- Default
- Attack
- Special
- Injured




Panne - Proud Taguel |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 16 | 6 | 9 | 7 | 3 |
Middle | 17 | 7 | 10 | 8 | 4 |
High | 18 | 8 | 11 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 38 | 25 | 31 | 26 | 20 |
Middle | 41 | 29 | 34 | 30 | 23 |
High | 44 | 32 | 37 | 33 | 27 |
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 |
---|---|---|---|---|
This unit requires use of Trait Fruits to get access to IVs
Skill Sets
The Local Hare Straightener (General Offense / Hit and Runner)
![]() |
Taguel Fang (+Eff) | A | Surge Sparrow Alternate: Atk/Spd Boosting A Slot |
---|---|---|---|
![]() |
Positional Assist | B | S/D Near Trace 3 Alternate: Hit and Run |
![]() |
Moonbow Alternate: Galeforce |
C | Rouse Atk/Spd 4 Alternate: Spd Smoke 4 |
IVs | +SPD (w/ Ascended +ATK) / -RES | S | Atk/Spd Solo 3 Alternate: Heavy Blade 3 |
Assets/Flaws: +SPD &/OR +ATK / -HP
Weapon: Taguel Fang
Assist: Reposition / Swap / Draw Back
Special: Moonbow / Galeforce / Luna
Passive A: Swift Sparrow 3 / Surge Sparrow / Atk/Spd Catch 4 / Atk/Spd Solo
Passive B: S/D Near Trace / A/D Near Trace / Hit and Run
Passive C: Rouse Spd/Def / Atk/Spd Menace / Rouse Atk/Spd / Atk/Def Menace / Spd/Def Menace / Atk Smoke / Spd Smoke
Sacred Seal: Atk/Spd Solo / Heavy Blade / Blade Session
- Panne can follow the standard protocol for a 2022+ offensive cavalry unit: utilize her great movement to close in on enemies, attack, and retreat back with the post-combat movement offered by S/D or A/D Near Trace (or Hit and Run on a budget). Thanks to the various perks offered by Taguel Fang, especially the spectrum stats, Guard, Impact effect, and automatic follow-up, Panne's initiations also tend to be very safe and powerful.
- High-grade Atk/Spd swinging skills in the A-slot and Sacred Seal improve Panne's offenses and hit-and-run reliability. As long as the skills chosen are player-phase friendly like Atk/Spd Solo, Atk/Spd Catch, and the Sparrow series, most will do. Surge Sparrow, in particular, synergizes immensely with Taguel Fang, making initiations almost completely risk-free thanks to its healing on Specials and keeping Panne above the weapon's full 25% HP conditional.
- The only exception to this is if you're using Heavy Blade to quicken the trigger rate of Galeforce. That may be a heavy tradeoff, however, due to Panne's lower Atk disallowing her from confidently beating Atk checks sometimes. Regardless, when successfully done, Panne can go in for another attack and utilize the newly-refreshed movement for a complete retreat via Near Trace.
- The C slot is open for a variety of self-strengthening options.
- Rouse skills, in particular, encourage Panne to upkeep her transformation conditions by staying away from other allies.
- Menace skills are less positioning reliant — as close contact with other allies is sometimes an inevitability — and debuffs a neaby enemy in two chosen stats as a nice secondary effect for a total stat swing of +14 each. Any Atk-based Menace especially aids in meeting Heavy Blade checks.
- Smoke skills inflict helpful stat penalties on the enemy after combat, and if you can get their fourth-tier variations, Panne greatly benefits from added secondary effects, including Speed-based damage reduction (Spd Smoke 4) and follow-up denial (Atk Smoke 4). On a budget, their third variations are perfectly accessible from low-rarity units and still helpful where it counts in combat. Def Smoke is a default on Panne that allows her to deal more damage, especially after triggering Galeforce or being Dance'd into another action.
just here to burn the spring festival to the ground (Mixed Phase Fighter)
![]() |
Taguel Fang (+Eff) | A | Atk/Spd Boosting A Slot Alternate: Distant Countering A Slot |
---|---|---|---|
![]() |
Positional Assist | B | Lull Atk/Spd 3 Alternate: Lull Spd/Def 3 |
![]() |
Moonbow Alternate: Noontime |
C | Spd Smoke 4 Alternate: Joint Drive Atk |
IVs | +SPD (w/ Ascended +ATK) / -RES | S | Atk/Spd Solo 3 Alternate: Mystic Boost 3 |
Weapon: Taguel Fang
Assist: Reposition / Swap / Draw Back
Special: Moonbow / Noontime / Sol
Passive A: Atk/Spd Solo / Atk/Spd Catch / Distant Dart / Distant Stance / Distant Counter / Kestrel Stance 3 / Spd/Def or Spd/Res variations of listed skills
Passive B: Lull Atk/Spd / Lull Spd/Def
Passive C: Spd Smoke / Atk Smoke / Joint Drive Atk or Spd / Atk/Def Menace / Atk/Spd Menace / Spd/Def Menace
Sacred Seal: Atk/Spd Solo / Spd/Res Solo / Spd/Def Solo / Mystic Boost
- Of course, we can't leave the horse barn without mentioning the cavalry class's access to Lull skills, the Spd-based variety of which suits Panne perfectly as they cancel Spd bonuses on her opponent and make her Spd-conditional guaranteed follow-up easier to fulfill. Besides this, Lull skills are also Panne's best B-slot choices for a mixed-phase skillset, which Panne can run reasonably well due to her well-padded out defenses after considering Taguel Fang's effects.
- Besides the choice of Lull skill in the B-slot, a few differences arise here compared to the offensive builds. Specifically, as this build is geared towards survivability and incoming combat, skills that grant healing, increased defenses, and dual-phase flexibility are favored.
- Since Panne's guaranteed follow-up effect and an additional Atk/Spd/Def/Res +4 lie on Panne keeping herself above 25% HP, it's in her best interest to have some form of healing prepared. If outsourced forms (dedicated staff teammates, Sparkling Boost, Reyson/Leanne's passive healing, etc) aren't an option, you may consider running Noontime, Sol, Mystic Boost, or some combination of these to keep healthy.
- The usual A-slot and Sacred Seal recommendations apply, though we favor Solo and Catch for their ability to work in both player and enemy phase. For ultimate counterattacking flexibility, running some sort of Distant Counter variation in the A-slot allows Panne to take on ranged enemies as well.
- Distant Dart is preferred above all else for its Spd increased factor, and unlike Distant Pressure, it does not inflict recoil. The only disadvantageous factor about it is that it merely pigeonholes Panne a bit more into enemy phase.
- For more Res bulk, Distant Stance is a good choice as well.
- Since Panne will likely see herself in the thick of battle without a Canto movement effect to fall back on, a Smoke skill of choice allows her to take on nearby mobs of enemies easier. Spd Smoke 4 highly grants Spd matchups in her favor while fortifying her bulk further with Spd-based reduction, making it a preferred C-slot choice. Else, Atk Smoke or some Menace skill of choice will perform almost as well.
Wild Wabbit Whammy (General Offense / Sweeper)
![]() |
Taguel Fang (+Eff) | A | Atk/Spd Boosting A Slot |
---|---|---|---|
![]() |
Positional Assist | B | Windsweep 3 Alternate: Desperation 3 |
![]() |
Moonbow Alternate: Luna |
C | Fatal Smoke 3 Alternate: Atk/Spd Menace |
IVs | +SPD (w/ Ascended +ATK) / -RES | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
Assets/Flaws: +SPD &/OR +ATK / -HP
Weapon: Taguel Fang
Assist: Reposition / Swap / Draw Back / Ardent Sacrifice
Special: Moonbow / Luna
Passive A: Swift Sparrow 3 / Surge Sparrow / Atk/Spd Catch 4 / Atk/Spd Solo
Passive B: Windsweep / Watersweep / Desperation
Passive C: Fatal Smoke / Rouse Spd/Def / Atk/Spd Menace / Rouse Atk/Spd / Atk/Def Menace / Spd/Def Menace / Atk Smoke / Spd Smoke
Sacred Seal: Atk/Spd Solo / Blade Session
- Not much really changes here from the other Player Phase build; Panne still uses the usual Atk/Spd boosting passives to strengthen herself, whichever C-slot skill help her hits bite harder, and a short-charged Special like Moonbow for reliable burst damage, all stacking with the goodies that come packed in her weapon.
- What fundamentally differentiates this build, however, is the choice of B-slot involved. Because Taguel Fang grants a guaranteed follow-up attack if Panne bests her opponent in Spd, Panne can run a Sweep skill of your choice to prevent counterattacks from your preferred group of targets. Your choice lies between Windsweep to safely assault physical enemies, while Watersweep might be an attractive alternative to handle Panne's usual countermeasures, those being magic and dragon enemies.
- Note that most mages don't run Close Counter nowadays, and Panne doesn't get certain bonuses by attacking dragon foes, making Watersweep sometimes a somewhat stunted option compared to Wind.
- The magic of Taguel Fang and your chosen Sweep skill lies in Panne still maintaining her follow-up, assuming she 1) meets the 5 Spd requirement of a natural follow-up attack, and 2) the opponent doesn't have follow-up denial effects of their own.
- Even if conditions aren't exactly optimal, Panne can also still fall back on the Impact and Guard effect of Taguel Fang as preventive measures to powerful punishment.
- Note that no matter which type of Sweep skill you use, as long as Panne bests her enemy by 5 Spd, she will still manage to maintain her follow-up hit regardless of the enemy's weapon type.
- Alternatively, if you're confident you can set up Panne safely (perhaps through safe initial matchups or Ardent Sacrifice), Desperation is a nice budget option that allows Panne to make safe double hits; she is likely to make her kill before being retaliated against. Unlike the Sweep skills, however, it doesn't totally prevent counterattacks if Panne DOES fail to kill within two hits, and Panne will have to keep herself within a sweetspot between 25-75% to make the best use of Desperation and all effects present in Taguel's Fang.
Strengths
Refined Taguel Fang / Statball Weapon
Along with Selkie, Panne was our first beast cavalry hero to appear in the game, introducing us to the class's inherent ability to inflict Atk/Def -4 and inhibit the enemy's follow-up attack upon initiating combat. As with anything early-released, however, more relaxed competitive standards held back then have risen significantly higher, and in retrospect, Panne's mere +3 to all stats would never have kept her relevant for long.
Fortunately, a lot of older units can greatly resist the tide of power creep with a sufficient refinery update, and Panne's Taguel Fang is no exception here as it now basically:
- Maintains the previously mentioned cavalry beast effects for additional stat dominance and initiating safety.
- Maintains cavalry-effective damage, which is always welcome especially seeing as both old and new cavalry units are competitively getting better and better (Panne included).
- Overdrives the weapons' previously paltry +3 spectrum stat boost to a much more agreeable +12 Atk/Spd/Def/Res in combat (down to +8 if fighting Dragon or Beast enemies, as an unfortunate caveat). Under all optimal conditions (including the aforementioned cavalry beast initiation bonuses), we're basically looking at a solid +18 Atk / +12 Spd / +16 Def / +16 Res — not including any additional forms of investment Panne takes in her passives.
- Inflicts Special delay (Guard effect) on human foes, which, when combined with the weapon's other Impact effect, provides a layer of combat safety in most fights.
- Greatly rewards winning Speed checks, assuming if Panne's Speed is:
- At least 1 or greater than the enemy's, guarantees a follow-up attack — meaning that Panne's conditions for doubling enemies are considerably more flexible, especially those with follow-up denial or Wary effects.
- Additionally, if at least 5 or greater, tacks on +7 additional true damage per attack, which further contributes to fixing Panne's otherwise unassuming Attack.
Beast Cavalry Perks
Along with the previously mentioned beast effects in Taguel Fang, Panne's beast cavalry status grants her a number of thankful goodies. As with any cavalry unit, the ability to traverse three spaces is always a competitive boon to have as it gives Panne wide attacking closure and escape flexibility. Additionally, access to the Near Trace line makes Panne a pretty good hit-and-run unit, and can be combined with Galeforce for extended actions and escapability.
Weaknesses
Picky with Allies, Positioning, and Enemies
In addition to regular beast transformation conditions (which inherently make most Beast units like Panne a mismatch with human units to begin with in team building), Taguel Fang bites down with less gusto specifically versus fellow beasts and dragon folk. Specifically, Panne loses out on an additional +4 Atk/Spd/Def/Res as well as Special denial against them, which is certainly a shame as powerful beast and dragon units become more relevant in competitive modes — especially the Special-centric variety of Fallen Edelgard, Fallen Rhea, Ascended Idunn, and co.
Positioning Panne to be away from allies, pairing her specifically with other nonhuman units, and having to deal with stunted (but still fairly good) combat against certain enemies are all fairly doable stipulations, all things considered. Just be warned that in heavily-involved combat and positioning mindgames, perfect conditions are not always guaranteed.
Low HP
A lot of Taguel Fang's power comes from its additional refinery effects — that is, an additional spectrum stat boost of +4, automatic follow-up, and true damage. These effects assume Panne maintains herself above a quarter of her max HP.
Fortunately, this is a perfectly doable condition to abide by. UNfortunately, it is also one that's easy to fall out of in intense fights or as a consequence of negligent decision-making. While Panne still puts up a fairly good fight when knocked under, her combat will take a fairly obvious nosedive where it counts. As such, otherwise perfectly good recoil skills like Atk/Spd Push 4 and Fury are definitely not recommended on her.
Skill Lockouts
Unlike those filthy horse-enslaving humans in the axe, sword, and lance categories, Panne doesn't have the luxury of running Flow skills, many of which would have further improved her initiation options against key defensive threats while providing secondary effects like healing and neutralizing offensive penalties. Besides this, Panne would have also appreciated a less roundabout way of reducing incoming damage via Dodge skills rather than Spd Smoke 4.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() 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 |
![]() 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 |
![]() 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 |
![]() Effective 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 ★ Non-Inheritable skill.
|
400 | 1 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() At 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 |
![]() At 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 |
![]() At 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 |
![]() Inflicts Def-3 on foes within 2 spaces of target through their next actions after combat. Non-inheritable by Staff-wielding units.
|
60 | C |
![]() Inflicts Def-5 on foes within 2 spaces of target through their next actions after combat. Non-inheritable by Staff-wielding units.
|
120 | C |
![]() Inflicts Def-7 on foes within 2 spaces of target through their next actions after combat. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
|
---|
Banners Featured In
None