- Default
- Attack
- Special
- Injured




Natasha - Sacred Healer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 7 | 6 | 7 |
Middle | 18 | 8 | 8 | 7 | 8 |
High | 19 | 9 | 9 | 8 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 33 | 29 | 21 | 33 |
Middle | 37 | 36 | 32 | 24 | 36 |
High | 41 | 39 | 35 | 27 | 39 |
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
At least they waited five months before basically Re-Releasing Lena (Offensive Support)
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Dazzling Melancholy+ Alternate: Dazzling Pain+ |
A | Atk/Res Solo (3 or 4) Alternate: Atk/Spd Solo (3 or 4) |
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Restore+ Alternate: Recover+ |
B | Wrathful Staff 3 |
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Miracle Alternate: Windfire Balm+ |
C | Joint Hone Atk Alternate: Time's Pulse 3 |
IVs | +ATK or +SPD / -DEF or -HP | S | Live to Serve 3 Alternate: Spd/Res Solo 3 |
Weapon: Dazzling Melancholy+ / Dazzling Pain+ / Dazzling Gravity+ / Dazzling Palm Staff+
Assist: Restore+ / Recover+
Special: Miracle / Windfire Balm+
Passive A: Atk/Res Solo (3 or 4) / Atk/Spd Solo (3 or 4) / Atk/Res Push 4 / Atk/Spd Push 4
Passive B: Wrathful Staff
Passive C: Joint Hone Atk / Joint Hone Spd / Time’s Pulse
Sacred Seal: Live to Serve / Spd/Res Solo / Atk/Def Solo
- Thanks to Natasha’s offensive stats being fairly workable, Natasha can make a case for running a more offensive support based healer build. The choice between an Attack or Speed asset mostly depends on if the build is going to be focusing on pumping up her Speed stat or not.
- With an assortment of staff utilities to choose from, it can be difficult to pick one out of the myriad of options. When it comes to aggression however, there are a few noteworthy options that are worth consideration. Melancholy (and by extension Witchy Wand) can be a great option that can slow enemy Specials, Pain can help spread chip damage, Gravity can lock down targets to one movement, and Palm Staff can give you a further statswing to securing follow-up attacks through Speed with its debuffs. The listed weapons are all assuming Wrathful Staff is the B Passive, though if Dazzling Staff is to be used in the B Passive instead, you’ll want to run the Wrathful refines of these weapons.
- Restore is generally one of the most effective healing Assist Skills due to its ability to heal fairly large amounts while also cleaning the patient of debuffs, which is a very important trait to possess when debuffs are aplenty in modes such as Aether Raids. Otherwise, Recover can heal much more by comparison at the cost of not cleansing debuffs.
- Depending on which Asset was taken between Speed or Attack will determine which A Passive should be taken. If committing to a Speed build, you will want to push Natasha’s Speed further upwards with an A Passive like Atk/Spd Solo or Atk/Spd Push 4. If not looking to commit to Natasha’s Speed stat, then it is better to focus on increasing her Resistance as well as Attack through Atk/Res Solo or Atk/Res Push 4.
- Joint Hones can make excellent C Passives for healers as they will often end their turn adjacent to an ally having healed them, allowing for them to buff both their patients and themselves with a nice bonus to combat potential. Time’s Pulse on the other hand can make an excellent option with a Balm Skill, allowing for the Balm to always trigger when healing.
- The Live to Serve Sacred Seal is a nice insurance policy Seal for restoring Natasha’s own HP when healing a target, great for if she ever has to take hits. Otherwise, further stat boosting Sacred Seals can be taken here such as Spd/Res Solo or Atk/Def Solo.
Saikou no Cool, Joshua (Full Support)
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Dazzling Kumade+ Alternate: Dazzling Toasty Skewer+ |
A | Fort. Def/Res 3 Alternate: Fortress Res 3 |
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Restore+ Alternate: Recover+ |
B | Chill Atk/Spd 2 Alternate: Sabotage Atk 3 |
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Windfire Balm+ Alternate: Miracle |
C | Time's Pulse 3 |
IVs | Preferred IV: +RES / -DEF or -HP | S | Chill Def 3 Alternate: Chill Res 3 |
Weapon: Dazzling Kumade+ / Dazzling Toasty Skewer+
Assist: Restore+ / Recover+
Special: Windfire Balm+ / Player Preference
Passive A: Fort. Def/Res 3 / Fortress Res 3
Passive B: Chill Atk/Spd / Chill Atk / Chill Spd / Sabotage Atk / Sabotage Spd
Passive C: Time’s Pulse / Player Preference
Sacred Seal: Chill Def / Chill Res
- For this build, this focuses more on turning Natasha into a pure support unit that is not expected to partake in combat. A Resistance Asset is to be taken as to boost Natasha’s magical bulk, and give her a chance to utilize Resistance based Support Skills if that is what the user desires.
- There are an assortment of different staffs that can be used for support builds, but two noteworthy options consist of Kumade and Toasty Skewer. Kumade can inflict an Attack/Speed debuff at the start of the turn to the target with the highest Defense, and Toasty Skewer can help allies take less damage in the Enemy Phase if Natasha is nearby said ally.
- Fort. Def/Res boosts Natasha’s displayed defenses quite high, making her much sturdier and giving her displayed Resistance to utilize for Resistance based support Skills. If Fort. Def/Res is unavailable, Fortress Res can be used on a budget.
- Chill Skills make for excellent and easy to utilize Support Skills, with high priority going to Chill Atk/Spd, followed by either Chill Atk or Chill Spd due to the generally overall usefulness of Attack and Speed debuffs in most matchups. Sabotage Atk and Sabotage Spd can be considered as alternative debuffing methods that take advantage of Natasha’s high Resistance and aim to punish adjacent enemies.
- Time’s Pulse is recommended as the C Passive to obtain near permanent Balm Skill uptime, though ultimately the C Passive is open to a lot of experimentation depending on what the user may desire as a Support based Skill.
- As Attack and Speed debuffs are taken in the B Passive, either the Chill Def or Chill Res Sacred Seal should be taken in order to empower the damage of Natasha’s allies. Whether those be physical damage dealers or magical damage dealers is up to the user’s team composition and preferences.
Strengths
Good Attack and Resistance
Sporting values of 36 in both her Attack and Resistance, Natasha can hit fairly hard, soak magical hits well, and even utilize her good Attack and Resistance for supportive purposes through empowering her healing capability and giving her access to certain Resistance based Skills such as Sabotages.
Access to Healer Benefits
Healers have no shortage of different offensive staves at their disposal, allowing them to run a myriad of offensive support builds or full support builds. Not to mention, their access to Dazzling Staff can help them avoid counter attacks in most situations which makes them quite safe attackers. While some limited Skill access exists, there are a fairly good amount of Skills available for healers to be decent combatants.
Weaknesses
Hey, haven’t we seen this before?
It’s no secret that staff users without unique weapons of their own are doomed to be largely replaceable by other options, and while Natasha is by no means bad, there are definitely other healers that can handle what she does just as well if not better than her. Natasha can definitely be your go to healer if you’re looking for an infantry healer with stats like hers, but if you’ve invested in options like Lena or Summer Rhys already, you’re going to be hard pressed to find a reason to work on Natasha.
Low Defense and HP, Speed is only somewhat passable
In exchange for boosting her Attack and Resistance, Natasha’s HP and Defense suffer by comparison. Her Speed is on the middling end with a value of 32 to work with. While this Speed stat is definitely usable with the right Skills, it only barely gets the job done compared to otherwise more swift healers with better offensive spreads.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Unlocks at 1 ★ Restricted to units that use a Staff.
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50 | 2 | 10 |
Support Skills
Support Skills | Rng. | SP |
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![]() Restores 5 HP. Learns by default at 1 ★ |
1 | 50 |
![]() Restores 7 HP each to target and this unit. Learns by default at 3 ★ |
1 | 100 |
![]() Restores HP=7+this unit's suffered damage. Unit heals HP=half suffered damage. Slows Special trigger (cooldown count+1). Learns by default at 4 ★ |
1 | 150 |
![]() Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.) 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. Learns by default at 4 ★ Unlocks at 3 ★ 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. 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.
Unlocks at 1 ★ |
30 | A |
![]() Grants HP+3, Res+1. Inheritable by all units.
Unlocks at 2 ★ |
100 | A |
![]() Grants HP+4, Res+2. Inheritable by all units.
Unlocks at 4 ★ |
200 | A |
![]() Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+2 during combat." Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
![]() Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+3 during combat." Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
![]() Allies within 2 spaces gain: "If foe uses sword, lance, axe, or dragonstone, grants Def/Res+4 during combat." Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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