- Default
- Attack
- Special
- Injured




Annand - Knight-Defender |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 8 | 10 | 4 | 7 |
Middle | 18 | 9 | 11 | 5 | 8 |
High | 19 | 10 | 12 | 6 | 9 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 34 | 32 | 36 | 23 | 31 |
Middle | 37 | 35 | 39 | 27 | 34 |
High | 41 | 38 | 42 | 30 | 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. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Skill Sets
Her Legacy Lives On
![]() |
Ninja Katana+ Alternate: Unbound Blade+ (+Spd) |
A | Atk/Spd Solo (3 or 4) Alternate: Sturdy Impact |
---|---|---|---|
![]() |
Positional Assist | B | Guard Bearing 3 |
![]() |
Moonbow Alternate: Galeforce |
C | Spd/Def Rein 3 Alternate: Atk/Def Rein 3 |
IVs | +ATK or +SPD / -HP | S | Atk/Spd Solo 3 Alternate: Quickened Pulse |
Weapon: Ninja Katana+ / Brave Sword+ / Unbound Blade+
Assist: Positional Assist
Special: Moonbow / Galeforce
Passive A: Atk/Spd Solo / Sturdy Impact
Passive B: Guard Bearing
Passive C: Spd/Def Rein / Atk/Def Rein
Sacred Seal: Atk/Spd Solo / Quickened Pulse
- While quad sets might be a bit of an old hat, Annand comes uniquely suited for a Brave build with her base kit. Keeping Sturdy Impact in her A slot means that she cannot be doubled in retaliation, though Atk/Spd Solo is a better option to increase her chances of quadding her foe.
- Ninja Katana is particularly suited for Annand's base kit, as the Defense and Resistance debuffs are heavily mitigated by her Guard Bearing B slot. If you don't have access to Ninja Katana, then Brave Sword still works, though the -9 difference in Speed between the two weapons will need to be resolved via a Spd Rein in her C slot and/or a Speed-boosting A or Seal slot.
- Altogether though, if Annand is capable of quad attacking then she can run Galeforce and serve as a fantastic Player Phase unit who can attack multiple opponents in one turn.
She Broke Your Pity, Now What? (Budget)
![]() |
Unbound Blade+ (+Spd) | A | Sturdy Impact |
---|---|---|---|
![]() |
Positional Assist | B | Guard Bearing 3 |
![]() |
Moonbow | C | Atk Smoke 3 Alternate: Goad Fliers |
IVs | +ATK or +SPD / -HP | S | Atk/Spd Solo 3 Alternate: Swift Sparrow 2 |
Weapon: Unbound Blade (+SPD)
Assist: Positional Assist
Special: Moonbow
Passive A: Sturdy Impact
Passive B: Guard Bearing
Passive C: Atk Smoke / Goad Fliers / Spd Smoke
Sacred Seal: Atk/Spd Solo / Swift Sparrow
- The good news is that Annand's base kit is stellar right out of the gate and needs minimal work for her to be a fantastic generic sword unit.
- With Sturdy Impact, which increases her Attack and Defense while her Unbound Blade decreases her opponent's Attack and Defense, Annand easily stacks up her stats in relation to her opponent's stats so that she takes minimal damage while dishing out great damage in her own right. Because Sturdy Impact denies enemy followups, Annand can safely attack into enemies who have skills like Quick Riposte, or simply enemies who are faster than her without worrying about being countered.
- Guard Bearing furthers her tankiness by mitigating damage of the first hit in either phase, making it very difficult to one-round her.
- All Annand really needs for success is a good Assist skill like Reposition and a passable C-slot skill like Atk Smoke or Spd Smoke, both of which will help Annand in the subsequent enemy phase.
- For her sacred seal, a Solo skill slots in perfectly since it synergizes with her weapon effect. If your Atk/Spd Solo seal is already in use then consider another Atk/Spd booster like Swift Sparrow.
Strengths
Excellent Base Kit
With both Sturdy Impact and Guard Bearing, Annand comes with a fantastic base kit, which makes her a good unit out-of-the-box, or a great inheritance option for a fellow flier.
Her sword is an inheritable version of Deck Swabber in the permanent pool, which is a great tool for inheritance, particularly on merged sword units for Arena purposes. This is also one of the better generic weapon effects, particularly for fliers who cannot otherwise inherit Lull skills.
Good Statline
With an Atk of 35 and Spd of 39, Annand doesn't exactly have a unique or revolutionary statline, but for a sword flier, she only loses out to Young Caeda in terms of Atk+Spd. While this statline would be only average in terms of lance fliers, Annand has much less competition due to the fact that she has a sword.
Still, when comparing her to sword units of other move types, she fares worse, with over a dozen units in the game with a higher base Speed than her.
Weaknesses
Average Flier
Annand is just kind of average for her weapon type, and because she's a flier, that's a big issue. Due to her inheritance restrictions and lack of a good prf weapon, Annand is releases with little reason to pull for her other than character favoritism or inheritance purposes.
Even though her base stats are good for a flying sword, most players have the option to merge characters like Summer Fiora for a similar statline and are free to skip out on Annand
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Sword Units.
|
50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Sword Units.
|
100 | 1 | 8 |
![]() If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Sword Units.
|
200 | 1 | 10 |
![]() If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Sword Units.
|
300 | 1 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() If unit initiates combat, grants Atk+2 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() If unit initiates combat, unit granted Atk/Def+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() If unit initiates combat, unit granted Atk/Def+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
![]() If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.
Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★ |
300 | A |
![]() During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 30%. Flying Sword, Lance & Axe Only
Unlocks at 1 ★ |
60 | B |
![]() During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 40%. Flying Sword, Lance & Axe Only
Unlocks at 2 ★ |
120 | B |
![]() During unit's first combat in enemy phase, if foe initiates combat, reduces damage from foe's first attack by 50%. Flying Sword, Lance & Axe Only
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
|
---|