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Khadein Linde

Analysis by Chibi_Chu
Khadein Linde - Bound by Fate

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
169
HP 37
ATK 44
SPD 45
DEF 16
RES 27

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 14 13 11 2 2
Middle 15 14 12 3 3
High 16 15 13 4 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 41 41 12 24
Middle 37 44 45 16 27
High 40 48 48 19 30

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

Battling for Bloodstained Bloodlines (Aether Raids Defense - Dark Season)

Build by Chibi_Chu
Recommended
Celestial Globe A Remote Sparrow
Alternate: Atk/Spd Boosting A Slot
Assistless
Alternate: Positional Assist
B Lull Spd/Res 3
Alternate: Sweep Skills
Moonbow
Alternate: Luna
C Def/Res Smoke 3
Alternate: Joint Drive Atk
IVs

+Atk and/or +Spd / -Def

SBlade Session 3
Alternate: Atk/Def Catch 3

Show Explanation/Analysis

Weapon: Celestial Globe 

Assist: Assistless / Positional Assist / Rally Assist

Special: Moonbow / Luna

Passive A: Remote Sparrow / Atk/Spd Boosting A Slot 

Passive B: Lull Spd/Res / Sweep Skills / Seal Res 4

Passive C: Def/Res Smoke 3 / Joint Drive Atk / Hone Cavalry / Flexible

Sacred Seal: Blade Session / Atk/Def Catch / Spd/Def Catch

  • The combination of Celestial Globe’s fantastic supportive effects (Spd-based Null Follow-Up and immunity to terrain hindrances to both themselves and allies within two spaces) and combative effects (-1 Special cooldown, +5 to all stats, true damage = 20% of their Spd, halving non-Special, percentage-based damage reduction) makes Linde and Sara a stellar unit to have for Aether Raids Defense. Note that they can only be used in Dark Season because in Anima, they can be shut down by Elimine, an Astra Mythic that can prevent start-of-turn effects (such as the Null Follow-Up and terrain hindrance immunity from Celestial Globe) from activating. Also note that they can enable the Duo’s Hindrance structure, which prevents opposing Duo and Harmonic units from using their skills.
  • The AI generally prioritizes moving units without Assists before units with Assists, making Assistless a great option if players wish for Linde and Sara to move early into the turn and/or receive refreshes from allies. Otherwise, Rally Assists can enable Rally traps that extend their range beyond what it was at the start of the turn and give them refreshes, but this can be inconsistent because Mila, a Light Mythic, inflicts Isolation, a status that prevents units from using or receiving Assists.
  • In Dark Season, Defense Keeps most commonly use ranged nukes in conjunction with Bridal Catria or Winter Cordelia (who grant position-conditional Brave / double attack effects) to overwhelm Enemy Phase strategies. For these teams in which Linde and Sara aim to simply 2HKO before the enemy can counterattack, 2-cooldown Specials are preferred, as they can activate them on their second attack assuming no Special-slowing effect is active. For other teams, however, 3-cooldown Specials like their native Luna can be used, as they can activate them on their follow-up attack assuming no Special-slowing effect is active.
  • Linde and Sara’s native Remote Sparrow is excellent, providing +7 Atk/Spd and 30% damage reduction on initiation. Should they fail to 2HKO in Brave effect teams or fail to OHKO in other teams, they can typically survive a counterattack as long as the enemy does not activate a damage-augmenting Special. For Brave effect teams, A slots that provide more Atk/Spd than Remote Sparrow can enable more 2HKOs.
  • In addition to inflicting -3 Spd/Res on the enemy during combat, Lull Spd/Res also neutralizes their visible Spd/Res buffs, increasing Linde and Sara’s damage and follow-up potential (the latter of which being beneficial in case they fail to 2HKO). Strong alternatives include Windsweep and Watersweep, which prevent counterattacks from physical and magical enemies respectively, and Seal Res 4, which can inflict significant Res debuffs during combat and/or a Special-slowing effect.
    • If a Sweep skill is used, Remote Sparrow’s damage reduction loses its value against enemies that match the respective Sweep skill’s weapon condition.
  • Def/Res Smoke 3 inflict -6 Def/Res on enemies within two spaces of the target after combat in addition to granting Linde and Sara the Pathfinder effect, which allows allies to move through the space they are currently on without expending movement. While this can be helpful for catching opposing Raiding Parties off-guard, Joint Drive Atk and Hone Cavalry’s more straightforward offense increases can be preferred, the latter of which can be especially helpful for Cavalry line teams that attempt to overwhelm opposing Raiding Parties with high range coverage.
  • Blade Session grants +3 Atk/Spd, then an additional +3 Atk/Spd for each ally that has already moved, capping at +9 Atk/Spd total. While this maximizes their offenses and is most beneficial for Brave effect teams, Atk/Def Catch and Spd/Def Catch can help patch Linde and Sara’s poor physical bulk while providing them Atk and Spd respectively should they fail to 2HKO (or they are used on non-Brave effect teams).

Bound by Fate, Unbound to their Fate (General Offense)

Build by Chibi_Chu
Recommended
Celestial Globe A Remote Sparrow
Alternate: Atk/Spd Boosting A Slot
Positional Assist B S/R Far Trace 3
Alternate: Sweep Skills
Luna
Alternate: Moonbow
C Def/Res Smoke 3
Alternate: Atk/Spd Menace
IVs

+Atk and/or +Spd / -Def

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Celestial Globe 

Assist: Positional Assist 

Special: Luna / Moonbow

Passive A: Remote Sparrow / Atk/Spd Boosting A Slot

Passive B: S/R Far Trace / Sweep Skills / Desperation / Lull Spd/Res

Passive C: Def/Res Smoke 3 / Atk/Spd Menace / Spd/Res Menace / Flexible 

Sacred Seal: Atk/Spd Solo / Blade Session 

  • Celestial Globe’s goodie bag of effects (from -1 Special cooldown to terrain hindrance immunity to Null Follow-Up to +5 to all stats to true damage = 20% of Spd to halving non-Special, percentage-based damage reduction) establishes Linde and Sara as a highly consistent and potent offensive force. Their Harmonic Skill further establishes this, as it grants them Spd-based damage reduction, +4 Atk/Spd during combat, and +1 Special charge per attack for one turn. This set focuses on maximizing their damage.
  • Assuming no Special-slowing effects are active, 3-cooldown Specials provide significant damage increases and can be activated on Linde and Sara’s follow-up attack without any strings attached if the enemy counterattacks or with their Harmonic Skill if the enemy can counterattack. On the other hand, 2-cooldown Specials provide more minor damage increases, but can be activated on Linde and Sara’s follow-up attack regardless of if the enemy counterattacks or not.
    • This is significant because Sweep skills and Desperation, two of Linde and Sara’s best B slot choices, circumvent counterattacks either through preventing them altogether (physical enemies for Windsweep vs. magical enemies for Watersweep) or allowing Linde and Sara to perform their follow-up attack before the enemy can counterattack if they are at ≤ 75% HP.
    • If not using a counterattack-circumventing B slot, their native S/R Far Trace or Lull Spd/Res can be used. The former trades the latter’s visible Spd/Res buff neutralization for being able to use Linde and Sara’s remaining movement after their first action of Player Phase, which is typically preferred for general usage due to the flexibility and mobility it grants.
  • Linde and Sara’s native Remote Sparrow is highly beneficial if not using A sweep skill, as it increases their survivability for S/R Far Trace or Lull Spd/Res and allows them to more consistently drop to ≤ 75% HP for Desperation. If using a Sweep skill, Atk/Spd Boosting A slots that provide more Atk/Spd than Remote Sparrow can substitute.
  • Granting +6 Atk to Linde and Sara after combat and inflicting -7 Def/Res on enemies within two spaces of the target, their native Def/Res Smoke 3 is excellent for damage. However, its Pathfinder effect that allows allies to move through their space has limited application without S/R Far Trace, and in combination with the fact that Def/Res Smoke 3 does not help Linde and Sara at all in their first combat of the Player Phase, it can be replaced with Atk/Spd Menace or Spd/Res Menace. If at least one enemy is within four spaces, Menace skills inflict -6 of their respective stats on the nearest enemies within four spaces and grant +6 of their respective stats on Linde and Sara.
  • Atk/Spd Solo and Blade Session are the premier offense-increasing Sacred Seals, with the former granting +6 Atk/Spd if Linde and Sara are not adjacent to any allies and the latter granting +3, +6, or +9 Atk/Spd if zero allies, one ally, or two allies respectively have already moved. Whichever is chosen is generally up to player preference/availability.

Using Power for Peace (Aether Raids Offense Support)

Build by Chibi_Chu
Recommended
Celestial Globe A Remote Sparrow
Alternate: Life and Death (3 or 4)
Rally Atk/Spd+ B Atk/Spd Ruse 3
Luna C Def Tactic 3
Alternate: Def Opening 3
IVs

Flexible

SRes Tactic 3
Alternate: Res Opening 3

Show Explanation/Analysis

Weapon: Celestial Globe 

Assist: Dual Rally+ Skills

Special: Luna

Passive A: Remote Sparrow / Life and Death (3 or 4)

Passive B: Ruse Skills

Passive C: Tactic Skills / Opening Skills

Sacred Seal: Tactic Skills / Opening Skills

  • Because Celestial Globe grants【Null Follow-Up】, an effect that neutralizes the enemy’s guaranteed follow-ups and follow-up prevention, Linde and Sara can be used as a support unit for Aether Raids Offense.
  • Ideally, Linde and Sara should buff allies for +6 to all their stats with the combination of a Dual Rally skill, a Tactic or Opening C slot, and a Tactic or Opening Sacred Seal.
    • Tactics grant +6 to one stat to allies within two spaces if the number of allies of a movement type is ≤ 2. For example, if a team had two Infantry units, one Armored unit, and three Cavalry units, then only the Infantry and Armored units within two spaces would receive +6 Atk from Atk Tactic.
    • Openings simply grant +6 to a stat to the ally with the highest visible value in that stat. For example, if Linde and Sara’s allies have 67, 63, and 60 Atk, then the ally with 67 Atk would receive +6 Atk from Atk Opening.
  • Because a Dual Rally is being used, Ruse B slots can be significant for allies’ survival, as they inflict -5 Atk/Spd and a Special-slowing effect on enemies within cardinal directions of both Linde/Sara and the unit they rally.
  • Remote Sparrow can be used to preserve Linde and Sara’s excellent offensive presence while maintaining some level of bulk, but Life and Death can be used instead to maximize their visible Atk/Spd. This allows them to more consistently “soak” visible Atk and Spd debuffs that check for the enemy with the highest value or sum of values in a particular stat or particular stats; examples include Chill Atk, Chill Spd, Chill Atk/Spd, and the Bright Shrine structure.
    • For the purposes of this, +Atk and/or +Spd IVs would be ideal.

Strengths

Stellar Offenses

Sporting a fantastic 44 Atk and an even better 45 Spd, Linde and Sara have little trouble dealing excellent damage and consistently performing follow-up attacks.

Celestial Globe

Linde and Sara’s personal weapon provides the following effects:

  • -1 Special cooldown,
  • If they are within two spaces of an ally, unhindered movement (aside from impassable terrain) and【Null Follow-Up】to both themselves and allies within two spaces—note that the【Null Follow-Up】effect requires the unit to have more Spd than the enemy,
  • If they initiate combat or are within two spaces of an ally:
    • +5 to all stats during combat,
    • True damage = 20% of their Spd, and
    • Halving enemies’ non-Special, percentage-based damage reduction.

Granting phenomenal combative and supportive effects, Celestial Globe makes Linde and Sara a valuable unit capable of batterying both themselves and allies to become incredibly consistent combative forces.

Harmonic Hero

With Linde and Sara’s status as a Harmonic Hero comes their Harmonic Skill, which grants the following to both themselves and allies from Shadow Dragon, Mystery of the Emblem, New Mystery of the Emblem, and Thracia 776:

  • 【Resonance: Blades】, which grants +4 Atk/Spd during combat,
  • 【Dodge】, which grants 4% damage reduction for every point of Spd a unit has over the enemy (up to 40%), and
  • Special cooldown charge +1 per attack.

Significantly increasing Special activation consistency, survivability, and damage output, Linde and Sara boast one of the strongest Harmonic Skills in the game.

Harmonic Skill aside, being a Harmonic Hero comes with other benefits as well, namely enabling the Duo’s Hindrance structure—which prevents opposing Duo and Harmonic units from using their skills—in Aether Raids Defense and allowing players to score higher in Resonant Battles.

Cavalry Advantages

Three movement (unhindered by Celestial Globe as aforementioned) and access to skills such as Atk/Spd Catch 4, their native Remote Sparrow, Lull Spd/Res, and their native S/R Far Trace cement Linde and Sara’s role as a high-ranged combative threat and supportive ally.

Weaknesses

Low Physical Bulk

Even with the 30% damage reduction from their native Remote Sparrow, Linde and Sara’s predictably unimpressive 37 HP and 16 Def leave them vulnerable to OHKOs.

False Start

Linde and Sara’s usability in Aether Raids Defense during Astra/Anima Season is bottlenecked by Astra Mythic Elimine, whose Staff of the Saint inflicts the【False Start】status on enemies in cardinal directions that have less visible Res than her.【False Start】prevents effects that trigger at the beginning of the turn from activating, and as Linde and Sara could only dream of exceeding Elimine’s Res, they will not be able to give the unhindered movement and【Null Follow-Up】effects to themselves or their allies. As a result, their usage will generally be relegated to non-Anima teams in Aether Raids and/or other game modes in which they excel.

Harmonized Skill

Grants【Resonance: Blades】,【Dodge】, and "Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)" to unit and allies from the same titles as unit for 1 turn. 

【Resonance: Blades】

Grants Atk/Spd+4 during combat for 1 turn. 

【Dodge】

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 2 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Bolganone
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Celestial Globe

Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants "unit cannot be slowed by terrain (does not apply to impassable terrain)" and 【Null Follow-Up】to unit and allies within 2 spaces of unit for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%. (Example: a foe with a "reduce damage by 45%" skill would reduce damage by 23% instead.)

【Null Follow-Up】

If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.

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
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Darting Blow 1

If unit initiates combat, grants Spd+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Swift Sparrow 1

If unit initiates combat, unit granted Atk/Spd+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Swift Sparrow 2

If unit initiates combat, unit granted Atk/Spd+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Remote Sparrow

If unit initiates combat, grants Atk/Spd+7 during combat and reduces damage from foe's first attack during combat by 30%.

Ranged Weapon Users Only
Unlocks at 5 ★
300
A
S/R Far Trace 1

Enables【Canto (Rem.)】. 

Inflicts Spd/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 again. 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
S/R Far Trace 2

Enables【Canto (Rem.)】. 

Inflicts Spd/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 again. 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
S/R Far Trace 3

Enables【Canto (Rem.)】. 

Inflicts Spd/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 again. 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
Res Smoke 1

Inflicts Res-3 on foes within 2 spaces of target through their next actions after combat.

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

Inflicts Res-5 on foes within 2 spaces of target through their next actions after combat.

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

Inflicts Res-7 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C
Def/Res Smoke 3

After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, grants Atk+6 to unit and allies within 2 spaces of unit for 1 turn, and grants 【Pathfinder】to unit for 1 turn. 

【Pathfinder】

When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: Thracia 776

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