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Tier Rating

Analysis by Adonyx
Fae - Divine Dragon

3-4

Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 46
ATK 33
SPD 28
DEF 25
RES 30

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 15 4 3 5 7
Middle 16 5 4 6 8
High 17 6 5 7 9

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Assets

  • +DEF: Fae is an excellent mixed tank, and taking advantage of her getting +4 for +DEF instead of +3, which will put her physical bulk on par with her magical bulk.

  • +SPD: The main reason to take a +SPD asset is to help Fae prevent getting doubled by enemies with middling Speed. In this case, it’s best to stack as much Speed as possible (including with her refined weapon).

    • It’s worth noting that there are a wide variety of units that Fae will struggle to avoid getting doubled by, including those with incredibly high Speed and those with skills that guarantee doubles (such as Bold Fighter). Outside of utilizing Null Follow-Up, it may be worth considering a -SPD bane if Fae will get doubled anyway.

  • +ATK: Increasing Fae’s damage output is always worthwhile, though it’s not quite as effective as +DEF or +SPD since a lot of her damage comes from the adaptive damage of refined dragon breath weapons as well as Special activations.

Neutral

  • RES: Fae has pretty good Resistance, but outside of dedicated magic tank builds it’s generally better to take a +DEF asset to even up her mixed bulk.

Flaws

  • -HP: Fae has ample HP, and taking a -HP flaw will hardly affect any of her matchups. She also gets plenty of HP from using a refined weapon which can help compensate for this.

Skill Sets

Winner Winner Chicken Dinner (Defensive Tank)

Recommended
Lightning Breath+ (+Def)
Alternate: Lightning Breath+ (+Spd)
A Steady Breath
Alternate: Fury 3
Reposition B Null Follow-Up 3
Alternate: Guard 3
Aether
Alternate: Iceberg
C Atk Ploy 3
Alternate: Panic Ploy 3
SP1695SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +DEF or +SPD / -HP or -SPD
  • Weapon: Lightning Breath+ (+Def/+Res/+Spd)
  • Assist: Reposition
  • Special: Aether / Blue Flame / Bonfire / Iceberg / Moonbow
  • Passive A: Steady Breath / Warding Breath / Fury
  • Passive B: Null Follow-Up / Guard / Null C-Disrupt / Quick Riposte
  • Passive C: Atk Ploy / Panic Ploy / Infantry Pulse / Flexible
  • Sacred Seal: Quick Riposte / Distant Def / Close Def / Atk Smoke

This is Fae’s strongest and most consistent set and is a fairly standard build for any defensive dragon unit. The combination of Lightning Breath and Steady/Warding Breath allows Fae to function as a fantastic mixed tank thanks to being able to counter ranged enemies as well as rapidly charging her Special with Steady/Warding Breath. This also allows her to work around the Special cooldown penalty from Lightning Breath.

One important decision to make is whether or not to take a -SPD flaw on Fae; upper tiers of Arena tend to have more enemies with either incredibly high Speed or abilities that guarantee doubles, both of which make boosting Fae’s Speed a fairly moot point. Otherwise, -HP is best, and the choice of +DEF to maximize Fae’s mixed bulk or +SPD to prevent doubles from enemies with middling Speed is simply a matter of preference.

Aether is a fantastic choice for this build, as Fae will be able to charge it within a single round of combat if she can double when initiated on. If she gets doubled, then she will be able to activate it on her second attack. Alternatively Blue Flame is a high investment option that will often do more damage than either Bonfire or Iceberg (use whichever would be higher based on whether her Defense or Resistance is higher); any of these will work as they can activate even if she doesn’t get doubled.

Steady/Warding Breath is very important for this build mainly for the increased Special charge gain, though the extra defensive stats are quite good as well. The choice between the two is mostly up to preference. On a budget, Fury is acceptable but not ideal. If running Fury, then consider running Moonbow so that Fae can get at least activate her Special in one combat if she gets doubled.

Quick Riposte is an absolutely essential skill, as Fae simply does not have enough Speed to double other units consistently without it outside of stacking Speed via team support. For Fae, Quick Riposte is best run as a Sacred Seal so that she can utilize a different B skill like Null Follow-up, Guard, or Null C-Disrupt. All three significantly improve upon her tanking skills considerably; Null Follow-Up is an infantry-exclusive skill that allows Fae to shut down enemies with skills that guarantee doubles like armored units with Bold Fighter. Alternatively, Guard allows Fae to minimize damage taken from Special-reliant units, such as Nephenee and Nailah. It also allows her to safely handle armored units who are running Bold Fighter, though not quite as effectively as running Null Follow-Up. Fae is a great unit to utilize Null C-Disrupt due to her strong magical bulk as well as the adaptive damage of dragon breath weapons.  

Fae’s C skill is mostly up to preference, but some good skills include Ploys to take advantage of her decent Resistance or Panic Ploy/Infantry Pulse to take advantage of her high HP pool.

If running Quick Riposte as a B skill instead of a Sacred Seal, then Fae’s Seal can be pretty much anything; some good choices include those that increase her bulk like Close Def and Distant Def, while Atk Smoke allows her to provide a bit of team support while also boosting her survivability.

Hyper Beam (Defensive Tank)

Light Breath+ (+Spd)
Alternate: Light Breath+ (+Def)
A Distant Counter
Alternate: Fury 3
Reposition B Null Follow-Up 3
Alternate: Guard 3
Blue Flame
Alternate: Iceberg
C Atk Ploy 3
Alternate: Panic Ploy 3
SP1785SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +DEF / -HP
  • Weapon: Light Breath+ (+Spd/+Def/+Res)
  • Assist: Reposition
  • Special: Blue Flame / Iceberg / Bonfire
  • Passive A: Distant Counter / Atk/Spd Bond / Fury
  • Passive B: Null Follow-Up / Guard / Null C-Disrupt / Quick Riposte
  • Passive C: Atk Ploy / Panic Ploy / Infantry Pulse / Flexible
  • Sacred Seal: Quick Riposte / Distant Def / Close Def / Atk Smoke

This build aims to take advantage of Fae’s base weapon, Light Breath. Though the listed optimal version of this build is an extremely high investment, there are numerous budget alternatives that can make this an option for a budget setup. The point of using Light Breath over Lightning Breath is to provide support to both the team as well as Fae herself through the buffs it can grant. However, it’s important to note that while this build isn’t particularly effective if the team has access to dual Rally Assists (especially if they’re the + versions such as Rally Atk/Spd+), one of the benefits of having Light Breath is that those Assists are no longer needed outside of Arena scoring purposes.

Due to the self-buffing capabilities of Light Breath, a Speed-stacking setup works a bit better for Fae than with Lightning Breath. However, forgoing Speed (including potentially taking a -SPD Flaw) and maximizing Fae’s defenses is always a good option as well.

The lack of any Special charge acceleration from skills like Steady/Warding Breath means that Fae is better off using lower cooldown Specials like Blue Flame; Iceberg or Bonfire are acceptable alternatives if Blue Flame is unavailable.

Distant Counter is pretty important for this build, as the buffs from Light Breath require Fae to have attacked in combat. Lacking it means that she is relegated to being most effective against melee targets only. In this case, some good options include Atk/Spd Bond (particularly if utilizing Blue Flame) or Fury for budget purposes.

Fae’s choices for her B skill, C skill, and Sacred Seal are the same as if she were using Lightning Breath. However, it’s very important to note that Null C-Disrupt isn’t nearly as useful if she isn’t using Distant Counter since she still won’t be able to counterattack healers or other ranged attackers like Firesweep archers.

Introduction

Most of the best reasons to use Fae have to do with her availability for summoning as a 3-star unit; she’s generally a bit outclassed by most of the other green dragons. Fortunately, Fae is still quite a powerful unit in her own right due to her strong bulk and access to dragon breath weapons.

Fae’s access to refinable dragon breath weapons means that not only does her bulk get even better with a refined weapon, but she can also utilize the adaptive damage trait against ranged foes, which also happen to be the units she’s generally better at handling. Her high HP and Resistance also offer her strong support options in the form of Panic Ploy, Infantry Pulse, and the debuffing Ploy skills. She also has access to some other skill options like Null Follow-Up and Null C-Disrupt, both of which are particularly potent when dealing with strong meta units.

Overall, Fae is a strong unit and a popular candidate for merging to +10 due to her availability. She is functional with a budget build, but she shines the most with a high investment setup.

Strengths

Good Mixed Bulk

Fae has good HP and Resistance and decent Defense; combining these with a refined weapon along with other skills like Warding/Steady Breath can turn her into a highly potent tank.

Good Availability

As a unit available for summoning in the 3-star summoning pool, Fae is an excellent candidate for long-term merging purposes. This also makes it fairly easy to obtain a good Asset/Flaw combination for her.

Dragon

Fae can afford to not invest heavily into her offensive power because of the advantages that being a dragon offers her, which includes adaptive damage against ranged threats, access to unique buffs, as well as easy access to the Lightning Breath + Steady/Warding Breath + Aether combo.

Infantry

As an infantry unit, Fae has access to unique infantry skills like Null Follow-Up and Infantry Rush. Her high HP also makes her an excellent candidate for Infantry Pulse.

Weaknesses

Anti-Dragon Weaponry

Fae’s status as a dragon has a major downside which is that anti-dragon weaponry like Falchions or Naga are incredibly dangerous. Her status as a green unit makes this a bit worse as well since the vast majority of anti-dragon weapons are not blue.

Heavy Investment for Optimal

While Fae is quite effective with her optimal builds, one major problem is that they all need very high investment skills to function properly. While she does have budget options which can make those builds usable, they will never be quite as effective as the high investment setups.

Team Options

  • Dragons: Fellow dragons like Tiki (Adult), Nowi, Ninian, and Legendary Robin (F) are all great choices, particularly if they have strong dragon buffs like Hone Dragons and Fortify Dragons.

    • Beasts: While not specifically useful to Fae, Fae herself is a good team option for beast units since they can still transform while adjacent to her.

  • Buffers: Mixed tanks like Fae make good use of all their stats, so she greatly benefits from buff support from units like Marth, Linde, Delthea, Eirika, and Sanaki.

  • Debuffers: While Fae is also capable of applying debuffs, she also appreciates the support from dedicated debuffers like Arvis, Katarina, Saias, and Lute.

  • Strong Blues: Despite her strengths, Fae will still struggle against strong red threats so strong blue units like Reinhardt, Legendary Tiki (Young), Ophelia, and Nephenee are all good options.

Counters

  • Anti-Dragon Weapons: Fae stands almost no chance against Falchion users like Alm, Marth, and Lucina, but most other units with anti-dragon weapons like Roy, Tiki (Adult), Deirdre, and even Legendary Tiki (Young) will also take her out with ease.

  • Strong Reds: Aside from the ones with anti-dragon weapons, other strong red units like Karla, Legendary Eirika, Celica, and Tibarn can easily handle Fae due to color advantage.

  • Debuffers: Fae has strong stats overall, but she is still vulnerable to dedicated debuffers like Arvis, Katarina, Soren, and Spring Sharena.

  • Preventing Counters: While Fae can work around this weakness with Null C-Disrupt, she is highly vulnerable to enemies that can prevent counterattacks if she is not using that skill. This includes units with Firesweep weapons like Soleil, Ayra, and Bridal Cordelia as well as healers with the Wrathful/Dazzling Staff combo like Brave Veronica, Halloween Mia, and Maribelle.

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 ★
1 150

Passive Skills

Passive Skills SP Slot
Renewal 1At the start of every fourth turn, restores 10 HP.
Inheritable by all units.
60
B
Renewal 2At the start of every third turn, restores 10 HP.
Inheritable by all units.
Unlocks at 3 ★
120
B
Renewal 3At the start of every second turn, restores 10 HP.
Inheritable by all units.
Unlocks at 4 ★
240
B
Threaten Atk 1Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
50
C
Threaten Atk 2Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
100
C
Threaten Atk 3Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

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

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