- Default
- Attack
- Special
- Injured
Legendary Lyn - Lady of the Wind |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 8 | 9 | 3 | 4 |
Middle | 17 | 9 | 10 | 4 | 5 |
High | 18 | 10 | 11 | 5 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 27 | 33 | 18 | 23 |
Middle | 36 | 31 | 36 | 21 | 27 |
High | 40 | 34 | 39 | 24 | 30 |
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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Skill Sets
Long Have We Waited, The Hope of the Plains has Activated! (Player Phase Offense)
Swift Mulagir (+Eff) | A | Laws of Sacae II | |
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Positional Assist | B | Null Follow-Up 3 Alternate: Special Spiral 3 |
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Moonbow Alternate: Ruptured Sky |
C | Joint Drive Spd Alternate: Time's Pulse 3 |
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IVs | +ATK or +SPD / -HP | S | Atk/Spd Solo 3 Alternate: Swift Sparrow 2 |
Weapon: Swift Mulagir (+Eff)
Assist: Positional Assist
Special: Moonbow / Ruptured Sky / Luna / Deadeye
Passive A: Laws of Sacae II
Passive B: Null Follow-Up / Special Spiral / Lull Spd/Def / Desperation
Passive C: Joint Drive Spd / Time’s Pulse
Sacred Seal: Atk/Spd Solo / Swift Sparrow / Life and Death / Flashing Blade
- Laws of Sacae II has helped Legendary Lyn to become a fairly viable offensive archer, though her low bulk prevents her from focusing heavily on defensive builds even after the +6 bonus to all her stats. With that said, she is able to get some fairly good bulk for trading a blow or two if she has to. With this in mind, the Asset of choice can be either Attack or Speed, while the Flaw stat is recommended as HP in order to take a bit of advantage of the spectrum stat bonus provided by Laws of Sacae II.
- Refined Swift Mulagir is the cornerstone of this build, with the bow alone being able to give Legendary Lyn very easy to activate boosts of +10 Attack/Speed during combat as well as some bonus damage based on 15% of her Speed stat on top of ignoring Skills such as Drive Skills from opponents near Lyn’s target. While there are some other bows that could theoretically be considered for different forms of utility, Refined Swift Mulagir just gives Legendary Lyn so many benefits that it is hard to argue against running anything else outside of more gimmick oriented builds.
- Moonbow is the most consistent choice for a Special what with its shorter end cooldown and ease of obtainability, though Ruptured Sky makes a strong secondary candidate due to dealing higher damage against Dragon and Beast units. Luna and Deadeye are a bit harder to utilize due to the extra cooldown charge, but offer strong benefits with Luna being a more powerful Moonbow, and Deadeye having the ability to ignore damage reduction effects.
- Legendary Lyn has a fair amount of B Passives available to her thanks to her Infantry Unit perks, with one of the best options she can consider being Null Follow-Up. Legendary Lyn is highly dependent on being able to strike twice due to her important emphasis on Speed and generally low damage per single hit, making Null Follow-Up the perfect choice for getting around enemy follow-up blocking mechanics. Special Spiral is another interesting choice to consider, giving Legendary Lyn the chance to spam her Special attacks much quicker. Lull Spd/Def can help her ignore displayed Speed and Defense buffs of an opponent while also inflicting them with -3 Speed and Defense during combat. Finally, Desperation is Legendary Lyn’s default B Passive and while it is fundamentally useless if Legendary Lyn is activating her firesweep effect on Distant Counter units, this will allow her the chance to duel other ranged opponents even in a weakened state.
- Joint Drive Spd was given to Legendary Lyn’s base kit thanks to the Legendary Hero Remix she was a part of, and Joint Drive Spd synergizes quite well with her playstyle and gives her extra Speed to work with and make follow-ups and by extension Distant Counter sweeping more consistent. Time’s Pulse is another option to consider for similar reasons as to why you might consider Special Spiral as being able to get her Special Attack faster is a strong way to boost Legendary Lyn’s damage output further.
- For Sacred Seal options, you typically want to go with offensive boosting Sacred Seals such as Atk/Spd Solo, Swift Sparrow, or Life and Death. While Atk/Spd Solo sounds somewhat counter intuitive considering the fact that Legendary Lyn requires allies to be nearby in order to reap the rewards of most of her kit, it is still possible to be one space away from an ally and still be able to earn all the bonuses from Laws of Sacae II, Swift Mulagir, and Joint Drive Spd. Flashing Blade is an interesting choice as well, what with Legendary Lyn being so Speed focused. With some additional help to her Speed stat, Legendary Lyn can get her Special activations faster than before. For example, Legendary Lyn can run both Time’s Pulse and the Flashing Blade Sacred Seal without Special Spiral in the B Passive to activate Deadeye on her first initiation of combat even if the opponent cannot counter.
Strengths
Laws of Sacae II
Laws of Sacae II is the first new addition that has attempted to breathe new life into Legendary Lyn, and to a degree it does succeed fairly well at making this hero finally quite decent! Legendary Lyn will receive a +6 boost to her Attack/Speed/Defense/Resistance during combat if she either initiates combat or is within 2 spaces of an ally, and as an added bonus she will prevent the counter attacks of an opponent if they use a sword, lance, axe, dragonstone, or beast damage and Lyn’s Speed is ≥ her foe's Speed+5. While the condition to activate the firesweep like effect is specifically reserved for dealing with Distant Counter opponents which somewhat mirrors Brave Lyn’s Sacae’s Blessing and Lyn must invest heavily into her Speed in order to prevent counter attacks from these units, this upgrade to the initial Laws of Sacae is like night and day in effectiveness meaning there’s only going up from here by comparison.
Swift Mulagir Finally Can be Refined
Well it’s about time, isn’t it? Swift Mulagir has been a notoriously awful bow for Legendary Lyn, with many different inheritable bows just being generally better options than her unique weapon such as Springy Bow or Spendthrift Bow. Those days are thankfully over, with Swift Mulagir having quite the competent refinement for the Lady of the Plains. For starters, this weapon still gives a conditional +5 Attack and Speed buff, but the condition of the number of allies nearby being larger than the number of enemies nearby has been completely eliminated in favour of a much more reliable condition in the form of Lyn being within a generous three spaces or less away from an ally. Not only does she get the Attack and Speed boost though, but being three spaces or less from an ally will also disable the Skills of all foes excluding the foe during combat, being very reminiscent of how Bramimond’s Impenetrable Dark functions. If that wasn’t enough, if Lyn initiates combat or the foe’s HP is equal to or above 75%, Lyn will gain a further +5 Attack and Speed during combat on top of dealing 15% of her Speed as bonus damage. Not only has Swift Mulagir become a more competent weapon in terms of boosting Lyn’s Attack, Speed, and overall damage, but she has also gained more reliable conditions to receive her benefits from her weapon on top of the bonus effect of forcing “2+ VS 1” situations in the form of nullifying supportive Skills or weapons of foes attempting to support who she fights. For example, a Brave Lucina’s Geirskögul support can be completely nullified.
Weaknesses
Mediocre Statline
Strong unique Skill and weapon aside, at the end of the day Legendary Lyn is compensating for her overall poor statline. While the fact that she is able to boost her Attack and Speed by 16 and her Defense and Resistance by 6 with the help of Laws of Sacae II and refined Swift Mulagir is quite impressive, Legendary Lyn’s weaker statline will struggle to keep up if not properly supported by her team as well as further invested upon with the likes of dragonflowers and potentially merges. It’s tough when her statline is so eerily similar to Rebecca, who isn’t exactly the crowning achievement for archers to begin with.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Bow Effective against flying units.
Only Inheritable by Bow users.
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50 | 2 | 4 |
Steel Bow Effective against flying units.
Only Inheritable by Bow users.
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100 | 2 | 6 |
Silver Bow Effective against flying units.
Only Inheritable by Bow users.
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200 | 2 | 9 |
Swift Mulagir Effective against flying foes. Grants Res+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), grants Atk/Spd+5 during combat. Learns by default at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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Rally Defense Grants Def+4 to an adjacent ally until the end of the turn. Learns by default at 5 ★ |
1 | 150 |
Rally Def/Res Grants Def/Res+3 to an adjacent ally until the end of the turn. |
1 | 300 |
Passive Skills
Passive Skills | SP | Slot |
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Laws of Sacae If foe initiates combat and the number of allies within 2 spaces ≥ 2, grants Atk/Spd/Def/Res+4 during combat.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | A |
Laws of Sacae II If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+6 during combat, and also, if foe uses sword, lance, axe, dragonstone, or beast damage and unit's Spd ≥ foe's Spd+5, foe cannot counterattack.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | A |
Desperation 1 If unit’s HP ≤ 25% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Inheritable by all units.
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50 | B |
Desperation 2 If unit’s HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Inheritable by all units.
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100 | B |
Desperation 3 If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Inheritable by all units.
Unlocks at 5 ★ |
200 | 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.
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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.
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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 |
Drive Spd 1 Grants Spd+2 to allies within 2 spaces during combat.
Inheritable by all units.
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120 | C |
Drive Spd 2 Grants Spd+3 to allies within 2 spaces during combat.
Inheritable by all units.
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240 | C |
Joint Drive Spd Grants Spd+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Spd+4 to unit during combat.
Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: The Blazing Blade
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