Table of Contents
- Default
- Attack
- Special
- Injured
| Lucina - Future Witness |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 7 | 9 | 5 | 3 |
| Middle | 19 | 8 | 10 | 6 | 4 |
| High | 20 | 9 | 11 | 7 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 40 | 31 | 33 | 22 | 16 |
| Middle | 43 | 34 | 36 | 25 | 19 |
| High | 46 | 37 | 39 | 29 | 22 |
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 |
|---|---|---|---|---|
Lucina is a melee all-rounder who focuses on her high Attack to defeat her enemies. Attack is the most important stat she has, followed up by Resistance, Defense and Speed. Extra Resistance helps Lucina survive engagements with dragons and mages, while Defense is better for fighting other swords, bows, and daggers. Speed isn’t quite as important, but it still a valuable stat and should never be used as a bane. This is because she needs it to avoid follow-up attacks from enemy swords. Finally, HP is Lucina’s least valuable stat. Due to her ability to regenerate HP, Lucina cares little about the size of her total HP pool.
Boons
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+ATK: While Lucina can benefit from many boons, Attack gives her a much-needed edge when punching through defensive threats.
Neutral
-
RES: Resistance is best kept neutral. While Lucina loses against the tirade of blue mages, she wants as much Resistance as possible to survive against dragons.
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DEF: At a low base 25, she needs all the defense she can get. It also helps Lucina sustain through multiple physical foes.
-
SPD: Base 36 Speed makes Lucina quick, but not as quick as units like Karla who choose to invest in their Speed. Most of her counters can OHKO her or use Swordbreaker, meaning her Speed is not overly important. It is not recommended to reduce this with a bane, since it will swing important matchups with Corrin(F) and Ayra against her.
Banes
- -HP: HP by itself, does little for Lucina, who can heal with her Falchion and Renewal. A bane in HP is nicely offset by Lucina’s weapon refine.
Skill Sets
Supportive Anti-Dragon
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Falchion (Awakening) (Refined) | A | Distant Counter Alternate: Fury 3 |
|---|---|---|---|
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Reciprocal Aid Alternate: Rally Def/Res |
B | Renewal 3 Alternate: Quick Riposte 3 |
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Dragon Fang Alternate: Sol |
C | Spur Def/Res 2 Alternate: Drive Atk 2 |
| SP | 1,695 | S | Quick Riposte 3 |
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Preferred IV: +ATK / -HP
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Weapon: Falchion (+Eff)
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Assist: Reciprocal Aid / Rally Def/Res
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Special: Dragon Fang / Sol / Aether
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Passive A: Distant Counter / Fury / Atk/Def Bond
-
Passive B: Renewal / Quick Riposte
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Passive C: Spur Def/Res / Drive Atk / Spur Atk/Spd
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Sacred Seal: Quick Riposte / Atk/Def Bond
This set lets Lucina reach her max potential, as a threat on both phases and as a team support unit. Thanks to her great statline and Falchion stat boosts, she can invest into supportive skills while remaining a powerful frontline fighter. She can work on the enemy or player phase, but tends to prefer the enemy phase for most foes. Some enemies require her to do one or the other: Brave Ike she must defeat on the enemy phase, and Hector on the player phase.
Lucina’s Falchion is the backbone of the build, and its special refine gives her a huge boost to her base stats. Thanks to the requirement of being next to an ally, Lucina is great with Spur skills such as Spur Def/Res or Spur Atk/Spd. The former is best for defensive allies, and the latter for offensive ones.
Her support skills include Renewal, which stacks with Falchion’s effect to provide 20 HP healed at the end of every second turn. Reciprocal Aid allows Lucina to effectively heal allies up to her own max HP, and with Renewal + Falchion to restore health, Lucina can stay healthy for a long time. If Lucina is being controlled by Autobattle, the AI will make better use of a Dual Rally skill than Reciprocal Aid.
In terms of combat, Distant Counter is a must to counter green mages and red ones without the power to OHKO her. Fury is a much cheaper option that gives her a strong boost in close-quarter encounters. Fury can outperform Distant Counter depending on teammates: having strong allies with Distant Counter may mean she does not necessarily need it. Atk/Def Bond is similar, but is better if Lucina wants to avoid the HP loss from Fury.
Quick Riposte is very important, granting her the ability to one-round many foes and handle threats such as Corrin(F). Lucina does not rely on her Special to KO, making double attacks very valuable for her. Dragon Fang is the strongest Special for her, but has a slow charge time without skills to lower it. Sol and Aether are other options which provide healing, and are great when Autobattling with her.
Alternatively, Lucina can go for Quick Riposte in her B slot, and take the Atk/Def Bond seal, effectively replacing Renewal with Atk/Def Bond. This will cut Lucina’s healing ability significantly, but gives her a substantial power boost. This makes her better at combat, but takes away some of her unique strengths as a support unit.
Rightful Queen (Offensive Lucina)
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Falchion (Awakening) (Refined) | A | Distant Counter Alternate: Warding Breath |
|---|---|---|---|
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Rally Def/Res Alternate: Ardent Sacrifice |
B | Wrath 3 |
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Draconic Aura Alternate: Dragon Fang |
C | Spur Def/Res 2 |
| SP | 1,920 | S | Quick Riposte 3 |
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Preferred IV: +ATK / -HP
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Weapon: Falchion (+Eff)
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Assist: Rally Def/Res / Ardent Sacrifice
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Special: Draconic Aura / Dragon Fang
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Passive A: Distant Counter / Warding Breath / Fury
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Passive B: Wrath
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Passive C: Spur Def/Res
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Sacred Seal: Quick Riposte
A slightly different version of Lucina, this build is for those who want to transform her into an anti-dragon unit with a bigger emphasis on combat. This version of Lucina is more enemy-phase reliant thanks to Wrath becoming stronger once she’s taken damage.
This time Lucina is not worried about team support and picks up Wrath to KO her enemies. This set aims to KO two enemies: First with Quick Riposte and Distant Counter, and the second with a Wrath-boosted Special. Quick Riposte is selected to help Lucina double faster foes and KO them within a single round. Wrath gives her a much-needed power boost and also makes subsequent Special triggers easier.
The biggest choice on this build is Distant Counter vs Warding Breath. Distant Counter allows Lucina to smack mages on the counterattack, KO’ing many in just one hit provided they aren’t specced for OHKO’s. Warding Breath boosts her Resistance and allows her to take a stronger Special, ensuring her matchups against dragons are won even with merge disadvantages. Draconic Aura is best with Distant Counter, while Dragon Fang is for Warding Breath variants.
Rally Def/Res and Spur Def/Res are mainly picked to synergise with her Falchion and give support to dragon and armored allies. She can also provide healing, but with only 10 HP healed every two turns, Ardent Sacrifice is better suited with it’s lower cap.
Introduction
Lucina is one of the most iconic characters in Fire Emblem. Hailing from Fire Emblem Awakening, she appears in heroes as a red sword-using infantry who wields the legendary Falchion. With it, Lucina deals bonus damage against dragons and can restore her HP with a healing effect. It also has a powerful unique refine, giving Lucina +4 to Attack, Speed, Defense, and Resistance when positioned adjacent to an allied unit. She shares this effect with her father Chrom: Exalted Prince, and her alternate version, Marth: Enigmatic Blade.
For a unit available way back at the game’s release, Lucina has an excellent statline. 34/36 Attack and Speed are still amazing, while her base 25 Defense is low, but workable considering her Falchion’s refined effect. Her only real weak point is her Resistance, at a lowly 19 sees her take heavy damage from all sources of magic damage. Lucina’s refine gives her a substantial all-around boost, notably letting her scrap with the fastest swords without Speed investment.
She is one of only a handful of units who can perform offensive, defensive and supportive roles. Lucina brings a ton of power to a team, and excels in a number of different game modes: Arena and Tempest Trials being two of the her best When all is said and done, Lucina is one of the best sword-wielding units in the game, and one of few who has remained exceptional despite the passage of time.
Strengths
Possesses great offensive stats.
Base 34 Attack and 36 Speed allow Lucina to threaten units on both phases. Lucina relies on her Attack more than other units, as she does not usually run Wrath to KO units. High Speed is mostly important defensively, protecting her against double attacks from Ayra, Cordelia and Corrin(F). Her Speed in particular is what sets her apart from her father Chrom: Exalted Prince, who shares her weapon and refine effect.
Wields the versatile and powerful Falchion.
Lucina’s biggest claim to fame is her access to the Falchion. It deals effective damage against dragons, and also heals her for 10 HP every two turns. When refined, it also gives her +4 Attack, Speed, Defense and Resistance when Lucina is standing beside an ally. She has the ability to defeat all common dragon builds in the Arena, although rare Triangle Adept + Swordbreaker builds will give her headaches. The effect from her weapon refine is easy to activate, and also stacks well with Ally Support, Rally Skills and Spur Skills.
Brings a ton of utility to the field.
What sets Lucina apart from other swords is her ability to be used as a support unit. She can take Renewal and Reciprocal Aid to become a psuedo-healer, allowing her to be useful even when not fighting directly. This healing can support allies in a duel, or allow them to regain skills such as Quick Riposte with HP thresholds. Lucina’s presence enables other units on your team to fight much more effectively, preventing them from being worn-down over multiple fights or due to skills such as Fury.
Weaknesses
Prone to OHKO’s due to low defenses.
Lucina is great at sustaining over multiple battles, but can be OHKO’d easily by strong sources of damage. In particular Blade mages have the requisite damage to end her life with a single hit. She also has to be careful about who she initiates into, as a Wrath-boosted Special from many high-tier swords will spell her demise. This problem is exacerbated when Lucina isn’t receiving her refine effect, lowering her defenses and Speed to dangerous levels.
Weak to Swordbreaker, a common budget skill.
Compared to other top-tier swords, Lucina is much more prone to Swordbreaker. Other swords don’t care about being doubled, as their foes usually go down to a Wrath-boosted Special before it can happen. Zelgius and the Black Knight can OHKO their foes, and Elincia’s Amiti allows her to initiate with a double-attack. Many low-tier units choose Swordbreaker to force wins against units just like Lucina, meaning she must check enemy skills before engaging opponents.
Team Options
Counters
Lucina’s counters are split into two camps: Those who can flat-out OHKO her, and those who can double attack to KO her. As such, she fears strong blue blade tome users. Lucina is also susceptible to Bold Fighter and Swordbreaker, two skills that guarantee double attacks against her. With enough defensive buffs however, she can escape KO’s from some units that fall into these categories.
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Mages: Lucina fears mages, especially those who are blue or who wield Blade tomes. Linde, Delthea, Lute, Reinhardt, (LA)Lyn, Micaiah, Tharja, Lilina, Sanaki and (WE)Tharja are examples of Blade tome mages.
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Swordbreakers: Lucina loses to many kinds of units with Swordbreaker. It’s commonly seen on lower-tier swords such as Alfonse, Chrom, Stahl and Olivia.
- Armor: Armored units with Bold Fighter can circumvent Lucina’s Speed and KO her with strong physical damage. Fallen Hardin, Zelgius, the Black Knight, Effie, Gwendolyn and Halloween Jakob are hard counters to Lucina.
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Slaying Edge+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Luna | C | Hone Atk 3 |
| S | Quickened Pulse | ||
I had to put some effort into my waifu. Until I got Aether for Ephraim, I ran her with Heavy Blade and Aether- She was AMAZING. With the build present here, she easily reaches 54 attack and 42 speed unbuffed.
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Falchion | A | Fury 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Vantage 3 |
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Aether | C | Spur Atk 3 |
| S | Heavy Blade 3 | ||
40+3 Lucina. My favorite character in the game and series. Took a year, but finally got a nature that wasn't -Atk for her! = D
The Fury Falchion combo probably needs little explanation at this point. Every 3rd turn you heal up the damage you take from Fury, making the combo quite effective. Vantage allows her to be a strong baiter of non-blue melee units and sets her up as a pretty strong duelist character. Spur Attack I feel gets a bit underrated as it's an invisible boost that doesn't get hindered by Panic Ploy or other common skills. It also lets any mages on the team covering her dish out even more damage.
Heavy Blade has been a godsend allowing her to trigger Aether twice as often and allowing her to solo most maps without a strong-defense blue unit. She can even take on Nowi head-to-head and come out on top with a little help from the team, although she'll need to be pulled back afterwards due to the damage she'll take.
Lucina has always been a great red sword unit, and with dragons more prevalent after the weapon refinery has come out, hopefully some more people will rediscover her usefullness. She might not be Ayra or Mia, but she's still a great unit that can carry the day when built well.
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Wo Dao+ (+Spd) | A | Life and Death 2 |
|---|---|---|---|
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Rally Attack | B | Swordbreaker 2 |
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Noontime | C | Spur Atk 3 |
| S | Heavy Blade 2 | ||
This build is mainly based around how many times Lucina can proc noontime, due to Wo Dao having 10+ damage when activating a skill. I prefer Wo Dao+ (Spd+) over her normal falchion because Wo Dao can be forged for spd, and gives the extra damage. Giving her noontime makes up for the loss of sustain from giving up the falchion, too. Giving her the heavy blade seal really helps here too, as she will proc noontime almost guaranteed, especially with noontime's low cooldown.
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Falchion | A | Distant Counter |
|---|---|---|---|
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Reciprocal Aid | B | Vantage 3 |
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Aether | C | Spur Atk 3 |
| S | HP +5 | ||
Lucina Has been a key companion since the beginning of FE heroes for my Teams she has helped support her Team on many occasion with this build she has the ability to work as a medic and can stand on her own feet against a majority of opponents with the help of her team she is often out classed by the newer swordsman but for a Falchion wielder she is unmatched.
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Falchion | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid | B | Renewal 3 |
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Aether | C | Infantry Pulse 3 |
| S | Panic Ploy 3 | ||
*This Lucina was given Summoner Support
This set allows Lucina to become a very reliable support unit while still being capable of handling fights. Summoner Support allows her to use her HP involved skills much more.
Rerolled for this Lucina way back when the game came out and I didn't know anything about boons and banes. When I found she was +HP -Def, she got benched for a really long time. After realizing that her HP was really high I considered giving her Infantry Pulse, and it really worked out. With Panic Ploy sacred seal, she became even more useful as she could support and debuff blade tomes and emblem teams at the same time.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
New MoonResolve combat as if foe suffered Def/Res-30%Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
LunaResolve combat as if foe suffered Def/Res-50%Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
AetherResolve combat as if foe suffered Def/Res-50%.
Unit recovers HP=half damage dealt.Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
500 | 5 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
40 | A |
| Inheritable by all units.
|
80 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
160 | A |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: Awakening
|
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Fate Grand Order
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