- Default
- Attack
- Special
- Injured




New Year Yarne - Hoppy New Year |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 9 | 9 | 6 | 5 |
Middle | 18 | 10 | 10 | 7 | 6 |
High | 19 | 11 | 11 | 8 | 7 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 39 | 37 | 32 | 18 |
Middle | 40 | 43 | 40 | 35 | 21 |
High | 43 | 46 | 44 | 38 | 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. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Skill Sets
Happy New Year! My Species is Still Dying 🙂 (Hit and Run)
![]() |
Wary Rabbit Fang | A | Atk/Spd Clash 4 Alternate: Atk/Spd Boosting A Slot |
---|---|---|---|
![]() |
Positional Assist | B | Beast N Trace 3 Alternate: A/D Near Trace 3 |
![]() |
Galeforce | C | Spd Smoke 4 Alternate: Atk Smoke 4 |
IVs | +ATK or +SPD / -RES | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
Weapon: Wary Rabbit Fang
Assist: Positional Assist
Special: Galeforce
A Passive: Atk/Spd Clash / Atk/Spd Boosting A Slot
B Passive: Beast N Trace / A/D Near Trace / S/D Near Trace / Hit and Run
C Passive: Spd Smoke 4 / Atk Smoke 4 / Atk/Spd Menace / Rouse Atk/Spd
Sacred Seal: Atk/Spd Solo / Blade Session
- For free-to-play standards, New Year Yarne is quite decent, especially for Galeforce purposes as he has an after-combat Quickened Pulse 2 effect, making charging the Special much easier in general. Moreover, because of the aforementioned effect, he doesn’t necessarily have to opt for Heavy Blade as long as the foe lacks any Guard effect and if New Year Yarne doubles. As such, he can continue to bolster his overall combative prowess, and with recent B Passive additions, he has much more flexibility in team compositions. So, if you do plan to use him as a Galeforce unit, either consider this set or the following one as this first build is more focused on his ability as a Hit and Run unit.
- Realistically, New Year Yarne is only ever going to need A Passives that bolster his overall Atk and Spd since the idea is to not only secure doubles, but also secure kills in general. Atk/Spd Clash is a fantastic option for this as not only does it provide a large statswing but also removes any Atk and Spd penalties on himself if either him or the foe move enough spaces before initiating combat, which shouldn’t be difficult to do in the slightest given his archetype. That being said, it’s a relatively expensive skill, so if you would much rather use alternative options, Atk/Spd Catch, Atk/Spd Solo, or any mixed phase skill option will work well for him.
- For Hit and Run purposes, any Near Trace will do wonders for him, especially the recently added Beast N Trace which not only grants the benefits of the other Near Trace skills but also removes the Beast Transformation requirement, which makes him much more flexible on team compositions. If possible, he would appreciate that the most but it’s understandable if that isn’t / won’t be an option, so any Near Trace skill that compliments his stats will work just as well. However, considering Near Trace is also relatively expensive, Hit and Run for budget purposes can work well enough if you only plan to enter one combat per Player Phase.
- While a bit more limited in scope, New Year Yarne does have some decent C Passive options at his disposal. Arguably, his best C Passive option is going to be Spd Smoke 4 as it will grant him some level of protection in the Enemy Phase, which can be important if he winds up having to take a hit or two. Atk Smoke 4 can also work well enough to prevent guaranteed follow-up shenanigans. Just keep in mind that if the foe has any form of Null Follow-Up present, Atk Smoke 4 will become moot. There’s also Atk/Spd Menace and Rouse Atk/Spd, the former being beneficial for general Spd checks and damage output but won’t work too well if either New Year Yarne can’t set up or if the foe has any form of penalty neutralization, and the latter providing ease of visible Atk and Spd buffs but can be easily replicated by external support such as Tactics and Openings.
- Lastly, for the Sacred Seal options, New Year Yarne can either opt for Atk/Spd Solo or Blade Session. The former is much more flexible as the bonuses can be applied in the Enemy Phase as well while the latter scales much higher but only works in the Player Phase. Both are viable options regardless but it’s important to keep this in mind if you do plan to use him in a specific way.
New Year, Not So New Me! (Wings of Mercy Beacon)
![]() |
Wary Rabbit Fang | A | Fury (3 or 4) Alternate: Atk/Spd Boosting A Slot |
---|---|---|---|
![]() |
Positional Assist | B | Beast Agility 3 Alternate: Beast N Trace 3 |
![]() |
Galeforce | C | Savage Blow 3 Alternate: Atk/Spd Menace |
IVs | +ATK or +SPD / -HP | S | Fury 3 Alternate: Savage Blow 3 |
Weapon: Wary Rabbit Fang
Assist: Positional Assist
Special: Galeforce
A Passive: Fury (3 or 4) / Atk/Spd Boosting A Slot
B Passive: Beast Agility / Beast N Trace / Lull Atk/Spd / Lull Atk/Def / S/D Near Trace / A/D Near Trace
C Passive: Savage Blow / Atk/Spd Menace
Sacred Seal: Fury / Savage Blow / Heavy Blade
- Because Wary Rabbit Fang has after-combat Quickened Pulse 2, New Year Yarne won’t necessarily have to run Heavy Blade anywhere in his kit as long as he can double and/or the foe lacks any Guard effects. The latter can be mitigated with outside support such as Nah who grants a visible Breath effect, but otherwise, it’s quite manageable, especially now that we have Beast-exclusive skills that bolster their overall Player Phase presence. This is more so going to act as a side grade to the first build, so you have the option afforded to you.
- Rather than running a standard Atk and Spd boosting A Passive, your best bet is to run Fury (which also boosts Atk and Spd but I digress) in tandem with the Sacred Seal so that he can fall into the Wings of Mercy range relatively quickly, and have his allies then swoop in and take care of the rest of the opposing team. It’s not the most necessary but it’s much more effective and much cheaper since Fury is a demote skill. Regardless, if you would rather run another skill that can help further bolster his ability to double, you can still use other skills that bolster Atk and Spd.
- The B Passive is arguably going to matter the most as he doesn’t have the luxury of running both Null Follow-Up effects and Trace at once without external support. That being said, you can ignore that bit if you’re running him with Fallen Lilith support since she grants Null Follow-Up to her Ally-Supported unit. However, if that isn’t an available option, you’ll have to take the opportunity costs into consideration. For instance, if you do decide to take Beast Agility, he won’t have to worry about doubling but he will lose out on after-combat positioning which can be important for ensuring the safety of the team post-Player Phase. Meanwhile, if running a Trace skill, he won’t have to worry about that but could still be walled by anything with follow-up prevention. This could potentially be mitigated with the likes of Player Phase guaranteed follow-up support from units such as Naga or Hardin, but Near Save Armors with Hardy Fighter and innate follow-up prevention will shut it down anyway. It’s also worth mentioning Lull skills as they can help with the likes of natural doubling and Heavy Blade checks. However, only consider it if you can already provide him with the right support/skills to ensure ease of doubling.
- The C Passive is relatively lax in terms of options since it’ll have the least impact overall. That being said, you could always give him Savage Blow so that when allies teleport in, they’ll have an easier time taking foes out on the first strike. You could also run Atk/Spd Menace, but for Aether Raids Offense purposes, it won’t be that effective, especially if you attempt to go in Turn 1 as it’ll essentially be a dead skill.
- Lastly, the Sacred Seal, while a bit more limited in scope, is still flexible in its own right. Either running double Fury or double Savage Blow will be the way to go, the former having much more ease of fulfilling the Wings of Mercy condition and the latter providing ease of kills for incoming allies. However, Heavy Blade could be worth considering if you would like to secure his Galeforce triggers and lack any ability to grant him external cooldown support.
Strengths
Wary Rabbit Fang
Despite being a free-to-play addition to FEH, he’s quite competent in his own right thanks to his solid stat spread and Wary Rabbit Fang, which grants:
- Static +3 Spd w/ +6 in-combat Atk/Spd
- Cavalry Effectiveness
- Atk/Def Debuffs on Foes Based on 20% of his Own Spd at the Start of Combat
- After-combat Quickened Pulse 2
- Standard Cavalry Beast Effects (Player Phase Impact and Atk/Def Debuffs)
He’s already quite decent in the stat department, so having an additional Atk and Spd bonus during combat alongside inflicting Atk and Def debuffs on the foe is a recipe for not only a hard-hitting unit but also a surprisingly tanky one. Moreover, with the innate Impact effect New Year Yarne gains on initiation, assuming he’s transformed, he’ll be taking less overall damage in the Player Phase which, in turn, can help set up skills for the Enemy Phase, whether that’d be Spd Smoke 4 or Atk Smoke 4. The after-combat Quickened Pulse 2 can also be quite helpful in not only dealing damage with Specials such as Luna or Draconic Aura but for Hit and Run purposes with Galeforce so that he can take even less damage in the Enemy Phase. The only other effect in his weapon is the Cavalry Effectiveness which can be helpful at times, especially against units with a significant amount of Damage Reduction or have Miracle effect (Brave Chrom & Brave Seliph), but won’t amount to much else given that Cavalry units aren’t well known for their survivability. Regardless, it’s another effect in his arsenal, and with everything in tandem with one another, New Year Yarne proves to be quite a decent option for the free-to-play crowd.
Fantastic Offenses
Modern unit with good stat allocation. Unsurprising but welcomed all the same.
Deceptively Bulky
Despite having a relatively low base Res stat of 21, New Year Yarne can eat hits on both ends surprisingly well thanks to Wary Rabbit Fang doing quite a lot of the heavy lifting. Besides the standard Cavalry Beast effect that comes in tandem with the weapon, Wary Rabbit Fang also debuffs the foe’s Atk and Def based on how much Spd New Year Yarne has at the start of combat for 20% and considering he has a massive base Spd stat of 40 as well as access to merges, flowers, boons, and the additional visible +3 Spd he gets from his weapon statically, it’s easy enough to bolster it to the point where he’s debuffing the foe’s Atk for a whopping 10-11 points, on top of the -4 Atk he inflicts on the foe when initiating combat, thus subsidizing his mediocre Res stat for something much more respectable. This doesn’t even include his Def stat, which already starts out at 35 base, so assuming he can make do with his Res stat, I struggle to believe he’ll have a difficult time taking on Def-oriented attacks.
Weaknesses
Class Limitations
For what it’s worth, New Year Yarne is quite a competent Galeforce unit. However, despite being a Cavalry, being a Beast while lacking innate Null Follow-Up or Trace makes him much less flexible in terms of overall Galeforce prowess. Thankfully, with the recent additions of Beast Agility and Beast N Trace, he’ll at least be able to run one or the other by himself with no Transformation caveats. However, unlike many other types of units that have the ability to swap out their weaponry to somewhat have the ability to double and run away post-combat, New Year Yarne will have to choose between the two unless opting for Null Follow-Up support such as Fallen Lilith, which comes at the cost of Ally Support that could otherwise be used for other competitive options.
Guard Effects
Despite having after-combat Quickened Pulse 2, New Year Yarne can still be susceptible to Guard effects, especially if attempting to Galeforce, due to his lack of Slaying from Wary Rabbit Fang. There are means around this issue, whether that’s by running Heavy Blade or external support such as Nah, who not only fulfills his Beast Transformation condition but also provides visible Breath at the start of the turn, or cooldown support from other types of units/skills such as Velouria or Grandscratcher, the latter not requiring any Ally Support. However, as previously aforementioned, there are plenty of limitations placed on New Year Yarne due to his archetype, which means that if you want him to function at the same level as other notable Galeforce units, he’ll have to rely on a fair amount of external support to get going.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() 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 |
![]() 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 |
![]() 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 |
![]() Grants Spd+3. Effective against cavalry foes. If unit initiates combat or is not adjacent to an ally, grants Atk/Spd+6 to unit during combat and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Spd at start of combat, and also, after combat, if unit's HP ≤ 90%, grants Special cooldown count-2. 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 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Boosts damage dealt by 50%. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
![]() Boosts damage dealt by 150%. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
200 | 4 |
![]() If unit initiates combat, grants unit another action after combat. (Once per turn.) Unlocks at 5 ★ Inheritable by Sword, Lance, and Axe users only.
|
500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() f unit is not adjacent to an ally, grants Spd/Def+2 during combat. Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() If unit is not adjacent to an ally, grants Spd/Def+4 during combat. Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() f unit is not adjacent to an ally, grants Spd/Def+6 during combat. Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions. Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Awakening
|
---|
Banners Featured In
None