- Default
- Attack
- Special
- Injured
New Year Lyre - Lap Cat of Luxury |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 11 | 4 | 5 |
Middle | 18 | 9 | 12 | 5 | 6 |
High | 19 | 10 | 13 | 6 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 34 | 39 | 23 | 24 |
Middle | 40 | 37 | 42 | 27 | 28 |
High | 43 | 40 | 46 | 30 | 31 |
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
Uhhh Idk Here’s a Filler Title (General Use)
Sparkling Fang | A | Surge Sparrow Alternate: Fury (3 or 4) |
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Positional Assist | B | A/D Near Trace 3 Alternate: Desperation 3 |
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Luna Alternate: Moonbow |
C | Atk/Spd Menace Alternate: Rouse Atk/Spd 4 |
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IVs | +ATK or +SPD / -HP or -RES | S | Atk/Def Solo 3 Alternate: Atk/Spd Solo 3 |
Weapon: Sparkling Fang
Assist: Positional Assist
Special: Luna / Moonbow
A Passive: Surge Sparrow / Fury (3 or 4) / Atk/Spd Boosting A Slot
B Passive: A/D Near Trace / Desperation / Lull Atk/Spd / Lull Spd/Def
C Passive: Atk/Spd Menace / Rouse Atk/Spd (3 or 4) / Def Smoke
Sacred Seal: Atk/Def Solo / Atk/Spd Solo / Sturdy Blow / Blade Session
- The main highlight of Sparkling Fang is by far the innate Flashing Blade 4 as it opens up a lot of avenues for New Year Lyre in terms of player phase flexibility and increases her overall offensive pressure. Moreover, because her statline is well allocated, and because she can inflict -4 Atk on the foe with her beast effect, she can either run a set that focuses on her sustainability in the player phase while also being able to output plenty of offensive pressure or she can hyper focus on her offenses.
- Depending on the set being run, she can either opt for a two-cooldown Special or a three-cooldown Special. There’s not much to say on that front since it’ll mainly boil down to whether she’s using Desperation as her B Passive.
- Surge Sparrow is going to be a fantastic A Passive option for New Year Lyre as she’ll be able to maintain great sustainability when her Special triggers, especially when paired up with other passives that inflict Atk penalties on the foe. Fury is also a great option for a simple Desperation set since she can always trigger a two-cooldown Special on her second hit, provided that no Guard effects are present. Beyond those two skills, anything that increases her overall Atk and Spd is a good option for her.
- There are plenty of good options when it comes to choosing a desirable B Passive for New Year Lyre. A/D Near Trace is great since it can allow her to not only debuff the foes’ Atk further but can allow her to perform a Hit and Run tactic. Meanwhile, Desperation has good synergy with Fury since she’ll be able to output two attacks before the foe can counter. Outside of those two options, there are also Lull skills, which are great for negating any visible buffs on foes.
- New Year Lyre can either opt for Atk/Spd Menace or Rouse Atk/Spd. Both are good options regardless of the build used since they both increase her most important stats. However, Atk/Spd Menace debuffs the foes’ visible Atk stat, which in turn, can allow her to take on more melee threats. That being said, she can always run Atk-debuffing support from allies, so there’s plenty of flexibility with her C Passive. She can also run Def Smoke for budget purposes.
- Since New Year Lyre already has a fantastic Spd stat, it wouldn’t hurt to run Sacred Seals that increase her Atk and Def instead of her Atk and Spd. Of course, this mainly applies to the sustainability build. Combining skills such as A/D Near Trace with the Atk/Def Solo Sacred Seal can allow her to eat plenty of counters from melee foes in particular. That, combined with the -4 Atk she can inflict on the foe, can push her base Def stat of 27 to a total of 40 before other skills are taken into account. Of course, if running the Fury Desperation build, she’ll mainly want to prioritize Atk and Spd, so Atk/Spd Solo or Blade Session will be good options for her.
Still Don’t Have Any Title Ideas (Galeforce)
Sparkling Fang | A | Atk/Spd Boosting A Slot | |
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Positional Assist | B | Wings of Mercy 3 Alternate: S/D Near Trace 3 |
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Galeforce | C | Joint Drive Atk Alternate: Joint Drive Spd |
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IVs | +ATK or +SPD / -HP or -RES | S | Quickened Pulse Alternate: Blade Session 3 |
Weapon: Sparkling Fang
Assist: Positional Assist
Special: Galeforce
A Passive: Atk/Spd Boosting A Slot
B Passive: Wings of Mercy / S/D Near Trace / Lull Spd/Def / Hit and Run
C Passive: Joint Drive Atk / Joint Drive Spd / Def Smoke / Spd Smoke
Sacred Seal: Quickened Pulse / Blade Session
- Sparkling Fang having innate Flashing Blade 4 means that New Year Lyre doesn’t have to sacrifice either her A Passive or Sacred Seal for Heavy Blade. This, in turn, can allow her to act as a fairly solid Galeforce unit, especially since it scales off of her best stat. She can also stack up her Atk and Spd even more as a result.
- Any skill that increases New Year Lyre’s overall Atk and Spd will be desired since those are her most important stats. Extra Atk is solid for securing more kills while extra Spd is good for securing doubles. That being said, if you had to prioritize either stat, Atk will be the way to go since her Spd is extremely high as is.
- Depending on the type of game mode you use New Year Lyre in, you can either run Wings of Mercy or a Trace skill. Wings of Mercy is standard for Galeforce strategies on Aether Raids Offense since she’ll be able to swoop in and then act again, provided that she is able to trigger Galeforce. Meanwhile, Trace is an all-around good skill for general usage as she’ll be able to not only dive in with her high movement but be able to escape afterward since Trace activates after Galeforce. If neither of these options is desirable, she can always run a Lull or Hit and Run.
- If using Wings of Mercy, New Year Lyre will appreciate a Joint Drive, whether that’s Joint Drive Atk or Joint Drive Spd since she’ll be part of a Wings of Mercy chain for Aether Raids purposes. She already has plenty of Spd, so extra Atk is going to be better since she can secure more kills. For general use, Def Smoke or Spd Smoke will be a good alternative as one can help increase her damage output and the other helps secure more doubles.
- Because New Year Lyre is a cavalry unit, she can’t run Time’s Pulse and won’t be able to start out with a four-cooldown Galeforce unless she runs Quickened Pulse or external support such as Velouria. However, this only matters if running on Aether Raids Offense and if the foe doesn’t have the ability to counter, so if you aren’t using her there, then anything that increases her Atk and Spd is a good option.
Strengths
Solid Offenses
New Year Lyre has a fantastic offensive stat spread of 37/42 Atk/Spd respectively with a Spd superboon that can push her already high Spd to a base of 46.
Sparkling Fang
And as if her base Spd wasn’t high enough as is, she gains a static +3 Spd from her PRF and an additional +6 Atk/Spd if the foes’ present HP is above or equal to 75%. This can allow her to start with a base Spd total of 55 if she has a Spd boon. That being said, even without the Spd boon, it’s going to be so high to the point where she can easily meet her other condition in the form of Flashing Blade 4 and increase her offensive pressure even more as a result. New Year Lyre also has her Beast Cavalry perks in the form of +2 Atk and Impact that inflicts -4 Atk/Def on the foe if she initiates combat, which will simply allow her to negate any doubles the foe might’ve had available.
Weaknesses
Beast Limitation
Being a Beast unit means that New Year Lyre has to work around her team in order to be able to transform and get her beast effects going. You can simply run Dragon and Beast allies, but that limits the type of allies she can run, and in some cases, it may not be efficient or possible (E.G. Aether Raids). Thankfully, the only skills she is locked out of, if not transformed, is the +2 Atk and Impact she gets from initiating combat, so she can still perform fairly well even without them as her offensive prowess is rather good as is.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Whelp (Cavalry) 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 if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack. Learns by default at 1 ★ Unlocks at 1 ★
Beast (Cavalry Only)
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50 | 1 | 4 |
Yearling (Cavalry) 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 if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack. Learns by default at 2 ★ Unlocks at 2 ★
Beast (Cavalry Only)
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100 | 1 | 6 |
Adult (Cavalry) 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 if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack. Learns by default at 4 ★ Unlocks at 3 ★
Beast (Cavalry Only)
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200 | 1 | 9 |
Sparkling Fang Grants Spd+3. At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 to unit during combat, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack (only highest value applied; does not stack) and deals +5 damage to foe 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, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 1 ★ |
60 | A |
Atk/Spd Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 2 ★ |
120 | A |
Atk/Spd Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 4 ★ |
240 | A |
Chill Def 1 At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Unlocks at 3 ★ |
60 | B |
Chill Atk/Def 1 At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
Chill Atk/Def 2 At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action.
Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Radiant Dawn
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