- Default
- Attack
- Special
- Injured




Hatari Nailah - Hatari Scorcher |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 8 | 9 | 10 | 5 |
Middle | 18 | 9 | 10 | 11 | 6 |
High | 19 | 10 | 11 | 12 | 7 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 36 | 39 | 32 | 22 |
Middle | 40 | 39 | 43 | 35 | 25 |
High | 43 | 43 | 46 | 38 | 29 |
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 |
---|---|---|---|---|
Skill Sets
Desert Wind (Galeforce)
![]() |
Royal Hatari Fang | A | Flashing Blade (3 or 4) Alternate: Atk/Spd Boosting A Slot |
---|---|---|---|
![]() |
Positional Assist | B | Wings of Mercy 3 |
![]() |
Galeforce | C | Time's Pulse 3 Alternate: Glare |
IVs | +Atk or +Spd / -Res or -Def or -HP | S | Quickened Pulse Alternate: Blade Session 3 |
Weapon: Royal Hatari Fang
Assist: Positional Assist / flexible
Special: Galeforce / flexible
IVs: +Atk or +Spd / -Res or -Def or -HP
Passive A: Flashing Blade 3 or 4 / flexible
Passive B: Wings of Mercy / flexible
Passive C: Time’s Pulse / Glare
Sacred Seal: Quickened Pulse / Blade Session / flexible
- One of Nailah’s strengths is her ability to use Galeforce, Canto, and Wings of Mercy together in the same set. This makes her a great choice for a follow-up unit on a galeforce team that can teleport adjacent to a low-HP ally, KO an opponent, activate galeforce, KO another opponent, and then move with Canto to potentially trap a third opponent. In addition to those effects, Royal Hatari Fang also accelerates Galeforce’s cooldown to 4, and prevents her Special charge from being slowed by enemy skills such as Guard or Sturdy Stance 3. As Nailah is an infantry unit, she can also benefit from skills like Time’s Pulse or Infantry Pulse on a teammate to charge Galeforce at the start of turn 1. If she starts the map with a 2 charge Galeforce, she can hit a single foe one time and guarantee that Galeforce activates as long as Flashing Blade is active.
- This set can also function similarly using a damage-dealing Special instead of Galeforce; Nailah will in that case have fewer actions but deal more damage against a single target. This is highly useful on some teams, and she can still “trap” units using Canto.
- Some skills can be swapped out for others depending on how the player wants to use Nailah; Wings of Mercy may not be necessary or useful in some contexts for example, or the extra mobility from something like Odd Tempest may be desired.
- Ideally, Nailah will start the map by receiving two “Pulses” from any source, whether that be Time’s Pulse or Quickened Pulse in her own kit, or a skill like Infantry Pulse or Ostia’s Pulse II on a teammate. Skills can be replaced in order to maximize her power while also hitting this target.
- The ideal boon is +Spd for Flashing Blade activation, though there is also a solid case for +Atk for extra power. A bane in any defensive stat is fine, with -Res being arguably the best due to the relative rarity of melee units that will retaliate and target Res compared to those that hit Def.
One Wolf Moon (Player Phase Offense)
![]() |
Royal Hatari Fang | A | Sturdy Surge Alternate: Surge Sparrow |
---|---|---|---|
![]() |
Positional Assist | B | Lull Spd/Def 3 Alternate: Hit and Run |
![]() |
Luna Alternate: Moonbow |
C | Glare Alternate: Time's Pulse 3 |
IVs | +Atk or +Spd / -Res or -Def or -HP | S | Blade Session 3 Alternate: Quickened Pulse |
Weapon: Royal Hatari Fang
Assist: Positional Assist / flexible
Special: Luna / Moonbow / flexible
IVs: +Atk or +Spd / -Res or -Def or -HP
Passive A: Sturdy Surge / Surge Sparrow / flexible
Passive B: Lull Spd/Def / Hit and Run / flexible
Passive C: Glare / Time’s Pulse / Odd Tempest / flexible
Sacred Seal: Blade Session / Quickened Pulse / flexible
- This set attempts to capitalize on Nailah’s ability to activate Specials and deal high damage. The choice of Special depends on the skills used. With Moonbow and Time’s Pulse or Quickened Pulse, she can begin the turn with Moonbow already charged, activate it on her first hit, and if she gets counterattacked she will charge it again and activate it on her second hit. This can deal very high damage across two hits. Alternatively, she can stick with Luna if not using any kind of Pulse in order to activate it on the second hit only, but with higher power.
- Sturdy Surge is the superior A slot against slow units that can counterattack Nailah for high damage, as it raises her Def against those foes. Surge Sparrow is better if she needs the extra Spd to follow-up against a fast unit. Other A skills that boost Atk and Spd can also work.
- Lull Spd/Def provides a straightforward -3 to Nailah’s foe’s Spd and Def, as well as neutralizing any visible buffs they have in those stats. This improves her ability to deal damage and follow-up attack. Alternatively, she can opt for Hit and Run in order to retreat backwards 1 tile after combat, allowing her to more effectively escape enemy threat range in combination with the Canto effect of Royal Hatari Fang.
- At time of writing, Blade Session provides the highest potential boost to Atk and Spd from a seal, but other seals like Atk/Spd Solo are also good choices. Quickened Pulse can be used to charge Nailah’s Special by 1 at the start of turn 1, but unlike Time’s Pulse, it only works on turn 1 of the map, not every turn.
Strengths
Royal Hatari Fang
Royal Hatari Fang combines a variety of great effects, including stat boosts and the effects of Null Follow-Up under easy conditions, allowing Nailah to activate Specials more easily, boosting their damage, and allowing her to move after combat with Canto. This can be useful to retreat from enemy range, or box in certain enemies so they cannot attack.
Great Atk and Spd
Nailah’s base 39 Atk and 43 Spd are great and allow her to deal good damage while gaining a follow-up attack against most units.
Infantry Beast
Nailah’s status as an Infantry Beast unit allows her to use some useful skills like Odd Tempest and Time’s Pulse.
Glare
Nailah’s character-unique C skill, Glare, allows her to apply the Gravity status to her foe and any foes within 1 space of that foe after combat, restricting their movement to 1 space through their next action. This allows her to more easily attack a unit and then retreat out of their range with Canto.
Great Def and Decent HP
Nailah’s base 35 Def is high, and her base 40 HP is average, allowing her to take physical hits decently well.
Weaknesses
Mediocre Res
Nailah’s base 25 Res is somewhat low, meaning she takes high damage from magical units such as tomes and dragons, possibly being KO’d in one hit by stronger ones.
Low Range
As an infantry unit wielding a melee weapon, Nailah can only move 2 spaces while not under the effects of March, and can only attack foes adjacent to her. This means she can have a hard time initiating against enemies with high movement and threat range without some help.
Transformation
Beast units must transform at the start of their turn to gain the full effects of their weapon, and Nailah is no exception to this. She will only transform into her beast form if she is only adjacent to other beast or dragon units or no units; if she is adjacent to any units wielding another weapon like a Sword or Tome, she will not transform and will revert if she is transformed.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() 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, grants Atk+2 and deals +10 damage when Special triggers. Learns by default at 1 ★ Unlocks at 1 ★
Beast Infantry Only
|
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, grants Atk+2 and deals +10 damage when Special triggers. Learns by default at 2 ★ Unlocks at 2 ★
Beast Infantry Only
|
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, grants Atk+2 and deals +10 damage when Special triggers. Learns by default at 4 ★ Unlocks at 3 ★
Beast Infantry Only
|
200 | 1 | 9 |
![]() Enables【Canto (Rem. +1)】while transformed. Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. 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, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (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 +1.) Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
|
400 | 1 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() If unit initiates combat, grants Atk+2 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() If unit initiates combat, unit granted Atk/Def+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() If unit initiates combat, unit granted Atk/Def+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
Sturdy Surge If unit initiates combat, grants Atk+7, Def+10 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.)
Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
![]() Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 1 ★ |
60 | B |
![]() Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 2 ★ |
120 | B |
![]() Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | B |
![]() After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Radiant Dawn
|
---|