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Fallen Mareeta

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Table of Contents

Tier Rating

Analysis by Adonyx
Fallen Mareeta - The Blade's Pawn

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 42
ATK 33
SPD 41
DEF 29
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 10 6 3
Middle 18 9 11 7 4
High 19 10 12 8 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 30 38 25 20
Middle 42 33 41 29 23
High 45 36 45 32 27

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

  • +SPD: Fallen Mareeta’s capabilities are heavily reliant on her Speed, so increasing it is ideal. This is further bolstered by the fact that she gets +4 instead of +3 with an Asset.

  • +ATK: If +SPD is unavailable, then +ATK is a decent alternative to increase Fallen Mareeta’s raw damage output.

Neutral

  • DEF: While Fallen Mareeta’s Flaw doesn’t really matter since she shouldn’t be getting attacked, HP and Resistance are slightly better choices than Defense since she has good physical bulk.

Flaws

  • -HP/-RES: As a purely offensive attacker, Fallen Mareeta can easily take a Flaw in either HP or Resistance without severely hampering her performance.

Skill Sets

Howling Gale (Offensive Nuke)

Recommended
Shadow Sword A Flashing Blade 4
Alternate: Atk/Spd Solo 3
Reposition B Null Follow-Up 3
Galeforce
Alternate: Luna
C Even Spd Wave 3
SP2025SDarting Blow 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP or -RES

  • As this is an offensive moveset, it shouldn’t be surprising that the ideal IVs are an offensive set.

Weapon: Shadow Sword

  • When Fallen Mareeta initiates combat with more than 50% HP and can outspeed her opponent, then she can attack twice before the enemy can counter. This essentially gives her a 16 Mt. Brave weapon.

  • Combining this with the -1 Special cooldown means that Fallen Mareeta can fire off powerful Specials very quickly, easily, and safely.

Assist: Reposition

Special: Galeforce / Luna

  • The combination of -1 Special cooldown and pseudo-Brave effect on Shadow Sword makes Fallen Mareeta an incredible Galeforce user, as she can immediately charge Galeforce after attacking an opponent twice with Flashing Blade.

  • Otherwise, she can use her base Luna, which will allow her to deal fantastic damage.

Passive A: Flashing Blade / Atk/Spd Solo

  • Flashing Blade 4 works great as part of Fallen Mareeta’s base kit, as she has more than enough Speed to make great use of it. The extra damage is greatly appreciated, and the extra Special charge allows her to activate 3 cooldown Specials like her base Luna with ease.

  • Combining Flashing Blade 4 with the Darting Blow Seal is technically a bit worse than combining Atk/Spd Solo with the Flashing Blade Seal (+5/+6 Attack/Speed compared to +6/+6 Attack/Speed). However, there are numerous advantages to utilizing Flashing Blade 4 over Atk/Spd Solo, such as the damage boost being true damage, the extra damage applying to AoE Specials, and lack of any positioning requirements. Atk/Spd Solo with the Flashing Blade Seal does allow Fallen Mareeta to perform a bit better on Enemy Phase, but she really isn’t designed to excel at that in the first place.

Passive B: Null Follow-Up

  • Fallen Mareeta’s base Null Follow-Up is an incredible skill, as it allows her to easily bypass all of the skills that could otherwise potentially shut her down like Wary Fighter or Swordbreaker.

Passive C: Even Spd Wave / Flexible

  • Fallen Mareeta doesn’t come with a base C skill, but pretty much anything can work here. A self-buff like Even Spd Wave can work great to minimize the amount of team support needed.

Sacred Seal: Darting Blow / Flashing Blade

  • As mentioned above, combining Flashing Blade 4 with the Darting Blow Seal is technically a bit worse than combining Atk/Spd Solo with the Flashing Blade Seal in terms of raw stat gain. However, there are numerous advantages to utilizing her base Flashing Blade 4 and the Darting Blow Seal.

Let It Go (Offensive Nuke)

Shadow Sword A Flashing Blade 4
Alternate: Atk/Spd Solo 3
Reposition B Special Spiral 3
Dragon Fang
Alternate: Luna
C Even Atk Wave 3
SP1695SQuickened Pulse
Alternate: Flashing Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP or -RES

  • Similarly to the previous build, this one wants an offensive IV set. However, +ATK is a bit better than +SPD due to the emphasis on Special damage.

Weapon: Shadow Sword

Assist: Reposition

Special: Dragon Fang / Luna / Blazing Wind

  • Dragon Fang will typically deal more damage than Luna aside from fighting tanks, but Luna allows Fallen Mareeta to function without either the Quickened Pulse Seal or Infantry Pulse support.

  • Both Dragon Fang and Luna can allow Fallen Mareeta to activate her Special through Guard or similar effects once the Special Spiral chain has started; Luna will simply be ready for her first attack, while Dragon Fang will be reduced to a 1 cooldown, allowing her to activate it on her second hit thanks to Flashing Blade.

  • An Area of Effect (AoE) Special like Blazing Wind is also an option with this, but will require considerable setup in order to reach the first activation. Fallen Mareeta’s Attack stat isn’t particularly impressive for this, but her ability to attack twice can help make up for this.

Passive A: Flashing Blade / Atk/Spd Solo

  • As mentioned in the other build, Atk/Spd Solo with the Flashing Blade Seal gives slightly more offensive stats than Flashing Blade 4 with the Darting Blow Seal. However, in this case Flashing Blade 4 may be a requirement if utilizing Dragon Fang, as Fallen Mareeta will need the Quickened Pulse Seal to start her Special chain if she doesn’t have access to Infantry Pulse support or a similar effect.

  • If Infantry Pulse support is available, or if utilizing Luna, then Atk/Spd Solo with the Flashing Blade Seal is preferred to maximize her damage output.

  • If utilizing an AoE Special, then Flashing Blade 4 is ideal due to not only making it easy to recharge the Special, but also because the +5 damage applies to the AoE Special itself.

Passive B: Special Spiral

  • This skill is key to allowing Fallen Mareeta to repeatedly activate Specials with higher cooldowns than Luna’s 3 cooldown, as it reduces the cooldown by -2 after every activation.

Passive C: Even Atk Wave / Flexible

  • Boosting Fallen Mareeta’s Attack is crucial for maximizing her damage output for this build. However, if buff support is available from her team, then her C skill can be freely replaced as needed.

Sacred Seal: Quickened Pulse / Flashing Blade / Darting Blow / Attack +3 / Hardy Bearing

  • The choice of Sacred Seal mainly depends on the Special, A skill, and level of team support available. If utilizing Dragon Fang without Infantry Pulse support, then the Quickened Pulse Seal will be needed to allow Fallen Mareeta to activate it on her first combat.

  • Otherwise, the Flashing Blade Seal will be necessary if using Atk/Spd Solo or any other stat-boosting A skill other than Flashing Blade 4.

  • If utilizing Dragon Fang or an AoE Special with enough Infantry Pulse support to negate the need for Quickened Pulse, then a stat-boosting Seal like Darting Blow (for Dragon Fang) or Attack +3 (for an AoE Special) may be ideal. Hardy Bearing is worth mentioning if utilizing an AoE Special, as it prevents Fallen Mareeta from getting shut down by Vantage (this is particularly relevant if running her on Defense for Aether Raids).

Introduction

While Fallen Mareeta is yet another infantry sword unit, she does bring a fairly unique ability to the archetype. Her Shadow Sword allows her to mimic Lewyn with his Forseti by allowing her to functionally have a 16 Mt Brave weapon against enemies that she outspeeds. Shadow Sword even has a -1 Special cooldown effect built-in, allowing her to more easily utilize stronger Specials than Lewyn can with minimal team support. This also makes her one of the best Galeforce users, as the combination of her weapon’s effect and her base Null Follow-Up make it very easy for her to get off two attacks on an opponent.

Stat-wise, Fallen Mareeta is very well suited to this role. With 33/41 Attack/Speed with a potential +4 instead of +3 with a +SPD Asset, she will have very little difficulty outspeeding her opponents to take full advantage of her Shadow Sword. Her defensive bulk is decent too, being high enough for her to take a single hit from most non-blue opponents; however, Fallen Mareeta generally doesn’t need to worry about getting attacked quite as much as most other units. Her heavily Player Phase-oriented weapon means that she should try to avoid Enemy Phase whenever possible.

Overall, Fallen Mareeta is a fantastic offensive force with a decent variety of build options. Her access to decent build versatility means that she shouldn’t have too much issue fitting into most team compositions.

Strengths

Shadow Sword

Fallen Mareeta is defined by her unique weapon, and it does not disappoint. Being able to make a follow-up attack before an enemy counterattack allows her to dish out a considerable amount of damage with little to no risk.

Strong Offenses

With 33/41 base Attack/Speed with a potential +4 instead of +3 to Speed with an Asset, Fallen Mareeta is no slouch offensively. This plays nicely into her niche as an offensive force.

Fantastic Base Kit

Fallen Mareeta is one of the few units whose base kit is so strong and synergistic that nothing needs to be changed.

Weaknesses

Poor Enemy Phase

While Fallen Mareeta is certainly capable of utilizing an Enemy Phase build if desired, her weapon heavily pushes her toward Player Phase, resulting in her Enemy Phase being generally a bit lacking.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Shadow SwordAccelerates Special trigger (cooldown count-1). If unit's HP≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Learns by default at 5 ★
Unlocks at 5 ★
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Flashing Blade 1If unit’s Spd - foe’s Spd ≥ 5, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
60
A
Flashing Blade 2If unit’s Spd - foe’s Spd ≥ 3, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
120
A
Flashing Blade 3If unit’s Spd - foe’s Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 4 ★
240
A
Flashing Blade 4If unit's Spd > foe's Spd. grants Special cooldown charge +1 and deals +5 damage per unit's attack. (Only highest value applied. Does not stack.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 5 ★
300
A
Null Follow-Up 1At start of combat, if unit's HP = 100%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack.
Infantry Units Only
60
B
Null Follow-Up 2At start of combat, if unit's HP ≥ 50%, disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack.
Infantry Units Only
120
B
Null Follow-Up 3Disables foe's skills that guarantee foe's follow-up attack and foe's skills that prevent unit's follow-up attack.
Infantry Units Only
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Thracia 776

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