Fire Emblem Heroes

FEH Spring Delthea Build 2024: Best IVs [Fire Emblem Heroes]


Hey, I’m Zathong and this guide is about Spring Delthea Build in Fire Emblem Heroes (FEH).

Best Spring Delthea 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 Spring Delthea build for the meta. Learn more about Spring Delthea’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.

Overall Rating: 9/10

Spring Delthea Builds

:   Bright-Shell EggA :  Atk/Spd Catch 4
:   RepositionB :S/R Far Trace 3
:  GlimmerC : Rouse Atk/Spd 4
S : Atk/Spd Solo 3

Recommended IVs

  • +Spd/-HP
  • +Spd/-HP

Stats

Hero Stats

Neutral Stats at Lv. 40 (5★)

HP36Rank: 671/814
Atk43Rank: 7/814
Spd40Rank: 80/814
Def16Rank: 727/814
Res28Rank: 279/814

Roles

  • Ranged Magic
  • Exclusive Skill

Counters & Teammates 

Counters

These picks are strong against Spring Delthea in game.

Teammates 

These picks are good against Spring Delthea in game.

Gameplay

Skills

These are all skill for Spring Delthea: Passives, Specials, Assists & Weapons.

For Passives Skill

Skill NameEffectLearned At
Atk/Spd Catch 1At 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★
Atk/Spd Catch 2At 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★
Atk/Spd Catch 3At 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★
Atk/Spd Catch 4At start of combat, if foe’s HP=100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe’s HP=100% and【Penalty】is active on foe, grants an additional Atk/Spd+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★
S/R Far Trace 1Enables 【Canto (Rem.)】.
Inflicts Spd/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★
S/R Far Trace 2Enables 【Canto (Rem.)】.
Inflicts Spd/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★
S/R Far Trace 3Enables 【Canto (Rem.)】.
Inflicts Spd/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/Spd 1At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn.5★
Rouse Atk/Spd 2At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.5★
Rouse Atk/Spd 3At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 for 1 turn.5★
Rouse Atk/Spd 4At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+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 NameEffectLearned At
Night Sky(Cooldown Count = 3) Boosts damage dealt by 50%.5★
Glimmer(Cooldown Count = 2) Boosts damage dealt by 50%.5★

For Assists Skill

For Weapons Skill

Skill NameMightRangeEffectLearned At
Thunder42No Effect5★
Elthunder62No Effect5★
Thoron92No Effect5★
Bright-Shell Egg142Accelerates Special trigger (cooldown count-1). At start of turn, inflicts Spd/Res-6 on nearest foes within 5 spaces of unit through their next actions. If 【Bonus】 is active on unit or 【Penalty】 is active on foe, inflicts Spd/Res-6 on foe during combat, and also, the following effects will occur based on the value of total bonuses on unit + value of total penalties on foe: if ≥ 6, “neutralizes effects that prevent unit’s follow-up attacks,” and if ≥ 18, “foe cannot counterattack.”5★

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