Fire Emblem Heroes Wiki:Build Center/Minerva: Red Dragoon

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Quick Hero Info
Type
Icon Move Flying.png Icon Class Green Axe.png
Stats
40 / 31 / 33 / 32 / 22
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Vanilla Minerva
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Minerva is a powerful green flier with very solid stats in all areas, with the exception of her somewhat low resistance. She also comes with Icon Class Green Axe.png Hauteclere, one of the best legendary weapons in the game, as it is a 16 might Killer/Slaying Axe. Additionally, she is also one of the few axe units who is capable of dueling evenly against most sword units. Because of these traits, she is a versatile unit who can function well on most teams, even without the support of other fliers.

A Speed boon is ideal for Minerva, as it allows her to keep up with speedy enemy sword units and lance units. Without a speed boon, she may not reliably double her matchups if Hone Fliers or Hone Spd 3 is not active. Resistance is the optimal bane since her already-low Resistance cannot be meaningfully salvaged to allow her to survive combat against most magical threats.

For her A slot, Minerva's impressive 32 base defense allows her to effectively use her native Life and Death 3.png Life and Death 3 without a significant penalty on her defenses, especially since her Resistance is already insufficient to protect her against most magical threats. With a Speed boon, she reaches an amazing 52 attack and 41 speed before buffs, while maintaining a respectable 27 defense that allows her to take a hit or two from physical enemies. Fury 3.png Fury 3 is an alternative if you would like to preserve Minerva's defensive stats, although she does not noticeably benefit from the increased resistance because she still remains within one-shot territory by buffed Bladetome-wielding green mages as well as still being unable to survive combat against Reinhardt.

Hit and Run.png Hit and Run or Drag Back.png Drag Back are the preferred B slot on most melee fliers due to allowing them to safely withdraw after initiating combat. Minerva is no exception, and she uses both of these skills well, especially when she needs to retreat from enemy archers or mages in the backline. Hit and Run is preferred over Drag Back since Drag Back has terrain limitations - if the enemy unit cannot be dragged across certain terrain such as mountains, then Minerva will not move back.

Vantage 3.png Vantage 3 is a potential alternative for Minerva's B slot if you are comfortable with leaving her in the thick of battle. Vantage allows her to more comfortably win duels against sword units and potentially duel more than one unit if she has a timely charged special.

On flier teams, Minerva's C slot should be Hone Fliers.png Hone Fliers or any other flier-type buff that you deem necessary for your team. On non-flier teams, her C slot is flexible and should typically be a buff of your choice.

As with all flying units, Minerva's best assist is Icon Skill Assist.png Reposition. With no terrain restrictions on her movement, Minerva can make great use out of Reposition and help move her allies in and out of combat to a better degree than infantry units can.

Her Sacred Seal slot is flexible, with Attack Plus 1.png Attack +1 and Speed Plus 1.png Speed +1 being good, readily available choices that complement her offensive capabilities. However, if Quickened Pulse.png Quickened Pulse is available to be used on her, it is the strongest option for her, providing her with a -2 charge to her special at the start of a map. This allows her to either have low charge specials such as Moonbow immediately ready or use higher charged specials such Luna with confidence that it can be activated timely.

Icon Skill Special.png Moonbow is a good choice for Minerva's special since it will always activate in combat as long as Minerva is initiated upon or if she doubles her target. Luna is also a good choice, but a first round activation has a stricter requirement of Minerva being able to double regardless of enemy initiation.

With no real weaknesses other than her resistance and susceptibility to archers, Minerva is an extremely potent unit who can either function independently or soar to even greater heights with a flier team. She is a great asset to have and you can't go wrong with her.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Heavy Blade Minerva
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This is a fun and extremely powerful (albeit quite expensive) build that Minerva can effectively run. Heavy Blade 3.png Heavy Blade 3 is the key to this build, as it allows Minerva to reduce her special's charge by 2 each time she attacks, as long as her visible attack stat is greater than that of her target's. Quickened Pulse.png Quickened Pulse takes off 1 more charge at the start of turn 1, making the 5 charge Icon Skill Special.png Galeforce even more practical to use. With this build, Minerva is guaranteed to act again after the first round of combat she initiates, provided that Heavy Blade activates and the target can retaliate. In following rounds of combat, since Quickened Pulse only applies on Turn 1, Minerva must double her target, regardless if it can retaliate, in order to activate Galeforce in the same turn.

Attack buffs such as Hone Fliers, Delthea's Dark Aura, or Hone Atk 3 are critical to this build, since Heavy Blade's activation requirement is based on having a greater visible (that means no Spur type buffs) attack than the target. Summoner Support can also be helpful if you have Minerva as your designated unit.

An Attack boon is optimal for this build since it reduces reliance on attack buffs. A Speed boon can also work, but it means that having an attack buff active constantly is more or less mandatory. However, a Speed boon allows you to more reliably double enemy units if speed buffs like Hone Fliers or Hone Speed aren't available, which can be helpful for successive rounds of combat after the first.

Hit and Run.png Hit and Run or Drag Back.png Drag Back are the preferred B slot on most melee fliers due to allowing them to safely withdraw after initiating combat. Minerva is no exception, and she uses both of these skills well, especially when she needs to retreat from enemy archers or mages in the backline. Hit and Run is preferred over Drag Back since Drag Back has terrain limitations - if the enemy unit cannot be dragged across certain terrain such as mountains, then Minerva will not move back.

On flier teams, Minerva's C slot should be Hone Fliers.png Hone Fliers or any other flier-type buff that you deem necessary for your team. On non-flier teams, her C slot is flexible and should typically be a buff of your choice.

Guidance 3.png Guidance 3 can be also an option on non-flier teams, if available, that takes advantage of the space created by Hit and Run, allowing allied infantry or armored units to move in and finish off the target if Minerva is unable to. This can allow her to use the extra action provided by Galeforce to engage a different target. If Guidance is unavailable to you or if you value other buffs more, you should run buff of your choice in her C slot.

As with all flying units, Minerva's best assist is Icon Skill Assist.png Reposition. With no terrain restrictions on her movement, Minerva can make great use out of Reposition and help move her allies in and out of combat to a better degree than infantry units can.

Although Galeforce is the namesake of this build, Icon Skill Special.png Aether can be an effective substitute for Chain Challenge or Arena Assault modes, where sustain may be more important than acting twice. However, keep in mind that Aether's activation works differently from Galeforce since it requires an attack to activate, unlike Galeforce, which activates at the end of combat. This means that Minerva must double her target, who must also retaliate, in order to activate Aether on the first round of combat. This interaction may be slightly problematic in cases where she fails to double and her target can kill her on enemy phase, so Hit and Run/Drag Back as well as smart use of Reposition from her allies become even more critical.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Flying.png Flying
Physical DEF

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Explosive Minerva
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Minerva's legendary weapon, Hauteclere, gains a significant buff with the addition of the weapon refinery. The refined version essentially adds the signature effects of Icon Class Green Axe.png Slaying Axe+ and Icon Class Red Sword.png Wo Dao+ into a single weapon. This, along with the recent buff of Icon Skill Special.png Glimmer to a cooldown of 2, gives Minerva insane damage potential when her special activates. When equipping Quickened Pulse.png Quickened Pulse, Minerva can have her special immediately charged at the beginning of the combat, allowing her to instantly one-shot practically any enemy blue unit, as well as a good deal of greens, especially with flier buffs. Even if the unit survives and counterattacks, Glimmer will charge up immediately and be activated once more on her follow-up. This build is effective in the absolute killing power it can dish out to enemies, with only significantly bulky or Triangle Adept-wielding red opponents being able to survive Minerva's initiation.

The optimal IV's are either +Spd/-Res or +Atk/-Res. Minerva has no business tanking any sort of mage, so -Res would not really hurt her further. +Spd is preferred in helping Minerva double more opponents, which is important to maximize Minerva's dueling potential. +Atk/-Res is also viable, and gains the niche of being able to one-shot Slaying Lance++ Effie with Glimmer and no buffs, though Minerva will be relying more on buffs to double other units.

Refined Icon Class Green Axe.png Hauteclere with the +10 damage on special effect is clearly the best weapon for this build and for Minerva in general, so it is kept.

Icon Skill Special.png Glimmer is chosen as Minerva's special. It's quick cooldown allows for it to be activated consistently during a match, and has excellent synergy with Hauteclere's special-boosting effects. Even though Glimmer's bonus does not synergize with the +10 bonus damage, It is a superior choice over Moonbow due to Minerva's high base attack and flier synergy, allowing Glimmer to deal more damage than Moonbow against all but the toughest targets. In one example, unbuffed Minerva can use Glimmer to one-shot an enemy Nowi that has Fury 3 even when considering the +5 hp from Lightning Breath++, while Moonbow would leave Nowi at 1 HP instead.

Life and Death 3.png Life and Death 3 is the default A skill, and it optimizes Minerva's offensive statline while still allowing her to retain some physical bulk. Although other skills like Fury 3.png Fury 3 are useable, Life and Death compliments the highly offensive playstyle of this build better.

Hit and Run.png Hit and Run is a highly useful skill for offensive fliers, and Minerva is no exception. The one space retreat gives Minerva extra safety after she initiates and destroys an enemy, especially important when facing teams with common long-range threats in the arena, like B!Lyn and Reinhardt. On the other hand, if such units aren't being seen as often, or more offense is desired, Desperation 3.png Desperation 3 is the next best choice. When in desperation range, Minerva becomes a pure sweeper, with her special activating every time she initiates as long as she doubles. In this case, Icon Skill Assist.png Reciprocal Aid can be run to safely get Minerva in desperation range.

Lastly, Minerva's C slot is largely flexible. Threaten Def 3.png Threaten Def 3 can be used to secure a few more OHKO's with her first initiation on a mixed team, but usually Minerva will be running flier buffs within a flier team, such as Goad Fliers.png Goad Fliers.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Improved Green Ayra
Special Damage W.png Hauteclere (Skill)
Icon Skill Assist.png Reposition / Flexible
Stats: +Spd/-Res
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A 3 cooldown special + a Slaying-Wo dao legendary weapon + Heavy Blade 3 + Desperation 3 = destruction
Hero Feather Darkened.png High investment
Recovery Tank
Special Damage W.png Hauteclere (Skill)
Stats: +Atk,+Def/-Res
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With the new weapon refinery giving Hauteclere a Wo Dao effect on top of special cooldown reduction, Minerva can use many 2-charge skills to great effect, as she'll activate them often and with high power. As the increased power will activate so often, she can use Icon Skill Special.png Noontime instead of a damaging special as she'll get a consistent +10 damage every time her special triggers, which increases the healing given by Noontime. If you want Minerva's healing to be stronger, you can replace Noontime with Icon Skill Special.png Sol, since the cooldown will only be 2 and will still activate often.

For the A slot, it depends on what sort of role you want Minerva to play overall. If you want her to be a more combat-oriented tank, then attack boosting skills like Fierce Stance 3.png Fierce Stance 3 will help her. If you want her to be more defensive to keep her HP up as much as possible, then Close Def 3.png Close Def 3 or Steady Stance 3.png Steady Stance 3 are good options. Atk Def Bond 3.png Atk/Def Bond 3 is good for getting both, but is currently locked to a unit available only on Legendary banners, and is a much more expensive option. Iotes Shield.png Iote's Shield can be used to keep her safe against Bow units and Excalibur. Distant Counter.png Distant Counter can be used as it's a standard option for tanks.

For the B passive, Quick Riposte 3.png Quick Riposte 3 is chosen to help Minerva double faster targets, which will let her activate her special more often. If using Noontime, then against an enemy who doubles her, she'll double in return and activate Noontime twice in one battle. In other cases, she'll activate it on her first strike and then have it charged for the next battle she initiates. If running Sol, then she'll be able to activate it against enemies she can't double in one combat.

For C slot, Ward Fliers.png Ward Fliers is good for use in flier teams, helping the durability of her allies. In mixed teams, she can choose another skill such as Guidance 3.png Guidance 3 in either her C or S slots to help her allies move around. Atk Smoke 3.png Atk Smoke 3 can help her battle multiple enemies at once, as she'll take less damage from each enemy and heal back consistently.

Her Sacred Seal slot can be used for whatever A passive or C passive you couldn't use on her, such as Atk or Def boosting, Iote's Shield, Attack Smoke, or Guidance.