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This is a ranking page for the hero Camilla - Young Beauty 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 Young Camilla.
| Heroes With the Same Name | |
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List of Contents
| Special Heroes - Precious Siblings Featured Heroes | |||
|---|---|---|---|
Young Leo[9.0/10] |
Young Corrin (M)[9.5/10] |
Young Camilla[9.9/10] |
Young Elise[9.0/10] |

| Overall Rating | 9.9/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
SS (▶FEH Tier List) |
| Color / Weapon Type / Move Type | |
|---|---|
| Rarity | |
| What Kind of Character Are They? | ・Axe of Dusk inflicts Spd/Def-7, Discord, and Deep Wounds onto multiple foes at the start of each phase, grants Camilla bonus stats, true damage, Special cooldown charges per attack, and a Potent Follow-Up attack. ・Tut-Tut! has built-in Pass, allows Camilla to warp to spaces near allies or Divine Vein tiles, grants Camilla and nearby allies Atk/Spd+6 and 50% DR piercing, grants Camilla bonus true damage and a Null Follow-Up effect, and applies 【Divine Vein (Haze)】 onto spaces near foes. |
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Might: 16 Range: 1 Enables 【Canto (Dist. +1; Max 4)】. Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, inflicts Spd/Def-7, 【Discord】, and Deep Wounds on foes that are within 2 spaces of another foe through their next actions. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), unit deals +Y damage (Y = total number of Bonuses and Penalties active on foe and any foe within 2 spaces of foe, excluding stat bonuses and stat penalties, × 3; excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40). |
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Cooldown Count = 3 Boosts damage by X% of unit's Atk when Special triggers (if foe is armored, X = 40; otherwise, X = 30). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills. |
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If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+7 to unit during combat, and also, if foe is infantry or armored, or if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, grants an additional Atk/Spd+3 to unit and unit deals +5 damage during combat (excluding area-of-effect Specials). If unit initiates combat, unit can make a follow-up attack before foe's next attack. |
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Unit can move through foes' spaces. Unit can move to a space within 2 spaces of any ally within 2 spaces of unit. Unit can move to a space within 5 spaces where a Divine Vein effect is applied. At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit and allies within 2 spaces of unit for 1 turn. At start of turn, if unit's HP ≥ 25% after start-of-turn healing and damage effects are applied, applies 【Divine Vein (Haze)】 on closest foes' spaces and on each space within 2 spaces of those spaces for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
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Infantry and armored allies within 2 spaces can move to a space within 2 spaces of unit. Grants Atk/Spd+3 to infantry and armored allies within 2 spaces of unit during combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that prevent those allies' follow-up attacks during combat. |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (18) |
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★★★☆☆ |
| Atk (11) |
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★★★★☆ |
| Spd (9) |
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★★★★★ |
| Def (9) |
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★★★☆☆ |
| Res (8) |
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★★☆☆☆ |
◯ = 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 Young Camilla are +Spd and -Res. Boosting Spd allows her to keep up with all the fast metagame units and best utilizes her Null Follow-Up effect from Tut-Tut!
Res is a clear dump stat and can be safely taken as a bane.
We recommend a +Spd IV when merging Young Camilla up to +10 for similar reasons above. Boosting Spd improves her performance better than any other IV.
| HOT | |
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| Updated on 07/29/2025 | |
This is a maximum investment build for Young Camilla. Celestial Form is arguably her best Special skill, while Fatal Smoke 4 prevents healing and Miracle effects from enemies with Hardy Bearing, covering almost every situation possible. Emblem Eirika Ring allows Camilla to attack up to five times in combat, which is virtually guaranteed to kill any enemy.
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| Updated on 04/04/2025 | |
Young Camilla's base kit already excels as a hit-and-run unit. Emblem Rings aren't necessary on a budget, but Young Camilla is arguably the best user of Emblem Eirika Ring. Consider giving it to her if you have access to it.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 194 | ||
| HP |
40 |
Rank: 516/1322 |
| Atk |
46 |
Rank: 76/1322 |
| Spd |
48 |
Rank: 2/1322 |
| Def |
35 |
Rank: 265/1322 |
| Res |
25 |
Rank: 711/1322 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +10 Merges W/ Skill Bonuses | 45 | 67 | 53 | 39 | 29 | 233 | Lv.40 +10 | 45 | 51 | 53 | 39 | 29 | 217 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +HP Lv.40 +10 | 47 | 50 | 52 | 39 | 29 | 217 |
| +Atk Lv.40 +10 | 44 | 53 | 52 | 39 | 29 | 217 |
| +Spd Lv.40 +10 | 44 | 50 | 56 | 39 | 29 | 218 |
| +Def Lv.40 +10 | 44 | 50 | 52 | 42 | 29 | 217 |
| +Res Lv.40 +10 | 44 | 50 | 52 | 39 | 32 | 217 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★- Adjusted for Skills | 40 | 62 | 48 | 35 | 25 | 210 |
| 5★ Lv.40 | 40 | 46 | 48 | 35 | 25 | 194 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 18 | 27 | 9 | 9 | 8 | 71 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
|
|
40 | 46 | 48 | 35 | 25 | 194 |
| 40 | 44 | 47 | 31 | 27 | 189 | |
| 40 | 43 | 46 | 44 | 16 | 189 | |
| 38 | 42 | 47 | 27 | 35 | 189 | |
| 43 | 44 | 20 | 44 | 32 | 183 | |
| 40 | 44 | 19 | 41 | 34 | 178 | |
| 35 | 37 | 40 | 40 | 25 | 177 | |
| 40 | 39 | 40 | 36 | 17 | 172 | |
| 40 | 39 | 17 | 41 | 35 | 172 | |
| 40 | 40 | 41 | 28 | 23 | 172 | |
| 39 | 35 | 41 | 28 | 24 | 167 | |
| 40 | 38 | 41 | 30 | 18 | 167 |
Note: Stats bonuses from skills are not taken into account.
Young Camilla 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.

Young Camilla's exclusive Axe of Dusk has built-in 【Canto (Dist. +1; Max 4)】 and inflicts Spd/Def-7, 【Discord】, and Deep Wounds on foes that are within 2 spaces of another foe at the start of both player and enemy phase.
In combat, Axe of Dusk grants Camilla up to Atk/Spd/Def/Res+14, bonus true damage based on the total number of non-stat Bonuses and Penalties active on the target foe and nearby foes, and grants Camilla Special cooldown charge +1 per attack.
More importantly, Axe of Dusk grants Camilla 【Potent Follow X%】, giving her a second or third attack in combat. This Potent Follow-Up attack works well with the built-in Desperation effect of her native A skill Trample, allowing Camilla to burst down her foes before they can retaliate.
Young Camilla's exclusive B skill Tut-Tut! contains the bulk of her strength as a unit.
Tut-Tut! has built-in Pass and allows Camilla to warp to any space within 2 spaces of any ally within 2 spaces of her, and also warp to any space within 5 spaces where a Divine Vein effect is applied.
Tut-Tut! also applies 【Divine Vein (Haze)】 at the start of each turn to spaces occupied by the closest foes to Camilla and each space within 2 spaces of those foes. Combining this effect with the warping effect above greatly extends Camilla's range, and she can Canto out a maximum of 4 spaces to retreat after attacking.
Tut-Tut! also grants Camilla and nearby allies Atk/Spd+6 and a 50% damage reduction piercing effect at the start of each turn.
In combat, Tut-Tut! inflicts Spd/Def-5 to Camilla's foe and grants her bonus true damage equal to 20% of her Spd and a Null Follow-Up effect.
To summarize Young Camilla: she can warp to spaces next to her foes, attack up to three times consecutively with additional true damage, and then retreat up to 4 spaces away after attacking. Young Camilla is one of the best hit-and-run units in the game with all of her kit's effects active.
As a flying unit, Young Camilla takes 1.5x damage from bows and weapons effective on flying units. Be sure to keep them out of the range of archers and leave them to other units.
| Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
|---|
Camilla - Young Beauty only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Camilla - Young Beauty 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 | Enables 【Canto (Dist. +1; Max 4)】. Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, inflicts Spd/Def-7, 【Discord】, and Deep Wounds on foes that are within 2 spaces of another foe through their next actions. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), unit deals +Y damage (Y = total number of Bonuses and Penalties active on foe and any foe within 2 spaces of foe, excluding stat bonuses and stat penalties, × 3; excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40). |
5★ |
| This Hero has no Assist skills that can be learned. |
| Skill Name | Effect | Learned At |
|---|---|---|
| (Cooldown Count = 4) Boosts Atk by 30%. | 5★ | |
| (Cooldown Count = 3) Boosts Atk by 30%. | 5★ | |
| (Cooldown Count = 3) Boosts damage by X% of unit's Atk when Special triggers (if foe is armored, X = 40; otherwise, X = 30). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills. | 5★ |
| Skill Name | Effect | Learned At |
|---|---|---|
| At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
| At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
| At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
| If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+7 to unit during combat, and also, if foe is infantry or armored, or if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, grants an additional Atk/Spd+3 to unit and unit deals +5 damage during combat (excluding area-of-effect Specials). If unit initiates combat, unit can make a follow-up attack before foe's next attack. |
5★ | |
| Unit can move through foes' spaces. Unit can move to a space within 2 spaces of any ally within 2 spaces of unit. Unit can move to a space within 5 spaces where a Divine Vein effect is applied. At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6 and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)" to unit and allies within 2 spaces of unit for 1 turn. At start of turn, if unit's HP ≥ 25% after start-of-turn healing and damage effects are applied, applies 【Divine Vein (Haze)】 on closest foes' spaces and on each space within 2 spaces of those spaces for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe, deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
5★ | |
| If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 5★ | |
| If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 5★ | |
| Infantry and armored allies within 2 spaces can move to a space adjacent to unit. | 5★ | |
| Infantry and armored allies within 2 spaces can move to a space within 2 spaces of unit. Grants Atk/Spd+3 to infantry and armored allies within 2 spaces of unit during combat, and also, if those allies' Spd > foe's Spd, neutralizes effects that prevent those allies' follow-up attacks during combat. | 5★ |

| Value of Skills | ★★★★★ |
|---|
Young Camilla has No Quarter, Trample, and Guidance 4 as inheritable options.
It is possible to acquire all of these skills by inheriting the prerequisites first.
| List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Young Camilla is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.
| Event Name | Focus |
|---|---|
![]() Celebratory Hero Fest 2025 (New Players) Hero Fest Summon |
Starts:Date of Installation Ends:10 Days after Installing |
Current Focuses and Which You Should Pull From
| Voice Actor (English) |
Misty Lee |
|---|---|
| Illustrator | Ka-ito |
| Appears In |
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| Heroes from Hero Fest - Celebratory Hero Fest 2025 (New Players) | |||
|---|---|---|---|
Anniversary Marth[9.5/10] |
Hræsvelgr[9.5/10] |
Young Camilla[9.9/10] |
Valentine's Rhea[9.9/10] |
▶︎Return to the Green Heroes Page
| Close-Range | Ranged |
|---|---|
Axe |
Green Tome |
Green Breath |
Green Dagger |
Green Beast |
Green Bow |
She bypasses warp-blocking and can defeat Rhea in a single round. If she's being used with S!Plumeria she can quickly take out 3 opponents on the first turn in Aether Raids She's a 9.9 Defenses are in trouble
Young Camilla Builds and Best IVs



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Would haze slice not be better than her default special in a recommended build? It's 5% less dmg on armored units, but she already has 50% non special DR piercing, so the 100% in no quarter isn't a necessity necessarily. Is it because she doesn't need the 40% special DR since she has desperation in her A skill? Seems it could help vs hardy bearing, but not sure if it's worth using the manual if she doesn't need it.