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New Year Kyza

Analysis by lordhelpme
New Year Kyza - Tiger of Fortune

Hero Stats

Max Avg Total Stats at Lvl 40
181
HP 45
ATK 39
SPD 26
DEF 41
RES 30

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 18 10 6 10 5
Middle 19 11 7 11 6
High 20 12 8 12 7

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 42 36 23 38 27
Middle 45 39 26 41 30
High 48 42 30 45 33

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

an icon, a legend, the moment (Defensive / Damage Focus)

Build by lordhelpme
Recommended
Polished Fang A Atk/Def Unity
Alternate: Atk/Def Solo (3 or 4)
Positional Assist B Lull Atk/Def 3
Glimmer
Alternate: Bonfire
C Joint Drive Atk
Alternate: Time's Pulse 3
IVs

+ATK / -SPD

SAtk/Def Solo 3

Show Explanation/Analysis

Weapon: Polished Fang

Assist: Positional Assist / Flexible

Special: Glimmer / Bonfire / Ignis

Passive A: Atk/Def Unity / Distant Counter / Atk/Def Solo 

Passive B: Lull Atk/Def / Null C-Disrupt / Special Spiral

Passive C: Joint Drive Atk / Time’s Pulse / Def Smoke / Flexible

Sacred Seal: Atk/Def Solo / Quick Riposte / Sturdy Stance / Quickened Pulse

  • New Year Kyza excels at defensive play, though the strong explosive power and high frequency of their Special activations when all moving parts are in play — especially while transformed given the immunity to Guard effects this imparts — make investing specifically into their damage potential pretty worthwhile. A +ATK IV is recommended to complement this focus. 
  • The choice of Special here varies depending on the rest of Kyza’s kit and/or the support they have available in their given composition. 
    • Glimmer is a particularly effective option that requires the least amount of effort to utilize — as long as New Year Kyza has more Defense than their foe to activate Polished Fang, it will activate on each and every counterattack. 
    • Bonfire is another Special to consider if you favor more consistency and want some wiggle room against particularly bulky blue foes, as the boost provided will always stay the same due to scaling on Kyza’s Defense rather than damage.
    • For maximum oomph, Ignis is an extremely potent — but admittedly somewhat overkill — Special that fully maximizes the tiger’s investment into Defense. Its starting cooldown of four turns does mean that New Year Kyza must have Special Spiral equipped to ensure its trigger on each counterattack, though this does take some setup since Special Spiral doesn’t kick in until Ignis activates once by itself. 
  • Atk/Def Unity is an exceptional A skill that carries the highest ceiling of all their potential candidates in terms of pure stat augmentation through its debuff reversal effect — the second Kyza becomes afflicted by any sort of Attack or Defense penalty, their values receive a substantial upswing that works well with the one-shot focus of this build. Other options include Distant Counter to heighten Kyza’s flexibility (though it’s unnecessary if Far Save support is available) and Atk/Def Solo
  • If you’re not planning on using the above-listed Ignis + Special Spiral combination, New Year Kyza’s B skill options narrow to two main options: Lull Atk/Def or Null C-Disrupt. The former grants even more offensive potency through the ability to deny enemy bonuses while also slightly detracting from crucial stats, whereas the latter is useful solely if using Distant Counter as Kyza’s entire functionality relies on counterattacks and ranged units more commonly feature means of negating them such as Dazzling Staff. 
  • Anything that aids New Year Kyza’s ability to land OHKOs should be used in the C slot; this can range to things like Joint Drive Atk and Def Smoke that directly pad their damage to Time’s Pulse which unlocks longer, more powerful Specials to wield. Do avoid Savage Blow, though — the chip damage may cause foes to fall below 75% HP, which shuts down part of Polished Fang. 
  • The Quick Riposte Sacred Seal provides a neat safety net in case Kyza fails to neutralize a threat in one strike — surviving two consecutive Special activations from them, on the other hand, is pretty unlikely. It can be used as a B skill on a budget as well, but they have generally better options that are not currently available as a Sacred Seal. Standard stat boosters like Atk/Def Solo and Sturdy Stance, as well as Quickened Pulse if using Ignis to reduce setup time, may be considered as well.

The Ranulf Brigade (Defensive / Tanking Focus)

Build by lordhelpme
Recommended
Polished Fang A Sturdy Stance 3
Alternate: Atk/Def Unity
Positional Assist B Lull Atk/Def 3
Alternate: Quick Riposte 3
Noontime C Joint Drive Def
Alternate: Atk Smoke 3
IVs

+ATK or +DEF / -SPD

SQuick Riposte 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Polished Fang

Assist: Positional Assist / Flexible

Special: Noontime 

Passive A: Sturdy Stance / Atk/Def Unity / Atk/Def Solo 

Passive B: Lull Atk/Def / Quick Riposte / Null Follow-Up

Passive C: Joint Drive Def / Atk Smoke / Flexible

Sacred Seal: Quick Riposte / Mystic Boost / Atk/Def Solo

  • This is an alternative set that leans towards more of a traditional defensive style via an emphasis on tanking and healing, capitalizing on Kyza’s inherent features to function as a reliable physical wall to incoming offensive pressure. Aside from a +ATK IV, increasing the tiger’s Defense works well here to directly mitigate physical damage.
  • Noontime’s short two-turn cooldown means New Year Kyza can constantly activate it on each counterattack provided Polished Fang is in effect, allowing for greater longevity as this allows them to easily heal off damage incurred throughout the course of battle. 
  • Sturdy Stance is a standout amongst New Year Kyza’s A skill candidates, specifically its third-tier version due to the permanent Guard effect it grants during the Enemy Phase alongside its complementary stat enhancements. This ensures a high degree of survivability since it prevents foes from exploiting Kyza’s Speed to quickly charge up their Special, especially if Kyza can constantly maintain their transformation — acceleration effects that could counteract this Guard effect are immediately negated, thus eliminating any chance of Special triggers barring those that were pre-charged.
    • For pure stats, Atk/Def Unity and Atk/Def Solo become Kyza’s main A skills to consider. Atk/Def Unity bears the higher ceiling of the two due to its debuff reversal effect, though the fact remains that it is quite scarce and has poorer functionality in maps where penalties are not particularly present. Meanwhile, Atk/Def Solo features far greater accessibility, is much easier to wield in both phases for bonus flexibility, and pairs well with transformation restrictions.
  • Since they won’t be landing OHKOs as consistently as with the first build (particularly due to the lack of a damaging Special), the need for Quick Riposte is underscored here to secure kills — the choice then becomes whether to use it as a B skill or Sacred Seal. 
    • Using it as Kyza’s Sacred Seal is generally more efficient considering that powerful skills like Lull Atk/Def (to negate enemy bonuses) and Null Follow-Up (for security against slow units reliant on automatic follow-up attacks) are not currently available as Sacred Seals. 
    • Still, using it in their B slot is always an option and does have its benefits, such as allowing one to further augment Kyza’s stat values through Atk/Def Solo or their longevity through Mystic Boost. If nothing else, doing so comes with a much lesser strain on your resources since Quick Riposte is pretty readily available.

Strengths

Polished Fang

Essentially the inverse of their subordinate Lyre’s Sparkling Fang, Polished Fang synergizes wonderfully with New Year Kyza’s defensively-tuned statline and ensures they can output great damage relatively.

  • Most notably, provided they maintain higher Defense than their foe (which should be almost always), it grants +1 cooldown per enemy strike — a simple, but nonetheless effective strength considering their Enemy Phase lean. 
  • This allows for potentially immediate Special activations on counterattacks for greater explosive power, in addition to maximizing their transformation bonuses and imparting useful flexibility in both support ally and Sacred Seal selection.
  • Polished Fang also offers a +5 bonus damage on each of Kyza’s attacks for fulfilling the same, aforementioned condition plus an additional +6/+9 Atk/Def boost for pretty much just existing. This means their base attacks alone pack a considerable punch, but combining this with their augmented Special trigger rate translates to the tiger a strong capacity for landing OHKOs — especially when wielding Defense-scaling Specials.

All things considered, Polished Fang is pretty solid for a free unit.

Infantry Beast Benefits

Per their beast status, New Year Kyza comes with the innate ability to transform. Although it does pose an inconvenience at times due to the positioning requirements (he must start the turn either alone or adjacent purely to dragon/beast allies), the benefits are well worth it:

  • A flat +2 Attack…
  • Yet another +7 damage upon Special activations…
  • And, most notably, nullification of effects that would deter their Special activations and hasten their foe’s

This goes hand-in-hand with the Special-oriented nature of Polished Fang and supplements Kyza’s performance with remarkable consistency: during their transformed state, as long as they maintain the base conditions of their weapon, their Special activations are hard to avoid and survive if they can counterattack. Coupled with the immense skill availability of the infantry class, New Year Kyza has no shortage of means with which to shine in their preferred matchups.

Great Attack & Defensive Stats

Their remarkable 41 Defense and 39 Attack provide the tiger laguz with an innate faculty for dealing with physical threats; backed by the power of Polished Fang, New Year Kyza shines at soaking physical damage and retaliating with immense force, especially when transformed. Kyza’s Resistance isn’t quite as impressive — a base value of 30 is fairly mediocre given modern standards for magical nukes — but it’s not the worst and may be workable with investment, though whether it’s worth it is another matter altogether.

Weaknesses

Wasted Speed

Given that Kyza’s statline places a primary emphasis on damage and physical durability, it shouldn’t come as a surprise that their Speed is rather unimpressive as a result. It doesn’t cost the tiger too much where their matchups against physical and melee enemies are concerned, but sources of magical damage become considerably more threatening — especially if Kyza doesn’t have a means by which to counterattack. 

Further, while this is more of a nitpick, 26 Speed is… pretty awkward for such a recent unit: it’s not really high enough to avoid follow-up attacks with any kind of consistency and Kyza would have benefited much more from dumping their Speed entirely to invest extra points in Resistance for more assurance against magical threats. Even a few more points in Attack or Defense would have gone to better use to further sharpen their innate proficiencies

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 1 ★
Unlocks at 1 ★
Beast Infantry Only
50 1 4
Yearling (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 2 ★
Unlocks at 2 ★
Beast Infantry Only
100 1 6
Adult (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 4 ★
Unlocks at 3 ★
Beast Infantry Only
200 1 9
Polished Fang

Grants Def+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Def+6 to unit during combat, and also, if unit's Def > foe's Def, grants Special cooldown charge +1 per foe's attack (only highest value applied; does not stack) and deals +5 damage per unit's attack, including when dealing damage with a Special triggered before combat. (Only highest value applied. Does not stack.) At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 30% during combat.

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

Passive Skills

Passive Skills SP Slot
Close Def 1

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat.

Inheritable by all units.
Unlocks at 1 ★
60
A
Close Def 2

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat.

Inheritable by all units.
Unlocks at 2 ★
120
A
Close Def 3

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Def Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 3 ★
60
C
Atk/Def Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 4 ★
120
C
Atk/Def Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Radiant Dawn

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