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 Egg | A : Atk/Spd Catch 4 |
: Reposition | B :S/R Far Trace 3 |
: Glimmer | C : Rouse Atk/Spd 4 |
S : Atk/Spd Solo 3 |
Recommended IVs
- +Spd/-HP
- +Spd/-HP
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 36 | Rank: 671/814 |
Atk | 43 | Rank: 7/814 |
Spd | 40 | Rank: 80/814 |
Def | 16 | Rank: 727/814 |
Res | 28 | Rank: 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 Name | Effect | Learned At |
Atk/Spd Catch 1 | 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★ |
Atk/Spd Catch 2 | 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★ |
Atk/Spd Catch 3 | 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★ |
Atk/Spd Catch 4 | At 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 1 | Enables 【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 2 | Enables 【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 3 | Enables 【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 1 | At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn. | 5★ |
Rouse Atk/Spd 2 | At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. | 5★ |
Rouse Atk/Spd 3 | At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 for 1 turn. | 5★ |
Rouse Atk/Spd 4 | At 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 Name | Effect | Learned 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 Name | Might | Range | Effect | Learned At |
Thunder | 4 | 2 | No Effect | 5★ |
Elthunder | 6 | 2 | No Effect | 5★ |
Thoron | 9 | 2 | No Effect | 5★ |
Bright-Shell Egg | 14 | 2 | Accelerates 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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