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This is a ranking page for the hero Celica - Of Echoes 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 Emblem Celica.
Heroes With the Same Name | |
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Emblem Celica
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List of Contents
Emblem Heroes - Celica: Of Echoes Featured Heroes | |||
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Legendary Veronica [9.5/10] |
Embla [9.5/10] |
Legendary Hinoka [9.5/10] |
Ivy [9.5/10] |
Attuned Caeda [9.5/10] |
Emblem Celica [9.5/10] |
Legendary Xander [9.0/10] |
Rosado [9.0/10] |
Ascended Merric [9.5/10] |
Medeus [9.5/10] |
Fomortiis [9.0/10] |
Gotoh [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 bonus Atk/Spd, bonus damage, Special skipping on follow-up attack, and a Desperation effect to unit, and neutralizes foe's Spd/Res bonuses. ・Exclusive Special allows unit to warp to spaces near any foe within 6 spaces of unit and has a built-in Time's Pulse effect. ・Emblem effect grants warping and boosted Special damage. |
Might: 14 Range: 2 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.), and grants Special cooldown count-1 to unit before unit's first follow-up attack during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe's next attack. |
Cooldown Count = 2 Boosts Special damage by 25% of unit's Atk. Unit can move through foes' spaces. For each foe within 6 spaces of unit, unit can move to the nearest spaces that are 2 spaces away from that foe (unless space is impassable terrain). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. |
Grants Atk/Spd+8. Inflicts Def/Res-8. At start of player phase or enemy phase, neutralizes 【Panic】 and any penalties to unit's Atk/Spd that take effect on unit at this time. |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "Max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Inflicts Spd/Res-4 on foe during combat. Unit deals damage = unit's HP at start of combat - current HP, x 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, x 10 during combat (max 60%, min 30%; excludig area-of-effect Specials). |
At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At start of turn, grants 【Null Follow-Up】 to infantry allies within 2 spaces of unit. |
Enhanced Engage Special |
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Boosts Special damage by unit's max Special cooldown count value x 4 (excluding area-of-effect Specials). For each foe within 5 spaces of unit, unit can move to the nearest spaces that are within unit's range from that foe (unless space is impassable terrain). |
Bonus Engaged Stats |
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Grants engaged unit Atk/Spd/Def/Res+X (X = number of the Emblem Hero's merges as if through Dragonflowers; does not impact opponent selection in modes like Arena). |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★★☆ | |
Atk (7) | ★★★★★ | |
Spd (13) | ★★★★★ | |
Def (8) | ★★☆☆☆ | |
Res (5) | ★★☆☆☆ |
◯ = 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 Emblem Celica are +Spd and -Def. Spd is her most important stat as she is reliant on it to create follow-up attacks and boost both her stats and her damage output through Caring Magic's effects.
Emblem Celica's Def is lackluster and decreasing it further will not impact any of her matchups. It is a safe bane to take.
We recommend +Spd when merging Emblem Celica up to +10 to ensure she retains her Spd edge against all the fast metagame threats.
HOT | |
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Emblem Celica's base kit already functions well as an offensive glass cannon unit. She needs the Null Follow-Up status to reliably attack twice in combat, thus we retain Inf. Null Follow 4 in the C slot to provide it.
Neutral Stats at Lv. 40 (5★) | ||
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182 | ||
HP |
45 |
Rank: 107/1184 |
Atk |
46 |
Rank: 45/1184 |
Spd |
46 |
Rank: 62/1184 |
Def |
21 |
Rank: 912/1184 |
Res |
24 |
Rank: 761/1184 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 50 | 73 | 59 | 17 | 20 | 219 | Lv.40 +10 | 50 | 51 | 51 | 25 | 28 | 205 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 52 | 50 | 50 | 25 | 28 | 205 |
+Atk Lv.40 +10 | 49 | 54 | 50 | 25 | 28 | 206 |
+Spd Lv.40 +10 | 49 | 50 | 53 | 25 | 28 | 205 |
+Def Lv.40 +10 | 49 | 50 | 50 | 28 | 28 | 205 |
+Res Lv.40 +10 | 49 | 50 | 50 | 25 | 32 | 206 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 45 | 68 | 54 | 13 | 16 | 196 |
5★ Lv.40 | 45 | 46 | 46 | 21 | 24 | 182 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 29 | 21 | 0 | -3 | 66 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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36 | 44 | 47 | 16 | 45 | 188 | |
40 | 45 | 46 | 30 | 22 | 183 | |
Emblem Celica
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45 | 46 | 46 | 21 | 24 | 182 |
40 | 38 | 43 | 24 | 31 | 176 | |
40 | 41 | 43 | 17 | 31 | 172 | |
40 | 39 | 43 | 23 | 26 | 171 | |
40 | 38 | 40 | 19 | 34 | 171 | |
36 | 35 | 40 | 16 | 38 | 165 | |
37 | 30 | 37 | 25 | 28 | 157 | |
33 | 36 | 32 | 16 | 34 | 151 | |
38 | 34 | 36 | 17 | 26 | 151 | |
33 | 29 | 37 | 19 | 30 | 148 | |
35 | 29 | 36 | 22 | 25 | 147 | |
35 | 35 | 36 | 14 | 27 | 147 |
Note: Stats bonuses from skills are not taken into account.
Emblem Celica is a ranged magic attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Res stat.
Emblem Celica's exclusive weapon Caring Magic grants her Atk/Spd+6 an Atk/Spd bonus equal to 20% of her Spd, and bonus damage equal to 20% of her Spd during combat.
Additionally, Caring Magic neutralizes her foe's visible bonuses to Spd/Res, grants Celica Special cooldown count -1 before her first follow-up attack, and grants Celica a Desperation effect if she initiates combat.
This weapon allows Emblem Celica to attack her opponents consecutively, and with Warp Ragnarok's low cooldown and Time's Pulse effect, Celica's attacks will trigger Warp Ragnarok unless the foe has a Scowl effect.
The image above shows Emblem Celica's warping range from Warp Ragnarok.
Emblem Celica's exclusive Special skill Warp Ragnarok boosts her Special damage by 25% of her Atk and grants her a Pass effect.
More importantly, Warp Ragnarok allows Emblem Celica to warp to any space within 2 spaces of any foe within 6 spaces of Emblem Celica. This is the critical part of Warp Ragnarok as it massively extends Emblem Celica's threat range, ensuring she can attack her foes first before they can attack her.
Emblem Celica's Emblem Ring effect grants an ally bonus Special damage equal to that ally's max Special cooldown count value, x4.
That ally is also granted a warping effect where they can warp to the nearest spaces to any foe within 5 spaces that are within his/her attacking range.
This warping effect is similar to Warp Ragnarok, but the range is only for foes within 5 spaces instead of 6, and the warping area is only for spaces where the engaged ally can attack their foe.
Still, this is a powerful effect, massively extending the range of the engaged ally and granting them bonus damage whenever their Special skill is triggered.
Emblem Celica only has base 21 Def and base 24 Res and has no damage reduction effects on her kit, leaving her vulnerable to heavy damage from dedicated attackers.
As a glass cannon unit, ensure she is out of range of her enemies in order to keep her alive throughout the battle.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Celica - Of Echoes only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Celica - Of Echoes if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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4 | 2 | No Effect | 5★ | |
6 | 2 | No Effect | 5★ | |
9 | 2 | No Effect | 5★ | |
14 | 2 | Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, grants bonus to unit's Atk/Spd = 20% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.), and grants Special cooldown count-1 to unit before unit's first follow-up attack during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe's next attack. |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. | 5★ | |
(Cooldown Count = 2) Treats foe's Def/Res as if reduced by 30% during combat. | 5★ | |
(Cooldown Count = 2) Boosts Special damage by 25% of unit's Atk. Unit can move through foes' spaces. For each foe within 6 spaces of unit, unit can move to the nearest spaces that are 2 spaces away from that foe (unless space is impassable terrain). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. |
5★ |
Skill Name | Effect | Learned At |
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Grants Atk/Spd +3. Inflicts Def/Res -3. | 5★ | |
Grants Atk/Spd +4. Inflicts Def/Res -4. | 5★ | |
Grants Atk/Spd +5. Inflicts Def/Res -5. | 5★ | |
Grants Atk/Spd+8. Inflicts Def/Res-8. At start of player phase or enemy phase, neutralizes 【Panic】 and any penalties to unit's Atk/Spd that take effect on unit at this time. |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, × 4 during combat (max 24%, min 12%; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, × 7 during combat (max 42%, min 21%; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "Max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Inflicts Spd/Res-4 on foe during combat. Unit deals damage = unit's HP at start of combat - current HP, x 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, x 10 during combat (max 60%, min 30%; excludig area-of-effect Specials). |
5★ | |
At start of turn, if unit's HP ≥ 50%, grants 【Null Follow-Up】to adjacent infantry allies. | 5★ | |
At start of turn, grants【Null Follow-Up】 to adjacent infantry allies. | 5★ | |
At start of turn, grants 【Null Follow-Up】 to infantry allies within 2 spaces of unit. | 5★ | |
At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At start of turn, grants 【Null Follow-Up】 to infantry allies within 2 spaces of unit. | 5★ |
Value of Skills | ★★★★☆ |
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Emblem Celica has Verge of Death, Resonance 4, and Inf. Null Follow 4 as inheritable options.
Keep in mind that Emblem Celica is an Emblem Hero; her Engage effect is more valuable than any of these skills.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Emblem Celica is a limited time Hero who can be pulled from a Legendary, Mythic, or Emblem Hero Summoning event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
Voice Actor (English) |
Erica Lindbeck |
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Illustrator | Asatani Tomoyo |
Appears In |
Heroes from Emblem Heroes - Sigurd: Of the Holy War | |||
---|---|---|---|
Legendary Yuri [9.5/10] |
Legendary Hinoka [9.5/10] |
Emblem Marth [9.5/10] |
Mythic Lumera [9.5/10] |
Emblem Celica [9.5/10] |
Emblem Sigurd [9.9/10] |
Seiðr [9.5/10] |
Heiðr [9.0/10] |
Attuned Micaiah [9.9/10] |
Legendary Guinivere [9.0/10] |
Gullveig [9.5/10] |
Fallen Veyle [9.5/10] |
▶︎Return to the Blue Heroes Page
Close-Range | Ranged |
---|---|
Lance | Blue Tome |
Blue Breath | Blue Dagger |
Blue Beast | Blue Bow |
Emblem Celica Builds and Best IVs
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I can't believe y'all don't at least have a galeforce build for her. I know it's not much change, but Fury 4 & fury 3 seal pair nicely with her B skill, to get her HP down, so WoM units can swoop in.