Table of Contents

Tier Rating

Analysis by Adonyx
Kjelle - Fair Fighter

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 47
ATK 40
SPD 22
DEF 37
RES 28

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 22 9 4 10 5
Middle 23 10 5 11 6
High 24 11 6 12 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 44 37 19 34 24
Middle 47 40 22 37 28
High 50 44 25 40 31

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

  • +ATK: Given Kjelle’s monstrous base Attack and the fact that she gains +4 instead of +3 with an Asset, a +ATK Asset is a clear best choice.

  • +RES: Resistance is one of Kjelle’s weaker stats, which isn’t saying much since 28 Resistance is hardly bad. Increasing it will make her a stronger mixed tank.

Neutral

  • HP/DEF: While Kjelle has excellent HP and Defense, she is generally much better off with either a +ATK or +RES Asset.

Flaws

  • -SPD: Speed is clearly Kjelle’s weakest stat, allowing her to easily accept a -SPD Flaw as it will hardly affect her performance at all.

Skill Sets

To Victory (Defensive Tank)

Recommended
Harmonic Lance+ (+Res)
Alternate: Barrier Lance+ (+Res)
A Distant Counter
Swap B Special Fighter 3
Noontime
Alternate: Moonbow
C Atk Smoke 3
Alternate: Pulse Smoke 3
SP1695SQuick Riposte 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Preferred IV: +ATK or +RES / -SPD

  • While +ATK will give Kjelle must greater one-shot capabilities, +RES will make her much more resilient to heavy magic damage (as can be frequent in Aether Raids).

Weapon: Harmonic Lance (+Res) / Barrier Lance (+Res)

  • Combining Harmonic Lance with Special Fighter and Noontime will allow Kjelle to counterattack with a boosted Noontime every time she is attacked, resulting in stronger damage output and good sustain (particularly strong in Aether Raids).

  • Harmonic Lance can be replaced by Kjelle’s base Barrier Lance for even more magical bulk, though it’s worth noting that the biggest magical damage threats (such as Ophelia) can circumvent the bonus from Barrier Lance due to AoE Specials ignoring them.

  • In either case, +Res is generally the ideal refine to maximize Kjelle’s mixed bulk.

Assist: Swap

Special: Noontime / Moonbow

  • Noontime is a fantastic Special when paired with Harmonic Lance and Special Fighter, as it greatly enhances Kjelle’s tankiness via sustain - this is particularly useful in Aether Raids.

  • Noontime may be replaced with Moonbow for more damage if sustain is not an issue.

Passive A: Distant Counter

  • Distant Counter is extremely important for an Enemy Phase-oriented build such as this one, as otherwise Kjelle will be very hard-pressed to deal with ranged threats.

Passive B: Special Fighter

  • Special Fighter is a key component of this build; the Special charge acceleration allows Kjelle to activate a 2-charge Special like Noontime or Moonbow on every counterattack, while the enemy Special charge reduction will help protect her from enemies charging their Specials on her if she doesn’t KO them in one hit, since she is very likely to get doubled due to her poor Speed.

Passive C: Atk Smoke / Pulse Smoke / Armor March / Flexible

  • Kjelle’s C slot is mostly up to preference; she’s not particularly reliant on Armor March to move around due to this build being Enemy Phase-oriented. However, having access to Armor March (whether she runs it herself or has an ally with it) can make it much more convenient to move her where she needs to go.

  • Atk Smoke and Pulse Smoke are both fantastic options for Aether Raids, where Kjelle may need to tackle multiple enemy threats in a single turn. Pulse Smoke can allow her to completely mitigate the threat of Infantry Pulse teams by negating their Specials, while Atk Smoke will effectively increase her tankiness by reducing their damage output.

Sacred Seal: Quick Riposte / Fierce Stance

  • Due to Kjelle’s poor Speed, Quick Riposte is a necessity to ensure that she can double her opponents.

  • For a more aggressive approach, Fierce Stance is an option to hope that Kjelle will be able to KO her opponents in one hit. This is a bit risky since if she fails to KO them then she will most likely be unable to make a follow-up attack due to her Speed; however, if successful then she will be able to mitigate a significant amount of damage due to preventing enemy follow-up attacks.

With Moxie (Offensive Nuke)

Firesweep Lance+
Alternate: Brave Lance+
A Death Blow (3 or 4)
Swap B Bold Fighter 3
Galeforce
Alternate: Moonbow
C Armor March 3
SP1905SQuickened Pulse
Alternate: Armored Boots

Show Explanation/Analysis

Preferred IV: +ATK / -SPD

  • This build is focused entirely on offensive prowess, so it’s important to maximize Kjelle’s damage output with a +ATK Asset.

Weapon: Firesweep Lance+ / Brave Lance+

  • A Firesweep Lance allows Kjelle to eliminate most of the risks of engaging enemies, as she can prevent counterattacks from most of them (bar those utilizing Null C-Disrupt). This allows her to easily fight enemies wielding anti-armor weapons, and comes with a side benefit of making it very easy to maintain Armored Boots if she is using it.

  • A Brave Lance offers Kjelle an alternative method of putting out immense damage, since Bold Fighter allows her to quad strike opponents with ease.

Assist: Swap

Special: Galeforce / Moonbow / Luna

  • Galeforce works very well with both a Firesweep Lance and a Brave Lance; since Kjelle has very high Attack, she generally doesn’t need a damaging Special to KO most opponents. Firesweep Lance and Brave Lance both make it easy for Kjelle to safely charge up Galeforce since they both allow her to attack twice without getting counterattacked.

  • Aside from Galeforce, Moonbow works well with a Firesweep Lance since a low cooldown Special is needed in order for Kjelle to be able to activate it every combat.

  • Luna is a decent option for Brave Lance builds, as Kjelle is capable of activating it twice in a single combat if she has at least one Special charge beforehand (such as from Quickened Pulse) and her opponent can counterattack. Luna is preferable to Bonfire in this case as generally the only enemies that can survive a quad strike from Kjelle will have excessively high Defense, which then gives Luna fantastic scaling.

Passive A: Death Blow

  • Since this build is purely about Player Phase prowess, Death Blow is the A skill of choice. Death Blow 4 is preferable to maximize Kjelle’s damage output, but Death Blow 3 will work just fine if it’s unavailable.

Passive B: Bold Fighter

  • Kjelle’s base Bold Fighter is key to allowing her to excel on Player Phase, as her Speed is far too low for it otherwise.

Passive C: Armor March / Flexible

  • For a Player Phase-oriented build, Armor March is vitally important as otherwise Kjelle’s poor armor mobility will make it very difficult for her to engage enemies. This can be circumvented by having an ally with Armor March or with the Armored Boots Seal; in this case, Kjelle’s C skill can be replaced as needed.

Sacred Seal: Quickened Pulse / Armored Boots / Attack +3

  • The Quickened Pulse Seal makes it much easier for Kjelle to activate Galeforce by simply attacking twice with Bold Fighter.

  • Alternatively, the Armored Boots Seal can help mitigate the need for Armor March, particularly if Kjelle is utilizing a Firesweep Lance since negating counterattacks makes it much easier for her to maintain the 100% HP threshold.

  • Finally, an Attack +3 Seal can work great if no better alternatives are available.

Fighting Fair (Mixed Phase)

Slaying Lance+ (+Def) A Distant Counter
Alternate: Death Blow (3 or 4)
Swap B Bold Fighter 3
Ignis C Armor March 3
SP1500SQuick Riposte 3
Alternate: Armored Boots

Show Explanation/Analysis

Preferred IV: +ATK / -SPD

  • This build has an emphasis on damage over survivability, so a +ATK Asset is ideal.

Weapon: Slaying Lance (+Def)

  • A Slaying Lance is ideal as it allows Kjelle to activate Ignis in a single combat, which is a significant damage increase over Bonfire.

  • Thanks to Kjelle’s strong Defense, she can deal a considerable amount of damage with Ignis. Utilizing a +Def refine allows her to simultaneously improve her damage output as well as improve her physical bulk.

Assist: Swap

Special: Ignis

  • With neutral Defense and a +Def refined weapon, Kjelle can activate Ignis for a minimum of 32 extra damage. This is a massive damage nuke that gives her very strong matchups all around.

Passive A: Distant Counter / Death Blow

  • While Distant Counter doesn’t directly benefit Kjelle’s Player Phase capabilities, it is still important to have for when she fights on Enemy Phase.

  • If opting for a much stronger Player Phase, then Kjelle can run Death Blow (3 or 4) for significantly improved damage output.

Passive B: Bold Fighter

  • Kjelle’s base Bold Fighter is vital to this build, as otherwise her Speed is far too low for her to reliably double on Player Phase. The increased Special charge also allows her to activate higher cooldown Specials.

Passive C: Armor March / Flexible

  • Since this build relies on some Player Phase prowess, it’s important that Kjelle gains access to Armor March (either from having it herself or having an ally with it) as otherwise her poor mobility can make it difficult to close the gap to initiate combat. If she has access to Armor March support, then her C skill can be replaced as needed to suit the team.

Sacred Seal: Quick Riposte / Armored Boots / Attack +3

  • Quick Riposte is vital to ensure that Kjelle is able to double on Enemy Phase due to her poor Speed. Combining Quick Riposte and Bold Fighter will allow Kjelle to double on both phases, giving her excellent versatility.

  • If opting to focus on Player Phase, then Armored Boots can allow Kjelle to circumvent the need for Armor March (though the 100% HP requirement can be tricky to maintain for subsequent combats).

  • Attack +3 is also a decent option to simply increase Kjelle’s damage output.

Introduction

Step aside Effie, your (vastly superior) replacement has arrived. Featuring equal or significantly better stats in all areas except for HP, Kjelle offers no mercy for Effie. She even gets +4 instead of +3 with a +ATK Asset, making her even better at Effie’s arguably greatest strength.

However, aside from being a significant improvement over Effie stat-wise, Kjelle doesn’t really do anything particularly different from Effie. Generally, she runs the exact same builds, except a bit better. She also shares one of Effie’s downsides in that she doesn’t have a particularly unique niche due to lacking a unique weapon. This means that while Kjelle is a clear upgrade to Effie, she will still be inferior compared to someone like Brave Hector. In addition, Effie’s availability in the 3-4 star summoning pool makes her considerably easier to merge for long-term usage.

Strengths

High Attack

With a potential 44 Attack with a +ATK Asset, Kjelle is capable of considerable damage output. This potential is increased due to her access to armor-exclusive skills like her base Bold Fighter and Special Fighter.

Strong Mixed Bulk

Kjelle has strong Defense and Resistance, making her a great candidate for a mixed tank (particularly if she utilizes her base Barrier Lance).

Armor Unit

As an armor unit, Kjelle has access to powerful armor-exclusive skills like Bold Fighter and Special Fighter, which play key roles in her strong combat capabilities.

Weaknesses

Poor Mobility

One of the greatest weaknesses of armor units is their horrid mobility, which can make them a liability in some situations if not accounted for.

Anti-Armor Weapons

Kjelle also suffers from a weakness to anti-armor weapons, which can be particularly troublesome in the Arena game modes where they are fairly common.

Overshadowed

Kjelle’s lack of access to a unique weapon makes it difficult for her to stand out compared to someone like Brave Hector. While she is quite superior to Effie stat-wise, she doesn’t really do anything particularly different from her.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Lance Users Only
100 1 8
Barrier LanceIf foe initiates combat, grants Res+7 during combat.
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 9
Barrier Lance+If foe initiates combat, grants Res+7 during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
AR-D Def/Res 1If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
60
A
AR-D Def/Res 2If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
120
A
AR-D Def/Res 3If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
Unlocks at 4 ★
240
A
Bold Fighter 1If unit's HP = 100% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
60
B
Bold Fighter 2If unit's HP ≥ 50% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
120
B
Bold Fighter 3If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Awakening

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