- Default
- Attack
- Special
- Injured




Emmeryn - Gentle Exalt |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 5 | 7 | 5 | 7 |
Middle | 19 | 6 | 8 | 6 | 8 |
High | 20 | 7 | 9 | 7 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 29 | 31 | 20 | 26 |
Middle | 43 | 32 | 34 | 23 | 30 |
High | 46 | 35 | 37 | 26 | 33 |
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
Ylisse's Light (Support)
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Dazzling Melancholy+ Alternate: Dazzling Pain+ |
A | Fort. Def/Res 3 Alternate: C Duel Infantry 3 |
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Recover+ | B | Sabotage Atk 3 Alternate: Sudden Panic 3 |
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Miracle Alternate: Windfire Balm+ |
C | Savage Blow 3 Alternate: Time's Pulse 3 |
IVs | +HP or +RES / -DEF | S | Fortress Res 3 Alternate: HP +5 |
Weapon: Dazzling Melancholy+ / Dazzling Pain+ / Dazzling Panic+
Assist: Recover+
Special: Miracle / Windfire Balm+
Passive A: Fort. Def/Res 3 / C Duel Infantry
Passive B: Sabotage Atk / Sudden Panic / Wings of Mercy
Passive C: Savage Blow / Time’s Pulse
Sacred Seal: Fortress Res / HP +5 / Atk/Res 2
- Rather than focusing on Emmeryn’s 32/34 offensive statline, players can alternatively focus on Emmeryn’s 43 HP and 30 Resistance to turn her into a support-heavy unit.
- Melancholy, Pain, and Panic are fantastic weapons for supportive Healers. Melancholy prevents enemies from blasting through allies’ bulk with Special activations by resetting the Special cooldowns of the target and all enemies within 2 spaces to their maximum cooldown. Pain allows Emmeryn to deal 10 chip damage to her target and all enemies within 2 spaces; she can increase the splash damage by using Savage Blow in her C and/or S slot(s). Panic converts visible buffs on the target and all enemies within 2 spaces into reverse/negative buffs, shutting down most supertanks and units that are dependent on buffs.
- As Emmeryn won’t be focusing on in-combat damage so much as post-combat damage and debuffs/penalties, she only needs Dazzling Staff, which can simply be her weapon’s refine.
- What Special Emmeryn uses is up to player preference. Miracle is a great choice, allowing Emmeryn to survive a lethal attack with 1 HP remaining if her HP is > 1 if she has to; its 5-cooldown is mitigated by the fact that Emmeryn is likely to decrease its cooldown every turn due to her ability to heal if she chooses not to attack. Alternatively, the combination of Windfire Balm and Time’s Pulse allows Emmeryn to have Windfire Balm ready at the start of every turn due to its 1 cooldown; whenever Emmeryn heals with Windfire Balm ready, she’ll buff all allies for +6 Atk/Spd, further increasing her supportive role.
- Emmeryn’s A, B, and S slots depend on whether the player chooses to invest in Emmeryn’s Resistance or HP. For the former, Emmeryn wants Resistance-increasing A and S slots such as Fort. Def/Res 3 and Fortress Resistance; a Sabotage for Emmeryn’s B slot works wonders, allowing her to inflict -7 to a stat to all enemies that are adjacent to another enemy and have less Resistance than her. For the latter, Emmeryn wants HP-increasing A and S slots such as C Duel Infantry and HP +5; Sudden Panic is her strongest B slot for an HP-stacking set, as she can convert enemies’ visible buffs into reverse/negative buffs if they are adjacent to another enemy and Emmeryn has more HP than them.
Redemption of a Fallen Grace (Offensive)
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Dazzling Pain+ | A | Atk/Spd Push 4 Alternate: Atk/Spd Bond (3 or 4) |
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Martyr+ Alternate: Recover+ |
B | Wrathful Staff 3 |
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Miracle | C | Savage Blow 3 |
IVs | +SPD or +ATK / -DEF | S | Savage Blow 3 Alternate: Atk/Spd Bond 3 |
Weapon: Dazzling Pain+ / Dazzling Fear+
Assist: Martyr+ / Recover+
Special: Miracle
Passive A: Atk/Spd Push 4 / Atk/Spd Bond (3 or 4) / Atk/Spd Solo (3 or 4)
Passive B: Wrathful Staff
Passive C: Savage Blow
Sacred Seal: Savage Blow / Atk/Spd Bond
- A 32/34 offensive statline with the potential to increase either with a +ATK or +SPD nature allows Emmeryn to become a combat-oriented Healer, focusing primarily on dealing damage and healing allies when necessary.
- The combination of Pain and double Savage Blow results in a whopping 24 damage to enemies within 2 spaces of the target (in addition to 10 damage dealt to the target if they aren’t KO’d). This allows Emmeryn to set up KOs for herself or her teammates, which is especially nice against particularly bulky enemies. Alternatively, Emmeryn can use her base kit Fear, as it has 2 more Might than Pain (12 compared to 10), making it slightly stronger for in-combat damage.
- Wrathful + Dazzling Staff is an excellent combination, allowing Emmeryn to both deal normal damage (rather than half damage) and prevent counterattacks (allowing players to worry much less about Emmeryn’s bulk and survivability). Dazzling Staff makes Atk/Spd Push 4 much safer to utilize, as Emmeryn won’t lose HP during combat unless an enemy initiates against her or she initiates against a unit that can nullify Dazzling Staff. Given that Atk/Spd Push 4 deals 5 recoil damage and has an HP condition of ≥ 25%, Emmeryn can use Martyr to heal both allies and herself; however, Recover is a more consistent option, as it isn’t reliant on Emmeryn taking damage.
- Miracle allows Emmeryn to survive a lethal attack with 1 HP remaining if her HP is > 1, making it an excellent Special in desperate situations. While its hefty 5-cooldown may seem strict, Emmeryn will be attacking frequently with an offensive set, allowing her to quickly charge it.
- Alternatives to Atk/Spd Push 4 include Atk/Spd Bond and Atk/Spd Solo; while they swap Atk/Spd Push 4’s ≥ 25% HP condition for conditions based on positioning, they’re still powerful and arguably more budget-friendly options that bolster Emmeryn’s offensive capabilities. If using Atk/Spd Bond in Emmeryn’s A slot, players can also swap Savage Blow for Atk/Spd Bond in Emmeryn’s S slot.
Strengths
Surprisingly high HP
Sitting at an unusually high 43, Emmeryn can usually survive at least one attack, physical or magical.
Solid offenses
Emmeryn’s offenses are some of the strongest for Infantry Healers, sitting at 32 Attack and 34 Speed. Along with having the potential to be a potent offensive force, she can also heal more HP, as healing Assists scale based on the Healer’s Attack.
Respectable Resistance
30 Resistance allows Emmeryn to have a solid 72 magical bulk, which can potentially be enough to survive multiple magical attacks.
Supportive capabilities
As a Healer, Emmeryn can become a great support unit. Emmeryn has a myriad of weapons and healing Assists to select from. In addition to attacking (for damage and/or debuffs) and healing, Emmeryn can take advantage of her high HP and decent Resistance to use skills such as Sudden Panic and Sabotages to further support her allies via Panic and debuffs respectively.
Weaknesses
Low physical bulk
Although Emmeryn has a noteworthy 43 HP, her low 23 Defense leaves her with an unimpressive 65 physical bulk. While she may be able to endure a physical attack, surviving more than 1 is unlikely.
Skill restrictions
While being an Infantry unit allows Emmeryn to use skills such as Bonus Doubler, Emmeryn also lacks access to skills such as Null Follow-Up, Null C-Disrupt, Fury, Life and Death, and Swift Sparrow.
Lack of personal weapon; inability to stand out
Unfortunately, Emmeryn doesn’t have a weapon to call her own. While her solid 32/34 offensive statline allows her to shine a little bit, it’s still not a large gap from competition such as Brady (33/32) and Mercedes (33/30).
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Unlocks at 1 ★
Restricted to units that use a Staff.
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50 | 2 | 10 |
![]() After combat, inflicts Atk-6 on targeted foe through its next action. Unlocks at 3 ★
Restricted to units that use a Staff.
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150 | 2 | 5 |
![]() After combat, if unit attacked, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions. Unlocks at 5 ★
Restricted to units that use a Staff.
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300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
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![]() Restores 5 HP. Learns by default at 1 ★ |
1 | 50 |
![]() Restores 7 HP each to target and this unit. Learns by default at 3 ★ |
1 | 100 |
![]() Restores 7 HP or more the further below 50% the target's HP is. Learns by default at 4 ★ |
1 | 200 |
![]() Restores HP = 50% of Atk -10. (Minimum of 7 HP.) Learns by default at 5 ★ |
1 | 300 |
Special Skills
Special Skills | SP | Turns |
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![]() When healing an ally with a staff, restores an additional 10 HP to target ally. Learns by default at 4 ★ Unlocks at 2 ★
Restricted to units that use a Staff.
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50 | 1 |
![]() If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. Learns by default at 5 ★ Unlocks at 3 ★
Inheritable by all units.
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200 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally.
Inheritable by all units.
Unlocks at 3 ★ |
60 | B |
![]() If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally.
Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
![]() If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally.
Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 1 ★ |
60 | C |
![]() At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
![]() At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
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Banners Featured In
None