

Still, her damage reduction helps her to get beneath the 30% threshold rather safely and initiate a Galeforce chain - or if she hasn't taken enough damage, then she can simply hit and run, utilizing both her Galeforce and a Canto to potentially move 5 spaces out of the enemy threat range, provided she can use an Assist or attack a structure on the way.Īt this point, it might be more accurate to ask: what isn't in Brave Eirika's kit?Ĭoming in with a Slaying prf which grants her spectrum +5 in combat buffs and is effective against cavalry and armored units and has damage reduction and negates foes's skills that would deny her follow-up attacks means that Eirika certainly stepped into CYL 5 with guns blazing.īut generalist units need to heal? That's fine - her new inheritable A Slot skill, Surge Sparrow grants her healing based off of her max HP and max Special cooldown.


Passive A: Surge Sparrow / Heavy Blade / Atk/Spd Boosting A Slot Stack Attack and Speed and don't let her get killed on the one counterattack she has to sustain before she heals again and is ready to go the next turn. To be exceptionally cruel, you can inherit Fatal Smoke to her, which prevents her foes from activating Noontime specials and healing up after her first hit.You can choose to equip her with a higher cooldown Special, such as Dragon Fang, which will make her do even more damage and heal even more, but then you lose the easy consistency of activating Luna on everything that she doesn't outright defeat in the first hit.As long as she can survive until her Special activates (a feat which is helped by her 30% damage reduction for the first hit of each combat), she can heal up and demolish her foe with Black Luna levels of damage at the same time, like a supercharged Aether on a 2 cooldown. it's difficult to improve on Eirika's base kit for her main job, which is deleting one enemy unit from the game with each of her Player Phase turns. Sacred Seal: Atk/Spd Solo / Blade Session / Swift Sparrow / Quickened Pulse
