Analysis by Chibi_Chu
Norne - The Volunteer


Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 42
ATK 32
SPD 36
DEF 31
RES 27

Stat Variations

Level 1 Stat Variation
Low 17 7 9 6 4
Middle 18 8 10 7 5
High 19 9 11 8 6

Level 40 Stat Variations
Low 39 29 33 28 23
Middle 42 32 36 31 27
High 45 35 39 34 30

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.

Skill Sets

She who makes the impossible possible! (Superunit)

Build by Chibi_Chu
Spendthrift Bow+ (+Spd)
Alternate: Spendthrift Bow+ (+Res)
A Close Foil
Alternate: Close Counter
Positional Assist B Null Follow-Up 3
Alternate: Lull Atk/Spd 3
Noontime C Pulse Smoke 3
Alternate: Atk Smoke 3


SSpd/Res Solo 3

Show Explanation/Analysis

Weapon: Spendthrift Bow+ (+SPD or +RES) 

Assist: Positional Assist 

Special: Noontime

Passive A: Close Foil / Close Counter 

Passive B: Null Follow-Up / Lull Atk/Spd / Null C-Disrupt

Passive C: Pulse Smoke / Atk Smoke 

Sacred Seal: Spd/Res Solo

  • Norne’s well-balanced statline allows her to be a very threatening superunit in Aether Raids Offense. She is potentially able to score consistent ORKOs, maintain sustainability with Noontime, and survive several attacks in one Enemy Phase.
  • Spendthrift Bow is vital for this set, as it effectively grants +7 Atk/Def/Res to Norne during combat. The +7 Def/Res help significantly with survival, and the +7 Attack can help Norne score close KOs (preventing enemies that survive from infiltrating the backline or KOing Norne in their next attack) and make the most of Noontime’s healing. The post-combat infliction of +2 Special cooldown is commonly counteracted through Brave Lucina and her Geirskogul (+Eff), as Norne will be able to activate Noontime on her first counterattack if no Guard effect is present anyways.
  • Not only can Close Foil be inherited with Spendthrift Bow from Midori, but Close Foil is also Norne’s best A slot, allowing Norne to counterattack and gain +5 Atk/Def during combat against all physical initiators. While this does prevent Norne from counterattacking against Dragons, they are exceedingly uncommon aside from Sothis and Duma, both of whom can usually be dealt with by a different unit. The combination of Spendthrift Bow, Close Foil, and Spd/Res Solo effectively grant Norne +12 Attack, +6 Speed, +12 Defense, and +13 Resistance during combat.
  • Null Follow-Up is chosen for Norne’s B slot, as effects that prevent Norne’s follow-up attack and/or guarantee the enemy’s can make it significantly more difficult to KO and avoid KOs. Lull Atk/Spd’s nullification of visible Atk/Spd buffs and infliction of -3 Atk/Spd is another great choice for boosting Norne’s bulk. For dealing with Dazzling Staff and Firesweep weapons, Null C-Disrupt can be chosen.
  • Whether Pulse Smoke or Atk Smoke is chosen depends on whether the player prioritizes specialization or consistency. Pulse Smoke is only particularly useful against Infantry Pulse Aether Raids Defense teams that rely on Specials, whereas Atk Smoke is useful against all teams and in all modes.

Village Defender (Aether Raids Defense Nuke)

Build by Chibi_Chu
Budding Bow+ (+Spd) A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Push 4

Alternate: Positional Assist
B Lull Spd/Def 3
Alternate: Lull Atk/Def 3
Deadeye C Time's Pulse 3
Alternate: Joint Drive Atk

+ATK or +SPD / -HP

SHardy Bearing 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Budding Bow+ (+SPD)

Assist: No Assist / Positional Assist 

Special: Deadeye 

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Push 4

Passive B: Lull Spd/Def / Lull Atk/Def

Passive C: Time’s Pulse / Joint Drive Atk 

Sacred Seal: Hardy Bearing / Quickened Pulse

  • With balanced stats and an array of skills at her disposal, Norne can be a great Aether Raids Defense nuke that, unlike other nukes, is very difficult to ORKO. This set focuses on ORKOing with a charged Special (Deadeye, which is chosen because of its damage reduction negation) by stacking Atk/Spd and survival via Budding Bow (grants Atk/Def +4 on initiation and prevents the enemy from performing a follow-up attack).
  • To achieve this charged Deadeye, Norne will need a combination of Time’s Pulse, Quickened Pulse, and/or Infantry Pulse from allies. Ideally, Norne has at least her Sacred Seal slot open for Hardy Bearing, allowing her to bypass Vantage, which is commonly used on frailer Offense units that aim for OHKOing enemies before they can attack.
  • Whether or not Norne runs an Assist is dependent on whether the player wants Norne to receive a refresh.
    • Generally, the order in which the AI moves units is as follows: melee units without Assists -> ranged units without Assists -> melee units with Assists -> ranged units with Assists.
    • Since refreshes such as Sing and Dance are Assists, if Norne doesn’t have an Assist, she will move before refreshers, allowing her to be refreshed. This can be done if players believe Norne is the top priority to get refreshed.
    • If Norne does not have an assist, she will move after refreshers, so she will not consume a refresh. This can be done if players believe there is a unit that should be prioritized for refreshing over Norne.
  • Norne’s A and B slots are dedicated to ensuring maximum damage output. Swift Sparrow and Atk/Spd Push 4 significantly bolster Norne’s offenses, making them great choices for scoring ORKOs. Lull Spd/Def and Lull Atk/Def inflict -3 to the enemy’s respective stats during combat and nullifies their visible buffs to these stats, ensuring higher damage and/or survivability.


Well-balanced statline

42/32/36/31/27 is a very respectable overall statline, lending itself well to various different playstyles. While Norne’s 32 Attack and 27 Resistance are somewhat middling, they are still more than serviceable.

Myriad of Bow options

Since Norne lacks a personal weapon, she has several different Bows at her disposal. Spendthrift Bow is the most noteworthy for Aether Raids Offense, as granting +7 Attack to Norne and -7 Attack to the enemy during combat in exchange for +2 Special cooldown is fantastic for superunit purposes; meanwhile, Budding Bow is a strong Aether Raids Defense choice, granting +4 Atk/Def during combat and preventing an enemy follow-up attack if Norne initiates combat. Even for general offensive/defensive purposes, weapons such as Helm Bow, Bouquet Bow, Candlewax Bow, and Guard Bow are all more than viable options.

Infantry advantages

As an Infantry unit, Norne has access to excellent skills such as Null Follow-Up, Null C-Disrupt, Special Spiral, and Lull Atk/Spd. In addition, she very rarely needs to worry about receiving effective damage, as Infantry-effective and Bow-effective weapons are exceedingly scarce.

Flexible and versatile

Thanks to a strong statline, many weapons to choose from, and being an Infantry unit, Norne is capable of fulfilling a variety of different roles. She can specialize in offense or defense, but also play a mix of both very efficiently.


No personal skills

Norne’s only particular flaw is her lack of personal skills: no skill in her arsenal is exclusive to her, unlike those of Legendary Alm, Shinon, Legendary Leif, Brave Claude, and Winter Marth among others. While Norne’s well-rounded statline is what makes her the queen of demote Archers, there is an increasing possibility that her statline will be powercrept; if a Colorless Infantry Archer were to be released that has a purely stronger statline than Norne, then she would be strictly inferior and less favorable.

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Guard Bow

Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 8
Guard Bow+

Effective against flying foes.
Grants Def/Res+6 during combat if unit is attacked by foe using bow, daggers, magic, or staff.

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Target ally moves to opposite side of unit.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Brazen Spd/Def 1

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+3 during combat.

Inheritable by all units.
Unlocks at 3 ★
Brazen Spd/Def 2

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+5 during combat.

Inheritable by all units.
Unlocks at 4 ★
Brazen Spd/Def 3

If unit's HP ≤ 80% at the start of combat, grants Spd/Def+7 during combat.

Inheritable by all units.
Unlocks at 5 ★
Spd/Def Link 1

If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+2 to unit and target ally or unit and targeting ally for 1 turn.

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
Spd/Def Link 2

If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+4 to unit and target ally or unit and targeting ally for 1 turn.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
Spd/Def Link 3

If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Spd/Def+6 to unit and target ally or unit and targeting ally for 1 turn.

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

Other Info

Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem

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