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This is a ranking page for the hero Felicia - Confidently Cold 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 Ice Tribe Felicia.
Heroes With the Same Name | |
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Ice Tribe Felicia
|
List of Contents
Special Heroes - Icy Invitation Featured Heroes | |||
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Ice Tribe Thea [9.5/10] |
Ice Tribe Fjorm [9.5/10] |
Ice Tribe Felicia [9.0/10] |
Ice Tribe Flora [8.5/10] |
Overall Rating | 9.0/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill grants Spd/Res bonuses to allies, neutralizes ally's penalties, dragon weakness, and effects that prevent counterattacks, grants bonus stats, bonus true damage, damage reduction on foe's first attack, and 50% damage reduction piercing to unit. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). Calculates damage using the lower of foe's Def or Res. If unit is on a team with unit's support partner, at start of turn, grants "neutralizes 'effective against dragons' bonuses" to support partners within 3 spaces of unit for 1 turn. If unit is not on a team with unit's support partner, at start of turn, grants "neutralizes 'effective against dragons' bonuses" to ally with the highest Res among allies within 3 spaces of unit for 1 turn. For allies within 3 spaces of unit with "neutralizes 'effective against dragons' bonuses" active, grants Spd/Res+5, neutralizes penalties to Spd/Res, and neutralizes effects that prevent those allies' counterattacks during their combat. If unit initiates combat, or if there is an ally within 3 spaces of unit with "neutralizes 'effective against dragons' bonuses" active, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
Cooldown Count = 3 Treats foe's Def/Res as if reduced by 50% during combat. |
If unit or foe initiates combat after moving to a different space, grants Atk/Spd+6 and Atk/Spd+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials). |
Enables 【Canto (Rem. +1; Min 2)】. Inflicts Spd/Res-4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat. 【Canto (Rem. +1; Min 2)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1 (min 2; if unit used a movement skill that warped them, its remaining movement is 2). |
At start of turn, grants Spd+6 to unit and allies within 2 spaces of unit for 1 turn. If unit's Spd ≥ foe's Spd-5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If it is an odd-numbered turn, grants Spd+6 to unit during combat. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★☆☆ | |
Atk (8) | ★★★★☆ | |
Spd (8) | ★★★★★ | |
Def (11) | ★★★☆☆ | |
Res (7) | ★★☆☆☆ |
◯ = 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 Ice Tribe Felicia are +Spd and -Res. Felicia's Spd is a superboon and is raised to base 51, making her one of the fastest units in the entire game. She can utilize her high Spd stat to create follow-up attacks and prevent her foe's follow-up attacks.
Ice Tribe's Felicia's Res is her least important stat at only base 24 and can be safely taken as a bane.
We recommend +Spd when merging Ice Tribe Felicia up to +10 to ensure she outspeeds her foes.
HOT | |
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:
Luna
:
-
|
:
-
|
Ice Tribe Felicia's base kit is already good enough to provide both offensive pressure and Null C-Disrupt support to her allies.
Neutral Stats at Lv. 40 (5★) | ||
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190 | ||
HP |
41 |
Rank: 332/1160 |
Atk |
43 |
Rank: 182/1160 |
Spd |
47 |
Rank: 3/1160 |
Def |
35 |
Rank: 227/1160 |
Res |
24 |
Rank: 739/1160 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+10 Merges W/ Skill Bonuses | 46 | 64 | 51 | 40 | 28 | 229 | Lv.40 +10 | 46 | 48 | 51 | 40 | 28 | 213 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+HP Lv.40 +10 | 48 | 47 | 51 | 39 | 28 | 213 |
+Atk Lv.40 +10 | 45 | 50 | 51 | 39 | 28 | 213 |
+Spd Lv.40 +10 | 45 | 47 | 55 | 39 | 28 | 214 |
+Def Lv.40 +10 | 45 | 47 | 51 | 42 | 28 | 213 |
+Res Lv.40 +10 | 45 | 47 | 51 | 39 | 31 | 213 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 41 | 59 | 47 | 35 | 24 | 206 |
5★ Lv.40 | 41 | 43 | 47 | 35 | 24 | 190 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 24 | 8 | 11 | 7 | 69 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
Ice Tribe Felicia
|
41 | 43 | 47 | 35 | 24 | 190 |
41 | 46 | 16 | 47 | 40 | 190 | |
41 | 46 | 28 | 47 | 23 | 185 | |
41 | 47 | 46 | 32 | 19 | 185 | |
40 | 43 | 47 | 31 | 23 | 184 | |
41 | 47 | 16 | 44 | 31 | 179 | |
40 | 44 | 35 | 37 | 23 | 179 | |
40 | 45 | 47 | 24 | 22 | 178 | |
40 | 42 | 41 | 35 | 17 | 175 | |
40 | 41 | 25 | 38 | 30 | 174 | |
40 | 42 | 40 | 35 | 17 | 174 | |
39 | 38 | 42 | 30 | 25 | 174 | |
41 | 41 | 17 | 40 | 35 | 174 | |
40 | 40 | 38 | 31 | 24 | 173 | |
39 | 33 | 42 | 26 | 28 | 168 | |
41 | 37 | 36 | 26 | 28 | 168 | |
45 | 36 | 30 | 38 | 19 | 168 | |
41 | 37 | 37 | 31 | 22 | 168 | |
41 | 37 | 25 | 39 | 25 | 167 | |
38 | 39 | 19 | 36 | 29 | 161 | |
40 | 31 | 36 | 30 | 20 | 157 | |
41 | 37 | 27 | 36 | 16 | 157 | |
41 | 35 | 33 | 30 | 18 | 157 | |
37 | 28 | 34 | 25 | 30 | 154 | |
43 | 35 | 25 | 36 | 14 | 153 | |
43 | 32 | 24 | 33 | 18 | 150 |
Note: Stats bonuses from skills are not taken into account.
Ice Tribe Felicia 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.
Ice Tribe Felicia's exclusive weapon Ice-Tribe Axe has built-in adaptive damage, allowing Felicia to hit enemy units on their weaker defensive stat.
At the start of each turn, Ice-Tribe Axe grants a neutralizes 'effective against dragons' bonus to either her support partner(s) if they are present, or to the ally with the highest Res within 3 spaces.
Ice-Tribe Axe also grants Spd/Res+5, Spd/Res penalty neutralization, and a Null C-Disrupt effect to allies within 3 spaces of Felicia with the neutralizes 'effective against dragons' bonus bonus active. Outsourcing Null C-Disrupt is very rare, and Ice Tribe Felicia can provide this effect to her allies with proper team setup.
In combat, Ice-Tribe Axe grants bonus Atk/Spd/Def/Res to Ice Tribe Felicia equal to 5 plus 15% of her Spd, bonus true damage equal to 20% of her Spd, 50% damage reduction piercing, and 40% damage reduction on her foe's first attack during combat.
Ice Tribe Felicia is a good attacker/support hybrid worth using if you have a unit that can maximize the Null C-Disrupt effect.
Ice Tribe Felicia 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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Felicia - Confidently Cold only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Felicia - Confidently Cold if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
---|---|---|---|---|
6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Accelerates Special trigger (cooldown count-1). Calculates damage using the lower of foe's Def or Res. If unit is on a team with unit's support partner, at start of turn, grants "neutralizes 'effective against dragons' bonuses" to support partners within 3 spaces of unit for 1 turn. If unit is not on a team with unit's support partner, at start of turn, grants "neutralizes 'effective against dragons' bonuses" to ally with the highest Res among allies within 3 spaces of unit for 1 turn. For allies within 3 spaces of unit with "neutralizes 'effective against dragons' bonuses" active, grants Spd/Res+5, neutralizes penalties to Spd/Res, and neutralizes effects that prevent those allies' counterattacks during their combat. If unit initiates combat, or if there is an ally within 3 spaces of unit with "neutralizes 'effective against dragons' bonuses" active, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Spd at start of combat, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
---|---|---|
(Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. | 5★ | |
(Cooldown Count = 3) Treats foe's Def/Res as if reduced by 50% during combat. | 5★ |
Skill Name | Effect | Learned At |
---|---|---|
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 Atk/Spd+6 and Atk/Spd+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials). |
5★ | |
Enables 【Canto (Rem. +1)】. Inflicts Spd/Res-1 on foe during combat. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn, cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.) |
5★ | |
Enables 【Canto (Rem. +1)】. Inflicts Spd/Res-2 on foe during combat. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn, cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.) |
5★ | |
Enables 【Canto (Rem. +1)】. Inflicts Spd/Res-3 on foe during combat. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn, cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.) |
5★ | |
Enables 【Canto (Rem. +1; Min 2)】. Inflicts Spd/Res-4 on foe during combat and unit deals +7 damage including when dealing damage with a Special triggered before combat. 【Canto (Rem. +1; Min 2)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn + 1 (min 2; if unit used a movement skill that warped them, its remaining movement is 2). |
5★ | |
At start of odd-numbered turns, grants Spd +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ | |
At start of odd-numbered turns, grants Spd +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ | |
At start of odd-numbered turns, grants Spd +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ | |
At start of turn, grants Spd+6 to unit and allies within 2 spaces of unit for 1 turn. If unit's Spd ≥ foe's Spd-5, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If it is an odd-numbered turn, grants Spd+6 to unit during combat. |
5★ |
Value of Skills | ★★★★★ |
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Ice Tribe Felicia comes with Atk/Spd Excel, S/R Near Trace 4, and Odd Spd Wave 4 as inheritable options.
She is the first unit to come equipped with S/R Near Trace 4, and the other two skills are both rare and worth inheriting onto your favorite units.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Ice Tribe Felicia 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) |
Connor Kelley |
---|---|
Illustrator | Kawachi Rin |
Appears In |
Heroes from Special Heroes - Icy Invitation | |||
---|---|---|---|
Ice Tribe Thea [9.5/10] |
Ice Tribe Fjorm [9.5/10] |
Ice Tribe Felicia [9.0/10] |
Ice Tribe Flora [8.5/10] |
▶︎Return to the Green Heroes Page
Close-Range | Ranged |
---|---|
Axe | Green Tome |
Green Breath | Green Dagger |
Green Beast | Green Bow |
Ice Tribe Felicia Builds and Best IVs
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