|This is a fun and extremely powerful (albeit quite expensive) build that Minerva can effectively run. 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 takes off 1 more charge at the start of turn 1, making the 5 charge 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 or 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 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 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 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, 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.