|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.|
Attack and Resistance are the two stats you want to ideally boost with IVs, with an Attack boon granting Mathilda with some much needed stopping power and a Resistance boon helping with Mathilda’s already high mage tanking capabilities.
Defense is Mathilda’s best bane as it does not hinder Mathilda with her mage tanking capabilities. HP is also acceptable, but this makes it easier for mages to deal with her.
|Ridersbane +||A||Distant Counter|
Budget: Cancel Affinity 3
|C||Def Ploy 3|
- Preferred Nature: +ATK/-DEF or +RES/-DEF
- Weapon: Ridersbane+
- Assist: Ardent Sacrifice / Reposition
- Special: Iceberg / Glacies
- A Slot: Distant Counter
- B Slot: Vantage 3 / Cancel Affinity 3
- C Slot: Def Ploy 3 / Cavalry Boost
- Sacred Seal: Attack +3
This set aims to capitalize on Mathilda’s default weapon, the Ridersbane, and make her into a powerful anti-cavalry unit.
The Ridersbane gives Mathilda a pretty good attack stat of 43, which when combined with the 1.5x modifier against cavalry, gives her an effective attack stat of 64 against all cavalry, boosted again even further with cavalry buffs. With the help of a cavalry buff, she can handle most non-green cavalry in a single hit.
If you throw Distant Counter into the mix, Mathilda is able to survive a +Atk Death Blow 3 Reinhardt attack with just 3 HP remaining and will defeat him on her second attack. This is why an attack boon or the attack seal is important, to ensure that Mathilda can OHKO him so that she can deal with any Reinhardt running Lancebreaker. With Vantage active, a +Atk Mathilda also does not have to worry about Moonbow and Quickened Pulse, since Reinhardt won’t be even able to attack in the first place. Mathilda’s high resistance also allows her to run Def Ploy very effectively, softening enemies up to allow her to deal more damage.
While the main claim of this build is to tank Reinhardt, she will also easily deal with any red mage you come across and most other cavalry thanks to the Ridersbane. Unfortunately, this build will only really shine against cavalry units and Mathilda will be outperformed by other blue cavalry against any other team composition.
|Berkut's Lance+||A||Fury 3
Budget: Attack Res +2
|Reposition||B||Cancel Affinity 3|
|C||Def Ploy 3|
|SP||1,935||S||Distant Def 3|
- Preferred Nature: +RES/-DEF or +ATK/-DEF
- Weapon: Berkut’s Lance+
- Assist: Reposition
- Special: Iceberg / Glacies
- A Slot: Fury 3 / Atk Res 2
- B Slot: Cancel Affinity
- C Slot: Def Ploy 3 / Cavalry Boost
- Sacred Seal: Distant Defense 3 / Resistance +3
This build is focused on being a magical wall instead of a cavalry killer.
With the Fury skill, Mathilda receives a nice all-round boost to her stats, making her more effective across the board. With a Resistance boon, she reaches 40 resistance, making her able to survive most mages with ease. Add on the Berkut’s Lance+ and she will reach a staggering 44 resistance, making her extremely difficult to take down with magic, with even Nino somewhat struggling to ORKO her. Attack Res 2 is also a possibility, boosting Mathilda’s two most useful stats without sacrificing HP per battle.
While she won’t be able to retaliate at a distance, Mathilda will still be capable of baiting Reinhardt and defeating him on player phase so long as Reinhardt is not running Lancebreaker since she will lose her OHKO potential without the Ridersbane. With Cancel Affinity, Mathilda will also be able to deal with green units using Triangle Adept or Emerald Axe, such as Raven tome Cecilia and Titania. She will also be effective against red units, but this is hardly something unique to Mathilda.
The B slot is heavily open though, to the point where a lot of different skills could be beneficial. While Cancel Affinity is what is suggested in the build, some people may find more use out of skills such as Vantage, Desperation, Renewal or Drag Back.
Effective against cavalry units.
Effective against cavalry units
Grants Res+4 to an adjacent ally until the end of the turn.
Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills.
Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated.
Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.
Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Grants adjacent allies Atk+4 through their next actions at the start of each turn.
- Very high resistance - Is capable of surviving Reinhardt, though can sometimes be tricky based on the Reinhardt’s build. - Can easily survive red mages
- Strong default weapon with the Ridersbane+
- Low defense
- Outside of anti-cavalry or anti-mage, Mathilda is heavily outclassed.
When Mathilda first came out, she seemed to be the answer to the cavalry problem (even though she was cavalry herself) with a weapon specifically designed to destroy cavalry. Unfortunately, while the Ridersbane is extremely effective at dealing with cavalry, the Mathilda hype stops there. Her mediocre attack and speed mixed with relatively low HP and defense makes her a tricky unit to use outside of cavalry hunting or mage tanking.
Her offensive stats of 29 attack and 32 speed are less than stellar. While not terrible, Mathilda won’t be dealing a lot of damage compared to other available units and her speed stat is in an awkward position where she can find it somewhat tricky to perform double attack and avoid doubles from faster units. Her physical tankiness is also quite poor, with only 35 HP and 24 defense, making her quite weak against melee units. Where Mathilda shines though is her resistance. At 34 neutral, mages have a hard time getting through her, with even Reinhardt struggling to KO her unless he’s running Lancebreaker or Moonbow with Quickened Pulse.
While she can have niche roles as a cavalier hunter or a magical wall, there are many other units who could perform either role better, especially since her Ridersbane can be transferred to any other lance cavalier such as Peri who has much better offensive stats. Still though, when built right, Mathilda can prove to be effective at what she does best, take magic like it’s nothing.
- At 34 neutral, she has the second highest resistance of all cavaliers with only Jagen having more.
- She is capable of tanking Reinhardt, though Mathilda can still be KO’d by him if he’s running skills such as Lancebreaker or Moonbow with Quickened Pulse.
- She can tank red magic like it’s nothing.
Her default Ridersbane is a great weapon
- The Ridersbane has a strong might of 14 and grants bonus damage against cavaliers.
- This allows Mathilda to be a quite effective cavalry killer. - A weapon such as Berkut’s Lance+ might be preferable in a magical wall build.
- At 24 defence, Mathilda will take a decent chunk of damage from even popular red units such as Ryoma and Ayra.
- Combined with her 35 HP, Mathilda is very poor at dealing with physical units.
Outside of her two niches, Mathilda is heavily outclassed
- Other than cavalry hunting and mage tanking, Mathilda is very lacklustre.
- She makes for a poor frontline unit, with many other lance units such as Nephenee and Brave Lucina doing such a role better.
- Green units: Physical green units such as Hector, Brave Ike and Minerva will destroy Mathilda as if she’s nothing. Magical green unit such as Nino will also be very effective.
- Physical units in general: thanks to her low defense, even red physical fighters can put a dent in Mathilda, with a few such as Ayra being capable of a ORKO against her. Keeping her away from any physical unit is advised.