Table of Contents
- Default
- Attack
- Special
- Injured
| Winter Fae - Holiday Dear |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 8 | 3 | 8 | 7 |
| Middle | 17 | 9 | 4 | 9 | 8 |
| High | 18 | 10 | 5 | 10 | 9 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 42 | 32 | 22 | 30 | 37 |
| Middle | 45 | 35 | 26 | 33 | 41 |
| High | 48 | 38 | 29 | 36 | 44 |
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 |
|---|---|---|---|---|
Fae retains her general stat distribution compared to her infantry counterpart, albeit with much more stats to work with due to being a Gen 2 Melee Armored Trainee. The choice of IV heavily hinges on the role that Fae is playing in her team, pure Enemy Phase or Mixed Phase.
Boons
-
+ATK: Increasing her Attack is recommended if Fae is opting for a mixed phase setup. Fae has comparatively less Attack compared to many of her contemporaries, which means that Fae will value the extra boost in Attack more to give her more offensive presence in the Player Phase.
-
+DEF: For purely Enemy Phase builds, pursing her Defence might be a worthy endeavour as to allow her to soak up more physical damage.
Neutral
-
RES: Fae’s Resistance is naturally high, so having a boon provides somewhat of a diminishing return. However, as Fae is still predominantly an Enemy Phase unit that focuses on taking hits, it would be ideal for Fae to leave Resistance alone if possible. It is also worth noting that this is a superbane.
Banes
-
-SPD: Speed has always been a contentious stat for armors to use, as they have access to strong skills that outright ignore Speed checks (unless her opponent uses Null Follow-Up or related skills). As Fae also will be able to enjoy the Fighter Skill benefits, Speed is probably the most dispensable stat of the five. However, this is a superbane, which does hurt her arena scoring potential.
-
-HP: Fae needs to take hit, so having more HP naturally means the ability to take more damage. However, HP has the least returns on investment as she is usually required to take multiple hits. This is probably the best bane for Fae that is not a superbane.
Skill Sets
Giant Fluffy Cockroach Nugget (Enemy Phase / Wall)
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Glittering Breath+ (+Def) | A | Distant Counter Alternate: Steady Stance 4 |
|---|---|---|---|
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Swap Alternate: Pivot |
B | Special Fighter 3 Alternate: Vengeful Fighter 3 |
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Aether Alternate: Glacies |
C | Atk Smoke 3 Alternate: Armor March 3 |
| SP | 2,145 | S | Quick Riposte 3 |
- Preferred IV: +DEF or +ATK / -SPD
- Weapon: Glittering Breath + (+Def) / Lightning Breath + (+Def)
- Assist: Swap / Pivot
- Special: Aether / Glacies / Moonbow / Noontime
- Passive A: Distant Counter / Steady Stance 4
- Passive B: Special Fighter 3 / Vengeful Fighter 3
- Passive C: ATK Smoke 3 / Armor March 3
- Sacred Seal: Quick Riposte / Fierce Stance 3 / ATK/DEF Bond 3
This build takes the main defining feature of Fae (her huge defensive stat distribution) and cranks it to the maximum. Other than users of dragon effective weapons, not many units can leave a huge dent on Fae unless they have their Special ready. Thus, lowering their Special charge rate is extremely helpful for the giant ball of stat.
As an armored unit, Fae has access to a very powerful Special denial skill, Special Fighter. Special Fighter is not only a skill that is able to deny Specials by lowering the opponent’s Special charge rate, but it also increases her own, akin to the Breath skills, on both phases. The quicker Special charge rate allows Fae to consider stronger Special options, most notably Aether to ensure that she remains in the health threshold of Special Fighter. We can further exploit Special Fighter by using Quick Riposte, which further improves her Enemy Phase.
Fae is suitable for the omnipotent Enemy Phase playstyle of parking her into the enemy’s line of fire. Hence, Distant Counter is the go-to A slot for players who wish to use Fae to counter most threats. For players who are less bothered about countering ranged threats, Fortress Def/Res or keeping her Def/Res bond are both great options to further improve her defensive capabilities.
As the focus of this build is to be a giant ball of stat that refuses to yield, Fae will prefer to take less damage. Atk Smoke naturally fits Fae’s playstyle, as the opponent’s surrounding allies gets debuffed, which effectively increases her bulk. However, it is also plausible for Fae to just stick to Armor March in an Armor Emblem team and rely on Ward Armor stacking instead to exploit Glittering Breath.
For Special skills, Aether, in particular, is a good choice as it grants Fae sustain in addition to dealing damage. Honorable mentions go to 2 cooldown Specials, such as Moonbow and Noontime, as she could activate it in every single attack during the Enemy Phase.
Due to the rarity of Special Fighter, sticking to Vengeful Fighter is also a decent option. For Vengeful Fighter builds, due to it accelerating Specials on a per Fae's attack basis rather than a per action basis, 4 turn specials such as Glacies are preferred. One could then obtain the ability to reduce opponent’s special charge using Steady Stance 4. Quick Riposte will no longer be necessary and could be swapped out for other seal options depending on preference.
Winter Chicken Run (Mixed Phase)
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Lightning Breath+ (+Def) | A | Steady Breath Alternate: Death Blow 4 |
|---|---|---|---|
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Swap Alternate: Pivot |
B | Bold Fighter 3 |
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Aether Alternate: Moonbow |
C | Armor March 3 |
| SP | 1,935 | S | Quick Riposte 3 |
- Preferred IV: +ATK / -SPD
- Weapon: Lightning Breath + (+Def)
- Assist: Swap / Pivot
- Special: Aether / Moonbow
- Passive A: Steady Breath / Warding Breath / Fierce Breath / Death Blow 4
- Passive B: Bold Fighter
- Passive C: Armor March
- Sacred Seal: Quick Riposte
This is a tried and tested build that is used by many armored units with access to innate Distant Counter. Fae using a Dragonstone means that she will be able to inherit Lightning Breath to leverage this cookie-cutter build.
For IVs, the ideal set is +ATK/-SPD. Going for the extra Attack is crucial for Fae to boost her offensive presence in the Player Phase. Due to having 2 skills that largely ignore Speed checks (Bold Fighter and Quick Riposte), taking a hit in Speed for more offensive power is a worthwhile trade.
The crux of this build is in Passive B and Sacred Seals; Bold Fighter gives Fae the offensive power in the Player Phase with the guaranteed double, while Quick Riposte does the same in the Enemy Phase provided that she is above the health threshold. Bold Fighter also provides Special acceleration for Fae, allowing her to consider higher cooldown Specials in the Player Phase.
Steady Breath has a slight edge over Warding Breath due to Fae’s slight inclination towards Resistance, which means that going for Steady Breath allows Fae to be a better mixed wall in the Enemy Phase. Another potential candidate that is worth considering is Death Blow, which increases Fae’s offensive power during Player Phase, which Fae might actually prefer due to her lower Attack compared to her competition like Fallen Robin (M).
The choice of Specials would depend on the focus of the build. For a more Enemy hase-focused build using Steady Breath or Warding Breath, Aether would be the go-to option as she will be able to activate it in a single exchange during the Enemy Phase. For more PlayerPhase-oriented builds with Death Blow, one will be looking at a 3 turn cooldown special to leverage on the cooldown acceleration of Bold Fighter. However, due to Lightning Breath’s cooldown penalty , this pretty much locks her into Moonbow if she is looking into activating it every Player Phase.
Lastly, Armor March is very important to have for this build, as she values the extra mobility that could be used in the Player Phase. Fae does come with this skill by default, which makes running this skill an easy decision.
Introduction
Winter Fae, our beloved best chicken, finally graced upon us as the second armored green dragon in Fire Emblem Heroes. Similar to many of the younger manaketes, Fae shares the same high base stat total as her armored young dragon contemporaries.
In terms of stat distribution, Fae chose to be a giant fluffball of defensive stat. 45 HP, 33 Def and 41 Res makes her one of the harder units to take out if the player do not bring any effective damage dealers. Furthermore, as dragons also hits for resistance, even her merely adequate 35 ATK could pack quite a punch.
The good news for Fae is that being armored grants her special access to many powerful skills, such as the Breath passives, and more notably the Fighter skills. However, being armored also means that she faces stiff competition to 2 units; namely Fallen Robin (M) and Surtr. Both of these units have considerably higher attack, and Fallen Robin (M) is the exact same class as her while sacrificing defensive capabilities.
Fae’s archetype is very similar to Gwendolyn and Sheena; overwhelming the opponent with defensive stat and withering the opponent down. This is further supported by her boosted base stat total. However, being both armored and a dragon meant that her walling capabilities could be cut short due to effective weapons. This could be a potential problem due to the armor meta especially in higher arena thresholds.
Strengths
Monstrous Defensive Stats
At 45 HP, 33 Def and 41 Res, it is obvious that Fae placed a lot of resources in keeping herself alive. She will take most standard hits without much problem. The high Resistance also enables her to run Ploy Skills without much issue.
Access to Armor Skills
As an armored hero, Winter Fae can wield the highly desired armor skills: Bold Fighter, Vengeful Fighter, and Special Fighter. These skills puts Fae in an excellent spot to do anything that she wants, be it the standard Mixed Phase, or solely focusing on Enemy Phase.
Dragonstone
Being a Dragonstone user meant that Fae is dealing magic damage on melee units, and adaptive damage on ranged units. This means that Fae will hit hard in most circumstances, as melee units usually have lower Resistance than Defense.
Weaknesses
Double Weaknesses
Being an armored unit meant that she is a prime target by armor-effective weapons. Furthermore, she is also have an additional weakness as a dragon. In particular, being a green dragon especially hurts as reds have the most accessible dragon killing weapons such as Falchion and Breath of Fog.
Mediocre Speed
Fae’s speed is at an unfortunate 26. While she might be able to pass some Speed checks against the slowest of units, in most cases this rarely comes into play due to the armor exclusive skills.
Team Options
Counters
It might be difficult for even standard red units to take Fae down due to her rather extraordinary bulk. However, she has a rather crippling double weakness against anti-armor and anti-dragon weapons.
- Falchion and Breath of Fog: Users of these 2 weapons in particular are problematic for Fae, as they are not only very common weapons that are used, they also provide triangle advantage over Fae, which can easily undermine Fae’s defensive capabilities. List include Chrom, Marth, Lucina and Tiki(s).
- Anti-Armor: If Fae does not choose Svalinn Shield, anti-armor weapon users will put a ding in Fae’s fluffy feathers. While units such as Bartre have their own armor-effective Weapons, many units in higher arena scoring teams will bring inheritable anti-armor weapons such as Armorsmasher.
- Null Follow Up: Fae’s mediocre Speed meant that units with Null Follow Up could potentially reduce Fae’s offensive presence in the Enemy Phase. This could potentially includes units such as Eir and Hríd due their respective weapons Lyfjaberg and Gjöll containing this effect.
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Lightning Breath+ (+Res) | A | Close Def 3 |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Iceberg | C | Armor March 3 |
| S | Close Def 3 | ||
A Gifted Fighter (Enemy Phase Tank)
Winter Fae is here for presents and to have as much fun as she can at the Winter Festival, and with the peculiar IVs needed for this build, the unit with the most Resistance in the entire cast will capitalize on her high magical bulk to counter anything that dares to be even slightly magical, along with delivering a crushing counterattack for min-maxed foes.
WEAPON: Lightning Breath+ (+Res) / Glittering Breath+ (+Res)
Glittering Breath+, Winter Fae's signature weapon, is great. It packs an Owl effect that boosts her Defense and Resistance by up to +6 when she's in combat. However, it does not provide the innate Distant Counter required to retaliate against mages. That's why Lightning Breath+ is the recommended weapon for Winter Fae. Lightning Breath+ (+Res) boosts Winter Fae's Resistance and deals adaptive damage (like most breaths), meaning that units who dump either of their defensive stats will be severely punished.
ASSIST: Pivot / Swap / Reposition / Rally Def/Res
Skills like Pivot and Swap are easy candidates for Winter Fae's assist slot. Otherwise, using a Rally skill is perfectly acceptable.
SPECIAL: Iceberg / Aether / Bonfire / Moonbow
Iceberg, with its cooldown of 3 (4 with Lightning Breath+), utilizes Winter Fae's monstrously high Resistance to chunk additional damage on top of whatever damage she deals to her foes. Iceberg is able to be triggered in a single round of combat, assuming that Winter Fae is being initiated against during the Enemy Phase, and Vengeful Fighter is active.
A: Close Def / Distant Def / Def/Res Bond 3
Winter Fae's Def/Res Bond skill helps further push her defensive stats up by +5 when she is adjacent to an ally. If she is using Armor March in her C slot, it is likely that this skill will be activated, assuming that another armor unit is using the movement boost consistently. Running Close or Distant Def to help boost Winter Fae's defensive stats is a valid alternative, as either will push Winter Fae to 50 Resistance.
B: Vengeful Fighter 3 / Special Fighter 3 / Bold Fighter 3
Vengeful Fighter is Winter Fae's default B slot skill, and it is extremely effective. Guaranteeing a second attack, and accelerating her cooldown when she attacks in the Enemy Phase, Winter Fae is able to crush anything that comes too close. However, Winter Fae is weak to units like the common Eir (Lyfjaberg) and Hrid (Gjöll), who possess weapons that can nullify the follow-up effect of Vengeful Fighter. Less commonly, Null Follow-Up also threatens Winter Fae (though on Adrift!M!Corrin, Winter Fae has Weapon Triangle advantage.)
C: Armor March 3 / Res Ploy / Atk Ploy / Panic Ploy
Armor March synergies well on an armor-centric team composition, as it allows fellow armored units to move two spaces. Since Winter Fae will also receive this effect, a sort of "Armor March chain" can be created where Winter Fae and her ally move together to maintain the effect of the skill. Otherwise, running any Ploy skill (including Panic Ploy) can be used to debuff foes.
SACRED SEAL: Close Def 3 / Distant Def 3 / Res Ploy / Panic Ploy
Running a Ploy skill is a feasible option, seeing as Winter Fae has an insane Resistance stat that will immediately put the Ploy into effect. Running Close or Distant Def to cover her rather meager Defense stat of 30 is another fantastic option, as Winter Fae can always use more physical bulk. (Stacking a Def seal with the A slot can lead to Winter Fae receiving an outrageous +12 to her defenses, leaving her at an unreal 42/56 Def/Res). Even still, running Brazen Atk/Res in the Sacred Seal slot can allow Winter Fae to push her Resistance even FURTHER, with a +13 boost to her Resistance when attacked under 80% HP. Running Brazen Atk/Res is not as recommendable, as there is only a 5% HP window to activate the effects of both Vengeful Fighter and the Brazen seal, meaning synergizing the two is easily very hit or miss.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only inheritable by Dragon units.
|
50 | 1 | 6 |
| Only inheritable by Dragon units.
|
100 | 1 | 8 |
| Only inheritable by Dragon units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Only inheritable by Dragon units.
|
300 | 1 | 14 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
|
120 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | A |
| Only inheritable by armor units.
|
60 | B |
| Only inheritable by armor units.
|
120 | B |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | B |
| Only inheritable by armor units.
|
60 | C |
| Only inheritable by armor units.
|
120 | C |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|

Fate Grand Order
Dragonball Legends

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