- Default
- Attack
- Special
- Injured
New Year Dagr - New Year Jötnar |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 10 | 11 | 4 | 2 |
Middle | 18 | 11 | 12 | 5 | 3 |
High | 19 | 12 | 13 | 6 | 4 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 38 | 39 | 23 | 19 |
Middle | 40 | 41 | 42 | 27 | 22 |
High | 43 | 45 | 46 | 30 | 26 |
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
Year of the Sun (Player Phase)
Jötnar Bow | A | Atk/Spd Catch 4 Alternate: Atk/Spd Boosting A Slot |
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Positional Assist | B | Sun-Twin Wing | |
Ruptured Sky Alternate: Moonbow |
C | Atk/Def Rein 3 Alternate: Atk/Spd Menace |
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IVs | +Spd or +Atk / -Res | S | Blade Session 3 |
Weapon: Jötnar Bow
Assist: Positional Assist / flexible
Special: Ruptured Sky / Moonbow / Deadeye / flexible
IVs: +Spd or +Atk / -Res
Passive A: Atk/Spd Catch 4 / Atk/Spd Boosting A Skill / flexible
Passive B: Sun-Twin Wing
Passive C: Atk/Def Rein / Atk/Spd Menace / flexible
Sacred Seal: Blade Session / flexible
- This is a standard player phase offense set which boosts Dagr’s Atk and Spd to deal high damage and follow-up attack against most opponents.
- A 2 cooldown Special such as Ruptured Sky or Moonbow is generally useful, as it will activate on Dagr’s second attack under normal circumstances. Deadeye is a solid choice as well; it is slower to activate but negates Damage Reduction from skills like Close Call.
- The A skill and seal are chosen to boost Atk and Spd. Atk/Spd Catch provides the largest potential boost to Atk and Spd in all modes at +9, with relatively easy conditions to hit +7. Blade Session seal likewise provides the largest potential boost in the seal slot at +9.
- The C skill is flexible. Atk/Def Rein is a good choice that debuffs the Atk and Def of any foes within 2 spaces of Dagr by 4, effectively increasing her own Atk, Def, and Res as well as those of any of her allies in combat with those foes. Atk/Spd Menace, or another Menace, can be extremely useful in order to provide Dagr with buffs in Atk and Spd and debuff a foe’s Atk and Spd so long as she starts her turn within 4 spaces of at least one foe. The buffs in Atk and Spd also debuff the stats of her foe due to the effects of Jötnar Bow.
The New Year Brings Many Paths, Alfster (Summoner Duels)
Jötnar Bow | A | Atk/Spd Catch 4 Alternate: Sturdy Impact |
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Reposition Alternate: Positional Assist |
B | Sun-Twin Wing Alternate: A/S Far Trace 3 |
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Deadeye Alternate: Moonbow |
C | Atk/Def Rein 3 Alternate: Atk/Spd Menace |
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IVs | +Spd or +Atk / -Res | S | Blade Session 3 Alternate: Swift Sparrow 2 |
Weapon: Jötnar Bow
Assist: Reposition / Positional Assist
Special: Deadeye / flexible
IVs: +Spd or +Atk / -Res
Passive A: Atk/Spd Catch 4 / Sturdy Impact / Atk/Spd Boosting A Skill / flexible
Passive B: Sun-Twin Wing / A/S Far Trace / another Trace
Passive C: Atk/Def Rein / Atk/Spd Menace / flexible
Sacred Seal: Blade Session / flexible
- Dagr’s Pathfinder abilities allow her to be a uniquely useful unit in Summoner Duels. In particular, her duo skill can potentially give Pathfinder to every unit on a summoner duels team, allowing for extremely high movement in one action and threatening huge areas of the map.
- Deadeye is a highly useful Special if used with some way of charging Specials, such as the Secret Maneuver captain skill or Ostia Pulse II on Legendary Hector. Its ability to penetrate damage reduction on top of dealing 100% extra damage allows Dagr to hit some units much harder than she otherwise could. However, its cooldown is rather long at 3, so it may be more practical to use a shorter-cooldown Special such as Moonbow or Glimmer.
- The A skill is flexible. Dagr appreciates more Atk and Spd in order to deal higher damage, double, and avoid follow-ups. A skill like Atk/Spd Catch 4 is a great option that provides a boost of 7 Atk and Spd if the foe is at 100% HP or has any form of debuff, and a boost of 9 if both conditions are met. As these are relatively easy conditions, this is a reliable A skill. Other options like Swift Sparrow 3 are also solid. Alternatively, she can opt for Sturdy Impact, forgoing the Spd for a huge boost of +10 Def on initiation, in addition to denying her foe’s follow-ups. This can help her matchups against some bulky Far Save units like Ascended Fjorm and Brave Hector.
- Sun-Twin Wing is a great B slot that provides Dagr the effects of Null Follow-Up as well as debuffing her foe’s Spd and Def by 5, so long as she is above 25% HP. Due to the extreme usefulness of the Canto effect in some summoner duels matches, there may be cases where a Trace skill such as Atk/Spd Trace is more useful by allowing her to retreat after attacking.
- The C skill is flexible. Atk/Def Rein is a good choice that debuffs the Atk and Def of any foes within 2 spaces of Dagr by 4, effectively increasing her own Atk, Def, and Res as well as those of any of her allies in combat with those foes. Atk/Spd Menace, or another Menace, can be extremely useful in order to provide Dagr with buffs in Atk and Spd and debuff a foe’s Atk and Spd so long as she starts her turn within 4 spaces of at least one foe. The buffs in Atk and Spd also debuff the stats of her foe due to the effects of Jötnar Bow.
- The seal is flexible. Blade Session provides a boost of either 3, 6, or 9 Atk and Def depending on whether 0, 1, or 2 allies have ended their turn before Dagr. This is the largest potential boost in Atk and Spd available from a seal, however other options like Swift Sparrow are also solid choices.
Nott Another Defense Mythic with Pathfinder (Aether Raids Defense)
Jötnar Bow | A | Sturdy Impact Alternate: AR-D Atk/Spd (3 or 4) |
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B | Sun-Twin Wing | ||
Ruptured Sky Alternate: Moonbow |
C | Atk/Def Rein 3 Alternate: Atk/Spd Menace |
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IVs | +Spd or +Atk / -Res | S | Blade Session 3 Alternate: Swift Sparrow 2 |
Weapon: Jötnar Bow
Assist: No Assist / flexible
Special: Ruptured Sky / Moonbow / Deadeye / flexible
IVs: +Spd or +Atk / -Res
Passive A: Sturdy Impact / AR-D Atk/Spd / AR-D Atk/Def / flexible
Passive B: Sun-Twin Wing
Passive C: Atk/Def Rein / Atk/Spd Menace / flexible
Sacred Seal: Blade Session / flexible
- Dagr’s Pathfinder effect makes her a solid choice on some Aether Raids defense teams, like how her sister Nott is used on Dark defense teams. While this version of Dagr is not a mythic, she does have other useful effects and can be a threatening unit in combat, especially against blue units.
- The ideal skills are generally similar to the previous two builds, with a few exceptions. It may be useful to use No Assist depending on Dagr’s role on the team, to avoid situations where she uses a rally or a positional assist instead of attacking. Or a team may want her to use a Rally in order to set up specific AI behavior.
- Sturdy Impact is a solid choice of A skill that gives +6 Atk, +10 Def, and denies an opponent’s follow-up attack when Dagr initiates combat. This allows her to survive tougher hits from units like Brave Hector, and blocks Ascended Fjorm’s potential follow-up attack, as well as being useful against many other less common Far Saves. AR-D skills provide a larger potential stat boost provided the team has enough intact defense structures, up to +11 for AR-D Atk/Spd 4 or +10 for AR-D Atk/Def 3.
Strengths
Jötnar Bow
Jötnar Bow combines many useful effects including lowering Special cooldown, the flying effectiveness common to all bows, Pathfinder, and a debuff of -5 to foe’s Atk, Spd, and Def when Dagr initiates combat or is within two spaces of an ally, as well as an additional debuff equal to any buffs Dagr has in those stats. These effects allow Dagr to hit hard while also allowing her teammates to move an extra tile with Pathfinder.
Duo Skill
Dagr’s duo skill buffs all allies within 5 rows and 5 columns centered on her by +6 in all stats, and grants them the Pathfinder effect, allowing allies to move through their spaces without consuming a space of movement. Used properly, this can allow units to move massive distances across maps through a chain of allied units with Pathfinder. While this skill cannot be used on Aether Raids defense, Dagr does enable the use of a Duo’s Hindrance while she is active on the field, preventing the offense player from using any Duo or Harmonic skills. Combined with her Pathfinder effect, this may make her highly useful on some defense teams in a similar way to her sister Nott in Dark season, as well as in Summoner Duels where she can potentially give her entire team Pathfinder for one turn.
Duo Scoring
Dagr’s duo skill allows her to score as if she has 195 base stat total when used in modes like Arena where score is affected by base stat total. In addition to this, Sun-Twin Wing increases her scoring slightly compared to other 195 units by virtue of the fact that it costs 300 SP while the normal cap for B skills is 240, allowing her to hit a higher total SP compared to most units.
Sun-Twin Wing
New Years’ Dagr retains her base version’s unique B skill, Sun-Twin Wing, which activates as long as she is above 25% HP, inflicting a debuff of -5 Spd and Def to foes in combat as well as providing the effects of Null Follow-Up.
Amazing Atk and Spd
Dagr’s base 41 Atk and 42 Spd are incredible and allow her to deal high damage while gaining a follow-up attack against most foes.
Bow Flier
Dagr’s status as a flying bow-wielder allows her to use good skills like Atk/Spd Catch and Spd/Def Rein.
Decent HP and Def
Dagr’s base 40 HP and 27 Def are average, allowing her to take physical hits reasonably well when combined with other skills like Jotnar Bow and Atk/Def Rein.
Weaknesses
Flying Effectiveness
Dagr’s status as a flying unit means that she takes extra damage from any foes using weapons effective against flying units, which includes every bow as well as others like Excalibur. In practice, this means that many archers can KO her with a single attack.
Poor Res
Dagr’s base 22 Res is rather low, and means she will often take high damage from magic foes.
Duo’s Hindrance
Dagr’s use in Aether Raids offense is significantly limited by the fact that many teams use the Duo’s Hindrance structure, preventing her from activating her duo skill. This is not an issue in some other modes such as Arena and Summoner Duels.
Duo Skill
Grants Atk/Spd/Def/Res+6 and【Pathfinder】 to unit and allies within 5 rows and 5 columns centered on unit for 1 turn. 【Pathfinder】 When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Bow Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
Steel Bow Effective against flying units. Learns by default at 2 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
Silver Bow Effective against flying units. Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Bow users.
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200 | 2 | 9 |
Jötnar Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def-5 on foe during combat and inflicts penalty on foe's Atk/Spd/Def during combat = current bonus on each of unit's Atk/Spd/Def. Calculates each stat penalty independently. Effect:【Pathfinder】 【Pathfinder】 When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.) Learns by default at 4 ★ Unlocks at 4 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Push 1 At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
Atk/Spd Push 2 At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
Atk/Spd Push 3 At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Atk/Spd Push 4 At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
Sun-Twin Wing At start of combat, if unit's HP ≥ 25%, inflicts Spd/Def-5 on foe and also neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
Atk/Def Rein 1 Inflicts Atk/Def-2 on foes within 2 spaces during combat.
Flying Only
Unlocks at 1 ★ |
60 | C |
Atk/Def Rein 2 Inflicts Atk/Def-3 on foes within 2 spaces during combat.
Flying Only
Unlocks at 2 ★ |
120 | C |
Atk/Def Rein 3 Inflicts Atk/Def-4 on foes within 2 spaces during combat.
Flying Only
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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