Fire Emblem Heroes Wiki:Build Center/Skill/Hauteclere

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These skill build pages meant to be used for general skill insight. As these pages are new and still in their infant stages, any suggestions and contributions to improve them are welcome. Feedback can be left on the Skill Build Page Feedback page.

Heroes with builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. The quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Special Damage W.png Hauteclere (Skill)
Stats: Neutral
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngClose Def 3.png
 Close Def 3 / Flexible
Click to show/hide build description 
This build is for players looking to use Michalis out of the box while using fairly accessible skills. He'll still be able to serve well as a solid melee tank all the same.

Weapon: Special Damage W.png Hauteclere is Michalis's weapon of choice. It's a legendary weapon that lowers his Special charge by 1, letting him use the likes of Ignis faster. When given its special effect, it adds an extra 10 damage to Michalis's attack if his Special activates, kind of like a Wo Dao+, which is usually enough to decimate his foes. However, even without its special effect, it's still a powerful weapon in its own right.

Assist: Icon Skill Assist.png Reposition is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger. Flying units use it especially well thanks to their freedom of movement.

Special: Bonfire is chosen as Michalis's Special, as it works off of his high Def stat. His weapon brings its charge down to 2, and with Quick Riposte 3, Michalis should be able to activate it against his opponent pretty easily. However, Ignis can also be a viable option if the player wants to prolong Michalis's Special but have even more destructive power.

A Passive: Fortress Def 3.png Fortress Def 3 is an option for Michalis's A skill, bolstering his high Def even higher at the cost of some Atk. It's also a boost that occurs on both phases, meaning if he needs to initiate and exchange blows with an enemy, he'll still have his high Def on his side. Should the player need more power behind Michalis's strikes, then the tried and true Fury 3.png Fury 3 is an option, boosting all of Michalis's stats by 3 instead. However, this will injure him for 6 HP after combat, so the player should be mindful of his health in more endurance focused modes.

B Passive: Quick Riposte 2.png Quick Riposte 2 is Michalis's B skill. This helps make up for his low Spd by allowing him to perform a follow up attack if he's attacked, thus improving his enemy phase presence.

C Passive: This skill slot is flexible, and can be a flier buff of some kind if Michalis is used on a flier team, or other buffs or utility if he's used on regular teams. This is up to the player's discretion and team composition.

Sacred Seal: Close Def 3.png Close Def 3 is Michalis's Seal, as it improves his melee defenses even further, although if it's in use, or should the player feel like another Seal is necessary, then this slot is also flexible, open to be whatever the player needs.
Build Icon Alternative.png Alternative
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Special Damage W.png Hauteclere (Skill)
Stats: Neutral
Click to show/hide build description 
This build utilizes Triangle Adept 3 and Axebreaker 3 to take on many units Michalis previously was not able to. Even with Michalis' paltry Res, Triangle Adept 3 allows you to survive virtually all blue mage attacks including a turn one Moonbow from Reinhardt. Combined with Deflect Magic 3 and even buffed Raventome+ users will have trouble taking you down. Offensively speaking, Michalis can also reliably decimate the mighty Effie regardless of boons and buffs she receives. Camus and Nowi also offer little resistance now.

Meanwhile, Axebreaker 3 alleviates Michalis' speed burden against many beefy Axe units to give him the leg up. A Hauteclere+ grants +10 damage when your special activates, meaning many versions of Brave Ike, Hector and Amelia can be taken down in one turn. Meanwhile, if you opt to use Ignis combined with Quickened Pulse for your abilities, and only the most exaggerated defensively dedicated Axebreaker builds can stand up to you. As a side bonus, the sheer power of +10 Ignis allows you to KO quite a bit of red units too, even with Triangle Adept 3.

Because Michalis functions best with other flying units for the buffs and ability to maintain support bonus distance, Goad Fliers or your flying emblem of choice is the optimum. However, Threaten Def 3 does have merit if you plan to lure armor units with their limited movement to take advantage of the debuff. When it comes to the order of Skill Inheritance, this slot can be saved for last.

Reposition is what makes flying teams so troublesome, giving them unparalleled movement across terrain without walls. It's very feasible to have one unit attack and retreat out range through a series of Reposition uses.

For your seal slot you have options. A plain old +3 ATK or +3 DEF seal are simple yet effective and not phase dependent. Threaten ATK 3 combines with your Threaten Def 3 skill. Iote's Shield means you can shuffle your original A passive to a seal slot, and Michalis' great defense actually makes him one of the best candidates for this seal. Finally, Guidance can be a good option if you want to run Michalis in a mixed team, as it's very helpful for getting armor units around the map.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This build aims to use Vantage, Michalis's low Spd, and Deflect Melee to help him duel with melee foes, get the jump on them with Vantage and smash their face in with a powerful Ignis.

Weapon: Special Damage W.png Hauteclere is Michalis's weapon of choice. It's a legendary weapon that lowers his Special charge by 1, letting him use the likes of Ignis faster. When given its special effect, it adds an extra 10 damage to Michalis's attack if his Special activates, kind of like a Wo Dao+, which is usually enough to decimate his foes.

Assist: Icon Skill Assist.png Reposition is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger. Flying units use it especially well thanks to their freedom of movement.

Special: Ignis is chosen as Michalis's Special here, as it runs off of Michalis's high Def stat. With his Hauteclere's special effect, it's almost certain to annihilate his opponent. Michalis should actually initiate against a faster foe and purposefully get doubled to help him reach the HP threshold for his skills, as well as bring Ignis's charge down. Then on the enemy phase, he'd be able to strike first and activate Ignis at the same time.

A Passive: Brazen Atk Def 3.png Brazen Atk/Def 3 is chosen as Michalis's A skill. As he aims to be in an HP threshold for Vantage 3, he'll also be able to be in range of this skill, granting him a mighty +7 Atk and Def boost during combat, making him hit even harder, take hits better, and powering up his Ignis even further.

B Passive: Vantage 3.png Vantage 3 is a key component to this set. Michalis is tanky enough to take a hit from a melee foe, and then he'll be able to strike first against any opponent that dares to engage him afterwards. Being able to get the jump on his foes, with heightened stats and potentially a powerful Special ready is a daunting prospect for his assailants.

C Passive: Goad Fliers.png Goad Fliers is an option for Michalis's C skill, being relatively easy to obtain, and being able to help support his flier teammates by bolstering their offenses. However, this skill slot is mostly flexible. Other flier buffs can be considered instead, or even other C skills (like Guidance or a Tactic skill) should Michalis be used on a regular team.

Sacred Seal: Deflect Melee 3.png Deflect Melee 3 is another key component to this set. Michalis will often get doubled, but this skill mitigates the second consecutive melee strike down to almost nothing, which improves Michalis's survival greatly. This skill is what allows Michalis to safely engage against a faster foe and live, and on subsequent encounters, Vantage 3 will change the order of battle to be as if Michalis initiated, meaning this skill will still be in effect against a faster opponent.
Pen.png Creative
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
This Michalis build aims to take advantage of his incredible bulk, off and on a Flier Emblem team. Michalis' base def of 35

is huge before any type of buff, giving him a decent chance of surviving most physical hits that will come his way. Without flier emblem, Michalis can be paired up with most allies and placed beside him to give him a huge buff to his bulk and strength. On flier emblem, Michalis with this bond skill and a fortify fliers buff becomes nearly invincible. Close Def 3 with atk/def bond and fortify fliers buff would nail michalis up to 52 def. Using this bulk, you can run Quick Riposte to double physical units that will attempt to battle Michalis, and with the Wo Dao skill refinement on Hauteclere, Michalis' moonbow will allow him to take down very capable threats of units such as Black Knight, Ayra, Siegbert, Sigurd, etc, as well as Moonbow activating twice every battle phase while in the QR range. His C slot, while being entirely flexible, mostly depends where you run him. Preferrably on Flier Emblem he runs hone fliers since his

strength skyrockets in the enemy phase. Threaten Def however, is a nice alternative.
Pen.png Creative
Stamina Potion.png Chain
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
Michalis boasts nice Attack and Defense stats at 34 and 35 respectively, combined with a solid HP stat, making him a good at engaging physical enemies. Now that Hauteclere can be refined to be given a Wo Dao effect, it makes Machalis more effective in combat as well.

The bread and butter of this build is the combination of Noontime and Quick Riposte. Michalis' Hauteclere lowers Noontime's cooldown to 1. This lets him activate his special for every counterattack while in enemy phase, getting the +10 bonus from the new refined Hauteclere as well. If you lack Close Def for Michalis' A Slot, Steady Stance and Fortress Defense achieve a similar effect. Quick Riposte is essential for this build, version 3 is best but 2 is more affordable and works almost as well.

His C Slot is good with his default Threaten Def 3, but other options to consider could be Guidance, any Hone, Fortify, Spur, Drive or Tactic that might fit your team, or any Flier-centered support skill if running a Flier Emblem team.

Close Defense Sacred Seal further boosts his bulk in enemy phase, up to 47 Defense and 31 Resistance with Close Defense skill. This helps him engage Dragons better.
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Flying.png Flying
Click to show/hide build description 
If you need a physical tank for you flier team, Michalis is now a good choice. This set uses Hauteclere's new skill to deal more damage with a 1-CD Noontime and heal himself on enemy's phase. Quick Riposte 3 makes sure he will double attack the enemy while defending, and this means that if he gets doubled (which is really often) then he will trigger his special twice, healing a lot of damage and hopefully bring him back to Quick Riposte 3's range. His A should be Distant Counter to kill Archers on enemy phase, which is able to tank due to Iote's Shield seal. Along with Defense boosts from Fortify Fliers, dealing with archers should be easy in flier teams with him. If you don't have a Distant Counter to give him (which is understandable), then Iote's Shield is not a bad choice in conjunction with Distant Defense 3 Seal (this adds defense while attacked, which kinda tries to make up for the missing counterattack and heal). So: Distant Counter A+Iote's Shield seal or Iote'Shield A + Distant Defense 3. There's no substitute for Quick Riposte in this build so far. His C should support the remaining units of the flier team: Hone Fliers is the preferred choice but the budget Goad Fliers is good too. His Assist is what you prefer between Reposition and Swap. Both are viable but keep in mind that Swap can be more useful if he has Hone Fliers, so you can position him to give buffs at the start of your next turn.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Special Damage W.png Hauteclere (Skill)
Stats: Neutral
Click to show/hide build description 
Michalis has solid HP, Atk, and Def, giving him the role of a flying tank, able to stand up to most physical melee combatants. Michalis can be geared to tank his foes and also fire off a vicious Special thanks to his unique weapon's effect.

Weapon: Special Damage W.png Hauteclere is Michalis's weapon of choice. It's a legendary weapon that lowers his Special charge by 1, letting him use the likes of Bonfire faster. When given its special effect, it adds an extra 10 damage to Michalis's attack if his Special activates, kind of like a Wo Dao+, which is usually enough to decimate his foes.

Assist: Icon Skill Assist.png Reposition is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger. Flying units use it especially well thanks to their freedom of movement.

Special: Bonfire is chosen as Michalis's Special, as it works off of his high Def stat. His weapon brings its charge down to 2, and with Quick Riposte 3, Michalis should be able to activate it against his opponent pretty easily. However, Icon Skill Special.png Ignis can also be a viable option if the player wants to prolong Michalis's Special but have even more destructive power.

A Passive: Close Def 3.png Close Def 3 is Michalis's A skill. It gives him a sturdier enemy phase presence, granting him a +6 Def and Res boost when he's attacked. While the Res boost might not seem like much, it can help soften the blow from enemy dragons. This is chosen over Steady Stance 3 as that skill grants a Def boost no matter the range, meaning it'd help against enemy archers. However, that is a moot point when Michalis is weak to archers anyway, and also wouldn't be able to counterattack them normally.

B Passive: Guard 3.png Guard 3 is Michalis's B skill. This can help him deter enemies who rely on their Special to break through their opponents, as he'd be able to deny them the chance to charge their Special during combat. This should be used if Michalis has Quick Riposte 3 as his Seal. If the Seal is already in use, or if the player feels like Michalis should instead just double up on his melee defenses, then the actual Quick Riposte 3 skill can work as his B skill instead.

C Passive: Goad Fliers.png Goad Fliers is an option for Michalis's C skill, being relatively easy to obtain, and being able to help support his flier teammates by bolstering their offenses. However, this skill slot is mostly flexible. Other flier buffs can be considered instead, or even other C skills (like Guidance or a Tactic skill) should Michalis be used on a regular team.

Sacred Seal: Quick Riposte 3 is Michalis's Seal slot. To make up for his low Spd, this skill will allow him to perform a follow up attack if he's attacked, and is what helps make him formidable on the enemy phase. However, if it is being run as the B skill, then the Close Def 3.png Close Def 3 Seal is the next best option, stacking with his A skill to improve his bulk even more.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Flying.png Flying
Special Damage W.png Hauteclere (Skill)
Icon Skill Assist.png Flexible / Reposition
Stats: Neutral
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible / Iote's Shield
Click to show/hide build description 
Folt99 (talk) 14:47, 2 April 2019 (UTC) This is an endgame build which plays to Michalis's strengths and niché, being a physically bulky unit with high damage potential through Hauteclere's refine + Bonfire, while also allowing for proper support of any teammate through the opening of his C and Seal Slots, the build can be used in any mode where you want a physically bulky unit, whether it's in the Arena, in Assault modes, Chain Challenges, or Aether Raids. It can be used with any team due to the only required skills being Michalis's weapon, special, A, and B-slot skills, leaving the other slots open to what you need for your particular team, though it works best with other fliers.

The introduction of Surtr into the normal pool has given Michalis, among other bulky units, access to the Steady Stance 4 skill. This skill combines combines an extra 8 Defense with a Guard effect whenever Michalis gets initiated on by an enemy, and with Hautecleré's unique refine + Quick Riposte, speedy physical opponents that doesn't kill him in one turn (which is more than likely due to the aforementioned Steady Stance 4) will suffer a Steady Stance+Hauteclere boosted Bonfire, adding an uncomfortable (for the enemy) 31 points of damage to that attack, to the point that even swords must be mindful of it. It is also something that can put a dent, even in armors, making physical-attack based armors wary as well since the Guard Effect also stops the Special Counter completely when they initiate, unless they have Bold/Special Fighter, in which case it ticks down at a much slower pace (1 per attack that qualifies).

What's more, this combination frees up his C and Seal slots, allowing him to offer support to his teammates or further refining his niché as a defensive powerhouse. In flier teams, he can take a flier-boosting skill to aid his teammates into taking down opponents that he can't, or he could otherwise take a Smoke skill to further debuff nearby opponents. Atk Smoke works well for this purpose, lessening the damage other nearby allies will do to Michalis or his teammates. Iote's Shield in the Seal Slot will further strengthen his physical bulk against Archers, including speedy glass cannons, who often doesn't have the power to 2HKO him without their flier effectiveness while he hits them back on the next turn with a Hauteclere-boosted Bonfire. Blue Archers especially must be on guard with Michalis around because he has WTA against them.

Additionally, if you're making Michalis into a 5* merge project due to his newfound status as a grail unit, he can potentially hit an effective total physical bulk of 91 points, 99 points when initiated on, backed up by an attack of 55 points (+24/34 more when initiating/initiated on with Bonfire primed and ready) without any boost other than his skills, and can further increase each by 2 and 1 respectively by using no less than 3 dragonflowers. This solidifies his status as a physical tank with the ability to seriously wound enemies that can't kill him, with the skill slots to properly support his teammates in turn.
Hero Feather Darkened.png High investment
Special Damage W.png Hauteclere (Skill)
Stats: +Atk,+Def/-Res
Click to show/hide build description 
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.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Click to show/hide build description 
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

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
Click to show/hide build description 
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.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Flying.png Flying
Special Damage W.png Hauteclere (Skill)
Stats: +Spd, +Atk/-Res
Click to show/hide build description 
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
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