- Default
- Attack
- Special
- Injured




New Year Fáfnir - Fresh Ambition |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 9 | 8 | 6 | 2 |
Middle | 18 | 10 | 9 | 7 | 3 |
High | 19 | 11 | 10 | 8 | 4 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
News of my death was greatly exaggerated. (General Use Player Phase)
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Niðavellir Sprig | A | Atk/Spd Boosting A Slot |
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Positional Assist | B | Lull Spd/Def 3 |
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Luna | C | Rouse Atk/Def 4 |
IVs | +ATK or +SPD / -RES | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
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)
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Niðavellir Sprig | A | Fury (3 or 4) |
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Positional Assist | B | Disarm Trap 3 |
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Luna | C | Joint Drive Atk |
IVs | +ATK or +SPD / -HP | S | Fury 3 |
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. |
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![]() After combat, inflicts Def/Res-3 on foe through its next action. Learns by default at 1 ★ Unlocks at 1 ★ Dagger users only.
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50 | 2 | 3 |
![]() After combat, inflicts Def/Res-3 on foe through its next action. Learns by default at 2 ★ Unlocks at 2 ★ Dagger users only.
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100 | 2 | 5 |
![]() After battle, inflicts Def/Res-5 on foe through its next action. Learns by default at 4 ★ Unlocks at 3 ★ Dagger users only.
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200 | 2 | 7 |
![]() 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.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. Unlocks at 2 ★ |
60 | A |
![]() If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. Unlocks at 3 ★ |
120 | A |
![]() If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() If unit is not adjacent to an ally, grants Atk/Spd +7 during combat. Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() 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 |
![]() 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 |
![]() While attacking in Aether Raids, if unit ends movement on a with Bolt Trap or a Heavy Trap, cancels trap's effect. Dagger users only.
Unlocks at 4 ★ |
240 | B |
![]() 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 |
![]() 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 |
![]() 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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