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Analysis by ZeShado
Hatari Deen - Bladed Sandstorm

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 43
ATK 36
SPD 39
DEF 27
RES 23

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 18 7 8 4 5
Middle 19 8 9 5 6
High 20 9 10 6 7

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 40 33 36 23 20
Middle 43 36 39 27 23
High 46 39 43 30 26

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

No Follow-Up For You! (Player Phase)

Build by ZeShado
Recommended
Courtly Fan+ (+Spd)
Alternate: Vicious Dagger+ (+Spd)
A Atk/Spd Boosting A Slot
Positional Assist B Windsweep 3
Alternate: Watersweep 3
Moonbow
Alternate: Glimmer
C Joint Drive Spd
Alternate: Joint Drive Atk
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Courtly Fan+ (+Spd) / Vicious Dagger+ (+Spd)

Assist: Positional Assist

Special: Moonbow / Glimmer / Ruptured Sky

A Passive: Atk/Spd Boosting A Slot

B Passive: Windsweep / Watersweep

C Passive: Joint Drive Spd / Joint Drive Atk / Atk/Spd Menace / Spd Smoke

Sacred Seal: Atk/Spd Solo / Blade Session / Heavy Blade

  • Because Hatari Deen has a really good Spd stat, he can take advantage of Windsweep/Watersweep with Courtly Fan+ and Vicious Dagger+. The half Null Follow-Up that is built into those weapons allows Hatari Deen to bypass the follow-up denial that comes from Windsweep and Watersweep. As such, we’ll be taking advantage of that as much as possible for this set.
     
  • Any two-cooldown Special will work well for Hatari Deen as he won’t be taking retaliations from most foes, provided that he can meet the Spd check and if the foe doesn’t have Null C-Disrupt. He can also run Heavy Blade in the Sacred Seal slot to potentially trigger said Specials.
     
  • Any A Passive that increases Hatari Deen’s overall Atk and Spd are going to be necessary for him to perform to the best of his abilities. Spd is going to be important for making Windsweep/Watersweep checks while Atk is important for securing 2HKOs or even OHKOs if possible.
     
  • If the earlier bits of the explanation hasn’t been insightful enough, Windsweep and Watersweep are going to be his best options for his B Passive as they’ll be able to prevent counterattacks from most foes, and since the recommended weapon has innate half Null Follow-Up, he can bypass the follow-up denial and double anyway.
     
  • Any C Passive that increases Hatari Deen’s Atk and/or Spd is going to be important for his overall performance. Joint Drives are rather standard but can be an issue if he overextends his range. Atk/Spd Menace is a good option as well since it’ll make Spd checks and defeating foes much easier. Of course, for budget purposes, he can run Spd Smoke instead to secure doubles.
     
  • For similar reasons to his A and C Passives, Hatari Deen will want Sacred Seals that increase his Atk and Spd. Atk/Spd Solo and Blade Session are good options since they increase his Atk and Spd by great amounts. He could also run Heavy Blade if you want Hatari Deen to trigger two-cooldown Specials in every combat.

For the Overinvesters (Lethality Moment)

Build by ZeShado
Barb Shuriken+ (+Spd) A Atk/Spd Boosting A Slot
Positional Assist B A/S Far Trace 3
Alternate: Lull Atk/Spd 3
Lethality C Joint Drive Atk
Alternate: Atk/Spd Menace
IVs

+ATK / -RES

SHeavy Blade 3

Show Explanation/Analysis

Weapon: Barb Shuriken+ (+Spd)

Assist: Positional Assist

Special: Lethality

A Passive: Atk/Spd Boosting A Slot

B Passive: A/S Far Trace / Lull Atk/Spd / Lull Atk/Def

C Passive: Joint Drive Atk / Atk/Spd Menace / Atk Smoke

Sacred Seal: Heavy Blade

  • For those who want to run Lethality on Hatari Deen, this is the set for you. Given that he is a cavalry unit, he’s going to have a harder time consistently triggering it as he lacks access to skills such as Time’s Pulse and Special Spiral. Even so, there are ways around it, which is what I want to highlight here. Most of the set is going to have similar recommended skills, but what differs this set from the rest is the weapon choice. Barb Shuriken+ is going to be necessary for consistent Lethality triggers as it is a four-cooldown Special, so decreasing it by any means possible is going to be important. This, combined with skills that decrease the foes’ Atk and increase Hatari Deen’s Atk alongside the Heavy Blade Sacred Seal will allow him to then charge up Lethality much more quickly.
     
  • Any A Passive that increases Hatari Deen’s Atk and Spd are going to be good options for Hatari Deen as those are his most important stats. The additional Atk will help secure more kills and the additional Spd will help him double more often, thus leading to more Lethality triggers.
     
  • B Passives that decrease the foes’ Atk stat is going to be important for securing Heavy Blade checks, and since he is a cavalry unit, he has a bit of flexibility. Hatari Deen can run A/S Far Trace, so he can act as a Hit and Run bot or he can run a Lull skill to completely negate visible buffs on the foe whether that’s Lull Atk/Spd or Lull Atk/Def.
     
  • Since Hatari Deen will be running Heavy Blade, he’ll want to prioritize his Atk stat more than his Spd stat, especially since his Spd stat is already really good. Joint Drive Atk is a consistent way of granting additional Atk while Atk/Spd Menace is able to help secure Heavy Blade checks much more consistently. However, both are extremely expensive, so if he needs a budget skill instead, Atk Smoke is an option, albeit not the best option.
     
  • Heavy Blade will be necessary for Lethality triggers as his class type limits his ability to run skills that accelerate his cooldown much more quickly and consistently. It might be a bit difficult to run it as he’ll only have a 12 MT weapon with a base Atk stat of 36 but it is more than possible with the right investment.

Chip Damage+ (Support?)

Build by ZeShado
Bone Carver+ (+Spd) A Atk/Spd Boosting A Slot
Positional Assist B Windsweep 3
Alternate: Watersweep 3
Moonbow
Alternate: Glimmer
C Savage Blow 3
IVs

+SPD / -RES

SSavage Blow 3

Show Explanation/Analysis

Weapon: Bone Carver+ (+Spd)

Assist: Positional Assist

Special: Moonbow / Glimmer / Ruptured Sky

A Passive: Atk/Spd Boosting A Slot

B Passive: Windsweep / Watersweep

C Passive: Savage Blow

Sacred Seal: Savage Blow

  • The idea for this set is to act as a chip damage bot, which is similar to Jaffar’s niche with Deathly Dagger. It’s nothing new since Jaffar has had the ability to run it for so long, but given that Bone Carver+ is essentially an inheritable variant of Deathly Dagger, it might as well be recommended. It’s not the best set by any means, but it’s definitely at least worth a mention.
     
  • Any A Passive that increases Hatari Deen’s Atk and Spd stats are going to be beneficial to his overall performance. The only skills that shouldn’t be used for this set are skills with recoil damage, whether that’s a Push skill or Fury, as Bone Carver+ has an HP condition.
     
  • Since the idea is to inflict as much chip damage as possible, Hatari Deen will want the ability to survive combat. As such, his best option would be to run skills that can prevent counterattacks, even if it negatively affects his killing prowess. So, he’ll want to either run Windsweep or Watersweep.
     
  • Savage Blow is the only skill that can be recommended for his C Passive and Sacred Seal since it allows him to stack chip damage. With Bone Carver+ and Savage Blow equipped as his C Passive and Sacred Seal, he’ll be able to inflict 21 points of chip damage per combat.

Strengths

Strong Offenses

    Hatari Deen having 36/39 base Atk/Spd respectively is rather nice, especially for a freebie, as he’ll be able to run a variety of weapons with minimal issue. Moreover, Hatari Deen can boost his Spd by an additional four points with his Spd superboon.

Ranged Cavalry Benefits

    Hatari Deen being a ranged cavalry unit means he effectively has five range thanks to his class type granting three movement and his weapon type being two range. Moreover, because of his massive range, he can run Trace skills fairly well and act as a Hit and Run unit.

Weapon Variety

    Hatari Deen isn’t locked to one type of set as his statline and his weapon type allows him to run a variety of daggers effectively, whether that’s Vicious Dagger+ for Windsweep/Watersweep shenanigans, Pumpkin-a-Box+ for Fury stacking and Wings of Mercy beacon setups, or even Broadleaf Fan+ for Vantage strategies.

Weaknesses

Low Resistance

    Hatari Deen having a base Res stat of 23 leaves him rather prone to OHKOs from modern Mages and Dragons. His HP stat is relatively high for a cavalry unit, so it is entirely possible to take one retaliation, but it’s not consistent, so don’t bank on that every time

Merlinus Exists

    Why bother with Hatari Deen when you can build Merlinus? I think we can all agree on who’s the better investment :)

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 2 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Bone Carver

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after combat. Effect:【Dagger 5】  【Dagger 5】 After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 8
Bone Carver+

At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+5 to unit during combat, and also, if unit attacked, deals 7 damage to target and foes within 2 spaces of target after combat. Effect:【Dagger 7】  【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Dagger users only.
300 2 12
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Swap

Unit and target ally swap spaces.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Spd/Def Snag 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -2 on nearest foes within 4 spaces of both unit and target through their next actions.

Cavalry & Flying Only
Unlocks at 1 ★
60
B
Spd/Def Snag 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -4 on nearest foes within 4 spaces of both unit and target through their next actions.

Cavalry & Flying Only
Unlocks at 2 ★
120
B
Spd/Def Snag 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets units, inflicts Spd/Def -6 on nearest foes within 4 spaces of both unit and target through their next actions.

Cavalry & Flying Only
Unlocks at 4 ★
240
B
Odd Spd Wave 1

At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 3 ★
60
C
Odd Spd Wave 2

At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 4 ★
120
C
Odd Spd Wave 3

At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Echoes

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