Esmeralda’s wyvern-riding javelin buildMinor spoilers
Take Great Counter from armor, then switch to flying. Use Double Throw and terrain-based Hit bonuses to remove distant threats.
Original video: Esmeralda’s best build · English-language video creator Jay Dunna
Esmeralda can keep the counterattacking ability learned in armor, then switch to
Dragoon to throw spears from a wyvern. She already has good HP, Strength, and Defense. Flying puts those stats where they matter: crossing obstacles, killing enemies allies cannot reach, and protecting the back line. At Master tier,
Celestial Trooper is preferred to improve Resistance. Choose
Bau Lord to retain axes and a wyvern instead.

Restore the Hit lost by throwing attacks
Her spear Combat Arts deserve a build around them.
Double Throw throws twice before the enemy counters, so damage need not depend entirely on ordinary follow-ups. A suitable light weapon and Attack Speed can also earn later attacks. But this art has a -30 Hit modifier: do not judge it only by the total damage of two hits.
At level 35,
Throwing Arm+ gives throwing attacks +20 Hit and +4 Attack, forming a permanent core of this setup. Use
Focused Throw for one reliable hit, with another 20 Hit from the art itself. Use
Yawning Throw for a heavier throw and
Tempest Spear up close. These choices address consecutive hits, accuracy, and melee combat separately. Keep more than just Double Throw.

Take Great Counter in armor before riding a wyvern
Start with
Soldier at Beginner tier and prioritize
Armored Knight at intermediate tier. The goal is mastery for
Great Counter: +3 Attack when the enemy initiates. Her HP and Defense suit receiving attacks, and this ability stays useful after changing class.
Armor is not the only intermediate option.
Wing Soldier prepares Flying earlier but sacrifices some Strength growth;
Brigand builds more Strength. Still, prioritize armor if the main goals are spears and enemy-phase counters. Charioteer is possible but is not the first choice here.
At Advanced tier, switch to Dragoon. If Flying lags behind, use subject books bought in town. Dragoon mastery
Besieger specifically addresses enemies on favorable terrain, granting +20 combat Hit. Fly over to enemies hiding in forests, and add Focused Throw when you need more reliability. Solving movement and Hit together is the reason for taking a flying path.
Dragoon’s own Strength growth modifier is modest, so let the mount help. Wild Bau adds Strength and Dexterity growth. The displayed combination gives 70% HP, 60% Strength, 55% Defense, and 35% Resistance. Those figures include class and other conditions; they are not her personal growth rates. Resistance remains weaker than her physical durability, so avoid concentrated mage fire despite the extra mobility.
Celestial Trooper improves Resistance
Dreadnought works, but she cannot learn the armored mobility improvement, making it harder to keep up. With Defense already high, using her class to add mobility brings a more direct benefit. Low Magic growth also gives little reason to make her a caster just to improve Resistance.
Celestial Trooper is preferred at Master tier. It gives +15 HP growth, +15 Resistance growth, and another +5 Defense growth, addressing her weaker side. After mastering
Lightning Reflexes, initiating with at least 10 more Attack Speed than the enemy moves her follow-up before their counterattack. She usually cannot reach that gap. Count it toward kills only against slower targets; learning the mastery does not mean two rounds of attacks before every counter.
Bau Lord is another choice. Its mastery
Ambush adds 4 Attack while on terrain that cannot be crossed on foot, converting flying positions into more damage. Both classes use her physical stats well. Choose Celestial Trooper for Resistance, or stay with Bau Lord for wyvern terrain damage and axes. This recommendation stops at Master tier and does not require another Divine qualification.

Pack for the enemies you need to kill
Use
Grasitha as a main weapon for Double Throw, or the lighter
Sinza's Trident. Neither spear must be reserved exclusively for her. This team gives the other trident to a teammate and still deals damage with the magic spear.
Bring
Ridersbane for cavalry. Flying lets her catch these mobile targets and apply effective damage where needed. Against armor, choose by class: Celestial Trooper uses
Flyssa, while Dragoon or Bau Lord can carry
Hammer. Levin Sword is an option, but not her preferred answer to armor.
Keep an upgraded
Bronze Spear or
Wooden Spear for higher Hit and lighter Weight, plus
Javelin for throwing. Wooden Spear and Bronze Spear are melee weapons. Double Throw requires a Range-1–2 spear and cannot use these light melee spears. Whether a light throwing spear earns another round depends on the actual Attack Speed in that combat. Finally, pack a Concoction for self-healing away from the group.
Build abilities around Throwing Arm+, Great Counter, and Besieger, then equip spear-related abilities she has already learned. Consider Master-tier mastery only after obtaining it, rather than treating unfinished mastery as available.
Fly to threats your teammates cannot reach
A flying frontliner’s value lies in choosing targets. Remove a dangerous enemy beyond an obstacle, or intercept an Elephant Rider threatening your healer. Flying crosses barriers even Ornius mounts cannot pass, keeping her useful on the other side of the battlefield.
High HP and Defense let her remain at the front more safely than fragile fliers, but dismount against archers. Physical durability does not let her ignore magic either. Use mobility to reduce unfavorable fights rather than fly into every enemy’s range.
In the same development showcase, replaying Part 2 with a Dragoon path produced better Strength, Defense, Speed, and Dexterity. However, the two screens differ by 5 levels and include random growth. The directly noticeable change is freedom from armored movement: she can arrive in time and choose her targets.