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Apotheosis Anna

Analysis by UmbraCorvus
Apotheosis Anna - Secret Seller

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 38
ATK 35
SPD 40
DEF 28
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 8 9 5 6
Middle 19 9 10 6 7
High 20 10 11 7 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 32 37 24 28
Middle 38 35 40 28 31
High 42 38 44 31 34

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

The Strongest One's Name (Repel/Close Call Build)

Build by UmbraCorvus
Recommended
Apotheosis Spear
Alternate: Slaying Lance+ (+Spd)
A Distant Counter
Reposition
Alternate: Rally Atk/Spd+
B Repel 3
Alternate: Close Call 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+SPD or +ATK / -HP or -RES

SSteady Posture 2
Alternate: Swift Stance 2

Show Explanation/Analysis

Weapon: Apotheosis Spear / Slaying Lance+ (+Spd)

Assist: Reposition / Rally Atk/Spd+ / Player Preference

Special: Noontime / Sol / Aether

Passive A: Distant Counter

Passive B: Repel / Close Call

Passive C: Pulse Smoke / Atk Smoke / Joint Drive Spd

Sacred Seal: Steady Posture / Swift Stance / Darting Stance 

  •  A dual phase generalist build in mind, Apotheosis Anna has a very solid Speed stat that can easily justify Repel or Close Call with minimal effort. A Speed Asset is taken to boost her Speed as much as possible, while an Attack Asset is the next best thing. While Anna’s defensive stats are still somewhat important to this build, in the event a merge cannot be secured, either an HP or a Resistance Flaw should be taken.
  • Choosing between Apotheosis Spear or a Speed refined Slaying Lance is a choice between higher raw stats and mobility versus having a lower Special cooldown. Both choices can have their advantages, and is dependent on whether the user values the extra stats and mobility over having a higher cooldown Special be active more often.
  • Noontime, Sol, and Aether can all provide Anna with self healing, allowing her to be more resilient than before when combined with the damage reduction from Repel or Close Call. While Noontime is active most often, it is also the weakest heal. Aether is active the least amount of time, but it provides a 50% Defense bypass as well. Sol is a solid middle ground, providing the healing of Aether but without the Luna effect in exchange for a three charge Cooldown.
  • Distant Counter allows for Anna to counter attack ranged opponents, which can give her more chances to abuse her healing Special against more targets and keep herself sustained and healthy.
  • Pulse Smoke can help Anna shut down enemy Special activations which can easily punch through even her damage reduction. Atk Smoke is a cheaper alternative that can also make her more likely to survive thanks to the -7 Attack debuff that it can apply on approaching enemies. Anna’s default Joint Drive Spd can also be used as it does directly contribute to boosting her Speed for Repel or Close Call’s activation just by being near an ally.
  • Steady Posture, Swift Stance, and the Darting Stance Sacred Seals all grant Anna a boost of Speed during the Enemy Phase. The Darting Stance Seal provides the most Speed increase, while the Steady Posture and Swift Stance Seals provide a little less but also increases Anna’s Defense or Resistance.

A Rightful God (Player Phase Offensive Build)

Build by UmbraCorvus
Apotheosis Spear A Swift Sparrow 3
Alternate: Atk/Spd Form 3
Reposition
Alternate: Rally Atk/Spd+
B Desperation 3
Alternate: Null Follow-Up 3
Galeforce
Alternate: Luna
C Time's Pulse 3
Alternate: Joint Drive Spd
IVs

+SPD or +ATK / -HP or -RES

SFlashing Blade 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Apotheosis Spear

Assist: Reposition / Rally Atk/Spd+

Special: Galeforce / Luna / Moonbow

Passive A: Swift Sparrow 3 / Atk/Spd Form

Passive B: Desperation / Null Follow-Up / Atk/Spd Ruse

Passive C: Time’s Pulse / Joint Drive Spd

Sacred Seal: Flashing Blade / Swift Sparrow

  •  Apotheosis Anna is very easily able to abuse the Apotheosis Spear for a more aggressive playstyle with her high Attack and Speed. Investing in either of these two stats means that an Asset in either of these stats goes without saying, while taking a Flaw in any of her defenses will be fine.
  • While Anna’s default Atk/Spd Form is a serviceable and strong A Passive assuming its conditions are met, Swift Sparrow 3 can be a stronger and more consistent option as Atk/Spd Form in order to reach its maximum boost of 7 Attack/Speed must have Anna be near three allies which is not always possible.
  • Desperation as the B Passive can give Apotheosis Anna the ability to still be able to sweep foes even when she is at lower HP. Null Follow-Up can be taken instead to sacrifice the low HP sweeping in exchange for being able to break through follow-up guarding Skills and Weapons such as Wary Fighter or Lancebreaker. Anna’s default Atk/Spd Ruse can be a viable option when paired with her default Rally Atk/Spd+ as she can inflict Attack/Speed debuffs alongside a guard debuff which her allies can capitalize on, or she can abuse for her own combat should an ally use a Rally Skill on her instead, or she is granted another action by a Dancer.
  • Time’s Pulse as the C Passive can greatly expand Anna’s options for Specials. Time’s Pulse can allow for Anna to be able to utilize Galeforce even when running Desperation in the B Passive, or to activate Luna within Desperation range as well. If Time’s Pulse is not available, Anna’s default Joint Drive Spd is a very serviceable alternative that can both support and directly benefit Anna herself.
  • The Flashing Blade Sacred Seal being present or not also greatly dictates what Specials Anna can consistently take advantage of. Galeforce can be taken alongside this Sacred Seal so that Anna has an easy time either moving further in or retreating after her first instance of combat. When utilizing Desperation, Anna can activate Luna within Desperation range when combined with Time’s Pulse, or activate Moonbow within Desperation range when without Time’s Pulse. If the Swift Sparrow Sacred Seal has to be used instead, it is best to stick with Luna as the Special when lacking Time’s Pulse, or using Moonbow if possessing Time’s Pulse.

Strengths

Strong All Around Statline

Apotheosis Anna sports very solid stats across the board, almost as if to pay homage to her initial appearance in Fire Emblem Awakening’s final Xenologue. Her Speed is an astonishingly high value of 40 that can be boosted even higher with a Speed Super Asset. Her Attack is a solid value of 35, and her defensive stats do not fall too short being all fairly middling values to work with. This leads Anna to be quite versatile in how she is built, ranging from offensive, defensive, and generalist builds.

Apotheosis Spear

The Apotheosis Spear is a solid unique weapon that gives Apotheosis Anna +3 Speed by equipping it, and a conditional +5 Attack/Speed during combat if her opponent’s HP is equal to or above 75%. This is a very simple condition to work around, allowing for Anna to easily abuse this strong boost to her already solid offensive stats. As an added bonus, Anna can also move to any space adjacent to an ally within two spaces of her, giving her strong mobility.

Weaknesses

Bulk is Somewhat Middling

While Apotheosis Anna’s defensive stats are by no means awful, at the same time they are not necessarily in a solid spot either. This can become an issue especially when Anna is unable to be merged, as she does not wish to hurt her Attack or Speed, forcing a choice of dropping one of her defensive stats to a lower than normal level.

Great at Starting Fights, Potentially Tough Finishing Them

The Apotheosis Spear has a very easy to activate condition, but if the foe drops below 75% HP, Apotheosis Anna will not receive the +5 Attack/Speed bonus. This usually should not be an issue, but it can affect some matchup scenarios from time to time as Anna may barely miss a KO as a result of having less than usual stats.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Apotheosis Spear

Grants Spd+3.

Unit can move to a space adjacent to an ally within 2 spaces.

At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Attack

Grants Atk+4 to an adjacent ally until the end of the turn.

Learns by default at 4 ★
1 150
Rally Atk/Spd

Grants Atk/Spd+3 to target ally for 1 turn.

1 300
Rally Atk/Spd+

Grants Atk/Spd+6 to target ally for 1 turn.

1 400

Passive Skills

Passive Skills SP Slot
Atk/Spd Form 1

If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces; max 3).

Inheritable by all units.
Unlocks at 1 ★
60
A
Atk/Spd Form 2

If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces + 2; max 5).

Inheritable by all units.
Unlocks at 2 ★
120
A
Atk/Spd Form 3

If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Ruse 1

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 3 ★
60
B
Atk/Spd Ruse 2

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 4 ★
120
B
Atk/Spd Ruse 3

If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.

【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Excludes Armor, Flying and Staff Units
Unlocks at 5 ★
240
B
Spur Spd 1

Grants Spd+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
50
C
Drive Spd 1

Grants Spd+2 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 3 ★
120
C
Drive Spd 2

Grants Spd+3 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 4 ★
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: Awakening

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