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Ninja Cherche

Analysis by ZeShado
Ninja Cherche - Shaded by Wings

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
183
HP 43
ATK 44
SPD 20
DEF 44
RES 32

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 13 2 10 5
Middle 19 14 3 11 6
High 20 15 4 12 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 40 41 17 40 29
Middle 43 44 20 44 32
High 46 48 23 47 35

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

Back and Better Than Ever (Vantage)

Build by ZeShado
Recommended
Wyvern Ono A Distant Ferocity
Alternate: Distant Stance
Positional Assist
Alternate: Ardent Sacrifice
B Vantage 3
Ruptured Sky
Alternate: Glimmer
C Atk/Def Hold
IVs

+ATK or +DEF / -SPD

SAtk/Def Form 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Wyvern Ono

Assist: Positional Assist / Ardent Sacrifice

Special: Ruptured Sky / Glimmer / Moonbow

A Passive: Distant Ferocity / Distant Stance / Distant Storm / Distant Counter

B Passive: Vantage

C Passive: Atk/Def Hold

Sacred Seal: Atk/Def Form / Atk/Def Solo / Heavy Blade

  • As with other Dual Phase Brave users, a Vantage build is essentially standard practice as having the ability to strike twice before the foe can attack once is very strong overall. However, with Wyvern Ono, in particular, her general damage output and sustainability are much higher comparatively as she gains additional damage based on her Def stat and True Damage Reduction, meaning that if she were to miss a kill, she could always fall back on Damage Reduction and survive, even if doubled. As such, she would make for a fantastic Vantage unit.
     
  • Specials that are easily triggerable are going to be the go-to option for her as the idea is to kill within the first two hits. As such, Specials such as Ruptured Sky, Glimmer, and Moonbow are all good options, the former especially when going against Dragons and Beasts. Just keep in mind that if you want her to get these Specials off in every combat, she’ll either need to run external support that provides accelerated cooldown per hit (i.e. Thorr, Brave Lucina, etc.) or run Heavy Blade. That being said, the former is much more consistent.
     
  • In terms of A Passive options, Ninja Cherche will only need to run some form of Distant Counter skill so that she can Vantage sweep without potentially getting chipped down by ranged threats. By far, the best option will be Distant Ferocity as it not only grants Atk during combat but doesn’t chip away at her health as Distant Storm does. She can also opt for Distant Stance if you want her mixed bulk to be a bit better on the off-chance that she does need to take a hit. Otherwise, Distant Storm and regular Distant Counter can work just fine, although the former does chip away at her health which can be problematic for long-term survivability.
     
  • Ninja Cherche innately comes with Atk/Def Hold, and as that inflicts -4 Atk/Def on the foe during combat, there’s no reason to replace it as it not only has a leash, unlike Joint Drives but can pair well with Heavy Blade if you do opt for that skill, which will matter has the MT penalty associated with Wyvern Ono will make the check a bit harder.
     
  • In terms of Sacred Seal options, anything that bolsters her overall Atk and Def will work well if you don’t decide to run Heavy Blade as bolstering both of those stats will allow her to hit harder and tank with much more ease. Atk/Def Form and Atk/Def Solo are currently the best options when it comes to bolstering both stats. However, the former relies on being near allies and negates her ability to be away from allies when needed. That being said, it currently provides the largest stat swing but if you want that flexibility, Atk/Def Solo is a much better option.

Minerva Face Tank (Melee Specialist)

Build by ZeShado
Wyvern Ono A Atk/Def Catch 4
Alternate: Atk/Def Clash 4
Positional Assist B A/D Near Trace 3
Alternate: Vantage 3
Ignis
Alternate: Noontime
C Atk/Def Hold
Alternate: Atk Smoke 4
IVs

+ATK or +DEF / -SPD

SAtk/Def Form 3
Alternate: Atk/Def Catch 3

Show Explanation/Analysis

Weapon: Wyvern Ono

Assist: Positional Assist

Special: Ignis / Noontime / Ruptured Sky / Glimmer / Bonfire

A Passive: Atk/Def Catch / Atk/Def Clash / Def/Res Catch / Atk/Def Form

B Passive: A/D Near Trace / Vantage / Mystic Boost 4

C Passive: Atk/Def Hold / Atk Smoke 4

Sacred Seal: Atk/Def Form / Atk/Def Catch / Heavy Blade

  • Ninja Cherche having a fantastic overall statspread, alongside True Damage Reduction from Wyvern Ono and Dual Phase Brave, can allow her to leverage the Melee Specialist role as she can double in the Enemy Phase and tank with relative ease. Compared to other units of a similar archetype, she also has a decent Res stat which can help against the evergrowing Dragon matchups including Medeus and Seiros. This, combined with Far Save support, can allow you to cover both threat ranges much more consistently. So, if you would much rather run anything other than a Vantage set, this is a good alternative.
     
  • Unlike the Vantage set, the Special is much more flexible as rather than focusing on two-shotting before the foe can attack once, she can take in hits and either retaliate with sustaining Specials or harder-hitting ones including Ignis, Noontime, Ruptured Sky, Glimmer, and Bonfire. Ignis and Noontime, to an extent, will require external support that can provide the Breath effect (i.e. Thorr, Brave Lucina, etc.) so that she can always get it off on every second hit. Otherwise, her damage output significantly weakens or she heals less overall. That being said, she can still run low cooldown Specials and forego said external support if you would much rather run other units if you’d much prefer that, or run Heavy Blade and Bonfire at the cost of additional stats from her Sacred Seal.
     
  • For Ninja Cherche’s A Passive, bolstering her overall Atk and Def is going to be the best option since most threats at one range target her Def stat. As such, stacking more Atk and Def will increase her overall damage output and tanking prowess due to the True Damage Reduction she gains from Wyvern Ono. Solid options include Atk/Def Catch, which can provide an easy +9 Atk/Def in both phases, Atk/Def Clash, which provides a fair amount of stats based on spaces moved and penalty neutralization to said stats, and Atk/Def Form, which is much more accessible comparatively. That being said, if you want to maximize matchups that take Def and Res into account, Def/Res Catch is a good option.
     
  • Enemy Phase Fliers don’t have much for B Passive options but for Ninja Cherche, in particular, she can make due. Her innate A/D Near Trace works well enough as it can allow her to function in the Player Phase, retreat to an ally, and be supported in the Enemy Phase while also debuffing Atk and Def during combat. Outside of that, Vantage works well enough and can still allow her to function as a Melee Specialist, especially since she can stack even more stats with her A Passive. Other than that, Mystic Boost 4 can work for sustainability purposes and general tanking as it also debuffs the foe’s Atk during combat.
     
  • Akin to the first build, her innate Atk/Def Hold works well enough as the debuff it applies during combat can allow her to hit harder and tank much more easily. She could swap it out for Atk Smoke 4, when paired with Near Trace, so that she’s taking fewer attacks in the Enemy Phase, provided that the foe doesn’t have a Null Follow-Up effect or Guaranteed Follow-Up.
     
  • The Sacred Seal of choice can be anything that bolsters her overall Atk and Def. Atk/Def Form will probably be the best option since she’ll be grouping with other allies as a Melee Specialist, but she can always opt for Atk/Def Catch instead for consistency purposes. Otherwise, Heavy Blade is an option if running a three-cooldown Special and/or not having any relative external support.

Strengths

Wyvern Ono

    In terms of modern PRFs, Wyvern Ono, surprisingly, doesn’t take up an entire screen to display all the effects. Rather, it’s compact with a few effects, all of which are very coveted including:

  • Dual Phase Brave
  • +5 Def/Res w/ -8 Spd Penalty
  • 20% True Damage Based on 20% of Her Def
  • 20% True Damage Reduction Based on 20% of Her Def

    Dual Phase Brave is by far the highlight of the weapon, granting Ninja Cherche the ability to strike twice consecutively regardless of the phase, but everything in tandem with Wyvern Ono makes her even more threatening. For starters, despite the weapon only having 11 MT, it grants an additional bonus to her Atk stat during combat based on the total amount of Def she has present, which can scale quite dramatically. Meanwhile, there’s the True Damage Reduction, which not only allows her to take hits when necessary but cannot be pierced by skills such as Deadeye and Lethality. Lastly, there are the additional stat bonuses and penalties, +5 Def/Res and -8 Spd, which further minmaxes her abilities as a combat unit. Overall, Wyvern Ono is quite a formidable weapon that will allow Ninja Cherche to stay competitive for what could easily be years to come (Unless Powercreep).

Minmaxed Statline

    It’s hard to mess up a modern unit’s statline nowadays, unless it’s purely intended (Merlinus?), due to how many stats need to be allocated, especially as BST continues to increase year over year. So, it’s not much of a surprise that Ninja Cherche has a fantastic statspread of 44 base Atk, 44 base Def, and 32 base Res. What’s more, is that she has a superboon in Atk and gains an additional 5 Def/Res from Wyvern Ono. With that, she can become quite fearsome.

Flier Perks

    As a Melee Flier, Ninja Cherche has quite a lot of skill accessibility including, but not limited to, Near Traces, which not only provides in-combat stat swings but can allow her to function more as a Dual Phase unit, Reins & Holds, which can help with more general damage output, tanking, and potential Heavy Blade checks, and Catches, which provide a lot of stats in both phases if both conditions are met, which can be quite easy to do.

Flexibility

    Despite being a slow Axe Flier, having innate Dual Phase Brave with a minmaxed statline allows Ninja Cherche to pursue more than a Vantage role, which she can do quite well due to her high damage output and Damage Reduction failsafe. Other than Vantage, she can be run as a Melee Specialist with Far Save support in the back so that she can continue to stack her Atk and Def and become even more obnoxious to take down. Both roles have it’s fair share of benefits and drawbacks but having the flexibility to choose which role to put her in is a benefit on its own.

Weaknesses

Slow Flier

    As with many other slow Fliers in FEH, Ninja Cherche has to worry about taking hits from units that either have Windsweep or archetype bonuses such as Flier Effectiveness from a Bow unit. It does help that she can shrug off a fair amount of the damage with her True Damage Reduction, but that’ll only take you so far if entering too many combats.

Competition

    Ninja Cherche, while amazing as a standalone unit, isn’t anything new in terms of archetypes as prior to her release, we’ve had Ninja Laevatein, who adds half of her visible buffs to her Atk during combat, and Haar, who has a 15 MT Dual Phase Brave Axe w/ innate Iote’s Shield, True Damage Reduction based on his Def, and Guard. That being said, the former, while potentially able to hit as hard as Ninja Cherche due to the “Bladetome”-Esque effect, can still be shut down via Dull and Panic effects. Meanwhile, the latter, while much more accessible and easier to invest in, only has an edge in the Iote’s department as having no weakness to Bows does allow him to take physical hits much more consistently. However, when it comes to taking hits in general, Ninja Cherche completely outclasses him as she not only has more Damage Reduction but also a better Res stat to boot and no weakness to Blue Tomes, which can easily sway the tides of the matchup. Even so, if you’ve already invested in Haar or even Ninja Laevatein, the differences may not be as staggering depending on the mode in which you use them, but it’s still quite noticeable all the same.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Wyvern Ono

Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)

Deals damage = 20% of unit's Def and reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials).

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 11
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Ignis

Boosts damage dealt by 80% of unit's Def.

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

Passive Skills

Passive Skills SP Slot
A/D Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-1 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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 again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 1 ★
60
B
A/D Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-2 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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 again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 2 ★
120
B
A/D Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Atk/Def-3 on foe during combat.  【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (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 again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 4 ★
240
B
Atk/Def Rein 1

Inflicts Atk/Def-2 on foes within 2 spaces during combat.

Flying Only
Unlocks at 2 ★
60
C
Atk/Def Rein 2

Inflicts Atk/Def-3 on foes within 2 spaces during combat.

Flying Only
Unlocks at 3 ★
120
C
Atk/Def Rein 3

Inflicts Atk/Def-4 on foes within 2 spaces during combat.

Flying Only
Unlocks at 4 ★
240
C
Atk/Def Hold

Inflicts Atk/Def-4 on foes within 3 spaces during combat.

Flying Only
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Awakening

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