- Default
- Attack
- Special
- Injured
Hatari Xane - Desert Mirage |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 20 | 5 | 9 | 3 | 8 |
Middle | 21 | 6 | 10 | 4 | 9 |
High | 22 | 7 | 11 | 5 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 44 | 27 | 33 | 20 | 32 |
Middle | 47 | 30 | 36 | 23 | 35 |
High | 50 | 33 | 39 | 27 | 38 |
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
https://youtu.be/iik25wqIuFo (Support)
Wrathful Grandscratcher+ Alternate: Wrathful Serpentine Staff+ |
A | HP/Spd 2 Alternate: HP +5 |
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Return+ Alternate: Physic+ |
B | Dazzling Staff 3 | |
Windfire Balm+ Alternate: Miracle |
C | Infantry Pulse 3 Alternate: Stall Ploy 3 |
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IVs | +HP | S | Chill Spd 3 Alternate: Quickened Pulse |
Preferred IV: +HP
- A boon in HP is the natural choice for a build that utilizes HP-based support skills.
Weapon: Wrathful Grandscratcher+
- Grandscratcher is uniquely useful in terms of support, as it allows the user to act as a beacon for charging of the Special of the ally with the highest Attack.
Assist: Return+ / None
- Movement-based healing Assists such as Return and Rescue double as both a
Special: Balm+ / Miracle
- The choice of Special is mostly inconsequential but a Balm skill can be used for a quick turn 1 buff assuming you are using an Assist.
Passive A: HP/Spd / HP +5
Passive B: Dazzling Staff
Passive C: Infantry Pulse / Stall Ploy / Flexible
- Double up on charing your entire team’s Specials by using Xane’s large HP pool for infantry pulse.
- Another HP-based skill condition that is big useful in circumventing units or skills that grant additional movement such as Yuri, Legendary Sigurd, or any flying beast foe.
- The C skill can otherwise be replaced as needed to suit the team.
Sacred Seal: Chill Skills / Quickened Pulse
- Generally any support-based skills such as Chills make for good seal slot options.
- Quickened Pulse allows for Balm Skills to be immediately active.
https://youtu.be/dQw4w9WgXcQ (Offensive)
Wrathful Serpentine Staff+ Alternate: Wrathful Palm Staff+ |
A | Atk/Spd Push 4 Alternate: Atk/Spd Solo (3 or 4) |
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Return+ Alternate: Physic+ |
B | Dazzling Staff 3 | |
Earthfire Balm+ Alternate: Miracle |
C | Joint Drive Atk Alternate: Savage Blow 3 |
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IVs | +ATK or +SPD | S | Blade Session 3 Alternate: Savage Blow 3 |
Preferred IV: +ATK or +SPD
- Assets in Attack or Speed add to Xane’s offensive power.
Weapon: Wrathful Palm Staff+ / Wrathful Serpentine Staff+
- Both Palm Staff and Serpantine Staff refine to Wrathful make for solid weapon options for Xane. The former boosts both bulk offensive potential by reducing the in-combat Atk/Spd of the foe while the latter causes damage after combat as well as disables healing to the target and enemies within two spaces.
Assist: Return+ / Physic+
Special: Balm+ / Miracle
- The choice of Special is mostly inconsequential but a Balm skill can be used for a quick turn 1 buff assuming you are using an Assist.
Passive A: Atk/Spd Push / Atk/Spd Catch / Atk/Spd Solo
- Any of the following choices of Attack and Speed boosting A skills given their own conditions make for effective offense boosting options.
Passive B: Dazzling Staff
- The tried and true combination of Wrathful and Dazzling Staff comes down to what you what in the B slot and what you want to refine your weapon with. Since Xane already has Dazzling Staff in his base kit, the choice is clear.
Passive C: Joint Drive / Savage Blow / Flexible
- Joint Drive skills couple as a stat boost for Xane as well as any allies within 2 spaces during combat.
Sacred Seal: Blade Session / Atk/Spd Solo / Savage Blow
- Offensive stat boosting seals such as Blade Session and Atk/Spd solo are great options for further supplementing Xane’s offensive power.
Strengths
High HP
A high HP pool helps in the activation of HP-based skills such as Infantry Pulse and Stall Ploy.
Solid Speed
A base Speed of 36 is actually on the higher end of the infantry staff pool.
Infantry
The benefit of being infantry comes with access to exceptional exclusive skills for both support and combat.
Weaknesses
Poor Defense
With a base value of only 23, Xane doesn’t fare well in the face of heavy physical damage.
Staff Restrictions
A staff wielding unit is limited in their combat potential due to having restricted skills, the need for wrathful staff to deal full damage, and the inability to use offensive Specials.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Assault Learns by default at 1 ★ Unlocks at 1 ★
Restricted to units that use a Staff.
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50 | 2 | 10 |
Serpentine Staff Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target. 【Deep Wounds】 Unit's HP cannot be healed through its next action. Learns by default at 3 ★ Unlocks at 3 ★
Restricted to units that use a Staff.
|
200 | 2 | 8 |
Serpentine Staff+ Foe cannot recover HP during or after combat. After combat, if unit attacked, deals 7 damage to and inflicts【Deep Wounds】on target and foes within 2 spaces of target. 【Deep Wounds】 Unit's HP cannot be healed through its next action. Learns by default at 5 ★ Unlocks at 5 ★
Restricted to units that use a Staff.
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300 | 2 | 12 |
Support Skills
Special Skills
Special Skills | SP | Turns |
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Miracle 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 4 ★
Inheritable by all units.
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200 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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Def/Res Solo 1 If unit is not adjacent to an ally, grants\nDef/Res+2 during combat.
Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
Def/Res Solo 2 If unit is not adjacent to an ally, grants\nDef/Res+4 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
Def/Res Solo 3 If unit is not adjacent to an ally, grants Def/Res+6 during combat.
Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
Dazzling Staff 1 If unit has 100% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
Unlocks at 1 ★ |
60 | B |
Dazzling Staff 2 If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
Unlocks at 2 ★ |
120 | B |
Dazzling Staff 3 The enemy cannot counterattack.
Restricted to units that use a Staff.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
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