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Analysis by Redarrix
Igrene - Nabata Protector

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 42
ATK 37
SPD 37
DEF 26
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 6 8 6 6
Middle 18 7 9 7 7
High 19 8 10 8 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 34 34 23 21
Middle 42 37 37 26 24
High 45 41 40 30 27

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

Assets

  • +ATK: An Attack Asset is very strong on Igrene, being her arguably overall best choice. Not only is it boosted by four points due to being a superasset, but it will aid Igrene greatly in whatever build she chooses.

  • +SPD: Speed is a similarly strong Asset. While not a superasset like Asset, the boost in Speed will help Igrene to secure follow-up attacks and increase her chances of activating Guardian’s Bow.

Neutral

  • HP: Igrene’s default HP of 42 is fairly good for an archer. Given she’ll likely be using Life and Death, Igrene relies more on her HP for surviving attacks if necessary, so keeping this neutral is the general ideal option. It is possible some might find HP to be a good Flaw though if she is being used alongside Infantry Pulse support units.

Flaws

  • -DEF/RES: Igrene’s Defense and Resistance are both below average. On top of this, given she’ll likely be using Life and Death, they will both be pushed down even further. Both make for great choices as a Flaw. Which one is preferable is highly debatable and will be more dependent on what one as a player wants Igrene to be safer from.

Skill Sets

A Hawk For An Eye (AoE Offensive)

Build by
Recommended
Guardian's Bow A Life and Death 4
Draw Back B Special Spiral 3
Blazing Wind C Pulse Smoke 3
Alternate: Time's Pulse 3
IVsSHardy Bearing 3
Alternate: Attack +3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -DEF or -RES or -HP

This build is designed around maximizing the use of AoE Specials: an easy task given that Igrene already comes with practically everything she needs. An Asset in Attack or Speed will both be beneficial, though Attack is the preferable of the two for raw damage output. Either Defense or Resistance work fine as a Flaw. HP can also be a fine Flaw should Igrene be alongside Infantry Pulse support.

Weapon: Guardian’s Bow  

  • Guardian’s Bow is Igrene’s personal weapon and is fantastic for this build. Not only does it increase her in-combat potential so long as she outspeeds her opponent, it also allows her to forego the use of Heavy Blade or Flashing Blade to recharge her Special.

Assist: Draw Back / Player Preference  

Special: Blazing Wind / Blazing Special  

  • Igrene comes with Blazing Wind by default and there is no need to change this out at all.

  • Regardless, one can choose any Blazing Special of their liking. They all will deal the same damage but in different patterns.

Passive A: Life and Death 4 

  • Life and Death 4 is perfect for this set. The additional seven Attack that it grants will not only boost Igrene’s raw damage but also the damage of her AoE Special. The extra Speed is also great for helping Igrene to activate Guardian’s Bow.

Passive B: Special Spiral 

  • Again, Special Spiral is perfect for this set. After any combat where Igrene activates her Special, this skill will grant her two free points of Special Charge. This means she only needs to make one Attack without being blocked by Guard to fully charge her Special again after activation.

Passive C: Pulse Smoke / Time’s Pulse / Player Preference 

  • The C slot, as typically usual, is open to one’s own personal preference and a large variety of skills can be used.

  • Igrene comes with Pulse Smoke by default which helps her to counter teams centered around instant Special activation. It is a great option overall and no need to change it for another skill unless desired.

  • Time’s Pulse, while expensive, can be an effective choice if the necessary support to instantly charge Igrene’s Special is unavailable.

Sacred Seal: Hardy Bearing / Attack +3 / Quickened Pulse 

  • With Igrene not needing to rely on Heavy Blade or Flashing Blade for Special charge, she has the luxury of being able to utilize Hardy Bearing to be able to negate foes using Vantage.

  • Attack +3 may not be a huge offensive boost, but the fact that it’s always active means it will boost the power of Igrene’s Special.

  • Quickened Pulse grants Igrene with a free point on Special charge at the start of the battle. If Igrene can fully charge her Special on turn 1 without this Sacred Seal, then it is obviously unnecessary. If she can’t though, it’d be useful.

Large Sand Dunes (General Offensive)

Build by
Guardian's Bow
Alternate: Firesweep Bow+
A Life and Death 4
Alternate: Swift Sparrow 3
Draw Back B Desperation 3
Alternate: Special Spiral 3
Luna
Alternate: Moonbow
C Pulse Smoke 3
IVsSFlashing Blade 3
Alternate: Brazen Atk/Spd 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -DEF or -RES

For general offensive purposes, an Asset in either Attack or Speed will be ideal. Attack will help with raw damage output while Speed will help with securing follow-up attacks and activating Guardian’s Bow. Either Defense or Resistance will be good for Flaw.

Weapon: Guardian’s Bow / Firesweep Bow+

  • Igrene’s personal weapon, Guardian’s Bow, is a powerful option. It is not only a Slaying Bow for faster Special activation, but also debuffs the opponent so long as Igrene outspeeds them.

  • Firesweep Bow is an always strong alternative option. Blocking the opponent’s counterattack can be very powerful and help to keep Igrene safe during combat.

Assist: Draw Back / Player Preference  

Special: Luna / Moonbow 

  • Luna is an excellent Special choice, especially when combined with Flashing Blade, Heavy Blade, or Special Spiral. With Guardian’s Bow equipped, she can use one of the aforementioned options to instantly charge Luna.

  • Moonbow has a lesser effect than Luna but at the benefit of a shorter cooldown. With Guardian’s Bow, it can be charged in a single attack without Flashing Blade or Heavy Blade. With a Firesweep Bow, all three of the skills mentioned for Luna will be effective for charging it.

Passive A: Life and Death 4  / Swift Sparrow 3 

  • Igrene comes with Life and Death 4 by default and there is no need to change it unless desired. It gives a huge offensive boost, though at the cost of her defensive stats.

  • If one does not want the defensive deficit of Life and Death, Swift Sparrow 3 is a strong choice. It grants one less Attack than Life and Death 4, but does not have the defensive penalty.

Passive B: Desperation / Special Spiral / Lull Spd/Def

  • Desperation allows Igrene to make any follow-up attack immediately after her first when she’s at or below 75% HP. This skill is cheap and a general go-to choice for offensive character, Igrene certainly being no exception.

  • Special Spiral comes by default on Igrene and is also a solid choice. This skill provides two points of Special charge after any round of combat where she activates it. This allows for total uptime on Luna with Guardian’s Bow and Moonbow with Firesweep Bow once either Special is initially charged.

  • With Firesweep Bow equipped, Lull Spd/Def is a strong option. It not only nullifies any Speed and Defense buffs that the opponent has, but also innately debuffs them too. Considering Speed and Defense are any opponent’s two main defensive stats against Igrene, this can result in a strong power boost.

Passive C: Pulse Smoke / Player Preference  

  • Like with the first build, the C slot is open to player preference.

  • Pulse Smoke is Igrene’s default C slot and can be useful against team compositions that rely on instantly charging their Specials.

Sacred Seal: Flashing Blade / Heavy Blade / Brazen Atk/Spd / Darting Blow

  • Heavy Blade and Flashing Blade are both amazing Sacred Seal choices. Both grant Igrene with extra Special charge on her attacks, Heavy Blade granting it when Igrene has more Attack and Flashing Blade granting it when Igrene has more Speed. Given Guardian’s Bow activates on the same requirements, Flashing Blade is the logical choice.

  • Brazen Atk/Spd is a solid Sacred Seal choice, providing a large boost to Attack and Speed when Igrene is below 80% HP.

  • Darting Blow simply grants a six point boost to Speed when Igrene initiates combat. This helps with securing follow-up attacks and activating her weapon.

Introduction

The daughter of Hawkeye and the protector of the Nabata Desert, Igrene makes her glistening debut into Fire Emblem Heroes. After almost 18 months since the first colored bow unit, Igrene joins as the first red bow wielder and one that makes a strong first impression.

Igrene has a lot of strengths going for her. She comes with a powerful personal weapon that can debuff her foe, great offensive stats that lets her put this weapon to use, and comes practically built out of the box for an AoE Special offensive build. She definitely has her weaknesses though: Her below average defenses leave her someone vulnerable to enemy attacks while being a colored archer can be more hindrance than help.

Overall, Igrene remains a powerful offensive option. Her combination of a strong personal weapon, fantastic offensive stats, and stellar base kit makes her a very desirable units both for newcomers and veterans alike. If one has been awaiting the release of the red archer, Igrene will not disappoint.

Strengths

Guardian’s Bow

Guardian’s Bow is Igrene’s personal weapon. When Igrene outspeeds her opponent with this weapon equipped, she will debuff the opponent for five Attack, Speed, and Defense, giving her a substantial combat boost. On top of this, Guardian’s Bow is also a Slaying weapon for lower Special cooldown. With her Speed, Igrene faces little trouble activating this weapon.

Amazing Offensive Spread

Igrene comes with 37 Attack and 37 Speed, the same offensive spread found on the infamous Legendary Alm. In fact, Igrene’s spread is arguably superior to Legendary Alm given she has access to an Attack superasset. While she isn’t as oppressive as Legendary Alm since a large chunk of his power comes from his weapon, Igrene’s Attack and Speed still allow her to be an imposing offensive force in battle.

Excellent Base Kit

It’s not often that units come with literally everything they need for one of their primary sets, but Igrene does so anyway. With Life and Death 4, Special Spiral, and Pulse Smoke at the cost of zero inheritance, Igrene is stacked for skills right out of the box for offensive roles, most notably in utilizing AoE Specials.

Weaknesses

Lackluster Defensive Capabilities

Igrene comes with defensive stats of 42 HP, 26 Defense, and 24 Resistance. While she is not frail by default, what is worth nothing is she will typically be using Life and Death 4 which will lower her defenses even further. One should try to take caution as too much punishment will result in Igrene becoming significantly damaged quickly.

Colored Bow Unit

Being a red bow unit can be seen as more of a problem than a bonus. While she will be more effective against green opponents than other archers, she will suffer against blue opponents. Being unaffected by the weapon triangle is one of the typical strengths of an archer, which is something Igrene does not have and in turn can arguably make her easier to counter.

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Guardian's Bow

Accelerates Special trigger (cooldown count-1). Effective against flying foes.

If unit's Spd > foe's Spd, inflicts Atk/Spd/Def-5 on foe 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
Rising Wind

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Wind

Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Life and Death 1

Grants Atk/Spd+3. Inflicts Def/Res-3.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Life and Death 2

Grants Atk/Spd+4. Inflicts Def/Res-4.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
100
A
Life and Death 3

Grants Atk/Spd+5. Inflicts Def/Res-5.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Life and Death 4

Grants Atk/Spd+7. Inflicts Def/Res-5.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Special Spiral 1

If unit initiates combat and unit's Special triggers before or during combat, grants Special cooldown count-1 after combat.

Excludes Flying and Cavalry Units
Unlocks at 3 ★
60
B
Special Spiral 2

If Special triggers before or during combat, grants Special cooldown count-1 after combat.

Excludes Flying and Cavalry Units
Unlocks at 4 ★
120
B
Special Spiral 3

If Special triggers before or during combat, grants Special cooldown count-2 after combat.

Excludes Flying, Cavalry, and Staff Units
Unlocks at 5 ★
240
B
Pulse Smoke 1

If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
60
C
Pulse Smoke 2

If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
C
Pulse Smoke 3

Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effects on Special cooldown counts already at maximum.)

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Binding Blade

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