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Tier Rating

Analysis by Adonyx
Panne - Proud Taguel

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 41
ATK 29
SPD 34
DEF 30
RES 23

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 17 7 10 8 4
High

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 41 29 34 30 23
High

This unit has no access to IVs.

Skill Sets

The Taguel do not Play! (Offensive Generalist)

Recommended
Taguel Fang A Atk/Spd Solo 3
Alternate: Fury (3 or 4)
Reposition B Chill Spd 3
Alternate: Desperation 3
Moonbow
Alternate: Luna
C Def Smoke 3
SP1485SDarting Blow 3

Show Explanation/Analysis
  • Weapon: Taguel Fang
  • Assist: Reposition
  • Special: Moonbow / Luna / Galeforce
  • Passive A: Atk/Spd Solo / Swift Sparrow / Fury
  • Passive B: Chill Spd / Desperation
  • Passive C: Def Smoke / Flexible
  • Sacred Seal: Darting Blow / Heavy Blade

This is a straightforward offensive set that aims to make the most of Panne’s weapon and mobility. While Panne’s base stats aren’t immediately the most impressive, she can stack a surprisingly high amount with various conditional modifiers. She gets +3 to all stats as long as she maintains the same conditions as needed to transform, a further +2 to Attack when transformed, and an effective +4 to Attack and Defense/Resistance from the debuffs applied to her enemy when she initiates combat. In total, this results in +9/+3/+7/+7 to Atk/Spd/Def/Res before applying effects from any other skill (these effects also stack with all other effects due to being in-combat bonuses). This huge boost to Panne’s stats is what keeps her viable, though the major drawback is that it requires her to stay within certain conditions (adjacent to beast/dragon allies or not adjacent to any allies as well as initiating combat).

Atk/Spd Solo works perfectly for Panne since whenever it’s active, her weapon will also be active. It also synergizes well with her mobility since as a melee cavalry unit, she’ll often be separated from the rest of her team while attacking. The Speed is pretty important because her base Speed simply can’t keep up with the fastest units in the game otherwise. On a budget, Fury (either 3 or 4) will work just fine.

Panne’s base Chill Spd works great both to support her team as well as improve her own ability to double enemies that have been hit by the debuff. It will be greatly beneficial when targetting units with incredibly high Speed like Ayra or Karla. Alternatively, Desperation is a good choice as always for an offensive unit since Panne’s defenses aren’t high enough to take more than one hit.

Panne’s Sacred Seal is mostly up to preference, but Darting Blow works great to improve her ability to double enemies on Player Phase. However, this may not be necessary if Panne has support, either from debuffs like Chill Spd or buff support from her allies; in this case, Heavy Blade can be deceptively good on Panne despite her low base Attack due to the myriad of stats she gains from her weapon. However, this still works best if Panne gets buff support from her team since there are a lot of units that can stack obscenely high Attack, which can make it difficult for Panne to activate Heavy Blade. If using the Heavy Blade Seal, then a higher cooldown Special like Luna or Galeforce is a good idea (or just stick to Moonbow if using Desperation).

Killer Rabbit of Caerbannog (Defensive Generalist)

Taguel Fang A Distant Counter
Alternate: Fury (3 or 4)
Reposition B Chill Spd 3
Alternate: Guard 3
Moonbow C Def Smoke 3
SP1575SQuick Riposte 3

Show Explanation/Analysis
  • Weapon: Taguel Fang
  • Assist: Reposition
  • Special: Moonbow
  • Passive A: Distant Counter / Steady Stance / Atk/Spd Bond / Fury
  • Passive B: Chill Spd / Guard / Quick Riposte
  • Passive C: Def Smoke / Flexible
  • Sacred Seal: Quick Riposte / Atk/Spd Bond / Darting Stance

Though Panne’s cavalry status and Taguel Fang heavily incentivize her to focus on Player Phase prowess, she’s still fully capable of running an Enemy Phase-centric build since the +3 boost to all stats from her weapon is not dependent on her initiating combat.

Distant Counter and Steady Stance 4 are the premium go-to skills for Enemy Phase units, and both have their applications mostly dependent on player preference and team composition. As a blue unit, Panne benefits greatly from Steady Stance 4 since a lot of the strongest Specials tend to come from red units (like Black Luna). Otherwise, boosting Panne’s stats with skills like Atk/Spd Bond or Fury will work well. Bond skills can work particularly well when working with beast or dragon allies since they will enable Panne’s weapon and transformation.

Panne’s base Chill Spd works great on an Enemy Phase build as well since there are a lot of incredibly fast units that can double her unless the debuff lands on them. Otherwise, Guard is a good choice if not running Steady Stance 4 since Panne isn’t tanky enough to survive powerful Specials. Quick Riposte is generally a good idea since Panne won’t always have enough Speed to double enemies (it also helps her double enemies that otherwise prevent doubles); however, she is better off using the Sacred Seal if it’s available. Otherwise, it can work as a B skill. In this case, other Seals like Atk/Spd Bond or Darting Stance to improve her stats will work nicely.

Introduction

Panne’s introduction to Fire Emblem Heroes was surprisingly lackluster - her statline is rather unimpressive considering all the other powerful units that have been introduced. However, appearances can be deceiving; Panne’s Taguel Fang provides her with a huge abundance of stats, enough to take her from her base 41/43/34/30/23 to an effective 41/52/37/37/30 with just her weapon alone.

It’s important to note that there are numerous conditions attached to these stat boosts, mostly revolving around the typical requirements for beast transformations. She also needs to be initiating combat to activate the debuff as well as deny enemy follow-up attacks. The combination of all these are rather simple to maintain with the right team composition but can be extremely complex in a mixed setup. However, maintaining the conditions is important for Panne to be at her peak performance.

Strengths

Taguel Fang

Panne’s unique weapon is the key to her capabilities; maintaining all the prerequisite conditions gives her an effective +9/+3/+7/+7 to Atk/Spd/Def/Res as well as preventing follow-up attacks against enemies that she initiates against. This enables her to be an excellent offensive attacker despite her initially unimpressive statline. Having effective damage against other cavalry units can also be quite strong depending on the game mode.

Beast

Panne’s status as a beast gives her access to powerful boosts while transformed as well as unique buffs from fellow beast allies.

Cavalry

As a cavalry unit, Panne has excellent mobility and can benefit from unique cavalry buffs, though it’s important to note that non-beast cavalry units will prevent her from transforming if staying adjacent to her to apply buffs (Goad and Ward Cavalry can work).

Weaknesses

Cavalry

It’s important to note that while cavalry mobility is a great boon, being a cavalry unit is a notable weakness as well: not only does Panne have a weakness to anti-cavalry weapons, but she also has some issues with team composition since she doesn’t work quite as well with non-beast cavalry due to them not being able to buff her with Hone or Fortify Cavalry without preventing her from transforming.

Tricky to Use

While Panne gets a massive amount of stats from her weapon, it’s important to note that all of these stats have conditions attached to them. This means that using Panne requires the player to constantly be aware of maintaining these conditions which can make her rather tricky to use for not much payoff (compared to some other powerful units).

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Beast (Cavalry Only)
50 1 4
Yearling (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Beast (Cavalry Only)
100 1 6
Adult (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Learns by default at 4 ★
Unlocks at 4 ★
Beast (Cavalry Only)
200 1 9
Taguel FangEffective against cavalry foes. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+3 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Unlocks at 5 ★
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 3
AstraBoosts damage dealt by 150%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Chill Spd 1At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
60
B
Chill Spd 2At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
120
B
Chill Spd 3At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Unlocks at 5 ★
240
B
Def Smoke 1After combat, inflicts Def-3 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
60
C
Def Smoke 2After combat, inflicts Def-5 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
120
C
Def Smoke 3After combat, inflicts Def-7 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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