Table of Contents
- Default
- Attack
- Special
- Injured
| Fae - Divine Dragon |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 15 | 4 | 3 | 5 | 7 |
| Middle | 16 | 5 | 4 | 6 | 8 |
| High | 17 | 6 | 5 | 7 | 9 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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.
Boons
- +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.
Neutral
- 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.
Banes
- -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)
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Lightning Breath+ (+Def) Alternate: Lightning Breath |
A | Steady Breath Alternate: Fury 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 Alternate: Vantage 3 |
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Aether Alternate: Glimmer |
C | Res Ploy 3 Alternate: Hone Atk 3 |
| SP | 2,055 | S | Distant Def 3 |
- 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.
BLUE-WRRAAAWRRR! (Meta Killer)
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Lightning Breath+ (+Def) | A | Triangle Adept 3 Alternate: Fury 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 Alternate: Bowbreaker 3 |
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Glimmer | C | Panic Ploy 3 Alternate: Hone Atk 3 |
| SP | 1,545 | S | Distant Def 3 |
- 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)
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Light Breath+ (+Spd) | A | Fierce Stance 3 Alternate: Fury 3 |
|---|---|---|---|
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Draw Back | B | Windsweep 3 Alternate: Renewal 3 |
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Sol | C | Spd Smoke 3 Alternate: Threaten Atk 3 |
| SP | 1,080 | S | Atk Smoke 3 |
- 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.
Introduction
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.
Strengths
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.
Infantry
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.
Weaknesses
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
Counters
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.
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Lightning Breath+ (+Res) | A | Warding Breath |
|---|---|---|---|
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Draw Back | B | Quick Riposte 3 |
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Aether | C | Hone Dragons |
| S | Distant Def 3 | ||
The point of this build is to allow fae to be an insane magical tank. You generally want an attack boon since otherwise her attack will be way to low for her to deal any damage at all. with this build on enemy face she can run 44 res, if you have a res boon 47, and with +10 51 res which is insane.
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Lightning Breath+ (+Def) | A | Earth Boost 3 |
|---|---|---|---|
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Draw Back | B | Renewal 3 |
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Moonbow | C | Panic Ploy 3 |
| S | Speed +3 | ||
BLESSING: Earth
SEAL: Speed+
SUPPORT: Nowi
Merged +1
---
Even with a bane her HP stat is massive. Taking advantage of that just makes sense.
Renewal may give way to Quick Riposte eventually. At present, Renewal has actually won me quite a few Arena runs by keeping her and Earth Boost sustained.
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Lightning Breath+ (+Def) | A | Fury 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Aether | C | Threaten Atk 3 |
| S | Panic Ploy 3 | ||
It has a ton of varieties and skills implemented so i could modify her as i wish depend on the composition i play but this is the most generic one.
Another ones that you could try is using LB (+def or res) with steady/warding breath and aether and also renewal and QR as a seal for long fights and focused matchups.
Also ploys work fantastic on her and infantry pulse 3 because she has the highest Hp stat among infantry units in FE even being -Hp is still higher than any of them without counting on seals/skills.
She could be a terror in both phases and specially in those units who are just focused on one of its defenses so makes her a swiss tool knife on most teams i have.
The bigger weaknesses she has are just a few ones and not always win against her. Those are falchion users,Tadept and Heavy blade users like Ayra Zelgius or Mia.
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Lightning Breath+ | A | Steady Breath |
|---|---|---|---|
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Reciprocal Aid | B | Quick Riposte 3 |
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Aether | C | Infantry Pulse 3 |
| S | Panic Ploy 3 | ||
+3 merge. Fae is the absolute backbone of my Arena Team. She is the much needed counter to Reinhardt and B!Lyn. Panic Ploy really helps her to beat said horse units, but also helps against things like armor buffed Hector and Blade Tomes. Thanks to her lowish speed, she gets to proc Aether on almost any encounter during enemy phase, allowing her to heal back to provide more pseudo healing to both Ephraim and Celica. If that is not working sufficiently, she can run Renewal with QR3 seal and forgo the benefits of Panic Ploy.
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Lightning Breath+ (+Spd) | A | Steady Breath |
|---|---|---|---|
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Rally Spd/Res | B | Quick Riposte 3 |
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Iceberg | C | Infantry Pulse 3 |
| S | Panic Ploy 3 | ||
My name for this build is: [Bolt-Beam Chicken Dragon]
A pretty standard fare Steady Breath QR Fae that I've tweaked elsewhere to fit onto a team with my Lyn, Lady of the Plains [Brisk Winds of Sacae] and my Azura, Lady of the Lake [Aria: Swells of a Midwinter Lake] builds. With SB, QR, and Iceberg, Fae will be able to guaranteed proc Iceberg on her second follow-up on counter attack unless the opponent is running Guard, Watersweep, or Firesweep.
This Fae's ivs are +Spd -HP at +10 merge, with a Speed forged Lightning Breath (12 Mt, +5 HP, +3 Speed), and Wind Blessing (+3 HP and +4 Res) have a stat line of: 55 HP/49 Atk/38 Spd/29 Def (33 with SB)/38 Res.
As my Fae is an all-around support/counter-attacking hybrid, she is to take on blue mages, and daggers/bows, she needs an acceptable of speed to avoid being doubled yet maintain enough bulk/HP to keep QR active. She must at the same time fulfill her role in special cooldown and panic ploy support, and utilize her assist slot to buff her allies.
My Fae and Gunnthra provide the visible attack and speed buffs, but that means these two can only receive the other's buffs (in this build specifically, Gunnthra only receives speed, Fae only receives attack). I have found giving an attack buff like Hone Attack to Gunnthra to be the most effective,since she is the least likely to be engaging in combat among all of my teammembers; however, 38 speed is a bit low for high merge arena so if need be, I can switch Gunnthra over to Hone Speed (giving Fae 42 Speed), and have Fae run Rally Attack/Resistance.
Should I ever find the Hone Speed buff, and Gunnthra's Chilling Seal debuff unable to prevent my Fae from getting doubled (that is engaging opponent's that consistently have 47 or more speed after debuffs; 53 before debuffs), then I will begrudgingly switch over to Fury; as well as consider switching over to Aether for extra points. With Fury, Fae's stats are: 55 HP/52 Atk/41 Spd/32 Def/41 Res.
Infantry Pulse will allow my Azura (Fae's 55 HP to Azura's 48 HP) to become an anti-mage nuke, and allow my Lyn (55 HP to Lyn's 49 HP) to trigger Iceberg as well (before falling below 75% HP) provided that Lyn can either 1) double on her first engagement, and/or 2) have high enough attack to trigger Heavy Blade for an immediate 2 turn cooldown.
Panic Ploy is just to keep buff-centric teams in check. Despite opting for an HP bane, forged Lightning Breath and Wind Blessing bump her up to 55 HP which can effectively cover all of cavalry, a majority of infantry and flier units, and the handful of ranged armor units.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only inheritable by Dragon units.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Only inheritable by Dragon units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Only inheritable by Dragon units.
|
300 | 1 | 9 |
| Learns by default at 5 ★ Unlocks at 5 ★ Only inheritable by Dragon units.
|
300 | 1 | 13 |
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 |
|---|---|---|
| Inheritable by all units.
|
60 | B |
| Unlocks at 3 ★ Inheritable by all units.
|
120 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
240 | B |
| Unlocks at 3 ★ Inheritable by all units.
|
50 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade
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Fate Grand Order
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