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Effie/Builds

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Curated Builds

These builds are user-submitted builds which have been approved by build reviewers. This includes both optimal and creative builds and not necessarily only builds competitively viable for arena play. Please use your own judgment when deciding if any of them fit your needs.
Distant Counter

Recommended IVs: +Atk/-Spd
Stats:

50/57/19/33/23
50/57/19/33/23
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Armored.png Armored
Icon Skill Weapon.png Deft Harpoon+Icon Skill Weapon.png Deft Harpoon+ (14 Mt, 300 SP)

Effect: If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
If attacking, unit will take 2 damage after combat.
/ Slaying Lance+Icon Skill Weapon.png Slaying Lance+ (14 Mt, 300 SP)

Effect: Accelerates Special trigger (cooldown count-1).
Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
/ SwapIcon Skill Assist.png Swap (150 SP)

Effect: Swap places with an adjacent ally.
Icon Skill Special.png MoonbowIcon Skill Special.png Moonbow (2 CD, 200 SP)

Effect: Resolve combat as if foe suffered Def/Res-30%.
/ BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
Distant Counter.png
Passive Icon A.png
Distant CounterDistant Counter.png Distant Counter (300 SP)

Effect:
 (1) Enables unit to counterattack regardless of distance to attacker.
Wary Fighter 3.png
Passive Icon B.png
Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
Panic Ploy 3.png
Passive Icon C.png
Panic Ploy 3Panic Ploy 3.png Panic Ploy (60 / 120 / 240 SP)

Effect:
 (1) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
 (2) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
 (3) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
/ Ward ArmorWard Armor.png Ward Armor (200 SP)

Effect:
 (1) Grants armored allies within 2 spaces Def/Res+4 during combat.
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
Like most armored units, due to her lack of movement, Effie is often picked off or damaged for free fairly easily by ranged enemies while trying to approach her target. On top of that, with a Dancer or positioning skills on the other team, these ranged units can essentially move out of Effie's range and kite her until she dies. Thus, this build takes and revolves around Distant Counter.png Distant CounterDistant Counter.png Distant Counter (300 SP)

Effect:
 (1) Enables unit to counterattack regardless of distance to attacker.
to deal with ranged units. Although not an extreme player phase powerhouse like Brave Effie, this build is still extremely potent due to her already high base Atk. For many ranged units who cannot one-shot Effie or lack the Defense to take a hit, this build shuts these units down. Thanks to Effie's already-high base Atk, tankiness and Wary Fighter, this build still poses a threat to melee units as well, making her a more rounded unit.

For her IVs, to start -Spd is her bane of choice. Not only is this because her Spd is already abysmally low, but because with Wary Fighter, she doesn't need to worry about her Spd being even lower. +Atk is taken as her boon to increase the damage Effie can dish out. Other boons are acceptable to increase her tankiness.

Icon Skill Weapon.png Deft Harpoon+Icon Skill Weapon.png Deft Harpoon+ (14 Mt, 300 SP)

Effect: If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
If attacking, unit will take 2 damage after combat.
is taken as her weapon of choice. Deft Harpoon+ provides an overall stat boost for Effie's first engagement. However, this weapon is not only an expensive investment but was an exclusive weapon limited to the Ylissean Summer (Focus) and no longer available. Icon Skill Weapon.png Slaying Lance+Icon Skill Weapon.png Slaying Lance+ (14 Mt, 300 SP)

Effect: Accelerates Special trigger (cooldown count-1).
is also a strong alternative that also has high Mt and decreases her special cooldown by 1. This means she run Icon Skill Special.png BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
at the same charge cooldown as a regular Moonbow with much greater damage thanks to Effie's high Def. Alternatively, Effie's default weapon Icon Skill Weapon.png Silver Lance+Icon Skill Weapon.png Silver Lance+ (15 Mt, 300 SP)

Effect: No special effect.
can be used instead if neither option is available.

Defensively, the build keeps Effie's default B-slot passive Wary Fighter 3.png Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
to prevent other units from doubling Effie. This is what allows Effie to successfully survive most encounters despite her low Spd. Without it, she will lose several match ups against speedier units such as mages.

Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
is chosen as her Assist of choice due to Armored units appreciating the extra movement. Icon Skill Assist.png SwapIcon Skill Assist.png Swap (150 SP)

Effect: Swap places with an adjacent ally.
can also be taken as well. Swap is typically seen on tankier units. For example, one common scenario is using Swap on an ally who is in range of the enemy. Unlike other skills like Reposition which will keep both heroes out of range, Swap will leave one unit in range. Effie is fantastic at taking hits, thus Swap is a potential Assist skill that can be taken as well.

For her special, Icon Skill Special.png MoonbowIcon Skill Special.png Moonbow (2 CD, 200 SP)

Effect: Resolve combat as if foe suffered Def/Res-30%.
is selected due to its quick charge time and extra damage, but as mentioned before, she can opt for 3-charge specials if running Slaying Lance+ such as Icon Skill Special.png BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
or Icon Skill Special.png Draconic AuraIcon Skill Special.png Draconic Aura (3 CD, 200 SP)

Effect: Grants +30% to Atk.
.

For her C passive, Panic Ploy 3.png Panic Ploy 3Panic Ploy 3.png Panic Ploy (60 / 120 / 240 SP)

Effect:
 (1) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
 (2) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
 (3) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
works well on Effie due to her high HP, and allows her to reverse the buffs prevalent on common themed teams (Cavalry, Flying Unit, Armored). This also includes teams that revolve around a -blade tome mage and buffs. Since a green mage with Gronnblade+ (eg.  Icon Portrait Nino.png Nino) has the potential to one-shot Effie, using Panic Ploy to reverse these buffs means Effie has the chance to not only survive a -blade attack, but also potentially kill the mage on the counter.

Otherwise, her C-slot is left open for whatever else a team may need such as Hone Buffs, Threaten / Other Ploy Debuffs, etc.

Brave Effie

Recommended IVs: +Atk/-Spd
Stats:

50/51/14/33/23
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Icon Skill Weapon.png Brave Lance+Icon Skill Weapon.png Brave Lance+ (8 Mt, 300 SP)

Effect: Spd-5. Attack twice when initiating combat.
Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
Icon Skill Special.png Draconic AuraIcon Skill Special.png Draconic Aura (3 CD, 200 SP)

Effect: Grants +30% to Atk.
/ BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
Death Blow 3.png
Passive Icon A.png
Death Blow 3Death Blow 3.png Death Blow (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk+2 during combat if unit initiates the attack.
 (2) Grants Atk+4 during combat if unit initiates the attack.
 (3) Grants Atk+6 during combat if unit initiates the attack.
Wary Fighter 3.png
Passive Icon B.png
Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
Panic Ploy 3.png
Passive Icon C.png
Panic Ploy 3Panic Ploy 3.png Panic Ploy (60 / 120 / 240 SP)

Effect:
 (1) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
 (2) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
 (3) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
/ Armor March 3Armor March 3.png Armor March (60 / 120 / 240 SP)

Effect:
 (1) If 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.)
 (2) If 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.)
 (3) If 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.)
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
This build gives Effie the strongest attacking phase in the game. With the highest base attack in the game along with Death Blow 3.png Death Blow 3Death Blow 3.png Death Blow (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk+2 during combat if unit initiates the attack.
 (2) Grants Atk+4 during combat if unit initiates the attack.
 (3) Grants Atk+6 during combat if unit initiates the attack.
's +6 Atk on initiation, there is no blue or red unit she does not kill. While this build does give her one of the scariest offensive player phases in the game, her lack of movement means she has a hard time approaching units without heavy positioning assistance. Against ranged enemies (especially mages), her lack of movement weakness becomes even more apparent since most of the time any ranged unit will be able to engage on her first during her weaker enemy phase.

Defensively, Wary Fighter 3.png Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
is selected to ignore her already low Spd, brought even lower by Brave Lance+, negating Brave weapon users' greatest weakness. Wary Fighter is also why -Spd is Effie's bane of choice in this build. With her high Def, Icon Skill Special.png BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
is taken as her special of choice to beef up her damage even more. With a +Atk, -Def Effie, Icon Skill Special.png Draconic AuraIcon Skill Special.png Draconic Aura (3 CD, 200 SP)

Effect: Grants +30% to Atk.
can also be considered since in this case, Draconic Aura will give more additional damage than Bonfire.

For her assist, Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
is chosen to increase Effie's range of movement, allowing Effie to move up to 3 spaces a turn depending on ally positioning.

Her C passive slot is left up to team composition considerations and player preference; however, Armor March 3.png Armor March 3Armor March 3.png Armor March (60 / 120 / 240 SP)

Effect:
 (1) If 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.)
 (2) If 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.)
 (3) If 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.)
as her C-passive (or just an ally armored unit with Infantry March) allows her to gain much needed movement to more effectively engage on enemies. If an ally takes Armor March 3.png Armor March 3Armor March 3.png Armor March (60 / 120 / 240 SP)

Effect:
 (1) If 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.)
 (2) If 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.)
 (3) If 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.)
, this opens up Effie to take other C-passives like Panic Ploy 3.png Panic Ploy 3Panic Ploy 3.png Panic Ploy (60 / 120 / 240 SP)

Effect:
 (1) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
 (2) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
 (3) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
.

Budget Effie

Recommended IVs: +Atk/-Spd
Stats:

50/48/14/33/23
50/51/14/33/23
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Armored.png Armored
Icon Skill Weapon.png Brave LanceIcon Skill Weapon.png Brave Lance (5 Mt, 200 SP)

Effect: Spd-5. Attack twice when initiating combat.
/ Brave Lance+Icon Skill Weapon.png Brave Lance+ (8 Mt, 300 SP)

Effect: Spd-5. Attack twice when initiating combat.
Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
Icon Skill Special.png Draconic AuraIcon Skill Special.png Draconic Aura (3 CD, 200 SP)

Effect: Grants +30% to Atk.
/ BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
Death Blow 3.png
Passive Icon A.png
Death Blow 3Death Blow 3.png Death Blow (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk+2 during combat if unit initiates the attack.
 (2) Grants Atk+4 during combat if unit initiates the attack.
 (3) Grants Atk+6 during combat if unit initiates the attack.
Wary Fighter 3.png
Passive Icon B.png
Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
Ward Armor.png
Passive Icon C.png
Ward ArmorWard Armor.png Ward Armor (200 SP)

Effect:
 (1) Grants armored allies within 2 spaces Def/Res+4 during combat.
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
This build gives Effie the strongest attacking phase in the game. With the highest base attack in the game along with Death Blow 3.png Death Blow 3Death Blow 3.png Death Blow (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk+2 during combat if unit initiates the attack.
 (2) Grants Atk+4 during combat if unit initiates the attack.
 (3) Grants Atk+6 during combat if unit initiates the attack.
's +6 Atk on initiation, there is no blue or red unit she does not kill. While this build does give her one of the scariest offensive player phases in the game, her lack of movement means she has a hard time approaching units without heavy positioning assistance. Against ranged enemies (especially mages), her lack of movement weakness becomes even more apparent since most of the time any ranged unit will be able to engage on her first during her weaker enemy phase.

Defensively, Wary Fighter 3.png Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
is selected to ignore her already low Spd, brought even lower by Brave Lance+, negating Brave weapon users' greatest weakness. Wary Fighter is also why -Spd is Effie's bane of choice in this build. With her high Def, Icon Skill Special.png BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
is taken as her special of choice to beef up her damage even more. With a +Atk, -Def Effie, Icon Skill Special.png Draconic AuraIcon Skill Special.png Draconic Aura (3 CD, 200 SP)

Effect: Grants +30% to Atk.
can also be considered since in this case, Draconic Aura will give more additional damage than Bonfire.

For her assist, Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
is chosen to increase Effie's range of movement, allowing Effie to move up to 3 spaces a turn depending on ally positioning.

Her C passive slot is left up to team composition considerations and player preference; however, Armor March 3.png Armor March 3Armor March 3.png Armor March (60 / 120 / 240 SP)

Effect:
 (1) If 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.)
 (2) If 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.)
 (3) If 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.)
as her C-passive (or just an ally armored unit with Infantry March) allows her to gain much needed movement to more effectively engage on enemies. If an ally takes Armor March 3.png Armor March 3Armor March 3.png Armor March (60 / 120 / 240 SP)

Effect:
 (1) If 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.)
 (2) If 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.)
 (3) If 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.)
, this opens up Effie to take other C-passives like Panic Ploy 3.png Panic Ploy 3Panic Ploy 3.png Panic Ploy (60 / 120 / 240 SP)

Effect:
 (1) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
 (2) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
 (3) At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
.


User Submitted Builds

Below are all user-submitted builds. These builds have not been reviewed or were reviewed but deemed in need of improvements - thus the quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.




The Quadding Effie

Recommended IVs: +Spd/-Res
Stats:

50/53/26/28/15
50/48/21/33/20
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Icon Skill Weapon.png Brave Lance+Icon Skill Weapon.png Brave Lance+ (8 Mt, 300 SP)

Effect: Spd-5. Attack twice when initiating combat.
Icon Skill Assist.png SmiteIcon Skill Assist.png Smite (150 SP)

Effect: Push adjacent ally 2 spaces farther away.
/ RepositionIcon Skill Assist.png Reposition (150 SP)

Effect: Moves adjacent ally to opposite side of unit.
Icon Skill Special.png Dragon FangIcon Skill Special.png Dragon Fang (4 CD, 200 SP)

Effect: Grants +50% to Atk.
/ Draconic AuraIcon Skill Special.png Draconic Aura (3 CD, 200 SP)

Effect: Grants +30% to Atk.
Life and Death 3.png
Passive Icon A.png
Life and Death 3Life and Death 3.png Life and Death (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk/Spd+3.
Inflicts Def/Res-3.
 (2) Grants Atk/Spd+4.
Inflicts Def/Res-4.
 (3) Grants Atk/Spd+5.
Inflicts Def/Res-5.
/ Darting Blow 3Darting Blow 3.png Darting Blow (50 / 100 / 200 SP)

Effect:
 (1) Grants Spd+2 during combat if unit initiates the attack.
 (2) Grants Spd+4 during combat if unit initiates the attack.
 (3) Grants Spd+6 during combat if unit initiates the attack.
Desperation 3.png
Passive Icon B.png
Desperation 3Desperation 3.png Desperation (50 / 100 / 200 SP)

Effect:
 (1) If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack.
 (2) If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack.
 (3) If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack.
/ Lancebreaker 3Lancebreaker 3.png Lancebreaker (50 / 100 / 200 SP)

Effect:
 (1) If unit's HP ≥ 90% in combat against a lance user, unit makes a follow-up attack and foe cannot.
 (2) If unit's HP ≥ 70% in combat against a lance user, unit makes a follow-up attack and foe cannot.
 (3) If unit's HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and foe cannot.
Threaten Spd 3.png
Passive Icon C.png
Threaten Spd 3Threaten Spd 3.png Threaten Speed (50 / 100 / 200 SP)

Effect:
 (1) Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
 (2) Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.
 (3) Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.
Speed Plus 1.png
Passive Icon S.png
Speed +1Speed Plus 1.png Speed Plus (Sacred Seal)

Effect:
 (1) Grants Spd+1.
 (2) Grants Spd+2.
 (3) Grants Spd+3.

Click to show/hide build description 
This build to work properly needs a +10 Effie unfortunatly, but it makes Effie reach an amazing spd stat if paired up with summoner support, making it 33 spd with Brave equipped, If she gets a buff from a Gwendolyn, she reaches 39 spd and 59 atk, which is not a small feat.

Life and Death can be replaced with Dart. Blow to give her one spd in exchange of not losing her bulk but losing her atk instead


Distant Counter

Recommended IVs: +Atk/-Spd
Stats:

53/57/19/33/23
50/57/19/33/23
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Skill Weapon.png Slaying Lance+Icon Skill Weapon.png Slaying Lance+ (14 Mt, 300 SP)

Effect: Accelerates Special trigger (cooldown count-1).
Icon Skill Assist.png Flexible
Icon Skill Special.png MoonbowIcon Skill Special.png Moonbow (2 CD, 200 SP)

Effect: Resolve combat as if foe suffered Def/Res-30%.
/ BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
Distant Counter.png
Passive Icon A.png
Distant CounterDistant Counter.png Distant Counter (300 SP)

Effect:
 (1) Enables unit to counterattack regardless of distance to attacker.
Wary Fighter 3.png
Passive Icon B.png
Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
Empty Passive Icon.png
Passive Icon C.png
Flexible
HP Plus 3.png
Passive Icon S.png
HP +3HP Plus 3.png HP Plus (Sacred Seal)

Effect:
 (1) Grants +3 to max HP.
 (2) Grants +4 to max HP.
 (3) Grants +5 to max HP.
/ Quickened PulseQuickened Pulse.png Quickened Pulse (Sacred Seal)

Effect:
 (1) Special cooldown count -1 at start of Turn 1.

Click to show/hide build description 
Slaying Lance+ is chosen in conjunction with Bonfire and Quickened Pulse in order to retaliate with 70 damage, 16 of which is unaffected by Weapon Triangle. This takes Effie's already formidable attack and brings it to another level entirely. This allows her to kill a number of targets on her retaliation that would otherwise survive, and continues to guarantee a number of kills even as their merges increase.

I can write up the rest of the description, or most of the existing description for the Distant Counter build on the main page can be used, since the majority of it will be quite similar.


Heavy Effie

Recommended IVs: +Atk/-Spd
Stats:

50/51/14/33/23
Orb.png Very high investment
Icon Skill Weapon.png Brave Lance+Icon Skill Weapon.png Brave Lance+ (8 Mt, 300 SP)

Effect: Spd-5. Attack twice when initiating combat.
Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
Icon Skill Special.png IgnisIcon Skill Special.png Ignis (4 CD, 200 SP)

Effect: Boosts damage dealt by 80% of unit's Def.
/ Dragon FangIcon Skill Special.png Dragon Fang (4 CD, 200 SP)

Effect: Grants +50% to Atk.
Heavy Blade 3.png
Passive Icon A.png
Heavy Blade 3Heavy Blade 3.png Heavy Blade (60 / 120 / 240 SP)

Effect:
 (1) If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
 (2) If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
 (3) If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 per attack.
(If using other similar skill, only highest value applied.)
Wary Fighter 3.png
Passive Icon B.png
Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
A description has not been written for this build yet.
Heavy Blade not worth it, the amount of investment that you put into this build results in a worse performing unit overall. It's better and more efficient to have a unit that's amazing at one role than okay in two. There is next to no point in ever taking Heavy Blade over Deathblow
--Wait99 (talk) 07:11, 4 May 2017 (UTC)
I think the issue with this build is that it's also arguing for use of Brave Lance over Silver Lance. Effie might have the highest attack in the game, but Heavy Blade factors your weapon into your overall attack power. 51 attack if you manage to be +Atk is not good enough to more or less guarantee you out-ATK your opponent to get the Heavy Blade proc. Leaving her with Silver Lance+ means you're at 58, which is enough to make sure you're getting the Heavy Blade proc against any other melee. It's a much more viable Enemy Phase build than her default build or the Brave Lance build, because anyone who pokes her in melee is going to eat a bigger counter-attack and you'll have Bonfire ready on your next turn.
Builds focusing on enemy phase are generally appreciated for armors due to their low mobility and high defensive stats for baiting. I'd rather do Heavy Blade/Silver Lance Effie than the QR3 Killer weapon Ignis builds you see on Sheena and Gwendolyn, and those are solid heavy investment builds listed on the wiki. I'll add it to the front page of Effie if you guys agree with my reasoning.
--Srsface (talk)
I think with Silver Lance+, there might be some consideration; however, overall, I feel Heavy Blade is a gimmicky skill. If we're going for an enemy phase build, Distant Counter is a stronger A-slot since now you can catch mages/other ranged units who give any armored unit grievances. I can see maybe a creative niche, perhaps fun build coming out of this though, but definitely not optimal.


Cannot Killean the Effian

Recommended IVs: +Res/-Spd
Stats:

50/48/14/33/27
50/48/14/33/27
50/54/19/33/27
More stats
Orb.png Very high investment
Icon Skill Weapon.png Brave Lance+Icon Skill Weapon.png Brave Lance+ (8 Mt, 300 SP)

Effect: Spd-5. Attack twice when initiating combat.
/ Slaying Lance+Icon Skill Weapon.png Slaying Lance+ (14 Mt, 300 SP)

Effect: Accelerates Special trigger (cooldown count-1).
Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
/ SwapIcon Skill Assist.png Swap (150 SP)

Effect: Swap places with an adjacent ally.
Icon Skill Special.png SolIcon Skill Special.png Sol (4 CD, 200 SP)

Effect: Heal 50% of damage dealt.
/ NoontimeIcon Skill Special.png Noontime (3 CD, 200 SP)

Effect: Heal 30% of damage dealt.
Distant Counter.png
Passive Icon A.png
Distant CounterDistant Counter.png Distant Counter (300 SP)

Effect:
 (1) Enables unit to counterattack regardless of distance to attacker.
/ Death Blow 3Death Blow 3.png Death Blow (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk+2 during combat if unit initiates the attack.
 (2) Grants Atk+4 during combat if unit initiates the attack.
 (3) Grants Atk+6 during combat if unit initiates the attack.
Wary Fighter 3.png
Passive Icon B.png
Wary Fighter 3Wary Fighter 3.png Wary Fighter (60 / 120 / 240 SP)

Effect:
 (1) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 90%.
 (2) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 70%.
 (3) Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.
Threaten Def 3.png
Passive Icon C.png
Threaten Def 3Threaten Def 3.png Threaten Defense (50 / 100 / 200 SP)

Effect:
 (1) Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn.
 (2) Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn.
 (3) Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn.
/ Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
If there is something more scary than a OHKO character, it would be an undying OHKO character. The main points in this build are:

1.- Wary Fighter: Effie most beautiful skill. Nobody fears a tank if they can OH her (Nino and Reinhart, GTFO) 2.- Daylight+ Special: Effie deals TONS of damage, so se should be able to heal between 30~50% TONS of damage. This makes Wary Figther a lot more valuable as a tanky Skill. I'll keep using Daylight+ so I won't have to write Sol/Noontime every time xD

Once we undestand how a Lifesteal build would work, let discuss the other skills I've chosen. I like the Brave Effie Build, and having innate Wary Fighter encourages the player to ignore the Speed penalty, leaving only the low attack problem, but we are talking about the highest base attack character here, so it should pose no problem. On the other hand, we can heal almost every turn (double attacks reduces the cooldown twice). If we aren't feeling sure about the 3 damage points part, we can always pick Killer Lance+, which also reduces the cooldown on our healing special.

The A Passive should be Distant Counter, which can help us to proc our Daylight+ Special even as a defensive move. Being able to counter everyone is very rewarding, and also a great bonus for any unit who doesn't need any buff skill in A. For a cheaper option, Death Blow 3 rocks with Brave Anything, be it + or not. It also improves our healing.

The assist isn't as important as the other ones for Effie, but having something usefull to move around is always nice. I like having Smite too, so I can help other units to escape/chase. The C Passive isn't also that relevant, but we are choosing a not +ATK Effie without Silver Spear+, so Threaten Def 3 is an overwhelming good option.

The main downside is which units we break to inherit these Skills. Breaking Hector is really annoying, and he's the only one with Distant Counter. We could even replace our Daylight+ with Pivot as Special to inherit 3 skills from Hector, given that we don't like Spur Attack 2 (the C passive he has), but this goes against one of this build's main points xD.

Also, Daylight+ isn't a very common Special, and the best option for inheritance is Raven (Sol), which also has Threaten Def. We can go 3* Laslow (Daylight) --> 4* Raven (Sol, Threaten Def 1 & 2) --> 5* Peri (Threaten Def 3, Killer Lance 1 & 2) to minimize the loss.

Sorry if my English isn't the best, I did the best I could ^^U If you have something to add, please fell free to do it :3