- Default
- Attack
- Special
- Injured
Naga (Unit) - Dragon Divinity |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 5 | 9 | 8 | 3 |
Middle | 18 | 6 | 10 | 9 | 4 |
High | 19 | 7 | 11 | 10 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 27 | 33 | 30 | 22 |
Middle | 37 | 30 | 36 | 33 | 26 |
High | 41 | 33 | 39 | 36 | 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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Mother of Dragons (Full Support / Offensive Battery)
Divine Breath (+Eff) | A | Fury (3 or 4) | |
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Positional Assist | B | Chill Def/Res 3 Alternate: Atk/Spd Snag 3 |
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Moonbow Alternate: Luna |
C | Divine Fang+ | |
IVs | Any | S | Alternate: Air Orders 3 |
Weapon: Divine Breath (+Eff)
Assist: Positional Assist
Special: Moonbow / Luna
Passive A: Fury
Passive B: Chill Skills / Snag Skills / Near Trace Skills
Passive C: Divine Fang+
Sacred Seal: Ground Orders / Air Orders / Guidance / Drive Skills / Chill Skills
- Naga’s primary value in a given team remains firmly as an offensive battery for her team via her upgraded Divine Fang, so doubling down on this support role to buff allies while sticking in the backline naturally thus becomes her best option — especially given her inability to equip Galeforce. Since she typically won’t be seeing combat much here, her IVs don’t particularly matter so any can work here.
- Fury is Naga’s ideal A skill here to supplement her overall statline modestly in case she ever does need to engage in combat — while not comparable to some of the more high-end offensive A skills available, it’s more than enough for her purposes and its third tier version thankfully remains readily available. For her Special, Moonbow or Luna are good for their short cooldowns and usefulness against bulkier opponents.
- For her B skill, as she already provides a whopping +6 visible Atk/Spd for free with Divine Fang+, Naga is generally better off going for debuffing skills to round out the stat swings she can impart. Chills and Snag skills are both great for these purposes (with the latter working well if using Smite has her Assist), with Sabotages being a non-option due to her Res being rather abysmal. Alternatively, one can consider a Near Trace to have Naga safely destroy opposing structures and retreat.
- The Ground Orders Sacred Seal is a phenomenal choice to further supercharge allies with flexible mobility in addition to Divine Fang’s benefits, leveraging her flying status. A potential alternative, if unavailable, is Guidance, but it requires that Naga actively approach the enemy team alongside her allies to reap its benefits (as opposed to Ground Orders which extends the buff at the start of the turn). Otherwise, a Drive or Tactic of your choice can work for more stat swings.
Protector of the Realm (Offensive Hybrid)
Divine Breath (+Eff) | A | Swift Sparrow 3 Alternate: Atk/Spd Catch (3 or 4) |
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Positional Assist | B | Dive-Bomb 3 Alternate: A/R Near Trace 3 |
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Moonbow Alternate: Glimmer |
C | Divine Fang+ | |
IVs | +ATK or +SPD / -RES | S | Atk/Spd Form 3 Alternate: Swift Sparrow 2 |
Weapon: Divine Breath (+Eff)
Assist: Positional Assist
Special: Moonbow / Glimmer / Luna
Passive A: Swift Sparrow / Atk/Spd Catch / Atk/Spd Solo
Passive B: Dive-Bomb / Near Trace Skills
Passive C: Divine Fang+
Sacred Seal: Atk/Spd Form / Swift Sparrow / Atk/Spd Solo
- Alternatively, since Naga keeps the crux of her utility by simply keeping Divine Fang+ equipped and is able to simultaneously apply its buffs to herself, she can opt for more of a combat focus to clean up lingering foes that her allies may have left behind. A +ATK or +SPD Asset work well to elevate her damage potential.
- Keep in mind, however, that Naga relies heavily on Divine Breath’s in-combat boosts for her combat performance, which makes it very important to keep allies adjacent to her for her dragonslaying buff (since most Player Phase focused Offense teams are unlikely to carry other dragons).
- Moonbow and Luna once again shine as Naga’s Special of choice here, helping her cut through enemy defenses with more ease; if confident in her damage, though, you can also consider Glimmer for its short cooldown and higher ceiling. For her A skill, anything that enhances both Atk and Spd works well, with Swift Sparrow, Atk/Spd Catch, and Atk/Spd Solo being among her best options. (Please don’t stick with her default AR-O Atk/Spd, though — it’s really bad).
- Dive-Bomb synergizes excellently with the automatic follow-up effect from Divine Fang+, allowing Naga to strike against a foe twice consecutively with minimal effort — just be sure she doesn’t take too much damage should this skill remain equipped. A choice of Near Trace (though ideally A/R or S/R Near Trace) may also work well for more of a hit-and-run approach, or for more flexible movement in general.
- Similar to her A skill, any Sacred Seal that boosts her two offensive stats should be prioritized over all other options. Atk/Spd Form synergizes nicely given that she already requires nearby allies for optimal performance (and carries a higher ceiling than most other skills to boot), but standard options like Swift Sparrow and Atk/Spd Solo remain considerations for consistency.
Strengths
Divine Fang+
Naga’s most alluring feature byfar lies in her exclusive Divine Fang+ ability, granting powerful offensive benefits to both herself and nearby allies through guaranteed follow-up attacks on the Player Phase and a helping of +6 Atk and Spd. Alongside the Worldbreaker ability of her fellow Astra Mythic Thórr, these bonuses go quite a long way in elevating the floor for Galeforce strategies — as well as that of other offensive strategies — as nearby allies suddenly become capable of wielding reasonable burst.
Additionally, Divine Fang+ also grants adjacent allies dragon effectiveness which, while mostly for flavor, has surprising relevance given that her season directly coincides with that of Duma and Seiros; for teams struggling to deal with their otherwise considerable durability, Naga can prove a readily efficient solution when coupled with Divine Fang’s other buffs.
Divine Breath
Her combat ability received a much-needed boost through Divine Breath’s unique refinement option as well, most notably through the improvements on her number of stat enhancements and the ease in activating them: now, under the proper circumstances, Naga can reach a whopping Spectrum +14 all with generous ranges for having qualifying allies nearby. Coupled with her refined weapon’s Dragon Wrath effect for padded firepower, Divine Breath greatly aids her combat proficiency to actually reasonable levels (particularly when considering Divine Fang+) and somewhat bridges the gap from her extremely disappointing stat distribution.
The main issue, however, is that Naga is typically much better off as a battery for her allies rather than being used on the frontlines herself, so the majority of what her refined Divine Breath does is… honestly not all that useful. That being said, it does add a little bit of utility by granting dragon allies or units with dragon effectiveness (i.e, anyone buffed by Divine Fang) a supplemental Spectrum +3 during combat — it’s not much, but it’s something.
Flying Benefits
While restrictive in some respects, Naga does appreciate the flexibility in positioning alloted by her flying status, easing the risks of space pressure and offering unique options in Assist usage. Additionally, this grants access to the neat Near Trace line of skills and Dive-Bomb for simple synergy with Naga’s inherent Player-Phase heavy playstyle.
Mythical Hero
Naga has innate value to any Offense team in Aether Raids purely by merit of her Astra Mythic status, substantially elevating Lift acquisition in addition to a flat +5 HP/Def for every copy of her active. Although she lacked much utility outside of this prior to her Remix (which often made her a last ditch choice if you lacked any of the other Astra Mythics), Divine Fang’s newfound Player Phase potency helps make Naga actually relevant in competitive strategies, most notably Galeforce where hit counts are crucial for Special triggers.
Weaknesses
Flying (and Dragon) Drawbacks
Naga is restricted pretty harshly when it comes to skill availability by her dual flying and dragon classing. The former prevents her from accessing more powerful B skills should one have wanted to actually exploit her weapon’s improved damage ceiling, whereas the latter prevents her from contributing to Galeforce teams – the main setting where her buffs shine — beyond simply existing as dragons are unable of equipping the Special.
Disappointing Stat Distribution
Despite canonically being one of the strongest figures in the Fire Emblem universe, Naga’s appearance in Heroes is extremely underwhelming from a statline viewpoint: even her best stats, Spd and Def, are barely decent in the broad competitive scene. She does, admittedly, have access to an abundance of in-combat stat enhancements from Divine Breath, but even then this merely helps her reach what is considered the baseline for modern units (which makes the fact that her refinement was so combat-focused even more disappointing).
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Fire Breath
Only inheritable by Dragon units.
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50 | 1 | 6 |
Fire Breath+
Only inheritable by Dragon units.
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100 | 1 | 8 |
Flametongue
Only inheritable by Dragon units.
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200 | 1 | 11 |
Divine Breath Grants Atk+3. Effective against dragon foes. Grants Atk/Spd/Def/Res+X during combat. (X = number of dragon allies and allies that have "effective against dragons" within 2 spaces ×3. Maximum bonus of +9 to each stat.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res. Learns by default at 5 ★ Unlocks at 5 ★ |
400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima (+Res) |
Arcane Grima (+Def) |
Arcane Grima (+Atk) |
Arcane Grima (+Spd) |
Arcane Grima |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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AR-O Atk/Spd 1 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +4; 3 grants +3; 4 grants +2; ≥5 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
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60 | A |
AR-O Atk/Spd 2 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +7; 3 grants +5; 4 grants +3; ≥5 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
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120 | A |
AR-O Atk/Spd 3 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
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240 | A |
Chill Spd 1 At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action.
Inheritable by all units.
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60 | B |
Chill Spd 2 At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action.
Inheritable by all units.
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120 | B |
Chill Spd 3 At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Inheritable by all units.
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240 | B |
Divine Fang At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. Unlocks at 5 ★ |
300 | C |
Divine Fang+ At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and the following status to unit and allies within 2 spaces of unit for 1 turn: "If unit initiates combat, unit makes a guaranteed follow-up attack." Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: Awakening
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