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Analysis by lordhelpme
Say'ri - Chon'sin's Blade

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 40
ATK 35
SPD 40
DEF 23
RES 34

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 9 5 7
Middle 18 9 10 6 8
High 19 10 11 7 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 32 37 20 31
Middle 40 35 40 23 34
High 43 38 44 26 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

Skill Sets

Dance of the Dragonfly (Defensive Tank)

Build by lordhelpme
Recommended
Amatsu A Kestrel Stance 3
Alternate: Darting Breath
Reposition B Close Call 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Spd Smoke 3
IVs

Preferred IVs: +SPD / -DEF

SSwift Stance 2

Show Explanation/Analysis

Weapon: Amatsu

Assist: Reposition / Flexible

Special: Noontime / Sol

Passive A: Kestrel Stance / Bonus Doubler / Darting Breath

Passive B: Close Call

Passive C: Pulse Smoke / Spd Smoke / Def Smoke / Flexible

Sacred Seal: Swift Stance / Darting Stance / Fierce Stance 

  • This is a defensively oriented setup centered around Say’ri’s ability to tank hits through raw Speed-stacking. A +SPD IV thus makes for her ideal choice of Asset here, as maintaining high levels of Speed is crucial to her success. 
  • Close Call is the centerpiece of this build as it allows Say’ri to turn her Speed into tanking power, reducing the damage she takes based on how much faster she is than his opponent. Combined with Amatsu, Say’ri can function confidently as a counter to a wide breadth of foes. 
  • Thanks to Amatsu’s built-in Distant Counter effect, Say’ri has a rather flexible A slot. Her native Kestrel Stance is incredibly synergistic with the rest of this build, though Bonus Doubler (to heighten her raw stats as much as possible) and Darting Breath (to quickly activate healing Specials without relying on support) are both good options to consider.
  • Amatsu also provides a useful Slaying effect which allows Say'ri to constantly activate healing Specials for improved sustain. Noontime is the natural choice here as its low cooldown lets Say’ri use it on every counterattack, but Sol may be considered if she is provided with accelerated cooldown support such as from Brave Lucina. 
  • Smoke skills pair quite well with this build’s defensive playstyle. For Aether Raids, Pulse Smoke is ideal to shut down compositions centered on instant Special activations. Otherwise, Spd Smoke or Def Smoke are better for their generally greater applicability. Defensive seals that increase Say’ri’s key stats (i.e. Swift Stance and Darting Stance) complement this build. 

Dance of the Bee Sting (Defensive Generalist)

Build by lordhelpme
Amatsu A Kestrel Stance 3
Alternate: Atk/Spd Solo 4
Reposition B Null Follow-Up 3
Iceberg
Alternate: Moonbow
C Atk Smoke 3
Alternate: Spd Smoke 3
IVs

Preferred IVs: +SPD or +ATK / -DEF

SSwift Stance 2

Show Explanation/Analysis

Weapon: Amatsu

Assist: Reposition / Flexible

Special: Iceberg / Moonbow 

Passive A: Kestrel Stance / Atk/Spd Solo 

Passive B: Null Follow-Up / Null C-Disrupt 

Passive C: Atk Smoke / Spd Smoke / Flexible

Sacred Seal: Swift Stance / Distant Def / Fierce Stance 

  • This build applies a more generalist take to Say’ri’s intended playstyle. A +ATK IV is a great choice to round our her damage output, though a +SPD IV may be taken instead to further develop her ability to both perform and avoid follow-up Attacks. 
  • Her native Kestrel Stance once again makes for an excellent choice for the strong boost it provides in the Enemy Phase, though Atk/Spd Solo may be considered should one wish for Say’ri to have some functionality in the Player Phase as well. 
  • Null Follow-Up and Null C-Disrupt are strong candidates for Say’ri’s B slot here, as they both serve to extend the breadth of foes she can safely take on and assist her in taking on a generalist role. The choice between which to use will largely boil down to skill availability and personal preference. 
  • Smoke skills are recommended to debilitate opposing foes and improve the quality of her subsequent match-ups, with Atk Smoke and Spd Smoke being her best options here to boost her survivability. Lastly, any defensive seals that boost her key stats remain ideal.

Strengths

Amatsu

One of the Valmese Regalia, Amatsu is a rather simple but effective weapon that provides Say’ri with a great deal of flexibility. Its built-in Distant Counter (provided she is at or above 50% HP) allows her to benefit from the effects of other powerful A slot skills for improved combat ability, and its -1 Special cooldown is quite useful for rapid Special activations. 

Fantastic Offensive Stats

With 35 base Attack and 40 base Speed (not to mention access to a four-point +SPD IV), Say’ri shines offensively and can deal good amounts of damage while both performing and avoiding follow-up attacks with ease. 

Infantry

As an infantry unit, Say’ri benefits from incredible skill availability and is able to equip useful abilities such as Close Call and Special Spiral to further enhance her overall performance substantially. 

Versatile

The flexibility Amatsu provides combined with Say’ri’s strong overall statline and infantry status makes her quite flexible in the way that she can be built, allowing her to fit in various compositions depending on what is needed of her.

Weaknesses

Physically Frail

Say’ri boasts a rather pitiful resilience to physical attacks which can make it difficult to field her against opponents who can take advantage of this, though her innately high Speed and access to skills like Close Call allow her to mitigate this rather easily. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
AmatsuAccelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 50%, unit can counterattack regardless of foe's range.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Darting Stance 1Grants Spd+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Kestrel Stance 1If foe initiates combat, grants Atk/Spd+2 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Kestrel Stance 2If foe initiates combat, grants Atk/Spd+4 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Kestrel Stance 3If foe initiates combat, grants Atk/Spd+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Close Call 1If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit initiates combat, unit moves 1 space away after combat.
Infantry Units Only
Unlocks at 3 ★
60
B
Close Call 2If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit initiates combat, unit moves 1 space away after combat.
Infantry Units Only
Unlocks at 4 ★
120
B
Close Call 3If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, unit moves 1 space away after combat.
Infantry Units Only
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Awakening

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