- Default
- Attack
- Special
- Injured




Nifl - God of Ice |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 9 | 7 | 5 |
Middle | 17 | 8 | 10 | 8 | 6 |
High | 18 | 9 | 11 | 9 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 35 | 37 | 24 | 20 |
Middle | 39 | 38 | 40 | 27 | 23 |
High | 42 | 42 | 44 | 31 | 26 |
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
Fire Emblem Heroes Featuring not Eula from Genshin Impact (General use Player Phase)
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Frostbite Breath | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Catch 4 |
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Positional Assist | B | Lull Spd/Res 3 Alternate: Lull Atk/Spd 3 |
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Luna | C | Domain of Ice |
IVs | +ATK or +SPD | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Frostbite Breath
Assist: Positional Assist
Special: Luna
Passive A: Swift Sparrow 2 or 3 / Atk/Spd Catch 4 / Atk/Spd Solo 3 or 4
Passive B: Lull Spd/Res / Lull Atk/Spd
Passive C: Domain of Ice / Preference
Sacred Seal: Blade Session / Atk/Spd Solo / Swift Sparrow
- Nifl’s best option outside of Aether Raids is a typical player phase build, a role Nifl excels at thanks to her excellent offensive spread.
- Nifl’s weapon of choice is her exclusive Frostbite Breath, as the debuffs it inflicts on foes in addition to it’s Flash effect make Nifl a force to be reckoned with on Player Phase, as even if Nifl fails to KO her target, her allies can follow up on the now helpless foe(unless they have Null-C Disrupt).
- Offense boosting A slots such as Swift Sparrow and Atk/Spd Catch 4 greatly enhance Nifl’s Player Phase power and make her follow-up attacks incredibly difficult to avoid thanks to her great Speed.
- Lull Spd/Res further boosts Nifl’s offensive capabilities via it’s debuffs while negating the foe’s Speed and Resistance buffs, although Nifl’s innate Lull Atk/Spd can also be used if Lull Spd/Res is unavailable.
- Domain of Ice’s damage reduction makes Nifl much tankier as long as she has an ally within 2 spaces of her when attacking, although this can be difficult to achieve if her allies aren’t also cavalry.
- Finally, Offensive stat boosting sacred seals such as Blade Session and Atk/Spd Solo wrap up Nifl’s kit, giving her another big boost to her player phase offense.
Man they really just went and powercrept Kempf like that didn’t they? (AR-D)
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Frostbite Breath | A | AR-D Def/Res 3 Alternate: AR-D Spd/Res 3 |
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Assistless | B | Windsweep 3 Alternate: Lull Atk/Spd 3 |
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Escutcheon Alternate: Sacred Cowl |
C | Domain of Ice |
IVs | +SPD or +ATK | S | Def/Res Solo 3 Alternate: Distant Def 3 |
Weapon: Frostbite Breath
Assist: No Assist
Special: Escheuteon / Sacred Cowl
Passive A: AR-D Def/Res / AR-D Spd/Res
Passive B: Windsweep / Lull Atk/Spd
Passive C: Domain of Ice / Preference
Sacred Seal: Def/Res Solo / Distant Def
- For the most part, Nifl functions as a straight upgrade to Kempf thanks to her superior personal weapon, statline, and color(Green superunits are becoming increasingly unappealing due to the prevalence of Legendary Sigurd), and even gaining a personal C slot which grants Nifl and her allies damage reduction and a bonus to Speed and Resistance.
- Nifl’s Frostbite Breath is a powerful weapon, having the effect of the Flash Staff and inflicting a massive stat debuff against foes as long as her HP is above 25%(Read: As long as Nifl exists) in addition to adaptive damage. This weapon alone makes Nifl extremely threatening to any superunit in Aether Raids that lacks Null C-Disrupt, and even the ones that have it will have a difficult time KO’ing Nifl in one round of combat without a means of performing automatic follow-up Attacks due to Frostbite Breath’s potent debuffs and her naturally high Speed, although her somewhat low base bulk hampers her survivability to some extent.
- AR-D Def/Res and AR-D Spd/Res are Nifl’s best option as they grant her a significant boost to her durability on Aether Raids Defense. AR-D Def/Res is preferable, but AR-D Spd/Res is workable on a budget.
- Windsweep gives Nifl a means of avoiding enemy counterattacks herself, allowing her to safely apply her weapon’s counterattack preventing status against foes that lack Null C-Disrupt. Nifl’s innate Lull Atk/Spd can also be used to boost her general survivability.
- Domain of Ice grants Nifl and her allies within 2 spaces a Speed and Resistance buff in combat as well as 30% damage reduction, greatly boosting their survivability, Although keep in mind that Nifl needs an ally within 2 spaces to gain this effect herself.
- Lastly, Defensive seals such as Def/Res Solo give Nifl some much needed extra bulk and make her even more difficult to KO before she can attack and apply her weapon’s effect.
Strengths
Great Exclusive Skills
Nifl’s Frostbite Breath is essentially a straight upgrade of Kempf’s Venin Edge, featuring the same Flash-esque effect in addition to adaptive damage and inflicting a massive debuff on foes in combat. This weapon makes Nifl a terror in AR-D, as it allows her to punish any units that are left in her attack range by stopping their counterattacks and thus making them easy prey for the rest of Nifl’s team. Domain of Ice is also a great skill, effectively giving Nifl and her Allies Joint Drive damage reduction on top of a Speed and Resistance boost.
Great Offfenses
Nifl’s base 38 Attack and 40 Speed are excellent, letting her dish out hefty damage and perform follow-up attacks naturally with ease. She also benefits from having Superassets in both, meaning a 4 point increase instead of the usual 3.
Weaknesses
Middling Base Bulk
While Nifl’s exclusive weapon compensates for this to some extent, Nifl’s base 27 Defense and 23 Resistance are fairly lacking, and even with the help of Domain of Ice’s damage reduction Nifl will struggle to survive prolonged combat. This makes her ill suited to Enemy Phase use without heavy investment and generally hampers her survivability.
Effective weaponry
Nifl suffers from a weakness to both Cavalry and Dragon effective weapons thanks to her status as a cavalry dragon, meaning that units who possess effective weaponry against either cavalry or dragons will be able to inflict substantial damage to her even if they fail to KO her outright.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★
Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Grants Spd+3. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def/Res-5 on foe during combat, and also, after combat, if unit attacked, inflicts status preventing counterattacks on target and foes within 2 spaces of target through their next actions. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima |
Support Skills
Support Skills | Rng. | SP |
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![]() Grants Res+4 to an adjacent ally until the end of the turn. Learns by default at 4 ★ |
1 | 150 |
![]() Grants Def/Res+3 to an adjacent ally until the end of the turn. |
1 | 300 |
![]() Grants Def/Res+6 to an adjacent ally until the end of the turn. |
1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
![]() If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
![]() If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
AR-D Atk/Spd 4 If defending in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +11; 4 grants +7; ≤3 grants +3. Destroyed defensive structures are not counted.)
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 1 ★ |
60 | B |
![]() Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 2 ★ |
120 | B |
![]() Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | B |
Domain of Ice Grants Spd/Res+4 and the effect "reduces damage from foe's first attack by 30%" to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Spd/Res+4 to unit and reduces damage from foe's first attack by 30% during combat.
Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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