- Default
- Attack
- Special
- Injured




New Year Gunnthrá - Year's First Dream |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 7 | 10 | 7 | 3 |
Middle | 16 | 8 | 11 | 8 | 4 |
High | 17 | 9 | 12 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 31 | 34 | 24 | 22 |
Middle | 38 | 34 | 37 | 27 | 26 |
High | 41 | 37 | 40 | 31 | 29 |
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
Sit Upon the Frozen Heavens, Hyorinmaru– erm, Hikami (Offensive / Damage Focus)
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Hikami (+Eff) | A | Atk/Spd Catch 4 Alternate: Swift Sparrow (2 or 3) |
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Positional Assist | B | Flow Guard 3 Alternate: Dive-Bomb 3 |
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Glimmer Alternate: Draconic Aura |
C | Spd/Def Rein 3 Alternate: Def Smoke 3 |
IVs | +SPD or +ATK / -RES | S | Swift Sparrow 2 |
Weapon: Hikami (+EFF)
Assist: Positional Assist / Flexible
Special: Glimmer / Draconic Aura / Galeforce
Passive A: Atk/Spd Catch / Swift Sparrow / Death Blow / Atk/Spd Push / Atk/Spd Solo
Passive B: Flow Guard / Dive-Bomb / Flow Refresh / S/D Near Trace / Desperation
Passive C: Spd/Def Rein / Smoke Skills / Joint Drive Atk / Savage Blow / Flexible
Sacred Seal: Swift Sparrow / Heavy Blade / Atk/Spd Form / Atk/Spd Solo
- Through Hikami’s assortment of readily available debuffs, New Year Gunnthrá’ can quickly maintain a rather significant stat differential between herself and her foe — and with the ability to inflict a maximum of -14 Def while gaining +24 Atk simultaneously with all of her sword’s effects into play, her damage becomes a particularly compelling selling point. This build emphasizes this latter quality to enable a full-out offensive approach, naturally making +ATK and +SPD IVs the most desirable choice.
- Glimmer and Draconic Aura are New Year Gunnthrá’s best Specials for damage-dealing purposes, scaling well with her high levels of raw Attack and damage while bearing reasonable activation rates. She can also equip Galeforce to reap the Special’s self-refreshing benefits, though this requires the Heavy Blade Sacred Seal to activate consistently in general play.
- For Aether Raids Galeforce strategies, though, it’s better to use Heavy Blade as an A skill instead and couple this with the Quickened Pulse Sacred Seal; this lowers the maximum amount of initiations required to trigger Galeforce down to two, assuming Heavy Blade triggers and Guard isn’t in play.
- For her A skill, any ability that augments both of her offensive stats is recommended, with Atk/Spd Catch 4 being especially synergistic with her debuffing focus (as this allows for easy maintenance of its +9/+9 Atk/Spd bonus). Other notable options include Atk/Spd Push, Atk/Spd Solo, and even her base Swift Sparrow in a pinch, though one may also consider Death Blow for a more OHKO-focused approach.
- Flow Guard and Flow Refresh are exceptional A skills for their partial Null Follow-Up effects, allowing New Year Gunnthrá to ensure doubles as long as she outspeeds — the choice between the two depends on which of their secondary bonuses is preferred. Alternatively, Dive-Bomb maximizes her burst through the ability to double immediately at full HP, though this leaves her susceptible to follow-up denial effects (which Flow skills bypass) if she is unable to OHKO her foe, whereas S/D Near Trace enables a simple hit-and-run playstyle. Desperation works on a budget.
- Both her C and Sacred Seal slots are open to anything that builds upon her damage potential further, including a variety of choices like Spd/Def Rein, Joint Drives, Atk/Spd Form, and more — simply equip what best suits your specific needs and availability.
Grand Crimson Lotus Ice Ring (Vantage Nuke)
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Hikami (+Eff) | A | Atk/Spd Catch 4 Alternate: Distant Storm |
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Positional Assist | B | Vantage 3 |
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Glimmer Alternate: Miracle |
C | Atk/Def Rein 3 Alternate: Joint Drive Atk |
IVs | +ATK / -RES | S | Atk/Spd Form 3 |
Weapon: Hikami (+EFF)
Assist: Positional Assist / Flexible
Special: Glimmer / Miracle
Passive A: Atk/Spd Catch / Atk/Spd Unity / Fury / Distant Storm / Distant Counter
Passive B: Vantage
Passive C: Atk/Def Rein / Joint Drive Atk / Smoke Skills / Savage Blow / Flexible
Sacred Seal: Atk/Spd Form / Heavy Blade / Atk/Spd Solo / Iote’s Shield
- As New Year Gunnthrá can heighten her raw damage output to such a high degree and do so easily in either phase, she also has the option of adopting an Vantage sweeping approach in the Enemy Phase; this highlights her ceiling to consistently defeat initiating foes in one strike upon losing enough HP. Accordingly, a +ATK IV is the top priority.
- A skills that enables counterattacks regardless of range, such as Distant Storm and Distant Counter, are recommended primarily if seeking to have New Year Gunnthrá function as a main carry of sorts.
- However, this is somewhat finicky given her weakness to archers and inability to avoid counterattack-negation which most often tends to be on ranged foes — so if possible, it’s likely better to pair her with a Far Save ally and focus strictly on melee match-ups where she bears much greater consistency overall. In such instances, any A skill that enhances Attack works perfectly fine, with Atk/Spd Catch and Atk/Spd Unity offering the most stats possible.
- New Year Gunnthrá’s Special largely depends on whether increased damage or some safety is preferred. For the former, low cooldown options like Glimmer are fantastic for rapid-fire activations, and Glimmer particularly melds nicely with her high firepower. For the latter, she has the option of using Miracle as a safety leash in case she’s unable to avoid taking damage once, though it should ideally be paired with the Heavy Blade Sacred Seal to access it quickly enough.
- Atk/Def Rein, Joint Drive Atk, Savage Blow, and other skills that boost New Year Gunnthrá’s chance of landing OHKOs work excellently in her C slot, with even Smoke skills being worthwhile to ensure her foes are unable to escape being afflicted by her debuffs. The same logic applies to Sacred Seal selection, though Iote’s Shield is worth noting in her case to prevent her archer weakness from imposing on her gameplan.
Strengths
Hikami
New Year Gunnthrá features a stellar capacity for debilitating foes via the revamped potency of her refined Hikami, being able to easily detract from an enemy’s statline by -14/14/14/6 through the ice sword’s cumulative effects in and out-of-combat; this is essential for the festive princess to keep pace with newer additions. Hikami also now borrows a core aspect of her original version’s kit through a “reverse” Blade tome effect (i.e. a flat Attack boost based on her foe’s total penalties), synergizing with her -6 visible stat debuff on nearby foes to instantly gain +24 Attack. Against foes unable to subvert such penalties, New Year Gunnthrá becomes a rather fierce offensive force.
Respectable Offensive Statline
Boasting a solid baseline Atk/Spd combination of 34/37, New Year Gunnthrá inherently sports workable combat prowess that is honed further by the potentially staggering stat superiority she can achieve through Hikami; while her bulk leaves much to be desired, she generally shouldn’t have trouble dealing damage or performing follow-up attacks once all her pieces come into play.
Flying Benefits
Being a flier comes with distinct advantages such as a marked lack of positioning and movement restrictions; this is particularly appreciated in New Year Gunnthrá’s case, as this allows for complete freedom in where to begin her turn so that Hikami’s debuffs can be applied on her desired foe. Additionally, her flying status enables access to an assortment of class-exclusive goodies like S/D Near Trace, Flow Guard, and Dive-Bomb for sharpened offensive performance, as well as several movement-based tools like Guidance for team support potential.
Weaknesses
Unimpressive Bulk
Neither of New Year Gunnthrá’s defensive stats is particularly great at base values of 27 and 26 respectively, and with only 38 HP to make up the difference, she relies almost entirely on Hikami’s Atk debuffs to trade blows with incoming enemies as she’ll otherwise face great difficulty in enduring sustained offensive pressure.
Flying Drawbacks
As a flier, New Year Gunnthrá is remarkably weak to bows and will quickly fall should she be left in range of an opposing archer — not to mention that while she’s certainly competent, non-flying contemporaries still bear an easier time in exceeding her potential given the flying class’s more limited skill availability.
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Hikami | A | Distant Def 4 |
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Rally Atk/Spd+ | B | Atk/Res Ruse 3 |
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Sacred Cowl | C | Threat. Atk/Spd 3 |
S | Distant Def 3 |
NY! Gunthra is a really powerful debuffer, which makes her an interesting unit to use with units that can profit from those debuffs (in general, plegian-like weapons like grima's truth or weapons that buff you depending on the enemy debuffs). This is partially thanks to her prf weapon, Hikami, which acts similarly to the menace skills, but does not boost your stats, and it's an omnidebuff -4.
Now that we know her role in our team, we know that skills that allow her to debuff the enemy will be pretty important for her, and as such, we'll run her with ruse skills (I decide atk/res because I was thinking to pair her with the plegian torch Thrasir I made a few days ago, but if you want to use a phisical plegian weapon, like plegian axe, Atk/def ruse will be the one to go). Having a ruse skill, will force us to run a rally skill. This one is up to preference, but usually atk/spd+ is the most useful, since it can allow units with mediocre speed or units that run brave weapons (and as such, have a speed penalty) to double or quad in case of brave weapons.
Gunnthra's defenses aren't exactly the best, so, in any combat with a unit she will probably die. However, Hikami's debuff can patch a bit this, and since her potential threats will be usually ranged units that will try to kill her without touching your plegian unit, with distant def 7, you should be able to stand any attack, be it magical or phisical (archer might prove a bit more problematic, but 45/43 defenses against ranged units is somewhat bulky, and sacred cowl will make it even easier to survive them).
And for the C skill, you can either run her with atk/spd rein to make her more bulky herself, or use a threat skill (or even a menace skill, specially atk/def menace to give her more bulk, but it depends on the unit she is supporting).
However, this distant def skills are there because this unit has high atk that you might want to use for combat from time to time. In case you plan on making her purely support and don't plan to use her good attack stat, you can run def/res fortress for more reliable bulk and taking an atk bane instead of a spd one like I did (since hikami's boost to speed mitigates it).
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Firesweep Sword+ | A | Life and Death 3 |
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Reposition | B | Chill Def 3 |
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Galeforce | C | Fortify Fliers |
S | Heavy Blade 3 |
Based on Cordelia's optimal set, this build aims to optimize Gunnthrá's offenses, while preventing counter-attacks.
Firesweep sword is to prevent counter attacks, and is also a sacrifice of only 1 atk point in comparison with her base sword.
Reposition can be anything. Whatever fits the team best.
Galeforce is chosen as a special, because it allows her to potentially kill two units in a single turn, while also boosting her arena score. Alternatively Dragon Fang can be used to, to proc a huge damage special on her second initiation, or Glimmer, to boost the damage of her second attack a little if she doubles.
Life and death 3 is chosen as an A skill, because it boosts her offenses without a condition. Alternatively Atk/spd solo can be used to boost her offenses by 1 point more, however, in that case she must be away of the rest of the team and can thus lose the stats. If none of these stats are available, Swift Sparrow is a slightly weaker option too.
As a B skill, Gunnthrá does not need a combat boost, since her opponent can't counter-attack anyways. The best choice is thus a chill skill, since it debuffs opponents and is the best way to improve her performance with her B skill. Chill def can be chosen to improve her damage output, while chill spd makes it easier to double. Chill atk can be used too, since it makes it easier to trigger heavy blade. If no chills are available, Hit and run can be used to, to make it easier to get out of the danger zone after attacking.
Her C skill can be anything to fit the teams needs, but fortify fliers is worth a special mention, as it can give fellow fliers a defense boost, in exchange for a Hone fliers boost. Obviously, any other flier boost skill can be used just as well.
Finally, Heavy blade is chosen for her seal slot, as it allows her to trigger her special more often. Flashing blade would be a better choice, but unfortunately that skill is not available to fliers. Alternatively, an atk or spd boosting skill can be chosen too.
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Hikami | A | Swift Sparrow 2 |
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Draw Back | B | Desperation 3 |
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Galeforce | C | Joint Hone Spd |
S | Heavy Blade 3 |
With Hikami's debuff to foes' Atk, NY!Gunnthra can activate Heavy Blade a lot easier. Against most foes that can counterattack against NY!Gunnthra, she can activate her Galeforce and either escape or attack again (potentially with desperation active). Joint Hone Spd gives her the Spd to double, even if she is minus Spd (Hikami's debuff also helps with doubling). For glass cannon builds, Swift Sparrow can be replaced by Life and Death 3 to give her more Atk/Spd. NY!Gunnthra also has decent bulk, so Fury and Brazens can be used to further boost her defenses (both Fury and Brazens synergize with desperation). Desperation could also be replaced with Atk/Def or Spd link to further increase her offensive and defensive power.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Non-inheritable by Staff-wielding units.
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120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
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50 | B |
![]() Inheritable by all units.
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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.
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100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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