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Analysis by ZeShado
Nah - Little Miss

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
173
HP 44
ATK 34
SPD 25
DEF 38
RES 32

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 5 5 4 5
Middle 18 6 6 5 6
High 19 7 7 6 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 41 31 22 34 29
Middle 44 34 25 38 32
High 47 37 29 41 35

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

“Why Did My Father Marry My Mom?” - Nah Probably (Support)

Build by ZeShado
Recommended
Oracle's Breath (+Eff) A R Duel Infantry 4
Alternate: HP +5
Rally Atk/Spd+
Alternate: Rally Up Atk+
B Sudden Panic 3
Alternate: Even Pulse Tie 3
Moonbow
Alternate: Glimmer
C Inf. Null Follow 3
Alternate: Spd Tactic 3
IVs

+HP / -ATK, -SPD, or -DEF

SHP +5
Alternate: Drive Atk 2

Show Explanation/Analysis

Weapon: Oracle’s Breath (+Eff)

Assist: Rally Atk/Spd+ / Rally Up Atk+ / Rally Up Spd+ / Positional Assist

Special: Moonbow / Glimmer

A Passive: R Duel Infantry 4 / HP +5 / Fortress Res

B Passive: Sudden Panic / Even Pulse Tie / Sabotage Skills

C Passive: Inf. Null Follow / Spd Tactic / Atk Tactic / Cross Spur Atk / Joint Drive Atk / Drive Atk

Sacred Seal: HP +5 / Drive Atk / Atk Tactic / Spd Tactic / Phantom Res

  • Oracle’s Breath provides both herself and allies within two spaces the Breath effect at the start of a turn alongside a boost to their Def and Res means that Nah can enter a supportive niche with relative ease. It also helps that she has a fair amount of HP to work with and is Infantry, so her skill accessibility and viability are much more effective compared to other units of her kind. As such, this set is here to highlight some notable skills for a supportive niche.
     
  • Normally, we tend to advise running positional assists such as Reposition and Draw Back for ease of movement and spacing. However, in Nah’s case, she can afford to run Rally Atk/Spd+ or one of two Rally Ups so that she can provide Spectrum 6 visibly to any given ally. The former only benefits one ally while the latter will require her to use a Passive Slot for a respective Tactic. She can also run double Tactic and keep a positional assist for the best of both worlds, albeit at the cost of two Passive Slots.
     
  • The A Passive is relatively cheap and accessible. Nah only really needs HP +5 or Fortress Res. R Duel Infantry 4 is more for the enthusiasts but it won’t make much of a difference in the grand scheme of support. For HP-stacking purposes, she’ll want to run skills such as Sudden Panic or Even Pulse Tie, the former reverting bonuses on the opponent and the latter removing readied Specials. For Res-stacking purposes, she’ll want to run any respective Sabotage skill. The right variant will depend on the team composition she finds herself in but generally, Sabotage Atk pairs well with Oracle’s Breath as that can provide a hefty defensive swing.
     
  • Lastly, for the C Passive, Nah can run an assortment of skills including, but not limited to, Inf. Null Follow, thus further bolstering the amount of visible support she grants to Infantry allies, Cross Spur Atk, for ease of positioning and for providing a hefty Atk swing during combat, Tactics, to pair with Oracle’s Breath, and any respective Drive/Spur skill to further bolster allies combative prowess.

Manaketeez Nuts (Combat)

Build by ZeShado
Recommended
Oracle's Breath (+Eff) A Atk/Res Finish 4
Alternate: Distant Countering A Slot
Positional Assist B Quick Riposte 4
Alternate: Dragon's Ire 4
Ignis
Alternate: Moonbow
C Atk/Spd Oath 4
Alternate: Joint Drive Atk
IVs

+ATK and/or +SPD / -HP

SNull Follow-Up 3
Alternate: Bonus Doubler 3

Show Explanation/Analysis

Weapon: Oracle’s Breath (+Eff)

Assist: Positional Assist

Special: Ignis / Moonbow

A Passive: Atk/Res Finish / Distant Countering A Slot / Bonus Doubler

B Passive: Quick Riposte 4 / Dragon’s Ire 4 / Dragon’s Wrath 4 / Spd/Res Bulwark

C Passive: Atk/Spd Oath 4 / Joint Drive Atk / Joint Drive Spd

Sacred Seal: Null Follow-Up / Bonus Doubler / Dist. Counter (D)

  • As previously mentioned, Oracle’s Breath can allow Nah to act in a hybrid nature, thus providing a fair amount of flexibility to her overall playstyle, including her combat. If you would rather make Nah into a combat-oriented unit, she can easily take up that role as her visible support effects also affect her, and can then be further bolstered by stealing an ally’s visible buffs for herself. That, alongside her innate follow-up prevention, she can easily become a massive stat ball and solid damage dealer.
     
  • Because Nah will be able to grant herself the Breath effect, she can run any two-cooldown or four-cooldown Special as she’ll be able to get both of them off with relative ease. Running a two-cooldown Special can help in instances where the foe can double through her follow-up prevention and/or if the foe has a Guard effect or Tempo effect present as it will allow her to, at the very least, get one Special off per combat. Meanwhile, running a four-cooldown Special will naturally net more damage output on the second hit. This should be relatively easy to accomplish in most scenarios but in instances where the foe has Null Follow-Up and is significantly faster than Nah, she won’t be able to get it off in her first combat.
     
  • The Enemy Phase role is a lot more strict nowadays as any form of Omni-tanking is heavily frowned upon since a majority of the cast simply can’t survive an onslaught of attacks without some significant amounts of Damage Reduction (i.e. Brave Dimitri & Askr). As such, she can simply prioritize one-ranged threats and run Finish skills for constant sustainability and additional damage output. However, depending on the mode she finds herself in, having a Distant Counter skill present in her kit may help out a fair amount, whether that’s in the A Slot or Sacred Seal. That being said, both are relatively expensive, so her innate Bonus Doubler can work well enough, especially since she can be self-sufficient.
     
  • In terms of B Passive options, she has quite a lot to work with, albeit many of them are on the expensive side. One of the more notable options will be Quick Riposte 4 as the larger HP threshold and first hit Damage Reduction means that she’ll generally take less damage per combat, and when combined with the Null Follow-Up Sacred Seal, she’ll only ever not double in scenarios where the foe has Null Follow-Up themselves. Nah could also run some notable Dragon-exclusive skills including Dragon’s Ire 4 and Dragon’s Wrath 4, the former providing a guaranteed follow-up in both phases, and the latter increasing her overall damage output while providing Damage Reduction at the cost of a guaranteed follow-up. Beyond that, Spd/Res Bulwark can work well for general Melee Specialist sets, especially when paired with a Finish skill.
     
  • C Passive options are a bit more limited for Nah, but there are options nonetheless. Atk/Spd Oath 4 is a fantastic option, especially when paired with Bonus Doubler, as she’ll always be able to grant herself Spectrum 6 visibly at the start of every turn with the added benefit of gaining additional Atk and Spd during combat. However, given how expensive the skill is, it’s natural to want an alternative, and while existing alternatives aren’t necessarily cheap, she could always opt for a Joint Drive, whether that’s the Atk or Spd variant. The former will be more consistent for damage output while the latter can help in scenarios of Spd stacking which is made quite easy thanks to her PRF stat boosts.
     
  • As for the Sacred Seal options, Nah will work best with the Null Follow-Up Sacred Seal as it will disable any Wary and Impact effects that would otherwise shut down a guaranteed follow-up granted from her kit as well as keep the follow-up prevention from Oracle’s Breath active. However, it’s not her only option. She could also run the Bonus Doubler Sacred Seal or Dist. Counter (D), the former for more general stat boosts, and the latter for ease of combat.

Strengths

Oracle’s Breath

    Oracle’s Breath post-refine is quite the upgrade as not only does it help her in the combat department but now allows her to act supportively, and potentially enter a hybrid-natured role. To summarize Oracle’s Breath’s effects, it effectively grants:

  • Spectrum 8 + Additional Stats Based on Visible Stats of an Ally
  • Visible Breath to Unit and Allies at the Start of Turn
  • Visible +6 Def/Res to Unit and Allies at the Start of Turn
  • Follow-Up Prevention
  • Adaptive Damage Against Ranged Foes

    The visible Breath effect to herself and allies will most likely be very valuable going forward with Embla’s Severance shutting down all Drive-esque supports. This means that unlike her contemporaries, Brave Lucina, New Year Velouria, Thorr, etc., the Breath effect will always be active so long as it isn’t removed, which will be incredibly difficult to accomplish in most scenarios. However, unlike the visible Breath effect, the visible stats she grants to herself and her allies can be removed. That being said, it shouldn’t take away from its usefulness as with a single Rally or double Tactic, she can grant Spectrum 6 visibly to all allies within two spaces on top of the Breath effect. Outside of that, she retains her innate adaptive damage against ranged foes, follow-up prevention effect with a much more lax condition, and can gain an absurd amount of stats from her weapon starting at Spectrum 8 at base and, depending on the visible buff count on an ally within two spaces, up to Spectrum 14-15, which can take her lowest stat, Spd, and turn it into something quite respectable. Simply put, this is a considerable upgrade from her initial debut and is absolutely worth refining if you were looking for a good hybrid unit.

Dragon

    Despite the additional weakness, Nah, in turn, gains more access to other skill trees that can allow her to excel in combat including Dragon’s Wrath 4, Dragon’s Ire, Dragon Wall, and the Dragon-exclusive Distant Counter Sacred Seal.

Skill Accessibility

    Thanks to the hybrid nature of Oracle’s Breath and Nah being an Infantry Dragon with a relatively decent min-maxed statline, she has plenty of skill options at her disposal. For combative purposes, she can run an assortment of Infantry-exclusive skills including Finish skills, Special Spiral, and Bulwarks as well as standard C Passives including Joint Drives and Oath 4s. For supportive purposes, Nah can run Spurs, Tactics alongside her PRF, Inf. Null Follow, and Sudden Panic, to name a few. There are plenty of other skill options at her disposal that she can take advantage of to a significant degree, and whether you want to build her as a combat unit, support unit, or a mix of both, you have the option to.

Weaknesses

Null Follow-Up / Brave Attacks

    Oracle’s Breath having innate follow-up prevention is rather nifty for stopping foes with guaranteed follow-ups. However, units that can bypass that effect, whether that’s with a Flow skill or directly having Null Follow-Up present in their kit, will make it more difficult for Nah to enter multiple combats if they are able to chip her down considerably. Thankfully, this can be mitigated with the likes of the Null Follow-Up Sacred Seal and will make her PRF and skills such as Quick Riposte consistent as any Wary and Impact effect will be negated. Furthermore, the amount of stats that Nah can be granted from Oracle’s Breath alone can allow her to Spd stack to a considerable degree, so even against faster units she’ll be able to double when properly set up. The only effect she cannot currently counter is Brave which will more than likely shut her down, especially if lacking any form of Damage Reduction properties, which may not matter in the grand scheme of things now that Special Spiral 4 exists.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Oracle's Breath

Grants Atk+3. If a bonus granted by a skill like Rally or Hone is active on unit, foe cannot make a follow-up attack. 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
Arcane Grima
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

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

Boosts damage dealt by 50% of unit's Def.

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

Passive Skills

Passive Skills SP Slot
Bonus Doubler 1

Grants bonus to Atk/Spd/Def/Res during combat = 50% of current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
60
A
Bonus Doubler 2

Grants bonus to Atk/Spd/Def/Res during combat = 75% of current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
120
A
Bonus Doubler 3

Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.

Infantry Units Only
Unlocks at 5 ★
240
A
Quick Riposte 1

Unit automatically makes a follow-up attack if attacked at HP ≥ 90%.

Inheritable by all units.
60
B
Quick Riposte 2

Unit automatically makes a follow-up attack if attacked at HP ≥ 80%.

Inheritable by all units.
120
B
Quick Riposte 3

Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.

Inheritable by all units.
Unlocks at 4 ★
240
B
Infantry Breath 1

Adjacent infantry allies gain: "If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)"

Infantry Units Only
60
C
Infantry Breath 2

Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+1 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"

Infantry Units Only
120
C
Infantry Breath 3

Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+2 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)"

Infantry Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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