- Default
- Attack
- Special
- Injured




Navarre - Scarlet Sword |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 6 | 10 | 5 | 4 |
Middle | 18 | 7 | 11 | 6 | 5 |
High | 19 | 8 | 12 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 28 | 34 | 20 | 21 |
Middle | 42 | 31 | 37 | 23 | 24 |
High | 45 | 34 | 40 | 26 | 28 |
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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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Gory Gladiolus (Turn One Galeforce / AR Offense)
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Scarlet Sword (+Eff) | A | Fury (3 or 4) Alternate: Swift Sparrow (2 or 3) |
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Reposition Alternate: Draw Back |
B | Wings of Mercy 3 Alternate: Desperation 3 |
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Galeforce | C | Savage Blow 3 Alternate: Time's Pulse 3 |
IVs | +ATK or +SPD (for Flashing Blade builds) | S | Quickened Pulse Alternate: Flashing Blade 3 |
Weapon: Scarlet Sword (+Eff)
- Scarlet Sword's base Slaying effect combined with its refined effect—reducing Navarre's Special cooldown by two at the start of turn 1—allows for potent precharged setups. Galeforce in particular benefits greatly as Scarlet Sword alone fulfills half of its reduced max cooldown (4), meaning Navarre only needs a minimal number of attacks to fully charge it.
Assist: Reposition / Draw Back / Smite
- Reposition and Draw Back are recommended for general gameplay for drawing allies out of enemy range by one space. In AR Offense, there are circumstances where Smite would be ideal; for instance, testing out traps or pushing an armored ally into a certain space quicker.
Special: Galeforce
- The focal point of this build, a fully-charged Galeforce activation allows Navarre to take another action—likely taking out another enemy or hitting and running if necessary.
- Because of the unconditional precharge offered by Scarlet Sword, it takes a significantly reduced number of actions to fully charge Galeforce on Navarre's first attempt, assuming he isn't combatting units with Guard skills.
Passive A: Fury (3 or 4) / Swift Sparrow / Flashing Blade 4 / Atk/Spd Bond
- Fury is a great A slot skill to consider as it improves Navarre's modest stat spread all-around. Additionally, the recoil suffered after every successful battle makes Navarre a decent Wings of Mercy beacon; other teammates (especially those also running Galeforce themselves) can thus teleport in and offer support.
- Swift Sparrow offers large and consistent offensive boosts when initiating combat, which is where Navarre will do the meat of his work anyways.
- Flashing Blade 4 capitalizes on Navarre's good Speed and rewards dominant Speed comparisons by dealing a flat +5 damage to slower enemies. Though it's slightly inferior to Swift Sparrow 3 + the Flashing Blade seal, using Flashing Blade in the A slot saves up on Sacred Seal usage if that is a commonly used Seal amongst your units.
- Atk/Spd Bond capitalizes on ally adjacency, which is a common scenario especially if Navarre uses Wings of Mercy. It is not recommended otherwise as it makes Navarre reliant on his allies being positioned sometimes inconveniently.
Passive B: Wings of Mercy / Desperation / Lull Spd/Def
- Wings of Mercy is an AR Offense-centric skill for players using multiple Galeforce users in one team. It allows Navarre to teleport to a greatly-damage ally and potentially further a Galeforce chain himself.
- For general gameplay purposes, Desperation is an accessible and practical option which allows Navarre to make follow-up attacks immediately—as opposed to suffering a counterattack—when below 75% HP. Conveniently, the Slaying effect of Scarlet Sword combined with a Blade skill allows for efficient Galeforce charging when Desperation is used.
- Those concerned about Navarre's damage output or Speed comparisons versus high Defense or high Speed superunits can run Lull Spd/Def to nullify bonuses and punish these stats further by -3 in combat.
Passive C: Savage Blow / Infantry Pulse / Time's Pulse / Def Snoke
- Smoke-type skills enable Navarre to punish and weaken enemies that are grouped together, allowing for easier post-Galeforce battles. Whereas Savage Blow directly applies damage to surrounding enemies, Def Smoke affects their Defense stat instead.
- If running Navarre with other infantry allies that would like their Specials precharged, Infantry Pulse is a neat complement for those with lower HP.
- Time's Pulse's usefulness mostly expires after Galeforce's first activation but can be used to fully charge Galeforce on Turn 1 if you do not want to take chances with enemy setups running Special disruption skills, such as Pulse Smoke or Guard.
Sacred Seal: Quickened Pulse / Flashing Blade / Swift Sparrow / Atk/Spd Bond
- Like Time's Pulse, Quickened Pulse can be used for fully charging Galeforce on Turn 1 if the player does not want to take chances with enemy setups with Special charge disruption, especially enemies with Guard in some form. At the very least, it also helps the first Galeforce to activate with just one hit.
- For subsequent Galeforce activations after the first, Flashing Blade is recommended to bypass the Special's otherwise unruly cooldown of 4.
- Otherwise, if one only really cares about Navarre's first Galeforce activation and seeks to improve his in-combat capabilities, Swift Sparrow and Atk/Spd Bond does the job by providing sizable Attack and Speed boosts.
Scarlet Speedwells (Turn 1 AOE)
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Scarlet Sword (+Eff) | A | Life and Death 4 Alternate: Fury (3 or 4) |
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Reposition Alternate: Draw Back |
B | Special Spiral 3 |
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Blazing Wind | C | Savage Blow 3 Alternate: Time's Pulse 3 |
IVs | +ATK / -RES | S | Quickened Pulse Alternate: Swift Sparrow 2 |
Weapon: Scarlet Sword (+Eff)
- Scarlet Sword's Special precharge of -2 and permanent Special acceleration of -1 allows for near-instant charging of area-of-effect Specials, as well as convenient, Blade skill-less subsequent charges with Special Spiral.
Assist: Reposition / Draw Back
Special: Blazing Wind / Any other Blazing AOE Special
- Considering Scarlet Sword combined with Infantry Pulse support or simply adding the Quickened Pulse Sacred Seal, Navarre's chosen AOE Special can be fully charged and ready to go. Blazing Wind is preferred for its accessibility as well as its damage amplification of 1.5x, which mostly makes up for Navarre's otherwise average damage.
Passive A: Life and Death (3 or 4) / Fury 4
- To make the best use out of AOE Specials, which take into account Navarre's visible Attack minus the enemy's visible Defense, Navarre will want to achieve the best visible Attack he can. A-slot choices that help with this henceforth come down to Fury and Life and Death.
- Life and Death provides the maximum amount of visible Attack and Speed boosts possible in an A-slot and is significantly preferred as Navarre's average offensive statline generally demands the best. Though the defense drops hurt Navarre's ability to tank hits, this issue is generally avoidable as Navarre should be landing a single killing hit after AOE damage.
- Fury provides less potent boosts than Life and Death, but improves Navarre's Defense and Resistance also if improving his stats and making safer initiations overall is preferable to you.
Passive B: Special Spiral
- After every successful activation of Navarre's AOE Special, Special Spiral grants two free additional charge. Navarre's last attacks combined with this means the Special can be instantly ready again, assuming Navarre is up against an enemy not running Guard in some form.
Passive C: Savage Blow / Time's Pulse / Def Smoke / Flexible
- A Smoke-type skill is again preferred for further punishment on surrounding foes in addition to damage dealt by AOE. Savage Blow deals a small amount of additional damage, while Def Smoke further improves the potency of AOE damage if you're allying Navarre with supporting refresher units.
- Time's Pulse allows Navarre to self-sufficiently fully charge his Special without running Quickened Pulse or relying on Infantry Pulse from allies. However, running the latter two is far easier and more inheritance-friendly than Time's Pulse, and said skill should only be run at your leisure and luxury.
- Navarre's C slot skill is otherwise up to team preferences and accessibility to certain resources.
Sacred Seal: Quickened Pulse / Swift Sparrow / Sturdy Blow / Atk/Spd 2 / Atk +3
- Those running Navarre without other forms of Special cooldown acceleration (i.e. Time's Pulse or outsourced Infantry Pulse support) should generally run Quickened Pulse to instantly fully charge Navarre's Special by himself.
- Otherwise, Sacred Seals that directly improve on Navarre's combat should be taken.
- Swift Sparrow and Sturdy Blow, for instance, both improve on Navarre's in-combat attacks while making follow-up attack or safer initiations more possible.
- Atk/Spd 2 and Atk +3 slightly improve Navarre's visible stats if maximum AOE damage is a priority.
Strengths
Scarlet Sword
Navarre's unique blade is his defining trait compared to others sharing his movement and weapon type. Along with the conventionally good Slaying effect (which permanently reduces the Special cooldown of Navarre's Special by 1), the refined effect of Scarlet Sword further grants Special cooldown count -2. In layman's terms, Navarre will be able to utilize Specials with higher cooldown values—especially Galeforce (5) and AOE Specials (4)—nearly immediately and usually repeatedly when built right.
Availability
Navarre's Grand Hero Battle map is available every week as part of daily Events, meaning players can grab copies of him (once) simply by beating his map on the correct day.
Weaknesses
Free Unit / Generation One Blues
As a Grand Hero Battle unit released near the start of Fire Emblem Heroes's launch, Navarre simply has too much to catch up on compared to more recently added entries to the game. This is fairly evident through Navarre's restrictive summonability outside of GHB and Heroic Grail summoning, as well as his now-outdated base stat total of 157.
Severe Competition
Compared to newer and shinier competition in the form of units such as Larcei, Shannan, Soleil, and countless others in the red sword infantry pool, it can be pretty difficult to justify Navarre as a real choice over them, even with Scarlet Sword.
Only Acceptable Offensive Spread
Navarre's base 31 Attack and 37 Speed are pretty basic as far as modern offensive spreads are concerned. Though they are acceptable enough to do what he's good at: hitting hard and fast, however, these values inherently make Navarre rather reliant on Special activation.
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Scarlet Sword (+Eff) | A | Brazen Atk/Spd 4 |
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Reposition | B | Special Spiral 3 |
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Luna | C | Odd Atk Wave 3 |
S | Brazen Atk/Def 3 |
A few quick notes:
-This is the build I usually use for my +10 merged Navarre, but it's slightly modified and I'll explain why.
-And this build is definitely not cheap.
Navarre's refine works great with this build since it allows use of his special on turn 1 and Special Spiral makes it so Navarre never uses a regular attack ever again (I mean, if he doubles, which he usually does, he uses a regular attack then but that's besides the point). For his special I use Luna since it has a low cooldown that allows Special Spiral and his refine to shine and the fact I find it consistently better than Bonfire. Brazen Atk/Spd 4 gives a nice boost to his speed and attack and honestly he needs it. Compared to more recent units, his stats at 0 merge lvl 40 are underwhelming to say the least. Thanks power creep. That's beside the point and I will say Brazen Atk/Spd 3 works just as well. Odd Atk Wave 3 for that little boost he needs sometimes. It helps.
Now the seal. I recommend Brazen Atk/Def seal because after Brazen Atk/Spd 4, you probably don't need more speed and the small defense boost is nice. I use Brazen Atk/Spd seal because I'm extra like that, but with all of my Navarre's stat boost from merges, summoner/ally support, and the such, he reaches around 63 speed and that's just extra. Also if I gave him Odd/Even Speed Wave, on a turn with boost and brazens he'd have 69 speed.
So yeah. I have fun using Navarre as my main unit in FEH
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Scarlet Sword (+Eff) | A | Flashing Blade 4 |
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Reposition | B | Special Spiral 3 |
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Blazing Wind | C | Odd Atk Wave 3 |
S | Quickened Pulse |
Navarre's new sword and refinement allows him to run the AoE buster build, having Blazing Wind immediately charged at the start of combat, since AoE specials runs off of the user's attack stat, Odd Attack Wave 3 is essential for him to deal massive amounts of damage. Special Spiral 3 is essential for B slot so that he gains +2 special charge to his special since AoE specials trigger before combat starts which let's Navarre have Blazing Wind ready after combat is done.
His A slot can either be Life and death 3 which is the cheaper option, grants Navarre a flat boost to his offense while decreasing his defense, however at higher merges and dragonflowers his speed stat becomes too overwhelming to the point where extra points are wasted unnecessarily, so running Flashing blade 4 the expensive option grants him the +5 true damage on his attacks which works on AoE, giving him the damage boost like he would have using life and death but still keeping his speed at a high enough level with good respectable bulk.
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Scarlet Sword (+Eff) | A | Life and Death 3 |
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Reposition | B | Wrath 3 |
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Blazing Wind | C | Odd Atk Wave 3 |
S | Quickened Pulse |
Replace Wrath with Special Spiral, and you have what is arguably Navarre's best set to date.
Extremely powerful in the right hands, and very dangerous while doing so as well.
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Wo Dao+ (+Atk) | A | Life and Death 3 |
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Ardent Sacrifice | B | Desperation 3 |
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Moonbow | C | Threaten Atk 3 |
S | Heavy Blade 3 |
Navarre wasn't very good at launch. With such low atk and decent def and res, Navarre was just... there. Thing is, he has really good speed. First you want to give him a Wo Dao+ and give it a plus atk refinement. When you give him life and death it'll improve his already great speed and make his attack manageable. You'll want to give him desperation and Ardent sacrifice to activate it it on demand. Heavy Blade and threaten atk are the key to this build and it'll activate moonbow every initiation.
The cons to this build are a poor enemy phase and a glassy unit.
The pros are you have a great player phase unit and a great enemy killer. And compared to him before, at launch, that's much better.
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Firesweep Sword+ | A | Life and Death 3 |
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Reposition | B | Swordbreaker 3 |
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Blazing Wind | C | Even Spd Wave 2 |
S | Phantom Spd 3 |
Only recently have I been able to 5 star Navarre. Now in all honesty, vanilla Navarre is, well...
Trash.
But building trash tier units is one of the funnest things you can do in this game. He was one of the first units I put some thought into when building him but never had the time to 5 star him.
Soleil and Sophe didn't die in vain, as Navarre uses L&D with the Firesweep Sword perfectly. Navarre already has bad defenses, so lowering them for higher strength and even higher speed is great. And with that high speed, he doesn't get doubled by nearly anyone, save the faster units like Karla or Swift Sparrow users. He can double with some high damage without fear of counters. The fastest units in the game are sword users, so swordbreaker on him is perfect as he'll double even the fastest of sword users. And I don't use them much, but his vanilla AoE is too good to pass up on a FS sword build.
Man, building trash units into something reliable is fun :D.
Anyway TL;DR, Navarre is better than Ayra and Karla fite me.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 7 |
![]() Unlocks at 5 ★ Only Inheritable by Sword Units.
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300 | 1 | 11 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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150 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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300 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
50 | B |
![]() Inheritable by all units.
Unlocks at 4 ★ |
100 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | B |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
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Banners Featured In
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