- Default
- Attack
- Special
- Injured




Ninja Navarre - Scarlet Ninja |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 8 | 11 | 6 | 5 |
Middle | 19 | 9 | 12 | 7 | 6 |
High | 20 | 10 | 13 | 8 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 36 | 39 | 28 | 20 |
Middle | 41 | 39 | 42 | 31 | 23 |
High | 44 | 43 | 46 | 34 | 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
Double-Edged Edge (Ninja Yari / Low-Investment)
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Ninja Yari+ | A | Flashing Blade 4 |
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Positional Assist | B | Lull Spd/Def 3 |
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Moonbow | C | Drive Spd 2 |
IVs | +ATK or +SPD / -HP or -RES | S | Swift Sparrow 2 Alternate: Darting Blow 3 |
Weapon: Ninja Yari+
Assist: Positional Assist
Special: Moonbow
Passive A: Flashing Blade 4
Passive B: Lull Spd/Def
Passive C: Drive Spd / Flexible
Sacred Seal: Swift Sparrow 2 / Darting Blow 3 / Death Blow 3
- Ninja Navarre comes with a quite cohesive base kit that immediately launches him to immediate performing success. As such, the only skill inheritance necessary is whichever positional assist you need (Reposition and Draw Back are relatively splashable) and, for low-investment purposes, literally anything goes in his C slot.
- The fat of the build lies in the combination of Ninja Yari, Flashing Blade 4, Moonbow, and Lull Spd/Def, all of which synergize together like a finely-tuned clock. The fine mechanics from here are simple:
- Lull Spd/Def and Ninja Yari's +4 Speed bonus together stack even more Speed than is competitively healthy, allowing Flashing Blade to activate nearly all the time.
- Ninja Yari's twice-attacking nature allows Navarre to deal nice blitz damage in a single round while charging his Special even faster than he would with single hits.
- Altogether, under easy conditions, Navarre consistently activates Moonbow in single rounds, as well the true damage component of Flashing Blade 4. Provided you're not pushing it against extremely high Defense units, expect Navarre to deal it fast and furiously.
- Navarre's Sacred Seal is pretty obvious at this point for a player phase-attuned build. Swift Sparrow provides the best of both worlds in initiating Atk/Spd, while Darting Blow or Death Blow are more specialized options for Flashing Blade activation or more raw damage, respectively.
Falsely Indigo (Time's Pulse + Ninja Yari / High-Investment)
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Ninja Yari+ | A | Flashing Blade 4 Alternate: Swift Sparrow 3 |
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Positional Assist | B | Lull Spd/Def 3 |
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Luna Alternate: Galeforce |
C | Time's Pulse 3 |
IVs | +ATK or +SPD | S | Swift Sparrow 2 Alternate: Flashing Blade 3 |
Weapon: Ninja Yari+
Assist: Positional Assist
Special: Luna / Galeforce / Moonbow
Passive A: Flashing Blade 4 / Swift Sparrow 3 / Most other Atk/Spd-based A slot skills
Passive B: Lull Spd/Def
Passive C: Time's Pulse
Sacred Seal: Swift Sparrow 2 / Flashing Blade 3 / Death Blow
- This does a lot of what the previous build was purposed to do, but the mere main addition of Time's Pulse and its -1 cooldown precharge (provided Navarre's chosen Special hasn't been charged at all at the beginning of a turn) does open up a few fantastic opportunities in Specials.
- Taking Flashing Blade, Time's Pulse, and Ninja Yari hitting twice into consideration, players can do a simple substitution of Moonbow to Luna. As was the case with Moonbow, Luna benefits from rapidfire activations on Navarre's second hit, and can potentially deal more serious burst damage especially against high Defense targets.
- Likewise, Galeforce benefits from Ninja Yari's unhindered second hits and Time's Pulse's cooldown reduction. Navarre can gain an extra action in a single round assuming 1) Flashing Blade activates with no hinderances such as Guard, and 2) the second hit of Ninja Yari lands true.
- Another potential investment decision you can make on this build is swapping Flashing Blade 4 for a dedicated Atk/Spd A-slot skill while using Flashing Blade instead as the Sacred Seal. The main reason you may consider doing this is to lessen the margin of error when it comes to activating Flashing Blade. For example, a fourth-tier A slot skill such as Swift Sparrow 3 plus the Flashing Blade Seal has a higher chance of accelerating Navarre's Special as opposed to Flashing Blade 4 + Swift Sparrow 2 Seal. You should only consider this if getting Navarre's cooldown accelerated at any cost is top priority.
- You can opt to due a pure damage-focused version of this build, which would run stat boost skills over Flashing Blade. In this case, Moonbow is back on the menu as its single round activation is still possible thanks to Time's Pulse.
Lance Art Offline (Speed Tank)
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Slaying Lance+ (+Spd) Alternate: Flowing Lance+ (+Spd) |
A | Distant Counter Alternate: Atk/Spd Solo (3 or 4) |
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Positional Assist | B | Spurn 3 Alternate: Spd-Based DR B Slot |
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Noontime Alternate: Sol |
C | Atk Smoke 3 Alternate: Pulse Smoke 3 |
IVs | +SPD | S | Spd/Res Solo 3 |
Weapon: Slaying Lance+ (+Spd) / Flowing Lance+ (+Spd)
Assist: Positional Assist
Special: Noontime / Sol / Aether
Passive A: Distant Counter / Atk/Spd Solo / Flashing Blade 4
Passive B: Spurn / Close Call / Repel
Passive C: Atk Smoke / Pulse Smoke
Sacred Seal: Spd/Res Solo
- Lack of an amazing unique weapon aside (where which lance competitors such as Kris and Legendary Dimitri excel), Navarre has the raw offensive stats to pull off a very effective damage reduction build—an effective trend for most fast melee infantry units thanks to Spurn, Close Call, or Repel. As a result, Navarre gains some rather neat defensive value due to greatly reduced incoming damage as well as many typical enemies being unable to surpass his Speed.
- Running one of the aforementioned B slot skills, Navarre's Speed becomes even more important to invest in; the amount of damage reduced scales off of the difference between Navarre and his opponent's Speed (for a maximum of 40% reduction).
- As such, Spd/Res Solo is this build's best Sacred Seal bar little else; it serves as a vital increase to both Navarre's Speed and only decent Resistance.
- Speed refinery on any weapon Navarre chooses should be an obvious choice. A couple of recommendations in this case are:
- Slaying Lance is renowned for its simplicity and accessibility; it decreases the full cooldown of Navarre's chosen Special. In particular, Sol bodes well when combined with the -1 CD and Geirskögul support.
- Flowing Lance is seasonal (saved by its native wielder's 4 star rarity), but is a rather significant choice due to its inbuilt Lull Atk/Def effect, which improves Navarre's bulk and offense.
- Distant Counter gives Navarre the ability to counterattack ranged enemies, which are commonplace pretty much anywhere but especially Aether Raids. Playstyle differences may guide you to Atk/Spd Solo, which improves Navarre's dual phase capabilities, or Flashing Blade 4, which comes by default on Navarre and serves to improve Sol or Aether's activation timing while dealing true damage (combos well with Spurn!).
- Navarre's last inheritance choice lies in his C slot, which is reserved for whichever Smoke skill you prefer. Atk Smoke will usually do the job by further debilitating incoming damage, though Pulse Smoke is an also-fantastic choice for bringing down most setups reliant on precharged Specials.
Scarlet Familiarity (Alternative Weapon Galeforce)
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Slaying Lance+ (+Spd) Alternate: It's Curtains...+ (+Spd) |
A | Flashing Blade 4 Alternate: Swift Sparrow 3 |
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Positional Assist | B | Lull Spd/Def 3 Alternate: Wings of Mercy 3 |
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Galeforce | C | Spd Smoke 3 Alternate: Time's Pulse 3 |
IVs | +SPD or +ATK | S | Swift Sparrow 2 Alternate: Quickened Pulse |
Weapon: Slaying Lance+ (+Spd) / It's Curtains… (+Spd)
Assist: Positional Assist
Special: Galeforce
Passive A: Flashing Blade 4 / Swift Sparrow 3
Passive B: Lull Spd/Def / Wings of Mercy / Desperation
Passive C: Spd Smoke / Time's Pulse
Sacred Seal: Swift Sparrow 2 / Quickened Pulse / Flashing Blade
- Navarre has rather outstanding offensive stats for a lance infantry unit and has very little to lose from substituting his default inheritable weapon with another one. Therefore, a more conventional Galeforce build is definitely on the menu if that's more of your style.
- To tend around Galeforce's awful base cooldown of 5, Navarre will require weapons specializing in cooldown cutting. His two main options here are:
- The near-always available, more affordable Slaying Lance, which permanently reduces Galeforce's cooldown to a more manageable, Flashing Blade-friendlier.
- The more elusive, seasonally-limited It's Curtains…, which, much like Navarre's original weapon, greatly reduces the amount of Pulse support necessary to fully charge Galeforce in a single hit—a strategy that tends to be used alongside Wings of Mercy beacons like Eir. It only works Turn 1, though that should be enough for specific purposes.
- The rest of the build depends on which weapons / skills / outsourced support you have access to. Some skill combinations are as follows (assuming you're not running outsourced charging such as Wolfpup Fang or Infantry Pulse):
- Slaying Lance + Flashing Blade 4 + Lull Spd/Def OR Desperation + Swift Sparrow: Conventional build, relies on Navarre hitting two times in a row. Good for most non-Aether Raids content.
- Slaying Lance + Flashing Blade 4 + Time's Pulse + Quickened Pulse: Allows Galeforce to fully charge in a single hit assuming Flashing Blade activates, though this is extremely reliant on Navarre's raw Speed without A slot or Sacred Seal modifiers.
- It's Curtains… + Flashing Blade 4 + Quickened Pulse OR Time's Pulse: Already fulfills 3/5 charges and only requires one successful Flashing Blade-powered hit for one-turn Galeforce.
- It's Curtains… + Swift Sparrow 3 (or other offensive A slot skills) + Quickened Pulse + Time's Pulse: Completely gets rid of the Speed comparison element of the build (normally the downfall of one turn Galeforce builds) by charging all the way to 4/5.
Strengths
Exceptional Offensive Stats
Ninja Navarre is in the elite leagues with fellow top tier lance infantry units Brave and Legendary Dimitri and Duo Ephraim for highest Attack, while sporting the highest Speed stat among all heroes (at this time of writing). Both stats also benefit even more richly from super Asset values. Expect splendid offensive performance from Navarre within reason.
Infantry Perks / Great Inheritable Skill Selection
Navarre's status as both a lance and infantry user yields a neat variety of skills to use. In addition to Navarre's native Ninja Yari, Flashing Blade 4, and Lull Spd/Def, he can opt for additions or alternatives including Spurn, Close Call, It's Curtains…, Time's Pulse, and more.
Weaknesses
Just Satisfactory Base Bulk
Navarre isn't exactly frail, but his base HP, Defense, and Resistance aren't exactly inspiring much in the way of bulk either. Navarre is pretty much carried by his Speed in terms of avoiding follow-ups and utilizing damage reduction skills well for tanking purposes.
Competition
Navarre doesn't exactly need a unique weapon to make himself stand out, but being compared with the likes of Legendary Dimitri (whose Areadbhar is already quite mind-numbing) amongst an increasing number of relevant lance heroes with PRFs might be a tough show to sit through.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice. Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 6 |
![]() Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice. Learns by default at 5 ★ Unlocks at 5 ★ Lance Users Only
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300 | 1 | 9 |
Available Rearmed Weapons |
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Arcane Qiang (+Def) |
Arcane Qiang (+Res) |
Arcane Qiang (+Atk) |
Arcane Qiang (+Spd) |
Arcane Qiang |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit’s Spd - foe’s Spd ≥ 5, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) Excludes Flying, Cavalry, and Staff Units Unlocks at 2 ★ |
60 | A |
![]() If unit’s Spd - foe’s Spd ≥ 3, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) Excludes Flying, Cavalry, and Staff Units Unlocks at 3 ★ |
120 | A |
![]() If unit’s Spd - foe’s Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.) Excludes Flying, Cavalry, and Staff Units Unlocks at 4 ★ |
240 | A |
![]() If unit's Spd > foe's Spd. grants Special cooldown charge +1 and deals +5 damage per unit's attack. (Only highest value applied. Does not stack.) Excludes Flying, Cavalry, and Staff Units Unlocks at 5 ★ |
300 | A |
![]() Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 1 ★ |
60 | B |
![]() Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 2 ★ |
120 | B |
![]() Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
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