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This is a ranking page for the hero Ayra - Together in Tea from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Tea Ayra.
Heroes With the Same Name | |
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Tea Ayra
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List of Contents
Special Heroes - Invitation to Tea Featured Heroes | |||
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Tea Ayra [9.5/10] |
Tea Sigurd [9.0/10] |
Tea Ferdinand [8.5/10] |
Tea Lysithea [9.0/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill grants modified Canto, Atk/Spd bonuses in-combat, true damage equal to 20% of unit's Spd, and neutralizes effects that slow down unit's Special charges. ・Exclusive Special boosts damage based on Spd and has built-in Time's Pulse 4. ・Harmonized skill grants Atk/Spd bonuses, extra movement, and neutralizes penalties to unit and allies from similar titles. |
Might: 16 Range: 1 Enables 【Canto (Dist. +1; Max 4)】. Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat -2; min 6; max 16), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 【Canto (Dist. +1; Max 4)】 After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces of from start position to end position unit moved prior to taking action +1 (max 4). |
Cooldown Count = 2 Boosts Special damage by 40% of unit's Sped. At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. After unit's Special triggers, grants Special cooldown count-1 to unit (once per turn). |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6 (X = number of spaces moved by whoever initated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat. |
Inflicts Spd/Def-4 on foe during combat. If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if number of spaces from unit's start position to end position ≥ 2 or unit's HP ≤ 75% at start of combat, unit can make a follow-up attack before foe can counterattack. |
If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat. |
Harmonized Skill |
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Grants Atk/Spd+6, 【Resonance: Blades】, and "unit can move 1 extra space (that turn only; does not stack)" to unit and allies from the same titles as unit for 1 turn and neutralizes any 【Penalty】 on unit and allies from the same titles as unit. (Harmonized Skills can be used by tapping the Harmonized button. Harmonized Skills cannot be used by units deployed using Pair Up.) |
Genealogy of the Holy War / Three Houses |
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Increases scores in Resonant Battles. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (18) | ★★★☆☆ | |
Atk (14) | ★★★★☆ | |
Spd (11) | ★★★★★ | |
Def (4) | ★★★☆☆ | |
Res (4) | ★☆☆☆☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
The best IVs for Tea Ayra are +Spd and -Res. Tea Ayra's base 46 Spd is high and allows her to compete with the fastest metagame units with sufficient investment.
Her Res is a clear dump stat at only base 17 and is a safe bane to take.
We recommend +Spd when merging Tea Ayra to +10 to maximize her chances to create follow-up attacks and avoid follow-up attacks from her foes.
HOT | |
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-
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-
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This build allows Tea Ayra to mount an offensive and then retreat to safety. Spd Smoke 4 debuffs the Spd of nearby foes and grants 【Dodge】 which may allow Tea Ayra to survive on enemy phase.
Neutral Stats at Lv. 40 (5★) | ||
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179 | ||
HP |
40 |
Rank: 472/1165 |
Atk |
44 |
Rank: 130/1165 |
Spd |
46 |
Rank: 43/1165 |
Def |
32 |
Rank: 362/1165 |
Res |
17 |
Rank: 1085/1165 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 45 | 65 | 51 | 36 | 21 | 218 | Lv.40 +10 | 45 | 49 | 51 | 36 | 21 | 202 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 47 | 48 | 50 | 36 | 21 | 202 |
+Atk Lv.40 +10 | 44 | 52 | 50 | 36 | 21 | 203 |
+Spd Lv.40 +10 | 44 | 48 | 53 | 36 | 21 | 202 |
+Def Lv.40 +10 | 44 | 48 | 50 | 39 | 21 | 202 |
+Res Lv.40 +10 | 44 | 48 | 50 | 36 | 24 | 202 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 40 | 60 | 46 | 32 | 17 | 195 |
5★ Lv.40 | 40 | 44 | 46 | 32 | 17 | 179 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 18 | 30 | 11 | 4 | 4 | 67 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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39 | 45 | 47 | 36 | 23 | 190 | |
40 | 45 | 45 | 37 | 18 | 185 | |
41 | 45 | 46 | 30 | 22 | 184 | |
41 | 42 | 47 | 30 | 24 | 184 | |
40 | 43 | 41 | 37 | 18 | 179 | |
39 | 45 | 46 | 29 | 20 | 179 | |
41 | 45 | 46 | 29 | 18 | 179 | |
40 | 46 | 45 | 30 | 18 | 179 | |
Tea Ayra
|
40 | 44 | 46 | 32 | 17 | 179 |
40 | 39 | 42 | 27 | 25 | 173 | |
38 | 36 | 40 | 30 | 24 | 168 | |
41 | 41 | 17 | 37 | 26 | 162 | |
41 | 34 | 35 | 31 | 16 | 157 | |
38 | 32 | 34 | 26 | 24 | 154 |
Note: Stats bonuses from skills are not taken into account.
Tea Ayra is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Def stat.
Tea Ayra's exclusive weapon Teatime's Edge grants 【Canto (Dist. +1; Max 4)】 which is a modified Canto effect allowing her to move spaces post-combat equal to the number of spaces she moved prior to combat, plus one.
This Canto effect works very well with her Atk/Spd Clash 4 emphasizing the importance of movement.
Teatime's Edge also grants Tea Ayra Atk/Spd bonuses in combat, true damage equal to 20% of her Spd, and the offensive half of the Tempo effect which neutralizes effects that slow down Tea Ayra's Special charges.
Tea Ayra's exclusive Special Supreme Astra boosts damage equal to 40% of her Spd and has a built-in Time's Pulse effect.
Supreme Astra pre-charges itself at the start of each turn and after it triggers (once per turn), allowing Tea Ayra to trigger it multiple times in one turn.
Tea Ayra's Harmonized skill grants Atk/Spd+6, 【Resonance: Blades】, extra movement, and neutralizes penalties to unit and allies from similar titles.
This effect allows herself and her allies to land a massive offensive rush with the granted effects, hopefully clearing most, if not all of the enemies.
Tea Ayra's Res is only at base 17, leaving her prone to defeat from just about any magic damage hit, especially with the lack of damage reduction on her kit.
Keep her away from enemies that deal magic damage to ensure her survival.
Tea Ayra takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, and one blow from this type of weapon will deal significant damage. Make sure you know what weapons you are up against before hopping too far into the line of battle!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Ayra - Together in Tea only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Ayra - Together in Tea if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Enables 【Canto (Dist. +1; Max 4)】. Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+X to unit (X = 25% of foe's Atk at start of combat -2; min 6; max 16), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. 【Canto (Dist. +1; Max 4)】 After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces of from start position to end position unit moved prior to taking action +1 (max 4). |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ | |
(Cooldown Count = 4) Boosts damage dealt by 150%. | 5★ | |
(Cooldown Count = 2) Boosts Special damage by 40% of unit's Sped. At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. After unit's Special triggers, grants Special cooldown count-1 to unit (once per turn). | 5★ |
Skill Name | Effect | Learned At |
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If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6 (X = number of spaces moved by whoever initated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat. | 5★ | |
If unit's HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 5★ | |
If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 5★ | |
If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | ||
Inflicts Spd/Def-4 on foe during combat. If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat, and also, if number of spaces from unit's start position to end position ≥ 2 or unit's HP ≤ 75% at start of combat, unit can make a follow-up attack before foe can counterattack. | 5★ | |
If in combat against a red foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all red foes, excluding foe in combat. | 5★ | |
If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat. | 5★ | |
If in combat against a red foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all red foes, excluding foe in combat. | 5★ |
Value of Skills | ★★★★★ |
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Tea Ayra has Atk/Spd Clash 4, Flow Desperation, and Red Feud 3 as inheritance options.
Flow Desperation is a new skill as of the time of Tea Ayra's release and is the best skill to inherit.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Tea Ayra is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Brina Palencia with Dorothy Fahn |
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Illustrator | Asatani Tomoyo |
Appears In |
Heroes from Special Heroes - Invitation to Tea | |||
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Tea Ayra [9.5/10] |
Tea Sigurd [9.0/10] |
Tea Ferdinand [8.5/10] |
Tea Lysithea [9.0/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
Tea Ayra Builds and Best IVs
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