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Analysis by CCZeroFire
Kronya - Gleaming Blade

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 44
ATK 31
SPD 39
DEF 22
RES 26

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 8 10 4 3
Middle 18 9 11 5 4
High 19 10 12 6 5

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 41 27 36 19 22
Middle 44 31 39 22 26
High 47 34 42 25 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.
HPATKSPDDEFRES

Kronya's naturally great Speed and Athame's in-combat offensive boosts already provides for much of Kronya's needs of Speed—if she needed any. Much of her builds also rely on one-shot hitting, making +ATK a pretty obvious choice. 

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

Slither Over Here... (Athame Close Counter)

Build by
Recommended
Athame A Close Counter
Draw Back
Alternate: Reposition
B Special Spiral 3
Alternate: Null C-Disrupt 3
Moonbow
Alternate: Glimmer
C Savage Blow 3
IVs

+ATK / -HP or -DEF

SSavage Blow 3
Alternate: Fierce Stance 3

Show Explanation/Analysis

Weapon: Athame

  • Kronya's Prf carries the common "Dagger 7" effect, grants her +3 Res, and against opponents without full HP, grants her Atk/Spd+5 and a Vantage effect. With the bonus stats added in, this essentially raises Kronya's Atk/Spd to 50/44.

  • In an Enemy Phase scenario, assuming the target was debuffed by Athame's "Dagger 7" effect last Player Phase, Kronya's Atk/Spd could further be considered equivalent to 57/44. Versus a target also hit by two Savage Blow stacks, her Attack goes up a further 14 to an effective 71/44. And this is all without even considering any bonus damage from her Special, or any stat increases from buffs or merges.

Assist: Draw Back / Reposition

  • A preferential choice. Draw Back may help Kronya with moving into more favorable positions on Enemy Phase, though Reposition will benefit her teammates more.

Special: Moonbow / Glimmer / Luna

  • A two-cooldown Special such as Moonbow or Glimmer matches perfectly with Special Spiral. Even if not using Special Spiral, it's still a good choice as it will still charge quickly and activate often.

  • Her default Luna is a decent secondary option. Although it won't activate as frequently, it may help Kronya burst through the occasional tankier enemy that may otherwise live her Vantage shenanigans.

Passive A: Close Counter

  • As this set revolves around crippling enemies on Player Phase and then cleaning up on Enemy Phase, Close Counter is essential so that she isn't ruined by melee units.

Passive B: Special Spiral / Null C-Disrupt / Disarm Trap

  • Special Spiral guarantees that Moonbow or Glimmer will be up every single combat after her first. This provides her the absolute greatest one-shot potential for securing kills in tandem with Athame's Vantage effect.

  • Null C-Disrupt and Disarm Trap are useful conveniences for Aether Raids. Though she won't nuke as hard as with Special Spial, these skills will greatly improve her positioning flexibility and give her safety versus staff users like Brave Veronica.

Passive C: Savage Blow

  • Sets up Athame's Vantage effect against as many enemy units as possible. A key part of this set's effectiveness.

Sacred Seal: Savage Blow / Fierce Stance

  • A second Savage Blow in her Sacred Seal slot massively improves her next Enemy Phase, and is exponentially effective if used with Dancer support.

  • Using double Savage Blow plus a Dancer is extremely recommended if using a Vantage-reliant setup in Aether Raids. Just two stacks of Savage Blow will deal 14 damage, which in a worst-case scenario can be immediately restored by a Level 2 Healing Tower. However, two hits of double Savage Blow will deal 28 damage, above even the Level 4 Healing Tower's recovery of 25.

  • Fierce Stance is an alternative for simple additional Attack for Enemy Phase. If one's Savage Blow seal is busy in use on some Pain+ Healer, this may be the next best thing. It is also noteworthy that it will be useful against the initial target, unlike Savage Blow.

Agarthan Stabby (Mixed Phase / Budget Friendly)

Build by
Athame A Fury (3 or 4)
Alternate: Mirror Stance 2
Draw Back
Alternate: Reposition
B Desperation 3
Alternate: Dull Ranged 3
Moonbow
Alternate: Glimmer
C Savage Blow 3
Alternate: Distant Guard 3
IVs

+ATK / -DEF or -HP

SFlashing Blade 3
Alternate: Brazen Atk/Spd 3

Show Explanation/Analysis

Weapon: Athame

  • Athame is a great weapon even when not going all-in on her Vantage effect.

Assist: Draw Back / Reposition

Special: Moonbow / Glimmer / Luna

  • A two-cooldown special is still preferred for its quick activations, and has decent synergy with the Flashing Blade Sacred Seal.

  • Luna is still a slower but stronger secondary option that one can save for tankier foes.

Passive A: Fury / Mirror Stance

  • Without Close Counter, Kronya will largely just want further stat boosts. Fury is a good choice for allowing her to easily make use Desperation and potentially Brazen Sacred Seals.

  • Mirror Stance is a fairly accessible option that grants her a decent amount of both Attack and Resistance, useful for combating enemy mages.

Passive B: Desperation / Dull Ranged

  • Surely a Fury + Desperation build is the most inventive thing one has ever seen!

  • It gives her a decent improvement to her Player Phase ability and can synergize well with a two-cooldown Special and Flashing Blade.

  • Dull Ranged is a niche option that may give her a better time against enemies that have been heavily buffed, such as from Brave Veronica.

Passive C: Savage Blow / Distant Guard

  • At least one usage of Savage Blow is still desirable in order to set up for Athame. Be wary however that just one stack may easily be healed away through means such as a Healing Tower, Heron Wing, and similar healing skills.

  • Her native Distant Guard is a good skill for supporting other units in cases when Kronya isn't meant to be the centerpiece of the team.

Sacred Seal: Flashing Blade / Brazen Atk/Spd / Brazen Atk/Res

  • Flashing Blade can act as a pseudo-replacement to Special Spiral. Though it won't instantly activate her Special every combat, it will do so every second attack instead, provided Kronya is fast enough. In cases where Kronya did not always need her Special to secure the kill, it will be nearly as effective. As a bonus, it can allow Kronya to instantly charge and activate Moonbow or Glimmer on Player Phase when in Desperation range.

  • Brazen Atk/Spd and Brazen Atk/Res are other options that synergize well with Fury.

Strengths

Athame

Kronya's exclusive weapon Athame is incredibly strong and versatile. In addition to the +3 Resistance and typical "Dagger 7" effect, whenever her opponent is not at full HP it grants her both a further Atk/Spd+5 and a Vantage effect. It is an exceptional weapon, especially for a free unit, and is entirely what enables her Enemy Phase one-shot playstyle. Because the Vantage effect is not reliant on her own HP but on her opponent's, the setup required is also fairly limited. Simply attacking on Player Phase is enough to set up for a first opponent (assuming they survive), and one or more stacks of Savage Blow can easily prepare her for further surrounding enemies. In Aether Raids, the Bolt Tower also acts as another source than can get her going, as can effects like Duma's Upheaval. Because the bonus Atk/Spd is granted regardless of phase, it also makes her a strong cleanup unit for eliminating those last units left behind at the end of a map.

Colorless Infantry

Being a colorless unit and being an infantry are both often considered blessings in the meta of her release. As a colorless, she has no color weaknesses, which allow her to take on all different types of threats in a single map. In Arena and Aether Raids, enemy Summoners typically deploy at least one unit of each color, and having no color weaknesses to any is generally a greater relief than having a strength against some but then likely faltering against one or more other units. Additionally, being an infantry unit grants Kronya access to powerful skills such as Special Spiral and Null C-Disrupt, which are fantastic assets to her viability in Aether Raids.

Weaknesses

Average Attack

At an average-to-low base 31, Kronya may wish she had a bit more Attack to help her succeed in her one-shot-counter playstyle. Though her Attack is essentially boosted to 50 after Athame, she may still be rather reliant on Attack buffs from her team, her Special, and chip damage from Savage Blow to secure kills on sturdier enemies. Fortunately, her high HP may allow her to survive a hit or two if she doesn't secure the one-shot, but still those stat points may have been more appreciated if a few were just shifted to her Attack instead. 

Perhaps Overinvested HP

At the time of her release, Kronya in fact has the third highest HP of all ranged units (including ranged armored units), beaten by just the launch units Henry and Virion. Her overall higher BST, blitzing 39 Speed and exceptional weapon Athame certainly help make up for it compared to those two, but this fact says a lot about where many of the points of her boosted BST ended up.

Vulnerable to Hardy Bearing and Enemy Heals

Kronya suffers from the same weakness that plagues other Vantage users. The Hardy Bearing Sacred Seal, as well as Hoshidan Summer Miaiah's Dawn Suzu and the Festival in Hoshido daggers, will be able to disable the weapon's Vantage effect. These same effects will also disable Desperation should Kronya use it. Though Kronya has the HP and Res to take a few magical hits, these could be a problem for her if facing a tough physical enemy, as her base 22 Defense is not that high.

Additionally, Kronya's Vantage effect is also privy to being disabled by heals. If using just one stack of Savage Blow, it may be quickly healed through means such as a Healing Tower, Eir's Sparkling Boost, Leanne and Reyson's Heron Wing, and other multi-target healing effects.

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter 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 DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Learns by default at 3 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 7
AthameGrants Res+3. At start of combat, if foe’s HP < 100%, grants Atk/Spd+5 during combat, and if foe initiates combat, unit can counterattack before foe’s first attack. 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 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Desperation 1If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack.
Inheritable by all units.
Unlocks at 3 ★
50
B
Desperation 2If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack.
Inheritable by all units.
Unlocks at 4 ★
100
B
Desperation 3If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack.
Inheritable by all units.
Unlocks at 5 ★
200
B
Distant Guard 1Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."
Inheritable by all units.
Unlocks at 1 ★
60
C
Distant Guard 2Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."
Inheritable by all units.
Unlocks at 2 ★
120
C
Distant Guard 3Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

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