Hey, I’m Zathong and this guide is about Letizia Build in Fire Emblem Heroes (FEH).
Best Letizia build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Letizia build for the meta. Learn more about Letizia’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Letizia Builds
![]() | A : Atk/Res Catch 4 |
![]() | B : A/R Far Trace 3 |
![]() | C : Atk/Res Menace |
S : Atk/Res Solo 3 |
This is Letizia’s base kit with the exception of Atk/Res Menace. This C skill activates two conditions of Körmt on its own and is definitely worth using.
Recommended IVs
+Atk / -Spd | Letizia’s best IVs are +Atk and -Spd. Her Atk is at a high base 40 and a superboon will boost it to base 44. Maximizing her Atk leads to the most damage and is vital in eliminating threats quickly. Her Spd is at an abysmal base 16 and is unsalvageable. Thus, it is the safe bane to take. |
+Atk for a +10 merge | We recommend +Atk when merging Letizia up to +10 for similar reasons above. Her Atk is her most important stat and should be maximized as much as possible. |
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 38 | Rank: 584/814 |
Atk | 40 | Rank: 88/814 |
Spd | 16 | Rank: 804/814 |
Def | 35 | Rank: 139/814 |
Res | 34 | Rank: 124/814 |
Stat Variations
Initial Stats (with Skills)
HP | Atk | Spd | Def | Res | Total | |
5★ Lv.1 | 16 | 27 | 3 | 9 | 1900-01-07 | 63 |
Lv 40+10 Stats (5★)
HP | Atk | Spd | Def | Res | Total | |
+10 Merges W/ Skill Bonuses | 43 | 62 | 20 | 40 | 1900-02-06 | 203 |
Lv.40 +10 | 43 | 45 | 20 | 40 | 1900-02-06 | 186 |
Stats at Lv 40
HP | Atk | Spd | Def | Res | Total | |
5★- Adjusted for Skills | 38 | 57 | 16 | 35 | 1900-02-02 | 180 |
5★ Lv.40 | 38 | 40 | 16 | 35 | 1900-02-02 | 163 |
Roles
- Ranged Magic
- Exclusive Skill
Note: Letizia is a ranged magic attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage he/she deals will be equivalent to his/her Atk minus the foe’s Res stat.
Pros & cons
Pros (Strengths) | Cons (Weaknesses) |
---|---|
Körmt is an amazing tome that vastly improves Letizia’s combat prowess | Reliance on Körmt’s HP threshold |
Deceptive bulk | Weak to Cavalry Effective Weapons |
Counters & Teammates
Counters
These picks are strong against Letizia in game.
Teammates
These picks are good against Letizia in game.
Gameplay
Skills
These are all skill for Letizia : Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Res Catch 1 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+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★ |
Atk/Res Catch 2 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+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★ |
Atk/Res Catch 3 | At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+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★ |
Atk/Res Catch 4 | At start of combat, if foe’s HP=100% or if 【Penalty】 is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe’s HP = 100% and 【Penalty】 is active on foe, grants an additional Atk/Res+2 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★ |
A/R Far Trace 1 | Enables 【Canto (Rem.)】. Inflicts Atk/Res-1 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
A/R Far Trace 2 | Enables 【Canto (Rem.)】. Inflicts Atk/Res-2 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
A/R Far Trace 3 | Enables 【Canto (Rem.)】. Inflicts Atk/Res-3 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
Rouse Atk/Res 1 | At start of turn, if unit is not adjacent to an ally, grants Atk/Res +2 to unit for 1 turn. | 5★ |
Rouse Atk/Res 2 | At start of turn, if unit is not adjacent to an ally, grants Atk/Res +4 to unit for 1 turn. | 5★ |
Rouse Atk/Res 3 | At start of turn, if unit is not adjacent to an ally, grants Atk/Res +6 to unit for 1 turn. | 5★ |
Rouse Atk/Res 4 | At start of turn, if unit is not adjacent to an ally, grants Atk/Res+6 and 【Null Panic】 to unit for 1 turn. 【Null Panic】 if unit is inflicted with Panic (bonuses converted into penalties), neutralizes the “converts bonuses on target into penalties” effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Dragon Gaze | (Cooldown Count = 4) Boosts Atk by 30%. | 5★ |
Draconic Aura | (Cooldown Count = 3) Boosts Atk by 30%. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Wind | 4 | 2 | No Effect | 5★ |
Elwind | 6 | 2 | No Effect | 5★ |
Rexcalibur | 9 | 2 | No Effect | 5★ |
Körmt | 14 | 2 | Grants Atk+3. At start of combat, if unit’s HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and inflicts penalty on foe’s Atk/Spd/Def/Res during combat based on the number of the following conditions that apply x 3 (max: 9): – An Ally is within 3 spaces of unit. – Another foe is within 2 spaces of target. – A 【Bonus】 is active on unit. – A 【Penalty】 is active on foe. | 5★ |
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