- Default
- Attack
- Special
- Injured




Ninja Heath - Wyvern Ninja |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 12 | 5 | 6 | 5 |
Middle | 18 | 13 | 6 | 7 | 6 |
High | 19 | 14 | 7 | 8 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 40 | 20 | 36 | 27 |
Middle | 42 | 43 | 23 | 40 | 30 |
High | 45 | 47 | 26 | 43 | 33 |
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
Hyperion's Scales (Generalist)
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Wyvern Yumi+ Alternate: Courtly Bow+ (+Def) |
A | Atk/Def Catch 4 Alternate: Close Salvo |
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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) Alternate: Pulse Smoke 3 |
IVs | +ATK / - SPD | S | Atk/Def Solo 3 Alternate: Atk/Res Solo 3 |
Weapon: Wyvern Yumi+ / Courtly Bow (+DEF) / Plegian Bow (+DEF) / Reindeer Bow (+DEF)
Assist: Positional Assist
Special: Bonfire / Moonbow
A Passive: Atk/Def Catch 4 / Atk/Def Catch 3 / Close Salvo
B Passive: Mystic Boost (3 or 4) / Seal Def 4 / A/D Far Trace / Guard
C Passive: Atk/Def Hold/Rein / Pulse Smoke / Atk/Def Menace
Sacred Seal: Atk/Def Solo / Atk/Res Solo
- This build merely takes Heath's preexisting build and upgrades it a bit for better functionality - however, it still functions just fine with less investment
- There are plenty of fun bows with more of a defensive lean that someone can utilize on him - none will be quite as effective in the Player Phase as Wyvern Yumi, but options like Courtly Bow or Plegian Bow will keep him better defended against Enemy Phase attacks, and Reindeer Bow will help to further insulate him against enemy Specials. Plegian Bow also deserves a mention for being able to push Heath's Attack high enough to potentially punch through an enemy tank, whereas Wyvern Yumi is going to have difficulty doing any damage at all to a defensive unit.
- Mystic Boost 4 remains one of the only decent options available to ranged fliers, though Mystic Boost 3 can work on more of a budget, and the new Seal Def 4 is also an option. On a shoestring budget, Guard is also a decent defensive option for him.
- If using Plegian Bow, you'll want to be sure to use Atk/Def Menace to stack debuffs. Otherwise, Heath can run Atk/Def Rein for more consistent debuffing if he's engaging more than one foe per phase.
Waiting for Def Preempt Be Like...
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Wyvern Yumi+ | A | Atk/Def Catch 4 Alternate: Close Salvo |
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Positional Assist | B | Vantage 3 |
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Moonbow Alternate: Ruptured Sky |
C | Atk/Def Hold (or Rein) Alternate: Atk/Def Menace |
IVs | +ATK / - SPD | S | Brazen Atk/Def 3 Alternate: Fierce Stance 3 |
Weapon: Wyvern Yumi+
Assist: Positional Assist
Special: Ruptured Sky / Moonbow
A Passive: Atk/Def Catch / Fury / Close Salvo
B Passive: Vantage
C Passive: Atk/Def Hold / Atk/Def Rein / Atk/Def Menace / Pulse Smoke
Sacred Seal: Brazen Atk/Def / Atk/Def Solo
- Heath's archetype was practically made for Defense-based version of Spd Preempt, but it sadly doesn't exist at the time of his debut. With a hypothetical Def Preempt, Heath would be able to be a ranged specialist, avoid dropping his own HP for Vantage requirements, and do an additional 8 damage per engagement.
- Unfortunately, he has to make do with Vantage, which requires dropping his own HP, either through Fury, traps, or prior engagements. This puts him in an awkward situation where he needs setup, but the payoff is definitely worth it.
- With a dual-phase brave weapon, Heath can Vantage counterattack twice into a foe before their first attack, hopefully KOing them before they can do damage to him.
- The rest of this build is all about building his Attack and lowering his foe's Defense as much as possible so he can end engagements quickly. Brazen Atk/Def Seal will be active at the same time as Vantage, giving him a small Attack boost over Fierce Breath or a Solo skill.
- If you are covering him with a Near Save tank or can keep him away from melee engagements, he's free to take Atk/Def Catch for an A slot, which raises his Attack 2-4 points higher than Close Salvo - however, with Close Salvo, he can Vantage counter enemies from melee range as well and will need less babysitting.
Strengths
Effective Statline
- Ninja Heath's statline works perfectly in tandem with the new Ninja weapons - with a 43 base Attack with superboon and staggeringly low 15 Speed, he minmaxes his stats to function well in his niche.
- He's reasonably tanky as well, which works even better with his weapon which adds +5 to his Defense and Resistance. The goal here seems to be to allow him to initiate and take out a threatening opponent, and then tank and counter-KO anyone who initiates on him in Enemy Phase
Duel-Phase Brave
- Heath's Wyvern Yumi works in both phases, meaning that he can effectively counterkill foes with Vantage in the Enemy Phase if he can't finish them off in Player Phase.
Effective and Cheap
- As a 4 star special hero, Heath doesn't cost many orbs to obtain one or two copies of, and he's decent with a meager investment, fulfilling a niche that some players haven't been able to utilize yet
Weaknesses
6 MT weapon?
- Unlike Brave Bow at 7 MT, Wyvern Yumi is only a 6 MT weapon, which might be the strangest form of anti-powercreep we've seen recently. This thing is so pitiful that even a +1, +ATK Heath only reaches 54 Attack - which these days, won't even punch through a mildly invested tank.
- With no cooldown shenanigans and no other form of damage, a user of this weapon has to rely on raw firepower... but there just isn't any.
Bad Archetype
- Prfless Tanky fliers have never worked. They just haven't. Due to an innate weakness to an extremely common weapon type, any flier who doesn't somehow negate this weakness (such as L!Grima or yes, even Ashnard) is immediately laid low by any nerd with a bow. The entire point of tanking is to reduce as many exploitable weaknesses as possible (hence why Brave Hector is still king, years later), and if your entire move type only functions if they're not shot with an arrow, it's not a good idea to try and be a tank.
- Especially against ranged foes, which are the only foes Heath can retaliate on without giving up his A slot for a variation of Close Counter
- This already sinks Heath low, as his stats hard invest into Defense and Resistance, neither of which will save him from any half-built archer or any modern magical nuke
- Unfortunately, because his statline invests so heavily into Defense and Resistance, a Ninja Heath user must make a build choice on whether to have him be able to make use of his innate stats while gutting his offensive potential (using his A and S slots for defensive skills like Iote's or Close Counter), or ignoring 70 overall stat points worth of bulk and just focusing his Attack as much as possible with any Enemy Phase tanking being a minor bonus.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Effective against flying units. Learns by default at 2 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Effective against flying foes. 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 Bow users.
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200 | 2 | 4 |
![]() Effective against flying foes. 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 Bow users.
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300 | 2 | 6 |
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 50% of unit's Def. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 1 ★ |
60 | A |
![]() At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 2 ★ |
120 | A |
![]() At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 4 ★ |
240 | A |
![]() If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat. (No effect on Special cooldown counts already at maximum.)
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
60 | C |
![]() If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effect on Special cooldown counts already at maximum.)
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
120 | C |
![]() Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat. (No effects on Special cooldown counts already at maximum.)
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Blazing Blade
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