Winter Edelgard

Winter Edelgard

Blue LanceS tier

Introduction

Winter Edelgard is a character in Fire Emblem Heroes. Winter Edelgard's weapon type is Blue Lance and role is Armored. Faction: Fire Emblem: Three Houses.

On our Fire Emblem Heroes tier list Winter Edelgard is S tier, 60th of the 907 characters ranked, from where 3 current tier lists put Winter Edelgard.

Is Winter Edelgard good?

Armored lance attacker who hits hardest with no allies beside her, since her weapon weakens for every adjacent one. Black Yule Lance can pre-charge her Special by up to three counts based on how far she moved, lays Divine Vein (Flame) behind her target, shreds the foe's Atk and Def, strips non-Special damage reduction and shuts off Miracle-type survival effects.

Raging Tempest adds an extra space, Charge, bonus damage off her Atk and another action when she starts the fight, so she can clear several foes a turn. The weak spot is 17 base Spd with nothing to stop follow-ups, which leaves her tanking double hits.

Strengths

  • Pre-charges her Special by up to three counts
  • Ignores damage reduction and Miracle effects at full power
  • Extra action and extra movement from Raging Tempest
  • Armored Blaze adds Def-based damage and cuts a melee foe's next hit

Weaknesses

  • Base 17 Spd and no follow-up denial
  • Randgríðr and other anti-armor weapons deal 1.5x
  • Weapon gets weaker when allies stand next to her

Profile

Winter Edelgard carries the title "Snowfall Future".

Stats

  • HP46
  • Atk47
  • Spd17
  • Def47
  • Res44

At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.

Skills

5
  • Black Yule Lance

    Weapon · Might 16 · Range 1

    Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25% and unit initiates combat, applies【Divine Vein (Flame)】on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe (X = 15 - number of adjacent allies × 2; min 6), grants Special cooldown count-Y to unit before unit's first attack (Y = number of spaces from start position to end position of whoever initiated combat, max 3; if foe is in a space where allied 【Divine Vein (Flame)】is applied, then the value is treated as 3), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = 100 - number of allies adjacent to unit × 30 during combat, and also, if unit has weapon-triangle advantage or if foe is in a space where allied【Divine Vein (Flame)】is applied, neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. 【Divine Vein (Flame)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)

  • Armored Blaze

    Special · Cooldown 3

    Boosts Special damage by 40% of unit's Def when Special triggers. If foe's Range = 1 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).

  • Atk/Def Prime 4

    A skill

    If【Bonus】is active on unit, grants Atk/Def+X to unit during combat (X = number of【Bonus】effects active on unit, excluding stat bonuses, × 2, + 3; max 9), and also, if number of【Bonus】effects active on unit (excluding stat bonuses) ≥ 4, unit can counterattack regardless of foe's range during combat. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

  • Raging Tempest

    B skill

    At start of turn, if unit's HP = 100% or if any foe is within 3 columns or 3 rows centered on unit, grants "unit can move 1 extra space (that turn only; does not stack)" and【Charge】 to unit for 1 turn. If number of allies adjacent to unit ≤ 1, inflicts Atk/Def-5 on foe during combat, deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and if unit initiates combat, grants another action to unit after combat (once per turn; if a skill effect moves unit after combat, this effect occurs based on unit's final placement after that movement). 【Charge】 Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)

  • Def/Res Ploy 3

    C skill

    At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Def/Res-7,【Ploy】, and【Exposure】 on those foes through their next actions. 【Ploy】 Neutralizes【Bonus Doubler】,【Treachery】, and【Grand Strategy】effects active on unit during combat through unit's next action. 【Exposure】 Foe's attacks deal +10 damage. 【Bonus Doubler】 Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently. 【Treachery】 Unit deals additional damage = total bonuses on unit for 1 turn. 【Grand Strategy】 Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently. Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.

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