- Default
- Attack
- Special
- Injured
Ninja Haar - Tempest Runner |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 11 | 4 | 13 | 3 |
Middle | 18 | 12 | 5 | 14 | 4 |
High | 19 | 13 | 6 | 15 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 41 | 39 | 21 | 41 | 25 |
Middle | 44 | 42 | 24 | 44 | 28 |
High | 47 | 46 | 28 | 48 | 31 |
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
Wake-Up Slap (Vantage Sweeper)
Wyvern Katana+ | A | Distant Ferocity Alternate: Atk/Def Catch 4 |
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Positional Assist Alternate: Ardent Sacrifice |
B | Vantage 3 | |
Moonbow Alternate: Ruptured Sky |
C | Atk/Def Hold (or Rein) | |
IVs | +Atk / -Spd or -Res | S | Brazen Atk/Def 3 Alternate: Atk/Def Catch 3 |
Weapon: Wyvern Katana+
Assist: Positional Assist / Ardent Sacrifice / Reciprocal Aid
Special: Moonbow / Ruptured Sky
Passive A: Distant Ferocity / Atk/Def Catch 4
Passive B: Vantage
Passive C: Atk/Def Hold (or Rein)
Sacred Seal: Brazen Atk/Def / Atk/Def Catch / Atk/Def Solo
- With an excellent 42 base Atk and a weapon that lets Haar attack twice consecutively on Enemy Phase, this set focuses on maximizing 2HKOs on Enemy Phase before the enemy can attack. This strategy revolves around Vantage, a B slot that allows Haar to counterattack before the enemy can attack if his HP is ≤ 75%.
- For PvE purposes, Haar can typically just fall to this HP range by receiving an attack, especially with his impressive physical bulk. For Aether Raids purposes, however, the sheer power level of enemies may necessitate more artificial ways of reducing his HP. Relying on Bolt Traps or Bolt Towers makes Vantage sweeping even less reliable than it sometimes already is, so having full control over how to reduce Haar’s HP is preferred. This is possible via weapons that inflict damage on teammates and/or the unit themselves at the start of the turn, wielded only by Winter Bernadetta and Brave Lysithea. By using Ardent Sacrifice or Reciprocal Aid, Haar can give his HP to heal his allies, dropping him to the ≤ 75% HP range in the process.
- 2-cooldown Specials are ideal; while Haar has no access to additional Special charge, allies such as Brave Lucina and Summer Thorr can provide him with that, allowing him to activate his Special on his second consecutive attack.
- Distant Countering A Slots grant Haar the ability to counterattack against ranged enemies, increasing his self-reliance. Distant Storm and Distant Ferocity grant +5 Atk during combat, making them better than the other Distant Countering A Slots because the +5 Atk effectively translates to +10 damage. Alternatively, if pairing Haar with a Far Save ally that protects their team from ranged attacks, he can instead focus on maximizing his Atk/Def with skills such as Atk/Def Catch, which grants +7 Atk/Def if the enemy’s HP = 100% or they have a penalty (+9 if both).
- Atk/Def Rein and Atk/Def Hold inflict -4 Atk/Def on enemies during combat, with the former having a range of two spaces and the latter a range of three spaces.
- Brazen Atk/Def grants +7 Atk/Def during combat if Haar’s HP is ≤ 80%, synergizing well with Vantage’s HP condition. However, Atk/Def Solo (+6 Atk/Def if no adjacent allies) and Atk/Def Catch (+5 Atk/Def if either of aforementioned Catch conditions is met) may be better for improving Haar’s first combat if not artificially reducing his HP prior.
definitely not a pirate (Defensive)
Arcane Éljúðnir (+Def) Alternate: Coral Saber+ (+Def) |
A | Atk/Def Catch 4 Alternate: Distant Countering A Slot |
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Positional Assist | B | Mystic Boost 4 Alternate: Seal Def 4 |
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Bonfire | C | Atk/Def Hold (or Rein) | |
IVs | +Atk and/or +Def / -Spd or -Res | S | Atk/Def Catch 3 Alternate: Iote's Shield |
Weapon: Arcane Éljúðnir (+Def) / Coral Saber+ (+Def)
Assist: Positional Assist
Special: Bonfire
Passive A: Atk/Def Catch 4 / Distant Countering A Slot
Passive B: Mystic Boost 4 / Seal Def 4
Passive C: Atk/Def Hold (or Rein)
Sacred Seal: Atk/Def Catch / Iote’s Shield / Atk/Def Solo
- Haar’s high Atk/Def and low Spd naturally lean him toward sets in which he can gain a guaranteed follow-up and maximize his damage output and physical bulk. His average movement and melee range don’t lend him well to Player Phase sets, so Enemy Phase is generally preferred.
- Arcane Éljúðnir is by far Haar’s best choice, granting -1 Special cooldown, a guaranteed follow-up, follow-up prevention, a Guard effect (slowing any Specials), and a -6 Atk/Def infliction on the enemy during combat. Given its expense and exclusivity, Coral Saber is a strong budget option, granting +5 Atk/Def and a guaranteed follow-up.
- Conveniently, Bonfire synergizes with both Arcane Éljúðnir and Coral Saber, as its cooldown reaches 0 right before Haar’s follow-up counterattack assuming no Guard effect is active.
- Granting +7 Atk/Def during combat if the enemy’s HP is 100% or they have a penalty (+9 if both), Atk/Def Catch is Haar’s best and most consistent A slot option.
- If using a Distant Countering A Slot to counterattack against ranged enemies, Iote’s Shield is needed as his Sacred Seal to neutralize Flier-effective damage from weaponry such as Bows and certain Green tomes. Otherwise, Atk/Def Solo and Atk/Def Catch are great options, with the former granting +6 Atk/Def during combat if Haar is not adjacent to an ally and the latter granting +5 Atk/Def on either of the aforementioned Catch conditions.
- Mystic Boost heals Haar for 10 HP after combat, in addition to inflicting -4 Atk on the enemy during combat and neutralizing Dazzling Staff (counterattack prevention effect for Staff units), making it an excellent choice for both melee specialist Haar and Enemy Phase generalist Haar.
- Seal Def inflicts -4 Def on the enemy during combat, in addition to inflicting an additional Def debuff if the enemy does not neutralize Def penalties equal to 7 - the current visible debuff on their Def. For example, if the enemy does not neutralize visible Def debuffs and they currently have a -4 visible Def debuff, Seal Def 4 will inflict a total of -8 Def on them during combat.
- The Guard effect is redundant with Arcane Éljúðnir because it already inflicts Guard, but is very nice to have with Coral Saber, as slowing enemy Specials can be vital to survivability.
- Seal Def inflicts -4 Def on the enemy during combat, in addition to inflicting an additional Def debuff if the enemy does not neutralize Def penalties equal to 7 - the current visible debuff on their Def. For example, if the enemy does not neutralize visible Def debuffs and they currently have a -4 visible Def debuff, Seal Def 4 will inflict a total of -8 Def on them during combat.
- Atk/Def Rein and Atk/Def Hold inflict -4 Atk/Def on enemies during combat, with the former having a range of two spaces and the latter a range of three spaces.
Strengths
Fantastic Atk and Def
42 Atk and 44 Def are excellent base values that secure high damage, physical bulk, and bonus damage from Def-scaling Specials (Bonfire and Ignis).
Sword Flier Benefits
Being a Sword Flier isn’t as terrible as it used to be!
- Access to strong inheritable weaponry such as Arcane Éljúðnir, Coral Saber, and his native Wyvern Katana gives Haar flexibility in solid build options.
- Skills such as Atk/Def Catch 4 and Atk/Def Hold improve Haar’s overall combat.
Weaknesses
Low Spd and Res
With only 24 Spd and 28 Res, Haar is susceptible to follow-up attacks, reliant on guaranteed follow-ups and Brave effects to hit the enemy twice, and vulnerable to being OHKO’d or ORKO’d by magical enemies.
Flier Woes
While being a Sword Flier is indeed not as terrible as it used to be, it, unfortunately, is still not great.
- Archers can pierce through Haar’s strong physical bulk due to their Flier-effective weapons, forcing him to use Iote’s Shield in his Sacred Seal.
- Lacking access to essential skills such as the Breath family and B slots such as Null Follow-Up heavily limits Haar’s combative consistency.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Sword Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Sword Units.
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50 | 1 | 6 |
Steel Sword Learns by default at 2 ★ Unlocks at 2 ★
Only Inheritable by Sword Units.
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100 | 1 | 8 |
Wyvern Katana Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Sword Units.
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200 | 1 | 5 |
Wyvern Katana+ Grants Def/Res+5 and inflicts Spd-8 on unit. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Sword Units.
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300 | 1 | 8 |
Support Skills
Support Skills | Rng. | SP |
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Swap Unit and target ally swap spaces. Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Def Form 1 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces; max 3).
Inheritable by all units.
Unlocks at 1 ★ |
60 | A |
Atk/Def Form 2 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = number of allies within 2 spaces + 2; max 5).
Inheritable by all units.
Unlocks at 2 ★ |
120 | A |
Atk/Def Form 3 If unit is within 2 spaces of an ally, grants Atk/Def+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Atk/Def Oath 1 At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 3 ★ |
60 | C |
Atk/Def Oath 2 At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 4 ★ |
120 | C |
Atk/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn. Infantry & Flying Units Only
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Radiant Dawn
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Banners Featured In
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