learns by default at 4 ★
Unlocks at 3 ★
1 150

Passive Skills

Passive Skills SP Slot
Renewal 1At the start of every fourth turn, restores 10 HP.
Inheritable by all units.
Renewal 2At the start of every third turn, restores 10 HP.
Unlocks at 3 ★
Inheritable by all units.
Renewal 3At the start of every second turn, restores 10 HP.
Unlocks at 4 ★
Inheritable by all units.
Threaten Atk 1Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 3 ★
Inheritable by all units.
Threaten Atk 2Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 4 ★
Inheritable by all units.
Threaten Atk 3Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 5 ★
Inheritable by all units.

Other Info

Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade

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Official Hero Artwork


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