- Default
- Attack
- Special
- Injured
Soiree Nephenee - Sincere Dancer |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 14 | 8 | 7 | 4 | 2 |
Middle | 15 | 9 | 8 | 5 | 3 |
High | 16 | 10 | 9 | 6 | 4 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 33 | 32 | 33 | 21 | 21 |
Middle | 37 | 35 | 36 | 24 | 25 |
High | 40 | 38 | 39 | 28 | 28 |
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. |
HP | ATK | SPD | DEF | RES |
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Assets
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+ATK: As an offensive refresher, Attack is one of the best stats Nephenee can invest in.
-
+SPD: Speed is vital for Firesweep weapons, and remains Nephenee’s best choice for an asset.
Neutral
-
RES: Nephenee’s base Resistance is passable at 25, but it’s not high enough for her to reliably soak up damage from powerful mages. It’s better to invest in her offensive stats.
-
HP: A flaw in HP gives a reduction of four, and since it affects both her physical and magical tankiness, it’s best not to reduce it.
Flaws
- -DEF: A flaw in Defense is still not ideal, though it remains her best choice. Thanks to her Firesweep Bow, she does not fear most retaliations and won’t often be attacked on the physical side.
Skill Sets
Flaming Fandango (Offensive Firesweep)
Firesweep Bow+ | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Solo 3 |
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Dance Alternate: Draw Back |
B | Lull Spd/Def 3 Alternate: Null Follow-Up 3 |
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Ruptured Sky Alternate: Moonbow |
C | Time's Pulse 3 Alternate: Spd Tactic 3 |
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IVs | S | Sturdy Blow 2 Alternate: Flashing Blade 3 |
Preferred Asset/Flaw: +ATK or +SPD / -DEF
-
A Speed asset is slightly preferred over Attack for this set, although both work well. When significantly buffed, there is little meaningful difference between the two.
Weapon: Firesweep Bow+
-
The Firesweep Bow’s special property of preventing counterattacks allows Nephenee to circumvent Distant Counter and attack with relative impunity.
-
However, she must watch out for Null C-Disrupt, a skill which will let its user counterattack normally. Her Brave Bow set gets around this weakness, however.
Assist: Dance / Draw Back
-
Nephenee’s Dance is one of her main strengths as a unit, and the primary reason you’d pick her over other archers.
-
Draw Back can be substituted in for rare situations where Nephenee wants to be the target of a refresh herself.
Special: Ruptured Sky / Moonbow
-
Most dragons have tons of bulk and are normally very difficult for Nephenee to KO. This makes Ruptured Sky the best option in modes where they are common.
-
Moonbow is the best Special for handling bulky armor or other non-dragons.
Passive A: Swift Sparrow / Atk/Spd Solo / Life and Death
-
Swift Sparrow is the technical best choice, with Atk/Spd Solo only just behind. These skills are chosen to give Nephenee a hefty boost to her offensive stats.
-
Life and Death is a decent budget alternative, although it has drawbacks.
Passive B: Lull Spd/Def / Null Follow-Up
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Lull Spd/Def allows Nephenee to cut through her opponents buffs, and helps both her effective Attack and Speed. It’s the best general choice for her.
-
Null Follow-Up allows Nephenee to cut through units who can deny follow up attacks with skills such as Wary Fighter. It’s a strong specialised choice useful when attacking certain enemies in Aether Raids and Arena.
Passive C: Time’s Pulse / Spd Tactic / Flexible
-
With Time’s Pulse, Nephenee can trigger two-turn Specials on each round, provided she can get a follow-up attack.
-
Supportive C slot options are entirely dependent on her teammates, although Spd Tactic is a perfectly good option in most scenarios.
Seal: Sturdy Blow / Flashing Blade
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Sturdy Blow is chosen for its Attack Boost, allowing Nephenee to hit harder when attacking.
-
Flashing Blade is the best pick if Nephenee does not have Time’s Pulse. It will let her activate two-turn Specials in one round of combat in the very likely scenario that she outspeeds her opponent and gets a follow up attack.
Crimean Caliente (Budget Supportive)
Fiddlestick Bow+ (+Res) | A | Fury (3 or 4) | |
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Dance | B | Wings of Mercy 3 Alternate: Caldera Dance 2 |
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Moonbow | C | Spd Tactic 3 | |
IVs | S | Atk Tactic 3 Alternate: Res Tactic 3 |
Preferred Asset/Flaw: +ATK or +SPD / -DEF
-
Speed and Attack are both perfectly viable for this set, as it emphasises support over attacking.
Weapon: Fiddlestick Bow+ (+Res)
-
Nephenee’s base weapon is tailored for support, and lets her boost the defensive stats of her teammates.
-
A Resistance refine allows her to lure and damage some weaker mages for her team.
Assist: Dance
-
Dance is the crux of this set, allowing Nephenee to refresh her allies’ turns.
Special: Moonbow
-
As Nephenee won’t be investing significantly into her offenses, Moonbow is the strongest general option for her.
Passive A: Fury
-
Fury is a great budget skill choice that gives Nephenee a boost to all of her stats. With a Resistance refine and Fury 3, she reaches 35 visible Resistance.
Passive B: Wings of Mercy / Caldera Dance
-
Wings of Mercy makes Nephenee mobile, and a menace on Aether Raids and Arena defense. With it, she can reach priority targets and refresh them. It can also be used offensively, as Nephenee can attack enemies adjacent to the ally she teleports to.
-
Caldera Dance gives the targets of Nephenee’s Dance a nice stat boost. However, it is a visible bonus and therefore does not stack with Hone, Rally or Tactic skills.
Passive C: Spd Tactic
-
Spd Tactic comes for free and allows Nephenee to boost an ally’s Speed significantly. It’s great for supporting all kinds of allies, especially offensive attackers.
Seal: Atk Tactic / Res Tactic
-
Atk Tactic is the perfect companion to Spd Tactic, giving her allies a significant stat bonus. Nephenee is one of the few units who can give such a big offensive stat boost without Skill Inheritance.
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Res Tactic is better if Caldera Dance is picked: This way, Nephenee does not double up on redundant stat bonuses.
Brave Bolero (Offensive Brave)
Brave Bow+ | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Solo 3 |
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Dance Alternate: Draw Back |
B | Chill Def 3 Alternate: Lull Atk/Def 3 |
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Ruptured Sky Alternate: Moonbow |
C | Time's Pulse 3 Alternate: Spd Tactic 3 |
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IVs | S | Sturdy Blow 2 |
Preferred Asset/Flaw: +ATK or +SPD / -DEF
-
An Attack asset is slightly preferred over Speed for this set.
Weapon: Brave Bow+
-
Using a Brave Bow lets Nephenee attack twice, likely scoring a KO before her opponent can counterattack.
-
Nephenee is fast enough to quad attack with this set, provided the enemy does not KO her with a counterattack and is sufficiently slow. Being able to quad attack is not a crucial goal of this set; it’s generally much better to invest in Attack over Speed.
Assist: Dance / Draw Back
-
Nephenee’s Dance is one of her main strengths as a unit, and the primary reason you’d pick her over other archers.
-
Draw Back can be substituted in for rare situations where Nephenee wants to be the target of a refresh herself.
Special: Ruptured Sky / Moonbow
-
Most dragons have tons of bulk and are normally very difficult for Nephenee to KO. This makes Ruptured Sky the best option in modes where they are common.
-
Moonbow is the best Special for handling bulky armor or other non-dragons.
Passive A: Swift Sparrow / Atk/Spd Solo / Death Blow
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Swift Sparrow is the technical best choice, with Atk/Spd Solo only just behind. These skills are chosen to give Nephenee a hefty boost to her offensive stats.
-
Death Blow is also a great choice, and is Nephenee’s best budget option.
Passive B: Chill Def / Lull Atk/Def
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Chill Def gives Nephenee more effective Attack, and is almost guaranteed to target the foe she will have the most trouble with.
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Lull/Atk Def is another option which can prove better if Nephenee is likely to face buffed enemies.
Passive C: Time’s Pulse / Spd Tactic / Flexible
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With Time’s Pulse, Nephenee can trigger two-turn Specials in a single attack with her Brave Bow.
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Supportive C slot options are entirely dependent on her teammates, although Spd Tactic is a perfectly good option in most scenarios.
Seal: Sturdy Blow
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Sturdy Blow is chosen for its Attack Boost, allowing Nephenee to hit harder when attacking. It also helps her survive physical counterattacks should her target survive her initial attack.
Introduction
A surprise addition to the Splendid Soiree banner, Soiree Nephenee is a colorless archer with the ability to use Dance. She is one of the few units to combine excellent offensive stats and team support capacity, making her one of the most versatile units in the game.
35 Attack and 36 Speed form an exceptional offensive statline, which alone lets her surpass many of her peers. Thanks to her large stat total of 157, Nephenee’s defenses are no slouch either, being better than almost all other offensive archers. Her statline completely eclipses Bridal Cordelia’s, but her Attack and Speed alone are enough to outclass most colorless archers.
On top of this offensive prowess comes the ability to Dance, which allows Nephenee to excel at a completely different role. Although she’s outdone offensively by a few other archers, Nephenee is the first with the ability to Dance. Overall, she is an excellent unit with an unusual combination of strengths that allow her to excel in many different situations.
Strengths
Strong offensive statline
Nephenee’s base 35 Attack and 36 Speed are the primary reason she is able to excel offensively. Although she lacks a personal weapon, she can still make use of traditional options such as a Firesweep Bow or Brave Bow.
User of the coveted Dance
Nephenee is a refresher, meaning she can use Dance to give one of her allies a second turn. This allows Nephenee to always make full use of her turn, and makes her much more adaptable. She can ensure that the most valuable member of the team on any given turn gets to go again.
Weaknesses
Mediocre defenses
Base 24 Defense and 25 Resistance are far from the worst seen amongst colorless archers, but they remain low compared to other units. Nephenee is unsuited to defensive roles and should instead focus on abusing Dance and her solid offensive stats.
Can’t be the target of a refresh while carrying Dance
Units who carry a refresh move (such as Dance) cannot themselves be refreshed by a similar move. Offensive units are some of the best candidates to have their turn refreshed, which leaves Nephenee in an odd dilemma. There may even be situations where it’s best to unequip Dance, although this in turn removes Nephenee’s unique niche as a strong offensive dancer.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Bow Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
Steel Bow Effective against flying units. Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
Fiddlestick Bow Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes. Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Bow users.
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200 | 2 | 8 |
Fiddlestick Bow+ Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes. Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Bow users.
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300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
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Dance Grants another action to target ally. (Cannot target an ally with Sing or Dance.) Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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Blaze Dance 1 If Sing or Dance is used, grants Atk+2 to target.
Non-inheritable by Staff-wielding units.
Unlocks at 1 ★ |
50 | B |
Caldera Dance 1 If Sing or Dance is used, grants Atk+2 and Def+3 to target.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
120 | B |
Caldera Dance 2 If Sing or Dance is used, grants Atk+3 and Def+4 to target.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | B |
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: Path of Radiance
Fire Emblem: Radiant Dawn
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