- Default
- Attack
- Special
- Injured




Embla - God of Closure |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 12 | 10 | 4 | 4 |
Middle | 19 | 13 | 11 | 5 | 5 |
High | 20 | 14 | 12 | 6 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 40 | 40 | 28 | 21 |
Middle | 41 | 43 | 44 | 31 | 24 |
High | 44 | 47 | 47 | 34 | 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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Skill Sets
No Hope for the Hopeless (Player Phase / Severance)
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Enclosing Claw | A | Atk/Spd Clash 4 Alternate: Atk/Spd Boosting A Slot |
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Positional Assist Alternate: Assistless |
B | Beast Agility 3 |
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Luna Alternate: Moonbow |
C | Severance |
IVs | +Atk or +Spd / -Res | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Enclosing Claw
Assist: Positional Assist / Assistless
Special: Luna / Moonbow
IVs: +Atk or +Spd / -Res
Passive A: Atk/Spd Clash 4 / Atk/Spd Boosting A Skill
Passive B: Beast Agility
Passive C: Severance
Sacred Seal: Blade Session / Atk/Spd Solo / Flexible
- Even with her base kit, Embla is well positioned to be a dominant threat on Dark defense. There are only a few skills that may be worth considering alternatives for.
- On a Dark defense it may be worthwhile to run No Assist, due to the way that Assist skills change enemy AI. In other modes, a Positional Assist such as Reposition is generally the most useful.
- A 3-cooldown Special is ideal for scenarios where Embla will attack once, get counterattacked, and then attack again, activating her Special. Luna is a great choice since it gives her more extra damage against foes with more Def. In cases where Embla won’t get counterattacked as often, Moonbow is a good option that can activate on her follow-up even if she isn’t counterattacked.
- The A skill is flexible, but her base Atk/Spd Clash 4 is among the best options, especially for Dark defense. Embla wants skills that boost her Atk and Spd, and the penalty neutralization is also extremely valuable since effects like Sabotage Atk and Temari+ that lower enemy Atk and Spd are common on Light mythics like Mila and Eir.
- Beast Agility is the best B skill for any scenario in which Embla starts her turn adjacent to non-beast allies, as it allows her to transform freely. In combination with the follow-up penetration, it is a fantastic choice and generally not worth switching out.
- Severance is a defining C skill for Embla and should never be switched out for Aether Raids defense teams; it provides an immense amount of value and threat to the team.
- The seal is flexible, with Blade Session providing the largest potential Atk and Spd boost. Other good options include Atk/Spd Solo and Swift Sparrow.
Strengths
Enclosing Claw
Embla’s unique weapon, Enclosing Claw, has a variety of great effects. It accelerates her Special and grants a stat boost and stat penalty on her foe during combat, neutralizes any effects that slow her Special charge, and debuffs foes further if there are more within 3 rows or 3 columns of the map. It also has the standard flying beast effect of boosting her Mov by 1 when transformed.
Severance
Embla’s C skill makes her a dominant threat in the Dark metagame. It functions similarly to a Ploy, inflicting status effects on foes within 3 rows or columns at the start of her turn: Undefended renders a foe unable to be protected by skills like A/D Near Save, Feud activates in combat to disable any skills of other foes than the one in combat, such as Drive Atk. In addition, if there is at least one foe affected by Severance, Embla grants herself Dodge, granting her up to 40% damage reduction based on her Spd in combat, and neutralizes her penalties. In particular, Undefended and Feud make her and her teammates massively threatening to Light teams that rely on Save skills to tank effectively.
Great Atk and Spd
Embla’s base 43 Atk and 44 Spd are fantastic and allow her to follow-up easily and deal high damage in combat.
Decent HP and Def
Embla’s base 41 HP and 31 Def make her reasonably able to take physical hits, especially if her Dodge is active.
Flying Beast
Embla’s status as a flying beast unit allows her to use some good skills, especially Beast Agility, which is a new skill that allows beasts to transform at the start of their turn regardless of what allies are adjacent, and neutralizes effects that prevent their follow-up attack if their Spd is higher than their foe’s in combat. This makes her far more flexible when used on a Dark defense team.
Weaknesses
Low Res
Embla’s base 24 Res is rather low, rendering her vulnerable to magical attacks. However, this can be counteracted somewhat if her Dodge effect is active.
Double Weaknesses
Embla takes bonus damage from weapons effective against beasts as well as those effective against flying units, which includes all bows. This makes her an easy target, especially if using an effect like Deadeye that ignores her damage reduction.
False Start
If a foe applies the False Start status to Embla before the start of her turn, she will not gain the March effect from transformation, nor afflict foes with the effects of Severance. This massively limits her effectiveness as a unit. However, at the time of writing this is not an issue for her usage as a Dark Mythic, since the only unit with False Start is Elimine and Elimine does not score in Light season.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. Learns by default at 1 ★ Unlocks at 1 ★
Beast Flier Only
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50 | 1 | 4 |
![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. Learns by default at 2 ★ Unlocks at 2 ★
Beast Flier Only
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100 | 1 | 6 |
![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. Learns by default at 4 ★ Unlocks at 3 ★
Beast Flier Only
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200 | 1 | 9 |
![]() Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, inflicts penalty on foe's Atk/Spd/Def during combat = number of foes within 3 columns or 3 rows centered on unit × 3 (max: 9), neutralizes effects that inflict "Special cooldown charge -X" on unit, and also, if the number of foes within 3 columns or 3 rows centered on unit ≥ 2, neutralizes effects that guarantee foe's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage by 30% of unit's Atk. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage by 30% of unit's Atk. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.) Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 2 ★ |
60 | A |
![]() If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.) Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 3 ★ |
120 | A |
![]() If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.) Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 4 ★ |
240 | A |
![]() If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6. (X = number of spaces moved by whoever initiated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat. Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 5 ★ |
300 | A |
![]() If unit's HP = 100%, removes the condition to transform. If unit's Spd ≥ foe's Spd+13, neutralizes effects that prevent unit's follow-up attacks during combat.
Beast Only
Unlocks at 1 ★ |
60 | B |
![]() If unit's HP ≥ 50%, removes the condition to transform. If unit's Spd ≥ foe's Spd+7, neutralizes effects that prevent unit's follow-up attacks during combat.
Beast Only
Unlocks at 2 ★ |
120 | B |
![]() Removes the condition to transform. If unit's Spd > foe's Spd, neutralizes effects that prevent unit's follow-up attacks during combat.
Beast Only
Unlocks at 4 ★ |
240 | B |
![]() At start of turn, inflicts【Undefended】and 【Feud】on foes within 3 columns or 3 rows centered on unit. At start of turn, if a foe is within 3 columns or 3 rows centered on unit, neutralizes any【Penalty】(excluding penalties inflicted at start of turn) and grants 【Dodge】to unit. 【Undefended】 Unit cannot be protected by Savior through their next action. 【Feud】 Disables all ally skills (excluding unit's) during combat through unit's next action. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). 【Dodge】 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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