Fire Emblem Heroes Wiki:Build Center/Ursula: Blue Crow

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Quick Hero Info
Type
Icon Move Cavalry.png Icon Class Blue Tome.png
Stats
35 / 29 / 32 / 19 / 30
Exclusive skills
None

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Blue Cavalry Blade

A description has not been written for this build yet.

Dueling Sword.png Optimal
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Icon Move Cavalry.png Cavalry
Blue Raven
Stats: Neutral
Passive Icon B.pngEmpty Passive Icon.png
 Flexible
Passive Icon C.pngThreaten Res 3.png
 Threaten Res 3 / Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
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This set works very similarly to Robin (M). With Blárraven+ and Triangle Adept 3, Ursula will destroy red and colorless units while taking minimal damage in return. The edge that Ursula has over Robin (M) is her much larger threat range, allowing her to catch up to and pick off archers and healers or instantly remove the threat of red units so your green and/or flying units can go in much more safely. Her higher speed also means she gets to double attack and avoid double attacks against characters that Robin (M) cannot unless he's running +Speed IV's.

Just like with Robin (M), Triangle Adept 3 is a wonderful A skill to run since it substantially boosts her damage against common red and colorless units while reducing the damage they deal back to her. Her innate skill Death Blow is also a viable option, but without the damage reduction from Triangle Adept, her meager 19 Defense will make archers more dangerous to deal with.

For her B skill, Swordbreaker is the preferred choice due to the mass amount of red sword units currently available. Bowbreaker is another option if your team has trouble with archers.

For her C skill, her innate skill Threaten Res is a wonderful skill to have, especially to help deal with armored units. Really though, the C skill is fairly flexible, so take whatever suits your teams needs.

Iceberg is to Ursula what Bonfire is to Robin (M), a solid damage boosting skill with a relatively short charge time. With Ursula's 30 resist, she'll deal an additional 15 damage every time Iceberg is charged. Glacies is a more damaging option that will deal 24 bonus damage, but at the cost of a higher charge time.

Her assist skill is up to personal preference, but position changing skills like Draw Back and Reposition work wonderfully with her large movement range.
Universal Crystal.png Medium investment
Cavalier Assassin
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Ursula's base kit served the general role of dealing with horses on Player Phase, so, with little investment, she can be used to counter the very popular horse units (except Brave Lyn), and also plenty of blue/red mages, due to her fantastic res stat.

Carrying the Icon Class Blue Tome.png Blárwolf+, she has a 50% extra attack against enemy horses, which means that she will almost surely one-shot any that she engages on, barring high-res greens like Cecilia.

Her assist is the usual Reposition/Draw Back choice, even better for her because of her increased movement range, due to being a horse unit, making any other choice almost meaningless in comparison. In terms of special, Icon Skill Special.png Draconic Aura adds a good amount of damage to her attacks (usually more than Icon Skill Special.png Iceberg, while Icon Skill Special.png Moonbow boasts a lower cooldown.

Ursula comes with Death Blow 3.png Death Blow 3, which is great for her role of taking down horse enemies on Player Phase, due to the amazing +6 attack bonus it gives, without requiring any conditions other than initiating on a target.

Her B skill should be picked to better deal with non-horse mages, since her weapon is already excellent at dealing with horses, and her res stat allows her to do much more than that. With B Tomebreaker 3.png B Tomebreaker 3, she can deny faster mages the double, and have herself double them in return, greatly improving those matchups. If she is required to deal with fast lance enemies, Lancebreaker 3.png Lancebreaker 3 can be used to double them to death.

Her C skill choice depends on whether or not she's with another horse unit. Threaten Res 3.png Threaten Res 3 serves very well at reducing enemies' resistance to allow for more damage, while Hone Cavalry is better if she has a horse buffing her, allowing the two to grow much stronger together.

The seal choice depends on what opponents she usually needs to deal with. If the additional speed allows her to double crucial opponents, the speed seal should be taken, while the attack seal should be taken otherwise.
Pen.png Creative
Sacred Coin.png Assault
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
The Magic Sponge
Resistance Plus W.png Blárserpent+ (Res)
Icon Skill Assist.png Reposition / Flexible
Stats: Neutral
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Unfortunately for Ursula, her unspecialized statline and no access to IVs makes her a difficult unit to work with. That said, she does possess just enough in each stat to warrant a build that is... unconventional, to say the least.

To begin, Ursula's strongest stats are her speed and her resistance. And what are those two stats good for? Well, being a resistance tanker! Thankfully, as a blue tome unit, Ursula has access to the only Distant Defense tome in the game (as of Ver. 2.7.1), Blárserpent. In doing so, on enemy phase, Ursula will have 36 resistance, which is certainly nothing to sneeze at. And, refining her weapon with the resistance refine brings it up further to 39 res.

Her assist is simple in nature, draw allies back, thus putting distance between them and the enemy without compromising Ursula's position. That said, you can always exchange it for something else. Tailor it as you need. Her special, too, is fairly simple in nature. Her primary source of damage will be from her special, and Iceberg/Glacies can deal around 20/32 damage when conditions are right. A two-count special such as Moonbow may not provide the damage she needs to defeat foes, but as before, her special is at your discretion.

Her A skill complements her weapon. At 32 speed, she can be doubled by many, many units, and she cannot access a boon to mend that difference. As such, Darting Stance brings her natural speed up to 38, meaning a unit must have 43 speed to double her. That can be a difficult threshold to reach for some mages. Of course, cavalry buffs from allies will be crucial to her survival. If your allies can raise her speed well enough, you can choose Swift Stance to bulk up her resistance even further.

Dull Ranged, her B skill, acts both offensively and defensively. Because she is a ranged magic counter, she wants to ensure her foes are as weak as they come, due to her own insignificant stat pool. Nullifying buffs makes it far easier for Ursula to avoid doubles as well as dish out a little more damage.

Her C skill depends on your team's composition. She'll be right at home in a cavalry team. A cavalry buff makes the most sense, particularly Goad or Hone, as she wants make sure her offensive allies can deal with powerful foes. Of course, a defensive buff may make it easier for them to deal with physical threats for her. If you're running her on a mixed team or otherwise, a ploy, smoke, or tactic skill can work here.

Her Sacred Seal has a little flexibility. You can choose to give her Distant Defense to double down on Blárserpent (granting her a fantastic 45 resistance), or you can bolster her overall bulk with HP Res 2. HP Res 2 may be more efficient than Distant Defense if you choose to run a Ploy skill on her. It also worth mentioning that HP Res 2 will bring her physical soak to exactly 60, which should be just enough for her to survive one sword or lance attack at full HP. If you swear to never put her in way of a melee unit, Distant Defense can be used to ward off daggers and bows.