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Analysis by StanTheWoz
Nótt - Moon's Elegance

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 40
ATK 41
SPD 40
DEF 28
RES 27

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 9 5 7
Middle 18 11 10 6 8
High 19 12 11 7 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 38 37 24 24
Middle 40 41 40 28 27
High 43 45 44 31 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.
HPATKSPDDEFRES

Skill Sets

Nott Yo Average Dark Mythic (Standard Mixed Phase)

Build by StanTheWoz
Recommended
Hrímfaxi A AR-D Spd/Def 3
Alternate: Distant Counter
B Moon-Twin Wing
Moonbow C Atk/Spd Menace
Alternate: Joint Drive Atk
IVs

+Spd or +Atk / -Def or -Res

SDistant Guard 3
Alternate: Close Guard 3

Show Explanation/Analysis

Weapon: Hrímfaxi

Assist: None / flexible

Special: Moonbow / flexible

IVs: +Spd or +Atk / -Def or -Res

Passive A: AR-D Spd/Def / Distant Counter / flexible

Passive B: Moon-Twin Wing

Passive C: Atk/Spd Menace / Joint Drive Atk / Distant Guard / flexible

Sacred Seal: Distant Guard / Close Guard / Deflect Missile / flexible

  • By far the most important piece of Nótt’s kit is Hrímfaxi, simply because of Pathfinder. Allied units can move an extra tile if it’s through the tile she’s in, allowing them to threaten a higher range with attacks and access more spaces for rallies or dances. This is an incredibly powerful effect that enables teams to achieve higher and more synergistic threat ranges than ever before. The most important thing that Nótt will do for many teams is simply provide that movement, and the rest of her kit is less important. As a weapon, Hrímfaxi is also quite good, granting several useful effects such as Spd +3, a boost of 5 to all stats as long as Nótt has at least 25% HP, and providing an additional in-combat boost equivalent to any visible buff she has. 
  • The choice of assist depends entirely on the defense team Nótt is being used in. For many teams, she may want to forgo an assist entirely, to avoid spending her action on rallying and being danced afterwards. For other teams, this may be a desired effect. In general, choosing to run no assist is a safe option unless the team needs her to use one for some particular aspect of its strategy. 
  • The choice of Special is flexible, with Moonbow being a low-cooldown option that provides solid damage. 
  • Nótt’s ideal boon is generally +Spd, since she relies on Spd to gain damage reduction with Moon-Twin Wing. +Atk is also a good choice that improves her damage; both are superboons. Specific team compositions could want another boon, but her bulk stats are generally less important, with -Def or -Res being preferred over -HP since points in Def or Res only give 60% of their normal value if her damage reduction is at full power. 
  • Distant Counter is a solid option for A slot, allowing Nótt to counterattack against any foe that does not deny counterattacks from an effect such as Dazzling Staff. It could also be replaced with another option like AR-D Spd/Def to improve her stats further for better matchups against melee units at the cost of being able to counter at range. Improving Spd is helpful for Moon-Twin Wing, Def for general survivability, and Atk for damage; Res is generally less useful. Of course, there may be another better option depending on the particular team. 
  • Moon-Twin Wing is a fantastic B slot and generally the best option available, providing Spd-based damage reduction as well as debuffing foe’s Atk and Spd by 5, so long as Nótt is above 25% HP. 
  • The choice of C slot is flexible. Atk/Spd Menace has great synergy with Hrímfaxi, since if Nótt receives +6 Atk and Spd from Menace, Hrímfaxi provides an extra 6 Atk and Spd on top of that. However, it can be somewhat of a poor match with the Aether Raids meta due to how lousy the offense meta is with Panic from sources such as the Panic Manor, which turns the buffs from Atk/Spd Menace into debuffs, also removing the extra stats from Hrímfaxi. However, it should also be noted that even if Nótt herself is Panicked, Atk/Spd Menace can still be useful for the Atk and Spd debuffs it inflicts on the closest foes within 4 spaces. This could allow Nótt’s teammates to double or survive hits from a unit they otherwise could not. Something like Joint Drive Atk is a much more consistent choice that provides value to Nótt’s team, or regular Drive Atk if Joint Drive is not available. Close Guard or Distant Guard provides a more defensive benefit to Nótt’s teammates. There are also many other options that might work well in a given team depending on how it’s constructed, such as Odd Tempest
  • The choice of seal is also flexible, with many different potential choices. Something like Close Guard or Distant Guard could be used to provide Nótt’s teammates with extra bulk so long as they’re within 2 spaces of her, or she could use a seal that improves her combat, such as Spd/Def Bond or Deflect Missile

Death Nótt (Offensive)

Build by StanTheWoz
Hrímfaxi A Atk/Spd Push 4
Alternate: Sturdy Impact
B Moon-Twin Wing
Alternate: Wings of Mercy 3
Moonbow C Atk/Spd Menace
Alternate: Joint Drive Atk
IVs

+Spd or +Atk / -Def or -Res

SBlade Session 3
Alternate: Atk/Spd Bond 3

Show Explanation/Analysis

Weapon: Hrímfaxi

Assist: None / flexible

Special: Moonbow / flexible

IVs: +Spd or +Atk / -Def or -Res

Passive A: Atk/Spd Push 4 / Sturdy Impact / flexible

Passive B: Moon-Twin Wing / Wings of Mercy

Passive C: Atk/Spd Menace / Joint Drive Atk / Time’s Pulse / flexible

Sacred Seal: Blade Session / Atk/Spd Bond / flexible

  • Nótt can also be used in a more dedicated offense role, either threatening a certain range herself, or using Wings of Mercy to provide the threat of teleporting to a teammate under 50% HP and get some attacks off. 
  • Hrímfaxi is generally the strongest weapon available to Nótt, in addition to providing the fantastic Pathfinder effect. 
  • As with the previous build, the choice of whether to run an Assist depends on the team. For many teams, Nótt may want no assist so that the AI will not choose to spend time using it. For others it may be useful or necessary to use a Rally or a movement Assist. 
  • Moonbow is a decently powerful, low-cooldown Special that’s widely available. The choice of Special is flexible, particularly if Nótt is used on a team with effects like Infantry Pulse that can charge her Special on turn 1. 
  • Nótt can forgo Distant Counter to further increase her Atk and Spd with an A slot like AR-D Atk/Spd on an Aether Raids defense team, or Atk/Spd Push 4 on a team in any mode. Of course, there are many similar options, such as Swift Sparrow
  • Moon-Twin Wing is a great B slot, however, there may be some teams where it is more useful for Nótt to use Wings of Mercy to potentially threaten a foe after one of her allies has attacked them and been reduced to 50% HP or below. This can be a highly useful effect on Aether Raids Defense; whether it is better than Moon-Twin Wing’s stats and damage reduction will depend on the team and circumstances. 
  • The choice of C slot is flexible. Atk/Spd Menace is a solid option that buffs Nótt’s Atk and Spd by 6 and debuffs the Atk and Spd of the foes closest to her by 6, so long as there is at least one foe within 4 spaces at the start of her turn. Depending on the team, this may happen often or rarely. Other options can provide more consistent power, such as Joint Drive Atk or Time’s Pulse
  • For Nótt’s seal, Blade Session is a great option that boosts Atk and Spd depending on how many of her allies have ended their turn and are still on the map (so, have not been KO’d). With 0 allies acted, it provides +3; with 1 it provides +6, and with 2 or more it provides +9. This synergizes quite well with Nótt’s own mythic effect, since the unit in the 7th slot on a defense team ends their turn immediately, thus all but ensuring Blade Session will provide at least +6 Atk and Spd at all times. Atk/Spd Bond is another good option that boosts Nótt’s Atk and Spd by 5 while she is adjacent to an ally (such as if she is teleporting with Wings of Mercy). And of course, there are other options that may be as good or better depending on the team. 

Strengths

Slot-Boosting Dark Mythic

One of Nótt’s biggest strengths is her status alone; as a slot-boosting Dark mythic, she allows defense teams in Dark season access to the 7th unit slot. While 7 units are alive on the defense team, the unit in this slot will end their turn immediately at the beginning of enemy phase, allowing them to be danced by a dancer and potentially allow the team to start acting without needing to see an offense unit in their threat range. It can also be used for other useful effects like adding a third mythic for any unique effect they might have and their stat boost without losing score. 

Hrímfaxi

Hrímfaxi would be an incredible weapon even if it had nothing but the Pathfinder effect; allowing allied units to move through Nótt’s tile without expending a space of movement, effectively allowing teammates to move an extra space as long as it’s through a tile Nótt is in. This is incredibly useful on a defense team to allow units to threaten larger areas of the keep with attacks, dances, rallies, and so on. In addition to this, Hrímfaxi also grants Spd +3, and when Nótt is above 25% HP, +5 to all stats and an additional in-combat boost equal to the current visible buff on each of her stats. 

Moon-Twin Wing

Moon-Twin Wing is Nótt’s unique B skill, and it’s quite useful. In addition to providing the Dodge effect, reducing her damage taken by 4% for each point of Spd she has over her foe, up to 40% at max, it also inflicts Atk/Spd -5 on her foes. Both of these effects require her to be above 25% HP, but this condition is easily met in most circumstances. 

Great Offensive Stats

Nótt’s base 41 Atk and 40 Spd are incredibly high and allow her to deal high damage while easily doubling most units, and gaining the full damage reduction from Moon-Twin Wing against most units as well. 

Decent Bulk

While Nótt’s base 40 HP, 28 Def, and 27 Res are not exceptional, they are all solid, and in combination with Moon-Twin Wing allow her to take at least one hit from most units if she’s at full. 

Weaknesses

Bolt Tower

Like most AR-D units, Nótt’s bulk is drastically hurt by being hit by a Bolt Tower, which at the point of writing can be upgraded up to 45 damage at the start of turn 3 - potentially more than Nótt’s entire HP pool, dropping her to 1 immediately. This naturally makes her much easier to snipe. However, this does not interfere with her ability to provide Pathfinder at all, so it may not be important, depending on the team. 

Panic

Nótt can easily gain buffs in Atk and Spd from Atk/Spd Menace and double those buffs with Hrímfaxi. However, this has the potential to backfire if she is Panicked, turning the buffs into debuffs and removing the extra stats from Hrímfaxi. There are multiple common effects that activate Panic on Aether Raids Offense, including the Panic Manor, Sudden Panic, and potentially Aversa, so this is a somewhat unreliable effect to have on a defense mythic. 

Fast Units and Brave Weapons

Units that have enough Spd to avoid most or all of Moon-Twin Wing’s damage reduction, or wield a weapon that strikes twice such as Ninja Lyn with Tailwind Shuriken, can KO Nótt before she can counter. Some powerful slower units with Brave weapons may be able to do this as well, such as Legendary Leif. And there are also units that are fast enough to negate the damage reduction and KO Nótt in a single hit, such as Legendary Celica with sufficient Spd. Nótt does have the option to use Deflect Missile seal to check physical ranged Brave weapons, but that obviously comes at the cost of using another, more generally useful seal. 

Deadeye and similar effects

Nótt is likewise vulnerable to being oneshot by units that can ignore damage reduction, such as an archer with charged Deadeye, or Young Innes with any charged Special. 

Bulky Greens

Nótt may struggle to do any damage to Green units with high Def, and take large chunks of damage even through Moon-Twin Wing’s damage reduction. However, this is in some sense not a true weakness, at least on Aether Raids Defense, since Pathfinder means Nótt can easily bring along a teammate with a better matchup against those units and basically ensure her teammate can threaten any tiles that she threatens, if not more. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
HrímfaxiGrants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 and bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. (Example: if unit has +7 bonus to Atk, grants Atk+12, for a net bonus of Atk+19.) Calculates each stat bonus independently. Effect:【Pathfinder】 【Pathfinder】 When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Distant CounterEnables unit to counterattack regardless of distance to attacker.
Restricted to melee units.
Unlocks at 5 ★
300
A
Moon-Twin WingAt start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd-5 on foe during combat, and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Non-Inheritable skill.
Unlocks at 5 ★
300
B
Threaten Spd 1Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Spd 1At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Spd 2At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.
Inheritable by all units.
Unlocks at 4 ★
200
C
Atk/Spd MenaceAt start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn.
Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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