GamePress
Analysis by StanTheWoz
Hapi - Drawn-Out Sigh

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 40
ATK 42
SPD 26
DEF 16
RES 39

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 11 3 2 8
Middle 18 12 4 3 9
High 19 13 5 4 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 22 12 36
Middle 40 42 26 16 39
High 43 46 29 19 43

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

It’s Not The Sighs, It’s How You Use It (Player Phase Offense)

Build by StanTheWoz
Recommended
Demonic Tome A Atk/Res Catch 4
Positional Assist B A/R Far Trace 3
Alternate: Lull Atk/Res 3
Moonbow
Alternate: Ruptured Sky
C Joint Drive Atk
IVs

+Atk / -Def or -HP

SAtk/Res Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Demonic Tome

Assist: Positional Assist / flexible

Special: Moonbow / Ruptured Sky

IVs: +Atk / -Def or -HP

Passive A: Atk/Res Catch / flexible

Passive B: A/R Far Trace / Lull Atk/Res 

Passive C: Joint Drive Atk / flexible

Sacred Seal: Atk/Res Solo / Blade Session / flexible

  • Demonic Tome allows Hapi to deal high damage with a pre-charged Special. It reduces the cooldown of any Special she has equipped by 1, and charges it by another 1 if the cooldown is at max at the start of her turn, allowing her to immediately charge a 2-cooldown Special like Ruptured Sky or Moonbow every turn and making those great choices. 
  • The ideal boon is +Atk; Hapi’s ability to deal damage is more important than any of her other stats. -Def or -HP are good choices of bane; -Def is arguably better as Hapi’s Def is already terrible and she will die in one hit to many physical attacks regardless of the bane. 
  • The most important thing to consider for Hapi’s A skill is Atk boost; her native Atk/Res Catch is a great option as it provides +7 Atk and Res if her foe’s HP is 100%, or if they have any penalty, including status effects like Panic, and +9 if both conditions apply. It may also be worthwhile for Hapi to boost her Spd instead of her Res in order to better pierce Spd-based damage reduction such as from Spurn; Atk/Spd Catch is arguably best in slot with a potential +9 to both stats. 
  • Hapi has multiple good choices of B skill. A/R Far Trace debuffs her foe’s Atk and Res by 3 while also allowing her to move after combat if she did not move a full 3 tiles before combat. Lull Atk/Res is a similar option that forgoes the Canto effect in favor of neutralizing her foe’s bonuses to Atk and Res during combat, increasing her effective damage and decreasing damage taken. Lull Spd/Res could also be used to improve Hapi’s effective Spd and avoid reducing her foe’s Atk, which will slightly reduce the damage of Ruptured Sky under some circumstances, but generally not by more than 1 point. However, this is generally not significant and the Res debuff is what’s most important in any case. Windsweep is another option that can deny counterattacks from foes Hapi has greater Spd than, but this is generally not reliable unless her Spd is increased through an A skill or seal, or both. 
  • The C skill is flexible, with Joint Drive Atk being a reliable option that increases Hapi’s Atk by 4 if an ally is within 2 spaces, as well as increasing the Atk by 4 of any allies within 2 spaces of her. This is one useful option, but many skills can work. 
  • The seal is best used to further increase Hapi’s Atk and potentially Res. Atk/Res Solo is a great option if she will generally not be adjacent to an ally while in combat. Blade Session provides a larger maximum boost to Atk (as well as Spd), up to +9 if two allies are on the map and have ended their turns before Hapi. 

Blue Legendary Lilina (Aether Raids Defense)

Build by StanTheWoz
Demonic Tome A Atk/Res Catch 4
Alternate: AR-D Atk/Spd (3 or 4)
B Lull Atk/Res 3
Alternate: Windsweep 3
Ruptured Sky
Alternate: Iceberg
C Fatal Smoke 3
Alternate: Joint Drive Atk
IVs

+Atk / -Def or -HP

SBlade Session 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Demonic Tome

Assist: No assist / flexible

Special: Moonbow / Ruptured Sky / Iceberg

IVs: +Atk / -Def or -HP

Passive A: Atk/Res Catch / AR-D Atk/Spd / flexible

Passive B: Lull Atk/Res / Windsweep

Passive C: Fatal Smoke / flexible

Sacred Seal: Blade Session / Quickened Pulse / flexible

  • As a ranged cavalry with two kinds of effective damage (beast and dragon) and a tome that allows her to pre-charge a Special, Hapi is a solid choice for an Aether Raids defense team that can deal high damage to many common annoying offense units like Fallen Edelgard. She can immediately charge a 2-cooldown Special like Moonbow or Ruptured Sky with the effects of Demonic Tome, or opt for Quickened Pulse seal in order to charge Iceberg, which adds extra damage equal to 50% of Hapi’s fantastic Res, generally more than other Specials. 
  • The ideal boon is generally +Atk to improve Hapi’s damage. -Def is the best bane in most circumstances, since Hapi’s Def is almost unsalvageable, while -HP is also fine. 
  • Hapi’s native Atk/Res Catch is a great choice of A skill that provides a hefty amount of Atk and Res under fairly easy conditions, which is especially useful if she’s using Iceberg. AR-D Atk/Res provides a slightly larger boost so long as at least 4 non-Fortress Defense Structures are intact. Alternatively, she can opt for an A slot that boosts Atk and Spd in order to better use Windsweep to deny counterattacks from slow units, and potentially reduce the amount of damage reduction from foe skills like Spurn, though depending on the context and the unit in question they may still be 10 Spd faster than Hapi and receive the full damage reduction. 
  • Lull Atk/Res is a great B slot that reduces Hapi’s foe’s Atk and Res by 3 while also nullifying any buffs the foe has in those stats, which could be an extra 6 or 7 points. Windsweep can be used in combination with Spd-boosting A and S skills in order to deny counterattacks from slow physical units like Brave Hector or Fallen Edelgard
  • The C skill is flexible, and there are many potentially useful options. Fatal Smoke makes Hapi’s foe unable to heal during combat, and if she survives, applies a penalty after combat that prevents them from healing until the end of their next action. This is a highly useful effect against units that rely on healing, which many Aether Raids carries do. Options like Joint Drive Atk, Panic Smoke, Distant Guard, or others may be great depending on the team context. 
  • Blade Session is an amazing seal that buffs the user’s Atk and Spd by 3, 6, or 9 depending on whether 0, 1, or 2 allies are alive and have ended their turn. On an Aether Raids defense team with a slot-boosting mythic such as Nott, the unit in the 7th slot ends their turn immediately if all units on the team are active, guaranteeing a boost of at least 6 under those conditions. Quickened Pulse is also a great option in combination with Iceberg, as mentioned previously. Depending on the needs of the team, another Atk-boosting seal like Atk/Def Form or Life and Death could be used. 

Strengths

Demonic Tome

Demonic Tome is a great weapon, combining the Slaying effect (-1 Special cooldown), Effective damage against Dragons and Beasts, a Time’s Pulse effect, and an extra 6 Atk and Res when Hapi’s HP is at least 25%. With it, she can charge a 2 cooldown Special at the start of each of her turns, or charge a 3 cooldown Special on turn 1 if using the Quickened Pulse seal, and do high damage with a Special like Ruptured Sky or Iceberg, especially against Dragon and Beast units. 

Ranged Cavalry

Hapi’s status as a tome-wielding cavalry unit means she can move up to 3 tiles under normal circumstances and attack units 2 tiles away, allowing her to be quite mobile and threaten a wide area of the map. It also gives her access to some good skills like A/R Far Trace and Lull Atk/Res

Great Atk and Res

Hapi’s base Atk is amazing at 42 and her Res is also fantastic at 39. This allows her to do high damage to many units and resist magical attacks well, as well as boosting the damage of Res-scaling Specials like Iceberg. 

Weaknesses

Mediocre Spd

Hapi’s base 26 Spd is nothing to write home about, and she has no good way of gaining a guaranteed follow-up attack. Not only can she not double many units, but units with Spd-based damage reduction from skills like Close Call will often reduce the damage of her attacks by the full 40%. 

Terrible Def and Mediocre HP

Hapi’s base 40 HP is average, and her base 16 Def is awful, meaning that many units can KO her with a single physical attack, sometimes even at triangle disadvantage. 

Competition

While Hapi is great at dealing high damage with Specials and KOing beasts and dragons, there are other great blue tome cavalry that have strengths she does not, such as Selena with Tome of Storms and Reinhardt with Dire Thunder

Weapon Skills

Weapons SP Rng. Mt.
Thunder
Learns by default at 1 ★
Unlocks at 1 ★
Blue Tome Users Only
50 2 4
Elthunder
Learns by default at 2 ★
Unlocks at 2 ★
Blue Tome Users Only
100 2 6
Thoron
Learns by default at 4 ★
Unlocks at 3 ★
Blue Tome Users Only
200 2 9
Demonic Tome

Effective against dragon and beast foes. Accelerates Special trigger (cooldown count-1). At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. At start of combat, if unit's HP ≥ 25%, grants Atk/Res+6 to unit during combat.

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

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

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

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Res Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+3 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 2 ★
60
A
Atk/Res Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+4 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 3 ★
120
A
Atk/Res Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+5 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 4 ★
240
A
Atk/Res Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Res+2 to unit during combat. 

【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).

Cavalry & Flying Only
Unlocks at 5 ★
300
A
A/R Far Trace 1

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-1 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 1 ★
60
B
A/R Far Trace 2

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-2 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 2 ★
120
B
A/R Far Trace 3

Enables【Canto (Rem.)】. 

Inflicts Atk/Res-3 on foe during combat. 

【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)

Cavalry & Flying Only
Unlocks at 4 ★
240
B

Other Info

Origin
Fire Emblem: Three Houses

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