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Table of Contents

Tier Rating

Analysis by kujiiiii
Picnic Flora - Signature Dish

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
170
HP 43
ATK 38
SPD 22
DEF 29
RES 38

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 11 4 6 9
Middle 19 12 5 7 10
High 20 13 6 8 11

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 40 35 19 25 35
Middle 43 38 22 29 38
High 46 41 25 32 41

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: Without a doubt, this is Spring Flora’s best choice of Asset. With her signature weapon, Sæhrímnir, she will reach 58 Attack unbuffed. For any build, an Attack Asset is the way to go.

  • +DEF: Pulling Spring Flora up to 32 Defense, a Defense Asset improves her bulk so that’s she’s more able to handle the green and red offensive physical threats.

Neutral

  • HP: Spring Flora can function as a solid mixed-tank, especially with Close Counter and a Defense Asset. Even without those builds, it’s best to leave her HP unadjusted, especially when making use of some of the Fighter skills.

  • RES: A solid base Resistance of 38 will allow Spring Flora to handle any green mage. Her Resistance is best left untouched, as it plays into her damage output thanks to her signature weapon.

Flaws

  • -SPD: Being an armor with already poor Speed makes it an easy decision for a Speed Flaw, where such units can capitalize on the many Fighter skills.

Skill Sets

Spring Is Coming (Player Phase)

Recommended
Sæhrímnir A Death Blow 4
Alternate: Fury 4
Reposition B Bold Fighter 3
Glacies C Armor March 3
Alternate: Res Ploy 3
SP1575SRes Ploy 3
Alternate: Def Ploy 3

Show Explanation/Analysis

Weapon: Sæhrímnir / Pegasus Carrot (+Atk)

  • Being the first beast effective weapon in Fire Emblem Heroes, Spring Flora sets herself apart from the competition. With the growing power of beast units, Sæhrímnir tones down their rise, albeit slowly.

  • Thanks to its secondary effect “If unit's Res > foe's Res, reduces foe's Atk/Def by 50% of difference between stats during combat (Calculates reduction before combat. Maximum penalty of -8), Spring Flora gains a considerable damage boost, even against bulky targets she would otherwise fail to dent.

  • Pegasus Carrot is a solid option that bypasses Null Follow-Up, which is a prominent skill in higher AR tiers.

Assist: Reposition / Flexible

  • Reposition provides the most effective general use of movement Assists, however any skill is acceptable. The best movement Assist skill is best left up to what your team lacks.

  • Those looking to capitalize in AR Offense should always keep in mind the value of Smite.

Special: Glacies / Iceberg

  • As it should come as no surprise, Spring Flora’s high Res stat is perfect for Glacies. Special reduction skills further boost its utility.

  • Iceberg is also a viable option, useful for synergizing with certain skills such as Special Fighter.

Passive A: Deathblow 4 / Fury 4

  • Deathblow 4 boosts Spring Flora’s already impressive Attack stat further, ensuring she gains the most damage output possible during the Player Phase. Deathblow 3 works similarly and is far more available.

  • Fury 3/4 is worth mentioning, as it also increases Spring Flora's Resistance, which benefits the damage bonus granted by Sæhrímnir.

Passive B: Bold Fighter

  • Over a year after its release, Bold Fighter still holds the top B slot for slow armors. Ensuring doubles while granting +1 Special cooldown charge remains uncontested in its offensive power.

  • Special Fighter, while not as useful for slower armors, is still a viable option, slowing the Special charge of Spring Flora’s opponent during combat.

Passive C: Armor March / Ploys

  • Armor March comes with Spring Flora’s base kit and is likely her best C Skill. A crucial ability for armors, and is required on armor teams or teams without Guidance support.

  • Should Spring Flora have no need to run Armor March, she makes a great user of Ploys. All of the Ploy skills provide great benefit, however Res Ploy stands out as it further widens the gap between her target’s Res and her own, allowing her to easily gain the bonus damage from Sæhrímnir.

Sacred Seal: Res Ploy / Flexible

  • As with Spring Flora’s C Slot, Ploy skills make for an excellent Sacred Seal. Should Spring Flora run Armor March for her C slot, Res Ploy makes for a great Seal option that works well with her weapon.

  • Mixed teams appreciate Tactic support. Def or Res Tactic are solid options to buff up infantry, cavalry, and flying allies. t

Private Picnic (Enemy Phase)

Lethal Carrot+ (+Def)
Alternate: The Cleaner+ (+Def)
A Close Counter
Reposition B Special Fighter 3
Noontime
Alternate: Aether
C Armor March 3
Alternate: Atk Ploy 3
SP1425SQuick Riposte 3

Show Explanation/Analysis

Weapon: Lethal Carrot (+Def) / The Cleaner (+Def) / Sæhrímnir

  • Lethal Carrot’s Wo Dao effect allows Special’s like Noontime to gain a solid damage boost while providing reliable recovery. Synergizes incredibly well with Special Fighter.

  • The Cleaner is a powerful anti-offensive weapon, shutting down opponents who are buffed up by powerful supportive allies like Legendary Azura.

  • Sæhrímnir is competitive in power due to it essentially granting 17 Mt plus it’s special effect. The downside is that it lacks refining options, missing out on additional HP and stats that are gained from inheritable weapons.

Assist: Reposition / Flexible

  • Again, Reposition offers the most flexible utility without having a strict team for Spring Flora that follows a solid plan. However, defensive units can also appreciate skills like Swap or Pivot to position themselves.

Special: Noontime / Aether

  • With Special Fighter Noontime is guaranteed to trigger every combat initiated against Spring Flora. With Quick Riposte, she’ll be activating Noontime twice against opponents who land doubles against her. With a Speed Flaw, this condition won’t be too hard to pull off.

  • Aether is also an option, trading off activation speed for defense piercing. Though with Lethal Carrot’s +10 Special damage effect and Special Fighter, it can rival or even surpass the damage caused by Aether.

Passive A: Close Counter

  • Close Counter is a staple for ranged tanks that also need to handle melee opponents. The tried and true skill will allow Spring Flora to wall off even blue foes with Special Fighter and retaliate with bonus damage thanks to Lethal Carrot.

Passive B: Special Fighter

  • Completely outclassing Vengeful Fighter for Enemy Phase builds, Special Fighter protects units from Specials while charging their own. It’s an incredibly powerful skill for armor units that gives them more power, indirectly increases bulk, and opens A slot flexibility.

Passive C: Armor March / Ploys

  • Armor March is in Spring Flora’s base kit and is a coveted skill that’s difficult to find, limited to mostly seasonal armors.

  • Spring Flora can make strong use of Ploy skills thanks to her very high Resistance. Since it’s likely she’ll be tanking most of the opponent’s attacks, it will be easy to trigger Ploy skills on most of her targets. Atk Ploy or Def Ploy are recommended.

Sacred Seal: Quick Riposte

  • Quick Riposte remains an incredible Seal years after the skill’s introduction. Ensuring doubles during combat is one of the most powerful abilities in Fire Emblem Heroes, and is self-explanatory of why it should be chosen.

  • It synergizes perfectly with Special Fighter, turning armor units into defensive fortresses that retaliate with powerful Specials.

Introduction

Spring Flora arrives as the first red armor dagger, though not the first red ranged armor. Spring Flora sports solid offensive stats and workable bulk to withstand counter attacks. She fits the bill as your standard offensive, slow armor that can capitalize on Bold Fighter to cause serious damage to foes at a color disadvantage.

Her unique weapon, Sæhrímnir, grants effective damage against beasts. The first weapon of its kind, it sets Spring Flora apart from any other unit in the game. Due to her seasonal status and red typing, she’s going to be quite the rare unit, however she’ll slow down the power of the rising beast meta. Sæhrímnir unfortunately cannot be inherited, so its impact on beast units as a whole will be limited.

Other than Sæhrímnir, Spring Flora doesn’t have much else going for herself. There are certainly stronger red armor units and those that aren’t seasonally locked. Still, Flora fans should rest easy knowing that she is a capable unit that performs her job well.

Strengths

Sæhrímnir

Spring Flora’s personal weapon is power. It’s the first of its kind in terms of anti-beast weaponry, which will slow down the growing power of the beast meta. It’s unfortunately not inheritable, making Spring Flora the only unit capable of anti-beast damage.

It’s secondary effect greatly debilitates foes, giving Spring Flora a considerable combat boost. Along with its 14 Mt and +3 Atk bonus, it’s a powerful dagger and is the general weapon of choice for Spring Flora.

Solid Base Kit

Spring Flora comes straight out of the box with the ever powerful Bold Fighter and coveted Armor March, two skills essential to armor teams. She doesn’t require heavy investment to use effectively, thanks to these two skills and her powerful personal weapon.

Weaknesses

Poor Typing

Red dagger armor is a type that will struggle in several game modes. It’s requires very intense positioning in Abyssal difficulties and is a poor offensive and defensive typing for competitive modes like AR and Arena. Being an armor unit, she’ll be forced to run Svalinn Shield in PvP modes, which takes up the much needed A slot for skills like Close Counter or Sturdy Impact. She has a lot of shortcomings and will never be truly optimized because of her typing.

Heavy Competition

In terms of red armors, she just can’t keep up with Zelgius’ Alondite and Black Luna and the sheer stat power of Idunn. Halloween Myrrh is also a prominent red armor who outperforms Spring Flora. Winter Cecilia, a colorless dagger armor who is also purchasable with grails, outperforms Spring Flora in everything but anti-beast roles.

Bulky Blues

If there’s one situation in Fire Emblem Heroes that you don’t want to be in, it’s facing bulky blues without some kind of defense-piercing ability. Unfortunately for Spring Flora, Sæhrímnir is not enough, and she’ll seriously struggle damaging some of the most common units in the game like Nowi, Lukas, and Effie.

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Dagger users only.
200 2 7
SæhrímnirEffective against beast foes. Grants Atk+3. At start of combat, if unit's Res > foe's Res, reduces foe's Atk/Def by 50% of difference between stats during combat (Calculates reduction before combat. Maximum penalty of -8) After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next action.
Learns by default at 5 ★
Unlocks at 5 ★
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
AR-D Atk/Res 1If defending in Aether Raids, grants Atk/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 Atk/Res 2If defending in Aether Raids, grants Atk/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 Atk/Res 3If defending in Aether Raids, grants Atk/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.
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.
240
B
Armor March 1If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
60
C
Armor March 2If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
120
C
Armor March 3If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)
Only inheritable by armor units.
240
C

Other Info

Origin
Fire Emblem Fates

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