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Analysis by StanTheWoz
Nyna - The Last Princess

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 40
ATK 34
SPD 41
DEF 23
RES 38

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 17 7 10 5 7
Middle 18 8 11 6 8
High 19 9 12 7 9

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 36 31 38 20 35
Middle 40 34 41 23 38
High 43 37 45 26 42

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

Guiding Light (Support)

Build by StanTheWoz
Recommended
Respite+
Alternate: Grandscratcher+
A Fortress Res 3
Alternate: HP +5
Rescue+
Alternate: Restore+
B Sabotage Atk 3
Alternate: Sabotage Spd 3
Imbue C Infantry Pulse 3
Alternate: Infantry Breath 3
IVs

+HP or +Atk or +Res / -Def

SDistant Guard 3
Alternate: Spur Atk/Spd 2

Show Explanation/Analysis

Weapon: Respite+ / Grandscratcher+ / Palm Staff+ / Staff of Twelve+ / flexible

Assist: Rescue+ / Restore+ / Flexible

Special: Imbue / Flexible

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

Passive A: Fortress Res / HP +5 / Flexible

Passive B: Sabotage Atk / Any Sabotage / Chill Def/Res 3 / Flexible

Passive C: Infantry Pulse / Infantry Breath / Odd Recovery / Even Recovery / flexible

Sacred Seal: Distant Guard / Any Spur or Drive / HP+5 / Phantom Res / flexible

  • Nyna has no unique skills to offer, and generic staff units do not have great combat at this point. However, they do have access to some useful support skills like Respite+ and Grandscratcher+. Respite essentially acts as Drive Guard plus a minor stat boost of Def and Res +2, causing allies within two spaces of Nyna to slow their foe’s Special charge. This can be a valuable effect for supporting an enemy phase unit that does not have a Guard effect in their own kit. Grandscratcher provides 1 Special charge at the start of turn 1 to Nyna’s ally with the highest visible Atk, which can be more than one unit if their visible Atk stats are equal. This is a great effect if your team needs to charge up a Special like Blazing Wind or Lethality before entering combat, as long as the relevant unit has enough visible Atk. Palm Staff+ can also be a good choice if Nyna is used in a Save ball where she can debuff the Atk and Spd of nearby enemies while her Saviors are in combat with them. Staff of Twelve+ is also a decent support effect that provides some start-of-turn healing to allies. 
  • The other skills are highly flexible and depend on the needs of the team, and in some cases the other skills chosen. 
  • If Nyna is used as a support unit for a tank, skills that improve their bulk or combat like Infantry Breath or Distant Guard are useful. If she’s used to support infantry units that need to charge Specials on turn 1, then Infantry Pulse can provide another charge on top of Grandscratcher. HP-boosting skills are good to pair with this, since Nyna needs to have higher HP than infantry allies to Pulse them. A Sabotage B skill like Sabotage Atk is also a good support option for tanks, which pairs well with effects that boost Res for comparisons like Fortress Res and Phantom Res
  • The Assist is flexible. Restore+ is a good option to heal an ally and remove any debuffs they have. Movement healing options like Rescue+ and Return+ can be good for providing healing as well as being able to pull allies out of enemy range. Other pure heals like Physic+ can also be useful if Nyna needs to stay a space away. 
  • The boon is flexible. +HP is useful for the Infantry Pulse HP check, while +Res is useful for Sabotage. +Atk is a good neutral option that slightly improves the amount of HP Nyna heals with her Assist skill. -Def is generally a fine bane, since Nyna’s Def is already bad and lowering it further doesn’t impact her performance much. 
  • In addition to previously mentioned C skills, Odd Recovery and Even Recovery provide some start-of-turn healing to nearby allies, as well as removing debuffs, at the start of odd and even numbered turns respectively. 
  • The Special is highly flexible, with Imbue+ being a low-cooldown option that provides some extra healing on every other heal. Stat-boosting options like Windfire Balm+ can be situationally good. 

Strengths

Staff Access

Nyna’s choice of weapon allows her to use unique and strong support staves like Respite+ and Grandscratcher+, as well as healing Assists like Rescue+ and Restore+. These effects make her a good support unit. 

Infantry

Nyna’s status as an infantry allows her to use some decent support skills like Infantry Pulse.  

Great Spd and Res, Good Atk and HP

Nyna’s base 41 Spd is very high for a healer, and in the event that she does see combat it allows her to follow-up more easily. Her 38 Res is also quite high, which is useful for effects like Sabotage Atk which activate based on Res. Her 34 base Atk is decent and allows her heals to be fairly potent, and her base 40 HP means her magical bulk is actually relatively solid. 

Weaknesses

Bad Def

Nyna’s base 23 Def is low, and means she falls fairly easily to physical hits. 

Weak Combat

At the time of writing, staff units generally lack access to most effects that give a unit strong combat, such as offensive Specials. In addition, staves themselves generally lack the effects that make weapons strong, such as in-combat stat boosts or guaranteed follow-up attacks. As a result of this, Nyna’s combat is not very noteworthy, like most other staves. 

Competition

Nyna has no unique exclusive skills, so the only thing that makes her performance as a unit stand out from other infantry staves is her statline. While it is a relatively good statline, she cannot compare with the utility of unique staves and skills that units like Elimine and Flayn have access to. 

Weapon Skills

Weapons SP Rng. Mt.
Assault
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
RespiteGrants Def/Res+2 and "inflicts Special cooldown charge -1 on foe per attack" to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.)
Unlocks at 3 ★
Restricted to units that use a Staff.
200 2 8
Respite+Grants Def/Res+2 and “inflicts Special cooldown charge -1 on foe per attack” to allies within 2 spaces of unit during combat. (Only highest value applied. Does not stack.)
Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
HealRestores 5 HP.
Learns by default at 1 ★
1 50
MendRestores 10 HP.
Learns by default at 3 ★
1 100
PhysicRestores 8 HP. Rng 2.
Learns by default at 4 ★
2 200
Physic+Restores HP = 50% of Atk. (Minimum of 8 HP.) Rng. = 2
Learns by default at 5 ★
2 300

Special Skills

Special Skills SP Turns
MiracleIf unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Learns by default at 5 ★
Unlocks at 3 ★
Inheritable by all units.
200 5

Passive Skills

Passive Skills SP Slot
Sabotage Spd 1At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action.
Inheritable by all units.
Unlocks at 3 ★
60
B
Sabotage Spd 2At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action.
Inheritable by all units.
Unlocks at 4 ★
120
B
Sabotage Spd 3At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action.
Inheritable by all units.
Unlocks at 5 ★
240
B
Spur Def 1Grants adjacent allies Def+2 during combat.
Inheritable by all units.
Unlocks at 1 ★
50
C
Drive Def 1Grants allies within 2 spaces Def+2 during combat.
Inheritable by all units.
Unlocks at 2 ★
120
C
Drive Def 2Grants allies within 2 spaces Def+3 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem

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