Table of Contents

Tier Rating

Analysis by RedFerrari1998
Mathilda - Legendary Knight

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
154
HP 35
ATK 29
SPD 32
DEF 24
RES 34

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 15 6 7 6 7
Middle 16 7 8 7 8
High 17 8 9 8 9

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 32 25 29 21 31
Middle 35 29 32 24 34
High 39 32 35 27 37

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

Boons

  • +ATK: With an Attack boon, Mathilda will be granted some very beneficial offensive power, helping her to excel in a anti-cavalry role.

  • +RES: A Resistance boon will boost Mathilda’s already amazing magical bulk even further and allows her to utilize Ploys with greater efficiency.

Neutral

  • HP: At 35, Mathilda has a rather unimpressive HP stat. HP makes for a overall decent choice of bane, but this will hurt her overall bulk and make her weaker against magic as a result. Because of this, it is advised to keep HP neutral if possible.

  • SPD: Mathilda has an overall middling Speed stat of 32. While boosting her Speed with a Speed boon isn’t a bad option, other boons will benefit her more. Still though, a Speed boon is a overall good option for Mathilda.

Banes

  • -DEF: Defense makes for an overall effective bane on Mathilda. A Defense bane will not hurt her magical bulk which makes it the best option for an anti-mage set in particular.

Skill Sets

The Horseslayer

Recommended
Ridersbane+ (+Eff) A Distant Counter
Ardent Sacrifice B Vantage 3
Alternate: Cancel Affinity 3
Iceberg C Def Ploy 3
SP1,635SAttack +3

Show Explanation/Analysis
  • Preferred Nature: +ATK or +RES / -DEF

  • Weapon: Ridersbane+ (+Eff) / Ridersbane+

  • Assist: Ardent Sacrifice / Reposition

  • Special: Iceberg / Glacies

  • A Slot: Distant Counter

  • B Slot: Vantage / Cancel Affinity

  • C Slot: Def Ploy / Cavalry Buff

  • Sacred Seal: Attack +3 / Def Ploy / Atk Ploy

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 Reinhardt with just 3 HP remaining and will defeat him on her second attack. This is why an Attack boon or the Attack Sacred 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. She can even run Def Ploy in her Sacred Seal slot, allowing for her to run both Def Ploy and a Cavalry Buff if she's being used in a cavalry team.

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.

The Magical Wall

Berkut’s Lance+ (+Atk) A Fury 3
Reposition B Cancel Affinity 3
Iceberg C Def Ploy 3
SP1,385SDistant Def 3

Show Explanation/Analysis
  • Preferred Nature: +RES or +ATK / -DEF

  • Weapon: Berkut’s Lance+ (+Atk) / Berkut's Lance+ (+Res)

  • Assist: Reposition

  • Special: Iceberg / Glacies

  • A Slot: Fury / Atk Res 2

  • B Slot: Cancel Affinity / Vantage / Drag Back

  • C Slot: Def Ploy / Cavalry Buff

  • Sacred Seal: Distant Def / Def Ploy / Atk Ploy / Resistance +3

This build is focused on being a magical wall more than 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. If you forge Berkut's Lance, she will reach 47 Resistance instead. Forging the Berkut's Lance for Attack will help out with Mathilda's damage output whereas the Resistance forge will boost her Resistance by another 4 points, allowing her to reach 51 Resistance. 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 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. Other options include Vantage which lets Mathilda attack first when below 75% HP and Drag Back which allows her to potentially retreat from enemy ranges after an attack. Def Ploy makes for a amazing choice thanks to Mathilda’s stacked Resistance, allowing her to activate it against almost anybody she comes across. If on a cavalry team, using any of the Cavalry buffs such as Hone Cavalry will also be a possible option.

The Sacred Seal of choice is Distant Def, allowing Mathilda’s Resistance to be pushed even further to a staggering 57 Resistance. The Def Ploy and Atk Ploy Seals are also great options that Mathilda can use effectively thanks to her amazing Resistance. If Distant Def is being used elsewhere, giving Mathilda a Resistance boost Seal is a fine option as well.

Introduction

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 attacks 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 four Attack over Mathilda while also being slightly faster. Still though, when built right, Mathilda can prove to be effective at what she does best, take magic like it’s nothing.

Strengths

Excellent Resistance

At 34 neutral, Mathilda has one of the highest Resistance stats in the game and the second highest Resistance of all cavaliers with only Jagen having more. With a plethora of Resistance booking skills, she can easily resist most forms of magic as if it was nothing, with the notable exception of Wolf tomes. She is also 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.

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. With the weapon refinery, the Ridersbane can also be forged to ignore cavalry buffs, in addition to the usual stat boosts available.

Weaknesses

Low Defense

At 24 Defense, Mathilda will take a decent chunk of damage from even popular red units such as Zelgius and Ayra. Combined with her 35 HP, Mathilda is overall poor for dealing with physical units.

Outside of her two niches, Mathilda is heavily outclassed

Other than cavalry hunting and mage tanking, Mathilda is very lackluster. She makes for a poor physical combat unit, with many other lance units such as Nephenee, Tana, Ephraim, Legendary Ephraim, Shiro, Brave Lucina, and Hardin doing such a role better.

Team Options

  • Cavaliers: Being a cavalry unit, Mathilda will benefit heavily from being around other cavalry. Pairing her with a red cavalier such as Sigurd, Eldigan, or SM Eirika will cover for her green weakness. Having the support of a green cavalier such as Gunnthra, Titania, or Frederick for dealing with other blues will also be useful. Other cavaliers include Brave Lyn, Reinhardt, and Legendary Ephraim who are all fantastic on offense, making them great partners to any cavalier.

  • Strong red fighters: Outside of cavalry teams, Mathilda will want allies who can cover for her green weakness. Legendary Ike, Zelgius, and Ryoma all come with Distant Counter naturally, allowing them to deal with green threats at any range. Ayra, Mia, and Soleil are also strong sword fighters. Magical fighters such as both Tiki, Celica, and Winter Tharja are also strong red fighters that can handle green threats very well.

Counters

  • Axe fighters: Given her low Defense and Weapon Triangle disadvantage, it is no surprise that axe fighters can deal with Mathilda extremely easily. Units such as Hector, Brave Ike, Dorcas, Raven, and Minerva will take care of Mathilda as if she’s nothing.

  • Green mages: Even with her Resistance potential, some green mages are able to break through thanks to their strong Attack and Weapon Triangle advantage. Rhajat is of particular note since she is often seen wielding her default Keen Gronnwolf tome which deals effective damage against cavalry. Nino and Summer Elise also pose a significant threat.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Lance Users Only
100 1 8
RidersbaneEffective against cavalry units.
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Ridersbane+Effective against cavalry units
Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally ResistanceGrants Res+4 to an adjacent ally until the end of the turn.
Learns by default at 4 ★
Unlocks at 3 ★
1 150

Passive Skills

Passive Skills SP Slot
Cancel Affinity 1Any weapon triangle affinity granted by unit's skills is negated. Also negates any weapon triangle affinity granted by foe's skills.
Unlocks at 3 ★
Excludes Tome and Staff Users
50
B
Cancel Affinity 2Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is negated.
Unlocks at 4 ★
Excludes Tome and Staff Users
100
B
Cancel Affinity 3Any weapon triangle affinity granted by unit's skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.
Unlocks at 5 ★
Excludes Tome and Staff Users
200
B
Hone Atk 1Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Inheritable by all units.
50
C
Hone Atk 2Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Unlocks at 3 ★
Inheritable by all units.
100
C
Hone Atk 3Grants adjacent allies Atk+4 through their next actions at the start of each turn.
Unlocks at 4 ★
Inheritable by all units.
200
C

Other Info

Origin
Fire Emblem Echoes

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