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Halloween Xane

Analysis by Maskilraid
Halloween Xane - Autumn Trickster

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 47
ATK 30
SPD 34
DEF 25
RES 30

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 20 5 7 5 7
Middle 21 6 8 6 8
High 22 7 9 7 9

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 44 27 31 22 26
Middle 47 30 34 25 30
High 50 33 37 29 33

Skill Sets

Я хамелеон (Aether Raids Offense)

Build by Maskilraid
Recommended
Jokers Wild A Close Foil
Alternate: Atk/Spd Solo (3 or 4)
Positional Assist B Null Follow-Up 3
Alternate: Special Spiral 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Joint Drive Atk
IVs

+HP -SPD

SSpd/Res Solo 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Weapon: Joker’s Wild 

Assist: Positional Assist

Special: NoontimeSol

Passive A: Close Foil / Atk Spd Solo / Close Counter

Passive B: Null Follow-Up / Special Spiral / Lull Atk Spd

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

Sacred Seal: Spd Res Solo / Mirror Stance

  • Xane’s Joker's Wild meant that his visible stats will not contribute to combat. However, it is still used as potential stat checks against the enemy. This meant that his low visible stats can be manipulated to the player’s advantage. By intentionally lowering Xane’s Attack and Speed using flaws, this enables Xane to dodge the full effect of Void Tome, which is a common defensive mythic in Light / Dark Season in Aether Raids.
  • With that in mind, he can go for other Passive B such as Special Spiral or Lull Atk Spd. If a player has intentions of merging Xane, he will exceed 35 SPD due to the flaw correction of merges by the time he got his 2nd merge. Without the flaw in speed, he will exceed the threshold after a single merge. At that point, Xane will have to run Null Follow-Up to avoid incurring the wrath of Bramimond.
  • As Joker’s Wild mandates an ally to remain within 2 spaces of Xane, Xane is likely to be more capable in the enemy phase. Hence, the focus of the build is to be able to take as many hits as possible. For the special, Sol synergizes with Spiral as it enables Xane to repeatedly heal after Xane gets his first Sol activation, while Noontime is the more plug-and-play option that works with most builds. Seal wise, Spd Res Solo further improves Xane’s durability in a predominantly magic-hitting environment in Aether Raids Defense while preventing more doubles from speed checks, while Mirror Stance is the more offensive option.
  • Naturally, Pulse Smoke is mandatory against potential Infantry Pulse users, with Atk Smoke as more of a budget substitute. Joint Drives are also a good proposition as he would need to be within 2 spaces of his allies at almost all times.

У нас высокая статистика (Arena)

Build by Maskilraid
Jokers Wild A Close Foil
Alternate: Atk/Def Solo 4
Rally Spd/Def+ B Null Follow-Up 3
Alternate: Quick Riposte 3
Ruptured Sky
Alternate: Aether
C Joint Drive Atk
Alternate: Inf. Hexblade 3
IVs

+DEF

SAtk/Def Solo 3
Alternate: Sturdy Stance 2

Show Explanation/Analysis

Weapon: Joker’s Wild 

Assist: Rally Up / Rally +

Special: Ruptured Sky / Aether

Passive A: Close Foil

Passive B: Null Follow-Up / Lull ATK/SPD / Quick Riposte

Passive C: Joint Drive ATK / Infantry Hexblade

Sacred Seal: Atk/Def Solo / Sturdy Stance

  • With a base stat total of 166, Xane is capable of reaching an effective BST of 170 after a merge if he goes for his super assets in defense. This opens up his Passive A slot to help him in combat. 
  • Due to the prominence of physically hard hitting Legendaries such as Legendary Chrom, Legendary Alm, and Legendary Edelgard, it is likely for ATK and DEF to be more useful in Arena. Close Foil will grant him the ability to tackle melee foes while giving ATK and DEF. Atk/Def Solo and Sturdy Stance is also chosen for the same reason.
  • Similar to many arena builds, SP costs is part of the consideration for an arena build. Specifically for Xane, as there are no Passive B that costs 300SP, there is no incentive in running a higher SP cost passive such as Joint Drive ATK at least in terms of Arena Scoring. 
  • While Joint Drive ATK is probably his best option in Passive C to maximize his damage output, Infantry Hexblade is an interesting option to provide support to his allies due to most Legendaries having rather lopsided defenses.
  • Due to Armors being prominent in the higher arena tiers, guaranteed follow-ups are pretty common. Hence, Null Follow-Up is likely to be rather useful to tackle such threats.
  • The rest of the skills are not pivotal to how the build works. The only requirement being a skill with the maximum SP cost (500 SP for Specials, 400 SP for assists).

во славу родины (Aether Raids Defense)

Build by Maskilraid
Jokers Wild A AR-D Spd/Def 3
Alternate: Atk/Res Form 3
Positional Assist B Lull Atk/Spd 3
Alternate: Dull Ranged 3
Bonfire
Alternate: Luna
C Infantry Pulse 3
Alternate: Inf. Hexblade 3
IVs

+HP 

SSpd/Def Bond 3

Show Explanation/Analysis

Weapon: Joker’s Wild 

Assist: Positional Assist

Special: Bonfire / Luna

Passive A: AR D SPD DEF / AR D SPD RES / Atk Res Form

Passive B: Lull Atk / Spd / Dull Ranged

Passive C: Infantry Pulse / Time’s Pulse /Infantry Hexblade 

Sacred Seal: Spd Def Bond / Spd Res Bond / Quickened Pulse

  • In Aether Raids Defense, Xane’s weapon will likely be in full effect at the start of the battle as the team is restricted to the top 2 rows of the map. This meant that he is potentially durable and deadly depending on the allies used around him. Xane being a colorless mage also help massively in terms of consistency.
  • However, due to the 2 space restriction, Xane’s weapon can be inconsistent during the defense team’s player phase. Hence, when using Xane in Aether Raids Defense, players will have to consider other means to meet his weapon requirements. This can be done by manipulating the AI using rallies, heals or dances.
  • The predominant role for Xane in this build is to absorb player phase pressure using his borrowed bulk from Joker’s Wild. Speed and Defense is the primary focus of this build due to the prominence of physical units in Aether Raids Offense, however it is largely flexible depending on the targeted match-ups that Xane is facing.

Strengths

Joker’s Wild

Xane’s personal weapon, Joker’s Wild, copies the highest stat of his allies that are within 2 spaces. With the modern tendencies of stat totals heavily favours sacrificing HP for other stats, and melee units tend to have a higher stat total than ranged, Xane can effectively be a giant ball of stats while maintaining the status of being a ranged unit. This can be further augmented by his allies using skills that boost visible stats, which includes weapons such as Yato and Candlewax Bow, and skills such as Fury

Infantry advantages

As an Infantry unit, Xane has access to several great skills, including Special Spiral, Lull Spd/Res, Null Follow-Up, and Null C-Disrupt. 

Colorless Tome

Like staff units, Xane enjoys great neutral coverage against the majority of enemies while hitting for magic damage; the only direct answer to him, Raven tomes, are relatively rare. Unlike staff users, however, colorless tomes are not burdened by extremely restrictive weapon and inheritance limitations. Essentially, Xane trades color-based advantages with unparalleled consistency.

Little commitment required

Partially a consequence of Joker’s Wild, the only stat Xane will carry over is his HP stat. This meant that he performs almost as well as a low merged unit.

Weaknesses

Weapon’s Condition

Joker’s Wild heavily relies on him within 2 spaces of his allies. This could be rather cumbersome when utilized in the player phase, as he will need his ally of choice to meet his weapon condition. Players will also need to watch out for displacement skills, such as Drag Back and Lunge, as those could lead to Joker’s Wild losing his effect.

Susceptibility to Panic and Debuffs

As Joker’s Wild hinges on the visible stats of his allies, any debuffs that happened on allies will also be absorbed by Xane. This includes the penalties of Panic if all the allies within 2 spaces are affected. Furthermore, maximising visible stats also meant being more likely to be the target of Chill skills, and the shrines in Aether Raids. The combination of these factors meant that Xane’s borrowed stats might not be as high as expected.

Merges are almost useless

While the lack of commitment required is a benefit, it also meant that there is not much to gain from merging Xane up. Should a player go for a fully invested Xane on merges, the difference in performance is likely to be marginal.

Weapon Skills

Weapons SP Rng. Mt.
Stone
Learns by default at 1 ★
Unlocks at 1 ★
Colorless Tome Only
50 2 4
Elstone
Learns by default at 3 ★
Unlocks at 2 ★
Colorless Tome Only
100 2 6
Atlas (Weapon)
Learns by default at 4 ★
Unlocks at 3 ★
Colorless Tome Only
200 2 9
Jokers Wild

Grants HP+5.

Unit's Atk/Spd/Def/Res = highest respective stat from among allies within 2 sapces during combat. (Calculates each stat bonus independently at start of combat. If unit's stat is highest, unit's stats will decrease.)
 

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Reposition

Target ally moves to opposite side of unit.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Atk/Res Form 1

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

Inheritable by all units.
Unlocks at 3 ★
60
A
Atk/Res Form 2

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

Inheritable by all units.
Unlocks at 4 ★
120
A
Atk/Res Form 3

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

Inheritable by all units.
Unlocks at 5 ★
240
A
Inf. Hexblade 1

If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

Tome Users Only
Unlocks at 1 ★
60
C
Inf. Hexblade 2

If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

Tome Users Only
Unlocks at 2 ★
120
C
Inf. Hexblade 3

If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.)

Tome Users Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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