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Legendary Nanna

Analysis by Chibi_Chu
Legendary Nanna - Beloved Princess

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
173
HP 40
ATK 39
SPD 42
DEF 27
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 11 4 5
Middle 18 9 12 5 6
High 19 10 13 6 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 36 39 23 22
Middle 40 39 42 27 25
High 43 43 46 30 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

Skill Sets

Mother’s Memento (Aether Raids Defense / General Use)

Build by Chibi_Chu
Recommended
Lands Sword A AR-D Atk/Spd (3 or 4)
Alternate: Atk/Spd Boosting A Slot
Assistless
Alternate: Rally Assist
B Hoðr's Zeal
Moonbow C Atk/Spd Menace
IVs

+Atk or +Spd / -Res

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Lands Sword 

Assist: Assistless / Rally Assist / Positional Assist 

Special: Moonbow 

Passive A: AR-D Atk/Spd (3 or 4) / Atk/Spd Boosting A Slot

Passive B: Hoðr's Zeal 

Passive C: Atk/Spd Menace 

Sacred Seal: Blade Session / Atk/Spd Solo

  • Nanna’s combination of reach and offensive potency makes her fantastic for both Aether Raids Defense and general use. This set focuses on maximizing her damage output to secure as many ORKOs as possible.
  • The first of Nanna’s personal skills is Lands Sword, a powerful 16-Might weapon that effectively grants +9 Atk, +6 Spd, damage reduction neutralization, the offensive half of Null Follow-Up, and 7 HP after combat. While the healing is typically just a neat bonus, everything else contributes to Nanna being a uniquely capable Player Phase unit that can ignore a prominent and powerful defensive effect.
  • The second of Nanna’s personal skills is Hoðr's Zeal, which grants Canto (Rem. +1), true damage = 20% of Nanna’s Atk, and a Desperation effect. The true damage is a significant boost to Nanna’s already high damage output, and the Desperation effect means that assuming Nanna can perform a follow-up attack, enemies have to survive two hits of raw + true damage that cannot be decreased by damage reduction effects before they can counterattack. Canto helps with mobility after combat, as Nanna can move her remaining movement + 1 space after her first initiation, Assist, or broken structure; this is particularly helpful for hit-and-run and Galeforce.
  • If using Nanna for general use, any Positional Assist is fine, but if using her for Aether Raids Defense, her Assist choice is significant:
    • Assistless- Ensures as much as possible that Nanna will receive a refresh, as the AI typically prefers moving Assistless units before units with Positional Assists.
    • Rally Assist- Can help Nanna extend her threat range by rallying in front of a unit that can attack the enemy Raiding Party, then receiving a refresh.
    • Positional Assist- Can help pull allies back to safety; note that because Nanna is a melee unit, she may still receive refreshes from both melee and ranged refreshers.
  • Atk/Spd Boosting A Slots are Nanna’s best options, as they maximize her damage output and follow-up consistency. For Aether Raids Defense specifically, AR-D Atk/Spd can grant up to +10/11 Atk/Spd during combat depending on the number of intact defensive structures, serving as the ceiling for Nanna’s offenses in most cases.
  • Granting her +6 Atk/Spd and inflicting -6 Atk/Spd on the nearest enemies within 4 spaces, Nanna’s native Atk/Spd Menace is a great option for Nanna’s damage and follow-up consistency. It can also help allies’ damage, follow-up consistency, and survivability.
  • Both Blade Session and Atk/Spd Solo are strong S Slot choices, with the former typically being better for Aether Raids Defense and the latter being stronger for general use. The former grants Nanna 3 + X Atk/Spd during combat, with X = 3 * the number of allies that have already moved (up to 9 total Atk/Spd granted); given that high-level Defense Keeps have a seventh unit that ends their turn immediately, Nanna will always have at least +6 Atk/Spd on initiation. The latter simply grants +6 Atk/Spd if Nanna is not adjacent to any allies, making her first combat stronger for general use because players may frequently want her to be the first to move in a turn.

Princess of the People (Galeforce)

Build by Chibi_Chu
Ninja Katana+
Alternate: Brave Sword+
A Brazen Atk/Spd (3 or 4)
Alternate: Atk/Spd Boosting A Slot
Ardent Sacrifice
Alternate: Reciprocal Aid
B Hoðr's Zeal
Galeforce C Savage Blow 3
Alternate: Def Smoke 3
IVs

+Atk or +Spd / -Res

SBrazen Atk/Spd 3
Alternate: Brash Assault 3

Show Explanation/Analysis

Weapon: Ninja Katana+ / Brave Sword+ 

Assist: Ardent Sacrifice / Reciprocal Aid 

Special: Galeforce 

Passive A: Brazen Atk/Spd (3 or 4) / Atk/Spd Boosting A Slot

Passive B: Hoðr's Zeal 

Passive C: Savage Blow / Def Smoke

Sacred Seal: Brazen Atk/Spd / Brash Assault

  • 3 movement, high offenses, and Hoðr's Zeal’s make Nanna a great candidate for Galeforce chaining--more specifically, starting a Galeforce chain. Hoðr's Zeal is a B Slot, and as such, Nanna cannot use Wings of Mercy without replacing it, which defeats her niche of being a Galeforcer with true damage, Canto, and a Desperation effect.
    • This set is reliant on Winter Bernadetta, Bolt Traps, or Bolt Towers to drop Nanna’s HP to ≤ 50% so that allies with Wings of Mercy can warp to spaces adjacent to her. These allies should either be refreshers or have Galeforce themselves, as both allow the Galeforce chain to continue.
  • Ninja Katana+ and Brave Sword+ may seem like unusual choices given Nanna’s powerful Lands Sword, but work better for a variety of reasons:
    • Lands Sword heals Nanna after combat, making it more difficult for her to drop to ≤ 50% HP.
    • Ninja Katana+ and Brave Sword+ potentially allow for four instances of Nanna’s true damage from Hoðr's Zeal as opposed to only two.
    • Ninja Katana+ specifically grants +4 Spd, making it a superior option to Brave Sword+ because Nanna can quadruple attack more consistently.
  • Since Nanna will be dropping her HP to ≤ 50%, Brazen Atk/Spd is her most consistent A (and S) Slot, granting +7 Atk/Spd (or +9 Atk and +10 Spd) during combat. Any Atk/Spd Boosting A Slot that can be consistently active works as well, though.
  • Savage Blow and Def Smoke are Nanna’s C Slots of choice, with both making subsequent combats easier for both herself and allies. The former inflicts 7 damage on enemies within 2 spaces after combat, while the latter inflicts -7 Def.
  • Brash Assault is a strong alternative to Brazen Atk/Spd in Nanna’s S Slot, as it grants a guaranteed follow-up if the enemy can counterattack and Nanna’s HP is ≤ 50% (which synergizes well with being a Wings of Mercy enabler).
  • Since this set has no Special acceleration or cooldown reduction, Nanna is reliant on allies to provide this for her if necessary. However, this is typically not necessary because Wings of Mercy refreshers can grant Nanna several combats in one Player Phase, which is usually enough for her to activate Galeforce without any help/support.

Strengths

Excellent Offenses

The Princess of Nordion’s damage output is fantastic, thanks in part to her 39/42 offenses that lead to high raw damage and follow-up consistency.

Lands Sword

Picking up where her mother left off, Nanna wields the Earth- uh, Lands Sword.

  • In addition to granting a flat +3 Atk, if Nanna’s HP is ≥ 25% at the start of combat, she gains the following during combat:
    • +6 Atk/Spd.
    • The offensive half of Null Follow-Up, which neutralizes effects that prevent Nanna’s follow-up.
    • Damage reduction neutralization.
  • After combat, Nanna heals for 7 HP, though this serves as little more than a cute nod to the Earth Sword in Genealogy and Thracia.

Lands Sword’s combination of offensive effects makes Nanna a Player Phase menace. Neutralizing all damage reduction is a particularly powerful and unique effect given the ubiquity of skills such as Flayn’s Caduceus Staff, Elimine’s Holy Ground, Nifl’s Domain of Ice, Vital Astra, Hardy Fighter, Pavise, Aegis, Savvy Fighter, Spurn, and many more.

Hoðr's Zeal

Nanna’s personal B Slot combines three effects into one clean package:

  • 【Canto (Rem. +1)】, which enables better positioning and hit-and-run via granting Nanna her remaining movement + 1 space to move after attacking, using an Assist, or destroying a breakable structure for the first time in a turn.
  • True damage = 20% of Nanna’s Atk, which significantly increases her damage output and helps her break through even the most physically bulky enemies.
  • A Desperation effect, allowing her to perform her follow-up attack before the enemy can counterattack. In combination with Lands Sword granting the offensive half of Null Follow-Up, Nanna will almost always attack twice with both raw damage and true damage that cannot be reduced before the enemy can counterattack, securing 2HKOs against much of the cast.

Cavalry Advantages

3 movement contributes heavily to Nanna’s remarkable Player Phase performance, allowing her to more easily infiltrate enemy lines. In combination with the Canto effect from Hoðr's Zeal, Nanna can hit-and-run or reposition after Galeforce effectively.

Weaknesses

Low Bulk

With only 40 HP, 27 Def, and 25 Res, Nanna struggles to survive beyond one attack, should she even survive one at all. As such, avoiding Enemy Phase combat is for the best, and investing as heavily into her damage output as possible to secure ORKOs on Player Phase is desirable for avoiding counterattacks.

KO-or-Bust Playstyle

Because Nanna lacks bulk and the defensive half of Null Follow-Up, she plays like a glass cannon--she either KOs or gets KO’d, with very few scenarios resulting in neither. While this playstyle can be incredibly fun (especially since Nanna is particularly potent at KOing), it can also be difficult and punishing since players cannot rely on her to consistently survive Enemy Phase or counterattacks should she miss a KO.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Lands SwordGrants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, disables non-Special effects that "reduce damage by X%" (excluding those inflicted on unit's area-of-effect Specials), prevents foe's Specials that are triggered by unit's attack, and restores 7 HP to unit after combat.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
MiracleIf unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by all units.
200 5

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Push 2At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Push 3At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Push 4At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.
Inheritable by all units.
Unlocks at 5 ★
300
A
Hoðr's ZealEnables【Canto (Rem. +1)】.  Unit deals damage = 20% of unit's Atk. If unit initiates combat, unit can make a follow-up attack before foe can counterattack.  【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.)
Non-Inheritable skill.
Unlocks at 5 ★
300
B
Threaten Spd 1Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Spd 1At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Spd 2At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 4 ★
200
C
Atk/Spd MenaceAt start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Thracia 776

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