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New Year Fáfnir

Analysis by Wecondo12
New Year Fáfnir - Fresh Ambition

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
169
HP 40
ATK 43
SPD 39
DEF 31
RES 16

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 8 6 2
Middle 18 10 9 7 3
High 19 11 10 8 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 36 28 12
Middle 40 43 39 31 16
High 43 46 43 34 19

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

Skill Sets

News of my death was greatly exaggerated. (General Use Player Phase)

Build by Wecondo12
Recommended
Niðavellir Sprig A Atk/Spd Boosting A Slot
Positional Assist B Lull Spd/Def 3
Luna C Rouse Atk/Def 4
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Niðavellir Sprig

Assist: Positional Assist

Special: Luna

Passive A: Atk/Spd Boosting A Slot

Passive B: Lull Spd/Def / Desperation

Passive C: Rouse Atk/Def 4 / Distant Guard / Preference

Sacred Seal: Atk/Spd Solo / Swift Sparrow / Blade Session

  • Fafnir joins the growing club of units who get seasonals before their original versions. Thankfully, New Year Fafnir is a very solid unit in his own right thanks to his great exclusive weapon and statline.
  • Niðavellir Sprig is an excellent weapon, giving him Canto (2) and negating effects that prevent his follow-up attacks as well as inflicting Guard on foes as long as he initiates or is not adjacent to an ally. All this combined makes New Year Fafnir an excellent hit and run unit, and he’ll have no trouble securing KO’s thanks to his weapon coupled with his massive Attack.
  • As with many Player Phase units, Fafnir should be looking to stack as much Attack and Speed as possible in both his A slot and sacred seal, so A slot skills such as his innate Atk/Spd Solo and Atk/Spd Push 4 as well as sacred seals such as Blade Session are his ideal options A slot and seal options.
  • Since Fafnir already has Canto built into his weapon, Lull Spd/Def is his best choice of B slot for general use as it lets him negate the foe’s Speed and Defense buffs while debuffing those stats by an additional -3, making his hits even harder to tank.
  • Fafnir’s C slot skill is primarily up to user preference, and can be swapped as needed.

I miss my wife, Reginn. (AR Offense)

Build by Wecondo12
Recommended
Niðavellir Sprig A Fury (3 or 4)
Positional Assist B Disarm Trap 3
Luna C Joint Drive Atk
IVs

+ATK or +SPD / -HP

SFury 3

Show Explanation/Analysis

Weapon: Niðavellir Sprig

Assist: Positional Assist

Special: Luna

Passive A: Fury 3 or 4

Passive B: Disarm Trap

Passive C: Joint Drive Atk / Distant Guard / Preference

Sacred Seal: Fury

  • Thanks to his inbuilt Canto, Fafnir is also a good choice for a Wings Of Mercy beacon for Galeforce teams in Aether Raids with double Fury and Disarm Trap. With Canto, Fafnir can easily initiate on turn 1 and move back into range of a dance to attack again while clearing traps and setting up a Wings of Mercy chain.
  • Fury in Fafnir’s A slot and seal are necessary to drop Fafnir’s HP to below 50% for Wings of Mercy to activate, while Disarm Trap is necessary to remove traps in the way of the enemy team for Fafnir’s teammates.
  • Aside from his utility as a Wings of Mercy beacon, this build plays mostly the same as his general use Player Phase builds.

Strengths

Statline

Fafnir’s fantastic offenses mean that he has no trouble performing follow-up attacks and hitting incredibly hard while doing so. Fafnir’s Defense stat is also decent enough to tank a physical hit if necessary.

Niðavellir Sprig

Fafnir’s Niðavellir Sprig is a great weapon, giving him Canto and a large stat boost in addition to negating follow-up prevention effects and inflicting Guard as long as he initiates(Which he’ll already be doing 99% of the time) or is not adjacent to an ally. This weapon makes Fafnir an excellent hit and run unit thanks to its inbuilt Canto and makes his initiations difficult for many units to tank.

Weaknesses

Terrible Resistance

Fafnir’s only glaring flaw is his horrific base 16 Resistance, which makes him easy prey for essentially any unit that can dish out magical damage.

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 2 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Silver Dagger

After battle, inflicts Def/Res-5 on foe through its next action.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 7
Niðavellir Sprig

Grants Spd+3.

Enables【Canto (2)】during turns 1 through 4.

If unit initiates combat or is not adjacent to an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that prevent unit's follow-up attacks, and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Effect:【Dagger 7】 

【Canto (2)】 After an attack, Assist skill, or structure destruction, unit can move 2 space(s).  (Unit moves according to movement type.

Once per turn.

Cannot attack or assist.

Only highest value applied. Does not stack.

After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action.

Unit's base movement has no effect on movement granted.

Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).) 

【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Glimmer

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Spd Solo 1

If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.

Unlocks at 2 ★
60
A
Atk/Spd Solo 2

If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.

Unlocks at 3 ★
120
A
Atk/Spd Solo 3

If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Solo 4

If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Disarm Trap 1

While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect.

Dagger users only.
Unlocks at 1 ★
60
B
Disarm Trap 2

While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect.

Dagger users only.
Unlocks at 2 ★
120
B
Disarm Trap 3

While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect.

Dagger users only.
Unlocks at 4 ★
240
B
Rouse Atk/Def 1

At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 2 ★
60
C
Rouse Atk/Def 2

At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 3 ★
120
C
Rouse Atk/Def 3

At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 to unit for 1 turn.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
C
Rouse Atk/Def 4

 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 and【Null Panic】to unit for 1 turn.  【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

Excludes Armor and Flying units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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