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Analysis by accidentalgreed
Navarre - Scarlet Sword

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 42
ATK 31
SPD 37
DEF 23
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 18 7 11 6 5
High

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 42 31 37 23 24
High

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

This unit has no access to IVs.

Skill Sets

Gory Gladiolus (Turn One Galeforce / AR Offense)

Build by
Recommended
Scarlet Sword (+Eff) A Fury (3 or 4)
Alternate: Swift Sparrow (2 or 3)
Reposition
Alternate: Draw Back
B Wings of Mercy 3
Alternate: Desperation 3
Galeforce C Savage Blow 3
Alternate: Def Smoke 3
IVsSQuickened Pulse
Alternate: Flashing Blade 3

Show Explanation/Analysis

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 / Def Smoke / Infantry Pulse / Time's Pulse

  • 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)

Build by
Scarlet Sword (+Eff) A Life and Death 4
Alternate: Fury (3 or 4)
Reposition
Alternate: Draw Back
B Special Spiral 3
Blazing Wind C Savage Blow 3
Alternate: Time's Pulse 3
IVsSQuickened Pulse
Alternate: Swift Sparrow 2

Show Explanation/Analysis

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) an 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 lack of IVs, restrictive summonability outside of GHB and Heroic Grail summoning, and 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 admittedly pretty basic as far as modern offensive spreads are concerned and can't be improved with Assets. 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.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Only Inheritable by Sword Units.
100 1 8
Killing EdgeAccelerates Special trigger (cooldown count-1).
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 7
Killing Edge+Accelerates Special trigger (cooldown count-1).
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 11
Scarlet SwordAccelerates Special trigger (cooldown count-1).
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising WindBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing WindBefore combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Desperation 1If unit initiates combat with HP ≤ 25%, follow-up attacks occur immediately after unit's attack.
Inheritable by all units.
Unlocks at 3 ★
50
B
Desperation 2If unit initiates combat with HP ≤ 50%, follow-up attacks occur immediately after unit's attack.
Inheritable by all units.
Unlocks at 4 ★
100
B
Desperation 3If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack.
Inheritable by all units.
Unlocks at 5 ★
200
B
Threaten Spd 1Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
50
C
Threaten Spd 2Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
100
C
Threaten Spd 3Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.
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

Banners Featured In

None

Official Hero Artwork