- Default
- Attack
- Special
- Injured




New Year Reginn - Bearing Dawn |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 14 | 9 | 9 | 5 | 4 |
Middle | 15 | 10 | 10 | 6 | 5 |
High | 16 | 11 | 11 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 35 | 37 | 20 | 21 |
Middle | 37 | 38 | 40 | 23 | 24 |
High | 40 | 41 | 44 | 26 | 28 |
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
"S-sister… don't turn me into a marketable plushie…" (Max Damage Focus)
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Niðavellir Lots | A | Swift Sparrow 3 Alternate: Atk/Spd Catch 4 |
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Reposition Alternate: Draw Back |
B | Lull Spd/Res 3 Alternate: Chill Res 3 |
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Seiðr Shell | C | Atk/Res Menace Alternate: Cross Spur Atk |
IVs | +ATK or +SPD / -HP or -RES or -DEF | S | Death Blow 3 Alternate: Atk/Spd Solo 3 |
Weapon: Niðavellir Lots
Assist: Positional Assist
Special: Seiðr Shell
Passive A: Swift Sparrow 3 / Atk/Spd Catch 4
Passive B: Lull Spd/Res / Chill Res / Lull Atk/Res
Passive C: Atk/Res Menace / Cross Spur Atk / Various Smoke-style skills
Sacred Seal: Death Blow / Swift Sparrow / Atk/Spd Solo / Blade Session / Life and Death
- As proven by her sword-using self, using Reginn really doesn't get simpler than utilizing her high threat range, much (if not all) of her base kit, then unleashing total firework hell on anyone you want with a Turn 1 (then Turn 4) readily-charged Seiðr Shell.
- For this build, we focus on maximizing Reginn's damage with a Res-decreasing B-slot. To achieve this, you don't have to look further than two categories:
- A Res-based Lull (Lull Spd/Res or Atk/Res specifically being your only choices here) keeps Reginn's damage maximized on the magical end by canceling any Resistance buff active on the foe while finishing off with a -3 Res infliction.
- Chill Res automatically debuffs an enemy with the strongest Resistance on the opposing team, granting a potentially stronger damage boost (-7 vs Lull's -3 assuming no blue bonuses) while being able to benefit Reginn's other magic-hitting allies.
- On a financial note, Chill Res has the benefit of being less of a pain to inherit for an extremely affordable price of 400 Divine Codes through Compile Manual rather than flat-out foddering expensive units with a desired Lull Res/X skill.
- Outside of equipping another damage-boosting Sacred Seal like Death Blow and making small but very unnecessary improvements such as Atk/Spd Catch 4 over Swift Sparrow 3 and selfish adornments in the C slot (Atk/Res Menace, in particular, improves damage significantly on the nearest foe by inflicting penalties while granting Reginn bonuses), not much else is needed to get Reginn locked and loaded.
Neon Genesis Cantogelion (Sweep Skill / Hit and Run Focus)
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Niðavellir Lots | A | Swift Sparrow 3 |
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Reposition Alternate: Draw Back |
B | Windsweep 3 Alternate: Watersweep 3 |
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Seiðr Shell | C | Fatal Smoke 3 Alternate: Cross Spur Atk |
IVs | +SPD or +ATK / -HP or -DEF or -RES | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
Weapon: Niðavellir Lots
Assist: Positional Assist
Special: Seiðr Shell
Passive A: Swift Sparrow 3 / Atk/Spd Catch 4
Passive B: Windsweep / Watersweep
Passive C: Fatal Smoke / Cross Spur Atk / Various Smoke-style skills
Sacred Seal: Atk/Spd Solo / Life and Death / Swift Sparrow / Blade Session
- The use of Windsweep or Watersweep as the B-slot passive skill differentiates this build from others significantly, granting a layer of initiating safety by blocking physical or magical foes (respectively) from counterattacking whenever Reginn drops an attack on them.
- Although it seems that either -sweep skill hinders Reginn's offensive performance by totally ridding of her ability to make follow-up attacks, consider that much of her playstyle is focused on her making one-shot hits with the precharging effects (on Turns 1 and 4) and high offensive boosts of Niðavellir Lots and Seiðr Shell.
- Thus, the game plan still applies as similarly usual: just go in, sicc Seiðr Shell on a priority target that inconveniences your team, and hang in there until Niðavellir Lots gets the Special ready again Turn 4. If and when Reginn has to attack during downtime after spending Seiðr Shell, her chosen -Sweep skill allows her to attack slower foes safely without fear of the enemy countering against her low defenses.
- Due to Windsweep and Watersweep's Speed check, prioritize passive skills that stack on Reginn's Speed while keeping her damage high. Fortunately, this isn't difficult at all with the highly-valued Swift Sparrow 3 already on Reginn's kit and the number of ridiculously good Atk/Spd Sacred Seals (like Atk/Spd Solo) available.
- A magnified hit-and-run strategy also means a number of Smoke-style skills will do wonderfully. Fatal Smoke is a particularly cruel option on tanks reliant on recovery skills, especially Fallen Edelgard when running Windsweep. Else, the C-slot is flexible depending on needs and available skills.
Strengths
Seiðr Shell + Instant Nuking Potential
Reginn certainly didn't waste any time returning with her powerful signature Special, Seiðr Shell, which, as always, is a top-grade asset that basically turns her into Turn 1 nuke. In addition to self-sufficiently fully charging itself on the said turn, it deals an impressive additional 15 damage while impacting its target's weaker defense. It's not a new Special, so there's not much else to say about it except:
- It obviously gives Reginn nasty, almost undeserved OHKO potential, especially against really bulky enemies that would otherwise pose as unfavorable matchups.
- On New Years Reginn in particular, it actually can be charged automatically again on Turn 4, thanks to Reginn's new weapon, Niðavellir Lots.
Niðavellir Lots
Like Reginn's previous weapon, Niðavellir Lots is simple but effective — and easy to comprehend once you understand or glaze past the Canto effect text. In addition to granting good offensive effects with...
- a simple Atk +3
- Atk/Spd +6 provided Reginn stays above 25% HP
- Two-space Canto from Turns 1-4
...it also instantly charges Reginn's Special by -3 on Turn 4. In layman's terms, it loads a second round of Seiðr Shell ammunition for free as long as Reginn's in play for four turns. This is especially beneficial in situations where Reginn can't quite get into enough fights to safely contribute or charge Seiðr Shell herself.
High Offenses
Combined with the offensive boosts from Niðavellir Lots, Reginn's 38 Attack and 40 Speed are solid knockout stats. Overall, Reginn consistently maintains great damage even after Seiðr Shell wears out while being able to outspeed and brute force past against the majority of Dodge skill enemies.
Huge Threat Range
The combination of extended cavalry movement and tome range gives Reginn flexible, fantastic tactical options. With a readied Seiðr Shell and post-combat movement from Canto also at her disposal, Reginn will have little trouble reigning total threat control over a large portion of maps.
Otter
Otter gaming :)
Weaknesses
Frail
As usual of mage cavalry, allocating so much in one or two stats tend to leave little to be desired in other areas as these units lack high base stat totals. In Reginn's case, putting all her new year fortunes in Attack and Speed affects her survivability as her defenses of 37 / 23 / 24 leave her pretty open to heavy damage if not outright defeat on most stray hits.
Odd and Inconsistent Special Timing
Having such a powerful Special like Seiðr Shell precharged for free normally shouldn't warrant any complaints. On the other hand, you wouldn't be blamed for making comparisons to the consistently-charged, equally-ranged Hapi and even Yuri.
The fact that Seiðr Shell and Niðavellir Lots lower Reginn's cooldown only on Turns 1 and 4 may also be extremely inconvenient (as Reginn's combat is only pretty above average outside of triggering Seiðr Shell) when and where it counts.
Far Save
Reginn's menacing ranged coverage fizzles out significantly with the presence of Far Saver skill armors that can survive a Seiðr Shell bomb.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Blue Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Blue Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Blue Tome Users Only
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200 | 2 | 9 |
![]() Grants Atk+3. Enables【Canto (2)】during turns 1 through 4. At the start of turn 4, grants Special cooldown count-3 to unit. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat. 【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).) Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Def. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 80% of unit's Def. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants Atk+2 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() If unit initiates combat, unit granted Atk/Spd+2 during battle. Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() If unit initiates combat, unit granted Atk/Spd+4 during battle. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
![]() If unit initiates combat, grants Atk+6, Spd+7 during Combat Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() Grants Atk+2 to adjacent allies during combat. Inheritable by all units.
Unlocks at 2 ★ |
50 | C |
![]() Grants Atk+3 to adjacent allies during combat. Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Grants Atk+4 to adjacent allies during combat. Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
![]() Grants Atk+5 to allies in cardinal directions of unit during combat. Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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