- Default
- Attack
- Special
- Injured




Nyna - The Last Princess |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 10 | 5 | 7 |
Middle | 18 | 8 | 11 | 6 | 8 |
High | 19 | 9 | 12 | 7 | 9 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Guiding Light (Support)
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Respite+ Alternate: Grandscratcher+ |
A | Fortress Res 3 Alternate: HP +5 |
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Rescue+ Alternate: Restore+ |
B | Sabotage Atk 3 Alternate: Sabotage Spd 3 |
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Imbue | C | Infantry Pulse 3 Alternate: Infantry Breath 3 |
IVs | +HP or +Atk or +Res / -Def | S | Distant Guard 3 Alternate: Spur Atk/Spd 2 |
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. |
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![]() Unlocks at 1 ★ Restricted to units that use a Staff.
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50 | 2 | 10 |
![]() 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 3 ★ Restricted to units that use a Staff.
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200 | 2 | 8 |
![]() 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.
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300 | 2 | 12 |
Support Skills
Special Skills
Special Skills | SP | Turns |
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![]() If 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.
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200 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() At 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 |
![]() At 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 |
![]() At 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 |
![]() Grants adjacent allies Def+2 during combat. Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Grants allies within 2 spaces Def+2 during combat. Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
![]() Grants 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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