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Analysis by Wecondo12
Dagr - Sun's Radiance

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 41
ATK 39
SPD 41
DEF 30
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 8 10 7 5
Middle 19 9 11 8 6
High 20 10 12 9 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 36 38 26 22
Middle 41 39 41 30 25
High 44 43 45 33 29

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

Clean Sweep (Galeforce)

Build by Wecondo12
Recommended
Skinfaxi A Swift Sparrow 3
Alternate: Atk/Spd Push 4
Positional Assist B Wings of Mercy 3
Alternate: Sun-Twin Wing
Galeforce C Time's Pulse 3
Alternate: Spd Smoke 3
IVs

+SPD / -RES

SFlashing Blade 3

Show Explanation/Analysis

Weapon: Skinfaxi

Assist: Positional Assist

Special: Galeforce

Passive A: Swift Sparrow 3 / Atk/Spd Push 4 / Atk/Spd Solo 3 or 4

Passive B: Wings Of Mercy / Sun-Twin Wing

Passive C: Time's Pulse / Preference

Sacred Seal: Flashing Blade

  • Dagr’s Pathfinder ability and great offensive stats lend themselves well to a Galeforce build.
  • Skinfaxi’s Pathfinder ability gives other Galeforcers on Dagr’s team more avenues to engage foes, while also giving her a massive stat boost that’s further amplified by any penalties on her.
  • Galeforce is the focal point of the build, giving Dagr the ability to move more than once per turn.
  • By utilizing Wings Of Mercy in conjunction with a Wings Of Mercy beacon, such as Fury 4 Ninja Lyn, Dagr and other Galeforce using allies can move in and wipe out entire AR Defense teams before they can even move with the proper setup. Dagr can also opt for her Innate Sun-Twin Wing, giving her Null Follow-Up at the cost of the movement Wings Of Mercy provides.
  • A slot skills such as Dagr’s innate Atk/Spd Push 4 give her a substantial boost to her offenses and are ideal to maximize her damage output on Player Phase and to make Flashing Blade trigger as often as possible to hasten Galeforce activations.

Large and in charge! (Player Phase)

Build by Wecondo12
Recommended
Skinfaxi A Swift Sparrow 3
Alternate: Atk/Spd Push 4
Positional Assist B Sun-Twin Wing
Luna C Joint Drive Atk
Alternate: Distant Guard 3
IVs

+ATK or +SPD / -RES

SDistant Guard 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Skinfaxi

Assist: Positional Assist

Special: Luna

Passive A: Swift Sparrow 3 / Sturdy Impact / Atk/Spd Push 4

Passive B: Sun-Twin Wing

Passive C: Joint Drive Spd / Joint Drive Atk / Distant Guard / Preference

Sacred Seal: Distant Guard / Drive Atk / Swift Sparrow

  • As a Res boosting Light Mythic that frees up an extra AR Offense slot, Dagr stands out among other light mythics with her exceptional offensive statline, and a great personal weapon.
  • Skinfaxi is Dagr’s weapon of choice, giving her a +5 stat bonus to all of her stats that’s boosted further by any stat penalties on her, which makes her a great candidate for soaking Bright Shrines and Chill Atk or Spd. Skinfaxi also gives Dagr the Pathfinder ability, allowing her allies to move past her without consuming movement.
  • Typical player phase A slot skills such as Swift Sparrow 3 or Atk/Spd Push 4 compliment Dagr’s ideal playstyle by bolstering her offensive prowess greatly. She can also opt for Sturdy Impact to reduce the amount of damage she takes from counterattacks, since her base defenses are quite middling on their own.
  • Dagr’s Sun Twin Wing is a Null Follow-Up with the added bonus inflicting a Speed and Defense penalty on the foe, with a generous HP threshold for it’s activation as icing on the cake. The Null Follow-Up effect is the most important portion of Sun Twin Wing, however, as it lets Dagr counter many units reliant on their exclusive weapons to either avoid or perform follow-up attacks, such as Brave Hector(aka Feh’s biggest mistake).
  • For low investment mythic purposes, support skills in Dagr’s C slot and sacred seal slot(such as Distant Guard) work best to give Dagr some utility when she isn’t cutting down threats to your main unit on player phase, although this can be freely switched to suit the team’s needs.

Strengths

Great Offensive Statline

Dagr’s offensive spread of 39/41 is fantastic and gives her stellar damage output right out of the gate while making her very difficult to perform Follow-up attacks against naturally. 
 

Skinfaxi

Dagr’s Skinfaxi is a great exclusive weapon, giving her a substantial boost to all of her stats, a debuff absorption effect akin to Fallen Ike’s Chaos Ragnell, and the Pathfinder ability, which allows allies to move past her without consuming their own movement, allowing her to extend the movement range of her allies, provided she’s positioned correctly.

Res Raising 6th Slot Light Mythic

Being a light mythic that increases Resistance while giving access to the 6th mythic slot is invaluable for players who wish to optimize their Aether Raids Offense performance, and it's the main thing that makes Dagr stand out among light mythic units aside from Pathfinder.

Weaknesses

Middling Base Defenses

Dagr pays for her excellent offensive statline with middling defenses on both sides of the spectrum, leaving her prone to being KO’d in a few strong hits without the aid of damage reduction skills such as Spurn.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Skinfaxi

Grants Spd+3 and【Pathfinder】. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.  【Pathfinder】 When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)

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
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon Fang

Boosts damage by 50% of unit's Atk.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

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

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

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

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

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

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

Inheritable by all units.
Unlocks at 5 ★
300
A
Sun-Twin Wing

At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Even Tempest 1

At start of even-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 1 ★
60
C
Even Tempest 2

At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 2 ★
120
C
Even Tempest 3

At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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