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New Year Panne

Analysis by MackerelPye
New Year Panne - Welcoming Dawn

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
178
HP 40
ATK 41
SPD 44
DEF 32
RES 21

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 17 10 13 3 3
Middle 18 11 14 4 4
High 19 12 15 5 5

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 36 38 41 29 18
Middle 40 41 44 32 21
High 43 45 48 35 24

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

Happy New Year! you humans still eradicated my species, by the way. (Hit and Runner)

Build by MackerelPye
Recommended
Keen Rabbit Fang A Atk/Spd Boosting A Slot
Reposition B S/D Near Trace 3
Alternate: A/S Near Trace 3
Galeforce
Alternate: Luna
C Spd Smoke 4
Alternate: Def/Res Smoke 3
IVs

+SPD and/or +ATK / -RES or -HP

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Keen Rabbit Fang

Assist: Positional Assist 

Special: Galeforce / Luna

Passive A: Atk/Spd Catch / Swift Sparrow 3 / Surge Sparrow / Atk/Spd Clash / Atk/Spd Solo

Passive B: S/D Near Trace / Beast N Trace / A/D Near Trace / A/S Near Trace / Wings of Mercy

Passive C: Spd Smoke 4 / Atk Smoke 4 / Atk/Def Menace / Atk/Spd Menace / Spd/Def Menace / Rouse Atk/Spd

Sacred Seal: Blade Session / Atk/Spd Solo

  • Panne can easily don the 2022+ modern beast cav build, which is focused as usual on building up as much offense through building Atk and Spd as possible in all available skill slots while taking advantage of the class's access to Near Trace skills, ultimately resulting in a stable hit and run unit. 
    • On a quick budget or if you have a dedicated beacon unit on an Aether Raids Galeforce team, you may opt for significantly cheaper Wings of Mercy instead to allow significantly improved movement options with a damaged ally in play.
  • Keen Rabbit Fang contributes a lot for this build, including stronger and safer initiations via its damage reduction and beast transformation effects, and more importantly, accelerated Special charging through its CD-1 and Flashing Blade effect. 
    • With the latter effects in mind, Panne can totally toss Heavy Blade off Sacred Seal considerations and focus on stat improvements (such as Atk/Spd Solo) in that slot instead. As a result, this makes Galeforce an easier and simply effective choice to recommend all-around, as it combos beautifully with the post-combat movement effect offered by any chosen Near Trace. 
    • For burst damage, Luna is reliable and takes a chunk out of high-Def enemies. Notably, if Panne has to battle in Enemy Phase, Luna also fires immediately on counterattack thanks to the weapon's cooldown-reductive effects.
  • Probably the most contentious skill selection here would be the C-slot simply because of the number of options here. In a nutshell:
    • Spd or Atk Smoke may seem redundant because of the damage reductive and anti-follow-up effects already offered by Panne's weapon. Still, more longevity is always welcome on a frontliner, and Smokes feel ridiculously good and efficient to use especially with Galeforce and Near Trace used together. 
      • Def/Res Smoke, then, is also a nice little consideration to improve damage and aid other high-mobility allies with its Pathfinder effect.
    • The Menace skill line is generic but splashable and effective on any unit, allowing Panne to set up her own buffs and apply penalties on a nearby enemy without needing to attack first as Smokes require.
    • Rouse Atk/Spd is a bit basic, but its Null Panic effect is becoming increasingly valuable with Panic-applying units becoming more commonplace. Plus, using it also encourages Panne to keep up her weapon's transformation conditions — that is, being separate from non-beast allies (if you're using those).

Do Rabbits Dream of Making Rice Cakes? (Low-Investment Attacker)

Build by MackerelPye
Keen Rabbit Fang A Atk/Spd Clash 3
Reposition B Lull Spd/Def 3
Alternate: Desperation 3
Luna
Alternate: Galeforce
C Rouse Atk/Spd 3
Alternate: Rouse Spd/Def 3
IVs

+SPD OR +ATK / -RES or -HP

SAtk/Spd Solo 3
Alternate: Spd/Def Solo 3

Show Explanation/Analysis

Weapon: Keen Rabbit Fang

Assist: Positional Assist 

Special: Luna / Galeforce

Passive A: Atk/Spd Clash 3

Passive B: Lull Spd/Def / Desperation / Hit and Run

Passive C: Rouse Atk/Spd / Rouse Spd/Def / Fortify Beasts

Sacred Seal: Blade Session / Atk/Spd Solo / Brazen Atk/Spd / Spd/Def Solo

  • Panne is remarkably functional with her base skills despite her demoted status on her event banner, especially considering the sheer number of combat effects offered by Keen Rabbit Fang. 
  • Atk/Spd Clash 3 and Lull Spd/Def are also packaged by default.
    • Despite being a predecessor of Clash 4, Clash 3 offers surprisingly competitive offensive bonuses by itself already — 5 plus the number of spaces Panne covers before attacking. Being a cavalry unit, Panne is easily able to cover at least 2 spaces in practice, making it pretty much as effective as Surge Sparrow, stat increase-wise. 
    • Lull Spd/Def is a classic on cavalry units, shutting down enemy buffs in its namesake stats while further inflicting -3 on them. It's simple but effective as it further contributes to the utter stat domination from Keen Rabbit Fang.
  • For alternative B-slot effects, Desperation allows Panne to make safe double attacks and pairs very well with Keen Rabbit Fang's ability to shut down anti-follow-up effects. Hit and Run emulates the post-movement effect of Near Trace skills, but only for one space opposite of where Panne attacked.
  • There's not a lot of particularly fantastic C slots to recommend below a reasonable budget level on cavalry units, truth be told. 
    • Rouse Atk/Spd and Spd/Def can be inherited from free or lower-rarity units and encourages Panne to keep herself distant from other allies, which also feeds into transformation conditions. 
    • Fortify Beasts is a simple and accessible support buff skill that also encourages a beast-centric team setup — which is also an ideal condition for transformation.

The Sacred Seal is fortunately home to a number of high-strung skills without concern for investment, so Panne can run the usual: strong Atk/Spd skills through Atk/Spd Solo, Blade Session, or, if running Desperation, Brazen Atk/Spd. Spd/Def Solo can be run for a bulkier take on Panne in exchange for a bit of power.

Hoppity Hopping Spr- wait, wrong seasonal event. (Wind/Watersweeper)

Build by MackerelPye
Keen Rabbit Fang A Atk/Spd Boosting A Slot
Reposition B Windsweep 3
Alternate: Watersweep 3
Galeforce
Alternate: Luna
C Atk/Spd Menace
Alternate: Spd Smoke 4
IVs

+SPD &/OR +ATK  / -RES

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Keen Rabbit Fang

Assist: Positional Assist 

Special: Galeforce / Luna

Passive A: Atk/Spd Catch / Swift Sparrow 3 / Surge Sparrow / Atk/Spd Clash / Atk/Spd Solo

Passive B: Windsweep / Watersweep 

Passive C: Spd Smoke 4 / Atk Smoke 4 / Atk/Def Menace / Atk/Spd Menace / Spd/Def Menace / Rouse Atk/Spd

Sacred Seal: Blade Session / Atk/Spd Solo

  • As with Panne's normal version, her weapon allows her to use -Sweep skills relatively well because of its "neutralizes effects that prevent unit's follow-up attacks" effect. This results ultimately in shutting down a select group of enemy counterattacks — basically, physical units (Windsweep) or Dragons and the rare close counter mage (Watersweep) — without suffering from the skills' anti-follow-up effects. 
    • The opposite group of enemies unaccounted for by Panne's chosen skill can still be safely initiated on thanks to Keen Rabbit Fang's first-hit damage reduction, making this a largely stable attacking build at the cost of Canto mobility.

Aside from the choice of B-slot, the build is pretty much the same as the one before — just build on Panne's Atk and Spd with any higher-ring skills you can give her passive slots and roll with your choice of Galeforce or Luna depending on desired playstyle.

Strengths

Keen Rabbit Fang's Remarkable List of Effects

If you're familiar with the usual effects associated with beast / cavalry units, you wouldn't be blamed for taking a look at Panne's new Fang and thinking "what *doesn't* she have?". 

Indeed, Keen Rabbit Fang leaves very, very little to be desired with an extensive list of powerful and familiar combat effects. That list is as follows:

  • Cavalry-effective damage, a welcome boon with the number of powerful cavalry units ever increasing in the game.
  • CD -1 is a pretty standard and useful tool on new weapons nowadays, making longer-winded Specials more practical to fire. This is accompanied also by the built-in Breath effect if Panne is faster than her enemy, allowing our celebrating Taguel to fire off frequent Specials (like Luna and especially Galeforce) with little effort or need for the usual Heavy Blade seal.
  • A standard and simple but handy stat boost of Atk/Spd +6 whenever Panne is initiating combat or away from allies, which further stacks upon the additional stats offered by the usual cavalry beast effects (that is, enemy Atk/Def -4 and +2 Atk whenever transformed).
  • Finally, the Fang provides substantial combat stability by also tacking on anti-follow-up neutralization — allowing Panne to make her double attacks unimpeded — as well as first-hit damage reduction (by a guaranteed 40%).

With the exception of solid Def/Res boosts, maybe some additional damage sources, and perhaps built-in Canto — which can always be provided via a Near Trace variant in the B-slot anyway — it's fair to say that Keen Rabbit Fang is pretty much everything a fast cavalry beast would want this day and age. 

Great Stats

Fortunately for being the demote unit of her event, Panne pops off with Atk and Spd as expectedly high (by 2023 standards, Happy New Year indeed) as her niche requires her to be. She should have no trouble keeping up with the rest of the current FEH speedsters assuming appropriate and continually updated investment. 

Beast Cavalry Perks

Being a cavalry unit means, as usual, strong movement options through natural movement and access to great inheritance options (especially Near Trace), resulting in the great extended threat reach expected of Panne's typing. The extra benefits from transforming are always a handy plus, granting more stat dominance and extra survivability via the Impact effect.

Weaknesses

Beast Cavalry Limitations

Panne's backstory bites back with a year-renewed vengeance as her transformation effects lie on her being away from allies or being paired adjacently and specifically with other beasts/dragon allies. This is merely a teambuilding/positioning caveat universal to all beast units that can always be worked around with a good brain, and sometimes Panne may not even require the transformation effects despite general performance improvements. It's an inconvenience to be considered nonetheless, especially in maps requiring tight formations and mixed team compositions involving human allies. 

Bad Resistance 

The 40% damage reduction on first hit is designed to soften Panne's defensive woes, but a bit of carelessness and extended magical pressure will pretty much knock the mochi stuffing out of our celebrating rabbit in little time regardless. 

Weapon Skills

Weapons SP Rng. Mt.
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)
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)
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)
200 1 9
Keen Rabbit Fang

Accelerates Special trigger (cooldown count-1).

Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit, neutralizes effects that prevent unit's follow-up attacks, reduces damage from foe's first attack by 40%, and also, if unit's Spd > foe's Spd, grants Special cooldown charge +1 to unit per attack during 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.
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
Luna

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 1 ★
60
A
Atk/Spd Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 2 ★
120
A
Atk/Spd Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.)

Cannot be inherited by Armored, Ranged Units (Bow, Dagger and Tome of any color), and Staff units.
Unlocks at 4 ★
240
A
Lull Spd/Def 1

Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 3 ★
60
B
Lull Spd/Def 2

Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
120
B
Lull Spd/Def 3

Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Awakening

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