|As one of the few cavalry units with good speed and resistance, Titania makes for an excelent support unit for any team, while being a very capable mage tank unit even without her native emerald axe. She works mainly as an enemy phase unit that can tank and double on the counter a large number of threats, including dragons and mages with Distant Counter, but Windsweep allows her to hit a large number of threats without fear of retaliation thanks to her good native speed and weapon refinement - and deliver her stack of debuffs with impunity.
Reposition is in because of its utility to enemy-phase units: it allows her to reposition a player phase unit out of harm's way and do her job countering mages. In the same vein, she works best along with units with reposition, as she can charge forward, apply her debuffs and be repositioned out of harm herself.
Glacies or Iceberg are her best Specials, as usual, as they are based of her higher stat, though moonbow is also viable due to her low base attack.
Her C and Seal skills are at the same time half of the fun and the more flexible stuff - while all the rest of the choices are more or less fixed, these two can be changed to fit the team's need to a degree - but for the most part ploy skills to make the most out of her natively high res, smoke skills which work well with windsweep or defensive skills like close defense or distant defense that enhance her enemy phase capabilities or horse buffs will work best here.
Her main weaknesses are physical reds that outspeed her (not many, but some like Ayra might do so if using a Spd seal), brave archers, which will attack her in her weaker defense while bypassing her speed, and (WE) Tharja, who has the bulk to take anything from her and with Vengeful Fighter can easily destroy Titania. Similarly, Both tikis might be an issue due to them ignoring Titania's windsweep and generally having enemy phase skills, so they can safely bait her and use her to charge their special if sporting Steady Breath even if her res is rather decent.