- Default
- Attack
- Special
- Injured




Nanna - Nordion Princess |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 4 | 7 | 5 | 6 |
Middle | 17 | 5 | 8 | 6 | 7 |
High | 18 | 6 | 9 | 7 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 23 | 31 | 18 | 23 |
Middle | 36 | 27 | 34 | 21 | 26 |
High | 40 | 30 | 37 | 24 | 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. |
HP | ATK | SPD | DEF | RES |
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Boons
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+ATK: At a subpar value of 27, Nanna appreciates a boon in Attack in order to improve her damage output as well as her potency using skills such as Recover+.
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+SPD: Speed is another great choice of boon, as it will increase Nanna’s damage output as well as her survivability by improving her ability to both perform and avoid follow-up attacks against her opponents.
Neutral
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RES: Although raising it is not a priority, Nanna’s superboon in Resistance improves her ability to land take magical damage as well as opening the opportunity to use Ploy skills.
Banes
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-DEF: Defense is Nanna’s weakest stat and best option for a bane, as lowering is further will hardly hinder her performance.
- -HP: HP is another suitable bane for Nanna; while it may take away from her overall bulk, her support ability remains intact.
Skill Sets
Hel Bringer (Offensive/Utility)
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Dazzling Pain+ | A | Atk/Spd Solo 3 Alternate: Attack +3 |
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Recover+ | B | Wrathful Staff 3 |
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Windfire Balm+ Alternate: Heavenly Light |
C | Savage Blow 3 |
IVs | S | Savage Blow 3 |
- Preferred IV: +ATK or +SPD / -DEF or -HP
- Weapon: Dazzling Pain / Dazzling Gravity
- Assist: Recover
- Special: Windfire Balm+ / Heavenly Light / Miracle
- Passive A: Atk/Spd Solo / Speed +3 / Attack +3
- Passive B: Wrathful Staff
- Passive C: Savage Blow / Hone Cavalry / Flexible
- Sacred Seal: Savage Blow / Attack +3 / Speed +3
This skill-set aims to capitalize on Nanna’s offensive potential and mobility while retaining a solid support role. The core of this revolves around running Wrathful Staff and Dazzling Staff together; not only does it remove the damage penalty tied to staves, it also prevents any opponents from counterattacking when Nanna initiates. This essentially turns Nanna into a ranged magical Firesweep user, making it easy for her to focus on offensive stats such as Attack and Speed while foregoing her bulk. Furthermore, Wrathful Staff and Dazzling Staff are interchangeable between B skill and refinement depending on what one has available.
As for weapons, Pain+ has the potential to cripple an entire team. Not only will it provide a free 10 after-combat damage to Nanna’s target, but also to opponents within two spaces of said target. This pairs exceptionally well with Savage Blow (Both C and Sacred Seal slot) by giving her the potential to do a staggering 24 points of after-combat damage to opponents around her target. Not only does this deal massive indirect damage, but it knocks opponents out of high HP thresholds such as Quick Riposte and Guard. Alternatively, Gravity+ makes for another fantastic choice of weapon by crippling the mobility of enemy teams after combat. Combining this with support such as an ally with the skill Reposition or a refresher makes Nanna virtually untouchable.
Moving on to main skills, Atk/Spd Solo grants Nanna a significant boost to her offensive stats when not adjacent to any teammates. Although Brazen Atk/Spd and Atk/Spd Bond have a higher damage potential, they are difficult to properly utilize in practice. This is due to both Nanna’s cavalry mobility as well as the fact that she should rarely ever take damage thanks to the counterattack-preventing property of Dazzling Staff. If the former isn’t available, Speed +3 and Attack +3 both make for solid budget options to increase Nanna’s damage potential.
Savage Blow is a great option in both the C slot and the Sacred Seal slot, as it gives Nanna to potential to do massive indirect damage after combat. A more team-synergetic option are class-exclusive buffs such as Hone Cavalry, as Nanna will excel the most on a cavalry-centric team. Otherwise, the C slot can be replaced with whatever will accommodate her team. Finally, both Attack +3 and Speed +3 make for good alternative Sacred Seal options in order to give Nanna additional damage output.
Velded to the ground (Full Support)
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Dazzling Gravity+ | A | Attack/Res 2 Alternate: Attack +3 |
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Recover+ | B | Wings of Mercy 3 |
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Windfire Balm+ Alternate: Imbue |
C | Atk Ploy 3 |
IVs | S | Attack +3 |
- Preferred IV: +ATK or +RES / -HP or -DEF
- Weapon: Dazzling Gravity+ / Dazzling Panic+
- Assist: Recover+
- Special: Windfire Balm+ / Heavenly Light / Imbue
- Passive A: Atk/Res 2 / Attack +3 / Resistance +3
- Passive B: Wings of Mercy / Live to Serve
- Passive C: Atk Ploy / Hone Cavalry / Flexible
- Sacred Seal: Attack +3 / Atk Ploy 3
This build is heavily centered around Nanna’s role as a support unit, making Attack and Resistance the ideal boons that she can receive. Additional Attack makes healing assists such as Recover+ more potent while Nanna’s superboon in Resistance allows her to be a better overall support by allowing her to effectively utilize Ploy skills. Nanna’s native Recover+ makes for a fantastic all-purpose healing assist in both consistency and healing output. As for Specials, Windfire Balm is a great choice of Special thanks to the significant offensive stat boost it provides to its target. Heavenly Light is a great choice for health recovery, as it will heal everyone upon activation. Alternatively, one can run Imbue for a quick to activate healing boost for one unit.
Gravity+ has great utility by crippling the movement of the enemy team, making positioning much easier for your own allies as well as taking advantage of Nanna’s high movement. Another great choice of weapon is Panic+, particularly against teams that heavily utilize Hone/Fortify buffs. For the A slot, Atk/Res 2 gives Nanna the best overall stat bonus. If unavailable, both Attack +3 and Resistance +3 make for suitable alternatives.
In addition to her already high mobility, Nanna can run Wings of Mercy in her B slot in order to warp when her allies are low on health. This gives her amazing leverage as a team support, as she will be able to move around the map effortlessly in order to heal teammates. Aside from this, Live to Serve 3 is another option that grants Nanna great self-sustain when healing. This gives her the opportunity to tank opponents if needed.
Nanna can potentially make effective use of Attack Ploy depending on her Resistance. This makes her a better overall support by granting her the role of a debuffer, lowering the damage output of the enemy. Outside of this, the C slot can be changed depending on the team composition. Nanna can also choose to run Atk Ploy in her Sacred Seal slot if not already being run in her C slot.Finally, Attack +3 is a good Sacred Seal option in increasing the potency of Nanna’s healing assist.
Introduction
Thanks to her status as a cavalry unit, Nanna has the advantage of her superior mobility as well as her access to class-exclusive buffs such as Hone Cavalry. Statwise, she sports an impressive 34 Speed. This is the highest among all cavalry healers and tied for the highest overall. However, her Attack is somewhat on the low side at a base value of 27. In addition, her physical bulk of 57 leaves much to be desired. Despite this, she still has a powerful offensive presence by combining Wrathful Staff and Dazzling Staff through weapon refinement. Not only does this remove the damage penalty on her staff, it also prevents any form of counterattack on her initiation while retaining her own ability to counterattack in the Enemy Phase.
However, these benefits aren’t without their downfalls. Healers are very limited in the skills that they can utilize, as their class blocks them from using many powerful skills such as Death Blow and Life and Death as well as Specials such as Iceberg and Moonbow. Being a cavalry unit also serves as a double-edged sword; not only is Nanna susceptible to effective weapons such as Riderbane and Wolf Tomes, her movement can be severely hindered by terrain obstacles such as forests and trenches.
Regardless, these drawbacks don’t hurt Nanna’s potential too much. The combination of cavalry mobility, Wrathful+Dazzling Staff, and solid offensive spread make Nanna excel as both a combatant and a support. This makes her a very flexible unit that can fit well on a variety of teams.
Strengths
Wrathful+Dazzling Staff
In addition to removing the damage penalty tied to staves, this combination allows for any healer to completely negate follow-up attacks on initiation akin to using a Firesweep weapon. The difference is that this combination still allows for counterattacks in the Enemy Phase.
Great Speed
At a base value of 34, Nanna is tied for the highest Speed on any healer. This allows her to both perform and avoid follow-up attacks in combat.
Cavalry
In addition to her superior mobility, Nanna has access to class-exclusive buffs such as Hone Cavalry
Weaknesses
Subpar Attack
Nanna’s base value of 27 Attack takes away from her offensive prowess as well as her potency using healing assists such as Recover+.
Poor Skill Availability
As a healer, Nanna is locked out of a countless amount of powerful passive skills as well as any offensive Special. This limits her overall potential as a combatant.
Low Physical Bulk
Nanna’s physical bulk of 57 causes her to get massively chunked, if not outright killed in one hit by many physical opponents.
Effective Weapons
Nanna will receive 1.5x damage from weapons such as Ridersbane, Zanbato, Poleaxe, and Wolf Tomes. These will outright kill Nanna, especially the ones that hit for physical damage.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Restricted to units that use a Staff.
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50 | 2 | 10 |
![]() Recover 50% of damage dealt.
Restricted to units that use a Staff.
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150 | 2 | 4 |
![]() Restores HP = 50% of damage dealt. Unlocks at 5 ★
Restricted to units that use a Staff.
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300 | 2 | 7 |
Support Skills
Support Skills | Rng. | SP |
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![]() Restores 5 HP. |
1 | 50 |
![]() Restores 10 HP. |
1 | 100 |
![]() Restores 8 HP. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Learns by default at 4 ★ |
1 | 200 |
![]() Restores HP = 50% of Atk. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Learns by default at 5 ★ |
1 | 300 |
Special Skills
Special Skills | SP | Turns |
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![]() When healing an ally with a staff, restores an additional 10 HP to target ally.
Restricted to units that use a Staff.
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50 | 1 |
![]() When healing an ally with a staff, all other allies recover 10 HP. Learns by default at 4 ★ Unlocks at 4 ★
Restricted to units that use a Staff.
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150 | 2 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Res+1
Inheritable by all units.
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30 | A |
![]() Grants Spd/Res+1.
Inheritable by all units.
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80 | A |
![]() Grants Spd/Res+2.
Inheritable by all units.
Unlocks at 5 ★ |
160 | A |
![]() Grants Def+2 to adjacent allies during combat.
Inheritable by all units.
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50 | C |
![]() Grants Def+2 to allies within 2 spaces during combat.
Inheritable by all units.
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120 | C |
![]() Grants Def+3 to allies within 2 spaces during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Thracia 776
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