GamePress
Analysis by Chibi_Chu
New Year Eir - Renewed Life

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
161
HP 39
ATK 31
SPD 36
DEF 21
RES 34

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 16 8 7 5 5
Middle 17 9 8 6 6
High 18 10 9 7 7

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 35 27 33 18 31
Middle 39 31 36 21 34
High 42 34 39 24 37

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

This unit requires use of Trait Fruits to get access to IVs.

Skill Sets

Peaceful Celebration (Out-of-Combat Debuff Support)

Build by Chibi_Chu
Recommended
Temari+ (+Res) A Fort. Def/Res 3
Alternate: Fury (3 or 4)
Reposition B Sabotage Def 3
Alternate: Chill Def 3
Moonbow
Alternate: Iceberg
C Res Ploy 3
Alternate: Hone Fliers
IVs

+RES / -DEF

SFortress Res 3
Alternate: Resistance +3

Show Explanation/Analysis

Weapon: Temari+ (+RES)

  • Eir’s native Temari is the strongest option for non-combative debuffing, as at the start of Eir’s turn, it inflicts -5 Atk/Spd to any enemy that is adjacent to other enemies if Eir has ≥+3 Resistance compared to the enemy’s Resistance. +RES is chosen to increase Eir’s chances of inflicting Temari’s debuffs.

Assist: Reposition / Flexible 

Special: Moonbow / Iceberg

  • Due to this set’s supportive focus, Eir likely will not be attacking very often. As such, a low-cooldown Special such as Moonbow is chosen to help Eir deal meaningful chip damage whenever she needs to.

  • While Iceberg has 3 cooldown compared to Moonbow’s 2, when Iceberg is activated, Eir will gain a hefty amount of bonus damage due to this set’s focus on increasing her Resistance.

Passive A: Fort. Def/Res 3 / Fury (3 or 4) / R Duel Flying  

  • Fort. Def/Res 3 grants Eir a whopping +6 Defense and Resistance in exchange for -2 Attack. This will not only greatly increase Eir’s chances of applying debuffs from her various debuffing skills, but also increase her survivability, which is an especially high priority for support units.

  • A more budget-friendly option is Fury, which grants +3/4 to all stats. While its Resistance increase is already very beneficial, Eir’s offenses are also increased, which results in greater chip damage.

  • If utilizing Eir in Coliseum modes, R Duel Flying is a skill to be considered. While R Duel Flying will only increase Eir’s BST bin from 160-164 to 170-174, Eir’s score is still increased by 4.

Passive B: Sabotage Def / Chill Def 

  • Given that Temari is practically a Sabotage Atk/Spd weapon, Eir only lacks Sabotage Def and Sabotage Res to debuff all 4 stats. While she cannot have both, Sabotage Def and Sabotage Res are both great options that synergize with Temari’s debuffs. The stat that is not debuffed with Eir’s B slot should be debuffed by Eir’s C or S slot.

  • Chill Def and Chill Res are more budget-friendly options that still achieve Eir’s goal of debuffing without attacking. They also do not require enemies to be adjacent to each other and Eir’s Resistance to be ≥+3 Resistance compared to her enemy/enemies.

Passive C: Res Ploy / Hone Fliers / Flexible

  • Ploy skills further amplify Eir’s debuffing role by inflicting -5 to a stat if the enemy is in a cardinal direction of Eir and Eir has more Resistance than them. If Eir has Sabotage Def or Chill Def, Res Ploy should be chosen to debuff all 4 stats, and vice versa for Sabotage Res or Chill Res.

  • Alternatively, if utilizing Eir with flier allies, she can opt for a flier buff such as Hone Fliers or Fortify Fliers.

  • As with most units, Eir’s C slot is flexible and can change in accordance with her allies and their skills.

Sacred Seal: Fortress Res / Resistance +3 / HP/Res 2 / Spd/Res 2 / Atk/Res 2 / Chill Def / Def Ploy

  • Fortress Res grants +5 Resistance, further increasing Eir’s chances of activating her Resistance-based debuff skills. However, note that Eir will deal less damage due to Fortress Res’ -3 Attack infliction.

  • Any other Sacred Seal that increases Eir’s visible Resistance works fine as an alternative. They also do not decrease Eir’s Attack.

  • If utilizing Sabotage Res or Chill Res in Eir’s B slot but not Def Ploy in Eir’s C slot, Chill Def and Def Ploy can both be used in Eir’s S slot to maximize her debuffs and supportive capabilities.

New Year, Same Build (Vantage Sweeper)

Build by Chibi_Chu
Broadleaf Fan+ (+Atk) A Close Counter
Reposition B Vantage 3
Glimmer C Atk Smoke 3
Alternate: Spd Smoke 3
IVs

+ATK / -DEF

SSpd Smoke 3
Alternate: Atk Smoke 3

Show Explanation/Analysis

Weapon: Broadleaf Fan+ (+ATK) 

  • Broadleaf Fan is the main gimmick of this set; Eir can deal massive amounts of damage with a singular attack if the enemy has debuffs, as the sum of the enemy’s debuffs is equal to the bonus damage Broadleaf Fan grants. While +ATK only grants a measly +1 Attack, it’s technically the strongest option since it increases Eir’s damage output.

Assist: Reposition / Flexible 

Special: Glimmer 

  • Even with Eir’s middling 31 Attack, Glimmer is a fantastic Special because its bonus damage scales with Broadleaf Fan’s bonus damage.

Passive A: Close Counter 

  • Close Counter is vital for any Broadleaf Fan set, as if the unit cannot counterattack, they cannot activate Vantage and will both fail to KO (or even damage) the enemy and be KO’d.

Passive B: Vantage 

  • Another key skill for Broadleaf Fan sets is Vantage. Due to the absurd amount of damage AR defenses are capable of dishing out and Eir’s poor physical bulk, relying on her ability to take several hits is a distant dream at best. Activating Vantage opens the possibility for Eir to OHKO enemies before they can KO her and is the cornerstone of her survivability and damage output. 

Passive C: Atk Smoke / Spd Smoke 

  • Combining Broadleaf Fan’s Def Smoke and Res Smoke effects with Atk Smoke in Larum’s C slot and Spd Smoke in Eir’s Sacred Seal (or vice versa) allows her to inflict -7 to all stats to the target and enemies within 2 spaces of the target. Eir gains a tremendous +35 bonus damage: 28 from the sum of the enemy’s debuffed stats being -28 and 7 from the -7 Defense debuff.  

Sacred Seal: Spd Smoke / Atk Smoke 

  • To ensure all enemy stats suffer from a -7 debuff, the Smoke skill between Atk Smoke and Spd Smoke that is not used in Eir’s C slot should be used in Eir’s S slot.

108 Strikes (Offensive)

Build by Chibi_Chu
Lethal Carrot+ (+Spd)
Alternate: Barb Shuriken+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Push 4
Reposition B Desperation 3
Alternate: Chill Def 3
Moonbow
Alternate: Iceberg
C Savage Blow 3
Alternate: Fortify Fliers
IVs

+ATK or +SPD / -DEF

SSwift Sparrow 2
Alternate: Sturdy Blow 2

Show Explanation/Analysis

While most units enjoy Heavy Blade or Flashing Blade in their S slot to hasten their Special charge, Eir’s disappointing 31 Attack and flier status prevent her from using either consistently. As such, this set does not mention Heavy Blade or Flashing Blade.

Weapon: Lethal Carrot+ (+SPD) / Barb Shuriken+ (+SPD) / Starfish+ (+SPD) / Pegasus Carrot+ (+SPD) 

  • With a middling 31 Attack and the potential to face weapon-triangle disadvantage, Eir needs all the damage she can get from her Special. As such, Lethal Carrot is a strong option for adding 10 true damage when her Special activates, allowing her to score KOs more consistently. In conjunction with Moonbow or Luna, Eir can also KO high-Defense enemies that she normally may struggle to deal meaningful damage against.

  • Barb Shuriken is a great alternative that allows Eir to activate her Special more consistently by granting -1 Special cooldown.

  • With Starfish’s innate Desperation, Eir doesn’t need to utilize Desperation in her B slot. Instead, she can use skills such as Chill Def and Sabotage Def to help both herself and her physical allies deal more damage.

  • Thanks to Eir’s red color, Pegasus Carrot is a great choice. While both it and Sky Maiougi are Armor-effective daggers, Pegasus Carrot neutralizing effects that prevent Eir’s follow-up attack if she has weapon-triangle advantage, which is far more helpful than Hardy Bearing because Eir relies on Desperation to circumvent her low physical bulk.

Assist: Reposition / Flexible 

Special: Moonbow / Iceberg / Luna 

  • Moonbow and Luna help Eir score KOs against high-Defense enemies by reducing the enemy’s Defense by 30%/50% respectively. If the enemy counterattacks, Eir performs a follow-up attack, and Eir’s Special charge isn’t being slowed, Eir can activate Moonbow on her second attack.

  • Thanks to her high Resistance, Iceberg is a strong option due to granting additional damage based on 50% of Eir’s Resistance.

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Push 4 / Atk/Spd Solo / Fury (3 or 4) / Mirror Impact

  • Given that this set is offensive, Eir will be initiating for most of her combat. As such, Swift Sparrow is a fantastic A slot that increases Eir’s Attack and Speed by +4/+4 or +6/+7 on initiation.

  • Atk/Spd Push grants Eir 1 more Attack than Swift Sparrow 3 while not only granting the same +7 Speed, but also being active on both Player Phase and Enemy Phase. Its 5 recoil damage after combat can also help Eir activate Desperation. However, its main drawback is that it’s only active if Eir’s HP is ≥25%.

  • Just as Swift Sparrow works well because of this set’s offensive nature, Atk/Spd Solo also works well because offensive units usually need to stray from their allies to reach faraway enemies. This grants +6 Attack and Speed during both Player Phase and Enemy Phase if Eir is not adjacent to any ally, granting her greater damage output.

  • Fury is a budget-friendly option that grants +3/4 to all stats in exchange for 6/8 recoil damage after combat. This increases both Eir’s offensive and defensive capabilities while helping Eir activate Desperation due to its recoil damage.

  • Finally, Mirror Impact grants +6 Attack and a massive +10 Resistance, along with preventing the enemy from performing a follow-up attack. This boosts Eir’s raw damage output, magical bulk, and Iceberg damage if Iceberg is chosen as Eir’s Special.

Passive B: Desperation / Chill Def 

  • Desperation is vital for Eir, allowing her to perform a follow-up attack before the enemy counterattacks if her HP is ≤75%. Given that Eir’s Attack is too middling to consistently OHKO and her physical bulk is too shaky to rely on Eir taking a physical counterattack, Desperation is nearly a must-have.

  • If Starfish is Eir’s weapon of choice, she can use Chill Def instead to help both herself and her allies deal more damage to the enemy with the highest Defense.

Passive C: Savage Blow / Fortify Fliers / Flexible

  • Since all daggers have built-in Def Smoke and Res Smoke, Savage Blow is chosen to further support Eir’s allies with chip damage and set up for follow-up KOs.

  • If using Eir on a flier emblem team, a flier buff such as Fortify Fliers can be used. However, like most other C slots, the effectiveness relies on Eir’s allies and their skills.

Sacred Seal: Swift Sparrow / Sturdy Blow / Darting Blow 

  • Just like with Eir’s A slot, Swift Sparrow is a strong choice that increases Eir’s raw damage and her chances of performing and avoiding a follow-up attack.

  • Sturdy Blow is another strong option that boosts Eir’s raw damage and physical bulk, which can be helpful for taking physical counterattacks.

  • Darting Blow helps Eir perform follow-up attacks more consistently by increasing her Speed by 6 on initiation.

It's difficult to breathe this Eir... (Combative Debuff Support)

Build by Chibi_Chu
Smoke Dagger+ (+Spd) A Swift Sparrow (2 or 3)
Alternate: Darting Blow (3 or 4)
Reposition B Windsweep 3
Alternate: Watersweep 3
Moonbow
Alternate: Luna
C Pulse Smoke 3
Alternate: Savage Blow 3
IVs

+SPD / -DEF

SPoison Strike 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Weapon: Smoke Dagger+ (+SPD) 

  • Smoke Dagger is the dagger of choice for a combative debuff set, inflicting -6 to all stats to the target and enemies within 2 spaces of the target. This frees up Eir’s C and S slots, which would normally be used for Atk Smoke and Spd Smoke. +SPD is chosen to ensure Eir activates Windsweep/Watersweep.

Assist: Reposition / Flexible 

Special: Moonbow / Luna

  • Eir will only be attacking once per combat if she initiates because of Windsweep/Watersweep. As such, Moonbow is Eir’s strongest Special thanks to its low 2-cooldown and its Defense-reduction effect. 

  • If players prefer a higher-damaging Special, Luna simply trades +1 cooldown for reducing the enemy’s Defense by an additional 20%.

Passive A: Swift Sparrow (2 or 3) / Darting Blow (3 or 4) 

  • Swift Sparrow strikes a balance between an Attack increase to bolster chip damage and a Speed increase to ensure Eir activates her Sweep skill.

  • While Darting Blow solely focuses on activating Eir’s Sweep skill, it ensures that it will nearly always be activated, as Eir’s Speed will be increased by +6/9 on initiation.

Passive B: Windsweep / Watersweep 

  • The objective of this set is to safely deal chip damage and debuff via Windsweep or Watersweep. Both skills prevent enemy counterattacks if Eir’s Speed exceeds her enemy’s; Windsweep prevents physical foes from counterattacking while Watersweep prevents magical foes from counterattacking. Since Eir’s Resistance is high, Windsweep is preferred, although Watersweep stops Dragons and their adaptive damage weapons.

Passive C: Pulse Smoke / Savage Blow / Flexible

  • While Eir is able to debuff every stat with Smoke Dagger, she still needs Pulse Smoke to slow the Special charges of those enemies. This grants her allies extra survivability, as they don’t have to fear taking extra damage from enemies’ Specials as frequently.

  • Savage Blow is a strong alternative that helps Eir’s allies KO any particularly bulky units within 2 spaces of her target via chip damage.

  • Aside from these, Eir’s C slot is flexible and should be changed to adapt to her teammates as well as possible.

Sacred Seal: Poison Strike / Savage Blow / Darting Blow / Phantom Spd

  • Poison Strike synergizes well with Sweep skills and Savage Blow, allowing her to deal chip damage to and debuff the target and all enemies within 2 spaces of the target. Alternatively, Savage Blow can be used to stack chip damage with Savage Blow in Eir’s C slot.

  • Darting Blow and Phantom Spd both help Eir activate her Sweep skill more consistently by increasing her Speed.

Strengths

Great Speed

Eir’s high 36 Speed bolsters her offensive and defensive capabilities by increasing her chances of performing follow-up attacks and avoiding enemy follow-up attacks. If utilizing Eir for support, her Speed comes in handy for activating Windsweep and Watersweep to avoid enemy counterattacks and safely apply debuffs.

High Resistance

With a respectable 34 Resistance, Eir can play strong magical tank and support roles. Her native weapon Temari serves as a Sabotage Atk/Spd to increase her allies’ survivability and can be combined with other Resistance-based debuff skills such as Sabotage Def and Res Ploy to decrease every stat of multiple enemies.

Flier advantages 

As a flier, Eir has the most flexibility and mobility out of every class. She can fly over terrain such as mountains, rivers, and lava flows that no other class can traverse to reach enemies, escape, or contribute in her allies’ escape with Assist skills such as Reposition and Smite. Flier-exclusive skills such as Aerobatics, Flier Formation, Guidance, Ground Orders, and Air Orders also greatly increase Eir’s mobility and support capabilities via being able to move to spaces adjacent to allies within 2 spaces and helping her allies do the same.

Free-to-play convenience

Every player can receive a 4* copy of Eir at 1,000 points and a 5* copy of Eir at 15,000 points from the Mid-fest Digest Tempest Trials+ event. As such, Eir has fantastic availability because players don’t need to spend Orbs for a chance to summon her. If players missed their opportunity to receive the free copies of Eir or wish to merge Eir, they can simply spend Heroic Grails to buy her once she is available. Because of her inability to have IVs, Eir’s first merge also grants her an additional +1 HP, +1 Attack, and +1 Resistance.

Colored dagger benefits

Because New Year Eir is a red dagger unit, she performs better against green units than if she was colorless like her normal counterpart. She can also take advantage of the Pegasus Carrot, an Armor-effective dagger that neutralizes effects that prevent her from performing a follow-up attack if she has weapon-triangle advantage.

Weaknesses

Middling Attack

Unfortunately, Eir fails to take advantage of her solid 36 Speed because of her mediocre 31 Attack. Even if Eir performs a follow-up attack, she may struggle to deal meaningful damage against physically-bulky enemies; this is amplified by her red color polarizing her combat performance depending on the enemy’s color.

Poor physical bulk

While not as poor as her normal counterpart, New Year Eir’s 59 physical bulk leaves much to be desired. In combination with her red color, Eir is prone to being OHKO’d by physical blue units and Dragons. Although Desperation is a strong B slot for any offensive set, it’s especially vital for frail units such as Eir so they can circumvent their low bulk.

Flier disadvantages

In exchange for vastly increased mobility, flexibility, and support capabilities, Eir suffers from a weakness to Bows and the inability to learn many useful skills such as Bonus Doubler, Null Follow-Up, and Null C-Disrupt that would greatly help her offensive and/or defensive capabilities. 

Free-to-play setbacks

The status of being a free-to-play unit is a double-edged sword. While receiving 2 free copies of Eir and being able to summon her with Heroic Grails rather than Orbs is a nice trade-off for most players, if players are already investing into another Heroic Grail unit, they may not have the Heroic Grails to immediately invest merges beyond +1 into Eir. 

Colored dagger drawbacks

Of course, Eir’s red color equates to having more trouble with blue units than if she was colorless. This narrows the scope of units that Eir can consistently KO and survive, as being neutral against all colors is theoretically more reliable than being strong against one color (green), neutral against two (red/colorless), and weak against one (blue).

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 3 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Temari

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.

Effect:【Dagger 5】  

【Dagger 5】 After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 8
Temari+

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-5 on that foe through its next action.

Effect:【Dagger 7】  

【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Dagger users only.
300 2 12
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Shove

Push adjacent ally 1 space farther away.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Brazen Atk/Res 1

At start of combat, if unit's HP ≤ 80%, grants Atk/Res+3 during combat.

Inheritable by all units.
Unlocks at 1 ★
60
A
Brazen Atk/Res 2

At start of combat, if unit's HP ≤ 80%, grants Atk/Res+5 during combat.

Inheritable by all units.
Unlocks at 2 ★
120
A
Brazen Atk/Res 3

At start of combat, if unit's HP ≤ 80%, grants Atk/Res +7 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Spd Tactic 1

At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 3 ★
60
C
Spd Tactic 2

At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 4 ★
120
C
Spd Tactic 3

At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Heroes

Banners Featured In

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