- Default
- Attack
- Special
- Injured




Performing Inigo - Indigo Dancer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 14 | 5 | 6 | 4 | 2 |
Middle | 15 | 6 | 7 | 5 | 3 |
High | 16 | 7 | 8 | 6 | 4 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 24 | 30 | 19 | 17 |
Middle | 37 | 28 | 33 | 22 | 20 |
High | 40 | 31 | 36 | 25 | 23 |
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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Assets
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+Spd: Inigo enjoys a surge in defensive speed as all dancers do. At a base of 33, his Speed isn't exactly impressive, so an Asset here allows enemy follow-ups to occur less frequently.
Neutral
-
Atk: Attack is a superflaw, bringing Inigo's already-low Attack down to a paltry 24. As such, a flaw here should be avoided. An Attack Asset, though slightly beneficial for damage, is generally less useful and not preferred to Speed.
-
HP: Inigo's HP is also a superflaw, bringing him down from 37 to a significantly less serviceable 33. Unmerged, this brings Inigo to a paltry 55 physical and 53 magical bulk, which doesn't bode well for one-shot survivability. As an Asset, this stat is decent as it allows the acceptable use of HP-based support skills such as Sudden Panic and Infantry Pulse.
Flaws
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-Res: A Flaw can be taken here if you value physical matchups over magical, which is relevant especially for Gronnraven + Triangle Adept builds.
- -Def: Although Resistance wins out for a Flaw by a margin, Defense is far from the worse alternative as it only slightly affects the few physical matchups Inigo maintains.
Skill Sets
Featherdance (Standard Gronnraven Build / Arena Assault Specific)
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Gronnraven+ | A | Triangle Adept 3 |
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Dance | B | Bowbreaker 3 Alternate: Wings of Mercy 3 |
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Moonbow Alternate: Luna |
C | Infantry Rush 3 Alternate: Atk Tactic 3 |
IVs | S | Chill Spd 3 Alternate: Chill Atk 3 |
Preferred IV: +SPD / -RES
-
Most of Inigo's actual combat will take place in the enemy phase, so having a boost in defensive speed will certainly do him some small but handy favors. HP and Defense Assets are also slightly admissible for slightly better tanking.
-
The build is specialized against colorless bows and daggers rather than blue magic, which Inigo doesn't tank exceptionally well even with Triangle Adept. A Flaw in Resistance is therefore preferred, though HP and Def are nearly as acceptable.
Weapon: Gronnraven+
-
Gronnraven provides general weapon triangle effectiveness against colorless opponents, especially most bow units not named Legendary Alm (Please. Don't try to push it.).
Assist: Dance
Special: Moonbow / Luna
-
Inigo's low base stats and limited combat usage basically limit him to short Specials that rely mainly on opponent stats, which basically boils down to Moonbow. In most fights with a weapon breaker skill versus non-Null Follow-Up targets, Inigo can activate Moonbow in a single round.
-
Luna is marginally acceptable for better burst damage at a higher cooldown; in practice, Inigo can handle at least one successful round of combat and save his Luna-charged attack for other foes or a particularly persistent target.
Passive A: Triangle Adept
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The other half of the Triangle Adept + Raven tome combination, this is used to magnify Gronnraven's effectiveness against colorless and blue foes. Inigo should not, however, invest full faithfulness of it against extremely powerful attacks (such as Dire Thunder or Ophelia’s Missiletainn).
Passive B: Bowbreaker / Wings of Mercy / Daggerbreaker / Null C-Disrupt
-
Bowbreaker specializes Inigo against colorless bow units by granting a follow-up attack while limiting these foes to only one attack per round. This helps make up for Inigo's otherwise lack of offense; otherwise, he is usually only able to perform one attack against most competently fast archers.
-
Wings of Mercy is a basic yet widely recommended skill on most dancers, and Inigo is no exception as he gains the ability to Dance any badly damaged teammate from afar.
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Due to a surge of weapon refinery options (i.e. Kagero) and new, competitively viable dagger units (i.e. Summer Ursula and Sothe), Inigo can use Daggerbreaker instead if it suits the needs of your barracks or team.
-
Null C-Disrupt is a mostly Aether Raids-specific option against staff units who utilize Dazzling Staff in any form, as well as bow units using Firesweep Bow. Using it allows Inigo to soft-check Veronica, Lyn, and other similar units without needing to use said skill on your usual carry units. The skill, however, is very expensive and rare to come by, and Inigo loses the precious utility of other B slots like Wings of Mercy.
Passive C: Infantry Rush / Infantry Flash / Atk Tactic / Player Preference
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Infantry Rush is an affordable but handy skill that allows fellow infantry units within two spaces to essentially gain Heavy Blade without needing to use that in their A or seal slot. This is also likely to free up the teammates' seal, giving them an opportunity to use conventional options such as Brazen Atk/Spd 3.
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Infantry Flash can be used in the same vein as Rush, though it is significantly rarer as Rush can be acquired from Brady who is in the general pool, while Flash is limited to Legendary Marth at this time of writing.
-
Atk Tactic combines both budget and power by offering a hefty +6 Attack boost to teammates, so as long as Tactic conditions are fulfilled.
-
The C skill slot is otherwise up to player preference; recommendations include other Tactics or Hone skills.
Sacred Seal: Any Chill Skill / Any Tactic skill / Distant Def / Quick Riposte / Player Preference
-
A Chill skill seal of choice can be used to debilitate any opponent from afar with the highest respective stat. It can potentially benefit Inigo himself if the debuff hits his usual opponents.
-
Likewise, a Tactic seal of choice can be used especially with Atk Tactic to further support a mixed movement team passively.
-
Distant Def and Quick Riposte get honorable mentions for improving Inigo's combat prowess. Quick Riposte, in particular, can be used with Null C-Disrupt to close in kills on colorless units that may otherwise survive a fight with him (due to a lack of weapon breaker). It can also expand Inigo's index of targets outside of his chosen weapon breaker.
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The seal is otherwise open for player preferences.
I Can't Believe It's Not +10 Performing Azura! (High Investment)
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Gronnblade+ Alternate: Spectral Tome+ (+Spd) |
A | Fury (3 or 4) Alternate: G Duel Infantry 3 |
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Dance | B | Wings of Mercy 3 Alternate: Windsweep 3 |
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Moonbow Alternate: Ruptured Sky |
C | Joint Hone Spd Alternate: Hone Atk 4 |
IVs | S | Chill Atk 3 Alternate: Atk/Spd Bond 3 |
Preferred IV: +SPD or +ATK or +HP / -RES
-
Inigo's reliance on defensive speed holds true even at higher investment and merges. An Asset here therefore benefits in most practical cases.
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Inigo's Attack still isn't anything special, though damage-based tomes such as Gronnblade and Keen Gronnwolf benefit slightly from an Asset.
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HP can be considered as an Asset for specific HP-based skills and team setups.
Weapon: Gronnblade+ / Spectral Tome+ (+Spd) / Keen Gronnwolf+ (+Spd)
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Gronnblade is the best power-oriented weapon Inigo can use as it offers huge potential damage output. Though it seems counterproductive to use a support-reliant weapon on a dancer, there are plenty of skills (such as Joint Hone Spd) and methods for both Inigo's teammates and himself to benefit.
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Spectral Tome is one of the better refinable supportive tomes Inigo can access; since many high-investment teams will rely on visible stat-boosting to apply pressure, the tome's Panic effect will turn the tables nearly instantly. However, it is seasonally limited by an armored unit you may be hard-pressed to fodder.
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Keen Gronnwolf is a more accessible alternative that hits an entire movement class effectively, giving Inigo a slightly more offensive presence. In Aether Raids, it can be used for emergency kills on the likes of Brave Veronica, Reinhardt, Brave Lyn, Brave Eliwood, etc. It sees limited use in Arena as Inigo should not be KOing enemies instead of a bonus unit in the first place.
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For scoring purposes, Inigo should use a refinable tome (most are fine besides the listed ones) in favor of Gronnblade as refined weapons like the former have a higher SP cost than the latter. Gronnblade also increases Inigo's risk of accidentally stealing kills from bonus units.
Assist: Dance
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Dance is still as useful as ever, even moreso in high-investment Colisseum modes, where scoring requirements impose stricter movesets and positioning caveats on Inigo's teammates.
Special: Moonbow / Ruptured Sky / Blue Flame
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Even at high investment, Inigo's basic stats still hold him back from using anything other than opponent stats-reliant specials. Moonbow is basic but best as it ignores Inigo's otherwise middling power output at a low cooldown.
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Blue Flame and Ruptured Sky aren't exactly improvements compared to the more accessible and equally useful Moonbow. Their main use, rather, is to bolster Inigo's scoring potential with their high SP costs.
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Notably, players inheriting Ruptured Sky from Female Byleth can also acquire Fury 4, another optimal skill.
Passive A: Fury (3 or 4) / G Duel Infantry / Bonus Doubler / Any HP skill
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Fury offers Inigo the best value of all A-slots as it directly adds much-needed defensive and offensive stats to Inigo's poor base statline. The recoil should not be much of a concern as Inigo will likely be minimally involved in direct combat.
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G Duel Infantry's main use is significantly increasing Inigo's Arena scoring, though the additional +5 HP comes in handy for certain HP-based skills and setups.
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The best accompaniment for Gronnblade, Bonus Doubler bolsters any visible buffs Inigo has acquired and eliminates most worries of middling damage output. It makes him even more teammate-reliant than ever, however. Those using it should keep in mind Inigo should be providing his share of support.
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HP-based builds not used in Arena should instead use the basic HP +5, or any of its two-stat variants.
Passive B: Wings of Mercy / Windsweep / Any Chill Skill / Sudden Panic / Player Preference
-
Wings of Mercy contains a ton of movement utility as Inigo can help badly damaged teammates from afar, while being one of his higher scoring options.
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Windsweep (or Watersweep if preferred) prevents counterattacks from slower units with Distant Counter, enabling him to fire off a single free hit. This can translate to a game-changing widespread Panic effect from Spectral Tome, or a simple strong attack from Gronnblade.
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A Chill skill of choice can be used to help Inigo provide more support passively by inflicting debuffs on particularly tough units.
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Sudden Panic is yet another passive option Inigo can utilize by inflicting mass Panic on foes that are adjacent to each other. However, it requires a specific A slot and Seal setup to use properly.
-
Player preferences yet again rule above all else, though other honorable mentions include Desperation, Null C-Disrupt, and Dance skills.
Passive C: Joint Hone Spd / Hone Atk 4 / Any infantry perk skill / Player Preference
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Joint Hone Spd benefits both Inigo and adjacent teammates by providing a meaty +5 Speed at the start of their turn. It is particularly beneficial with Gronnblade as it can be difficult for Inigo to acquire stat bonuses for himself without alienating his teammates' own C or seal slot skills.
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Hone Atk 4 is the best Atk bonus Inigo can passively offer to his teammates.
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The player can take advantage of Inigo's vast array of Infantry-based C slots—including Infantry Rush, Infantry Breath, and Infantry Pulse—to manipulate his fellow infantry teammates' cooldown and free up their skill slots.
Sacred Seal: Chill Spd / Chill Atk / Atk/Spd Bond / HP/Spd 2 / Player Preference
-
As with the B slot, Inigo can use a Chill skill seal of choice to debilitate superunits without needing to initiate directly himself.
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Atk/Spd Bond directly increases Inigo's offensive stats when adjacent to a teammate, and is further enabled by accompanying skills such as Wings of Mercy or Infantry Breath.
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HP/Spd 2 and other similar seals should be used in HP-based setups.
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The vast library of seals Inigo can run is ultimately up to the player.
Introduction
"Bare" is one word that accurately describes Performing Inigo, and it's not just referring to that lacy outfit. With Dance at his disposal, Inigo at least performs as well as any refresher unit is expected: he simply comes in and uses Dance to grant finished teammates another action. Much like his fellow performers, this fact alone makes him worth working with. When it comes to competitive performance compared to others with Sing, Dance, or Gray Waves, however, Inigo is left to brag only of a few shared traits and an admittedly dashing figure.
As an infantry tome dancer, Inigo must deal with an exceptionally low base stat total, which translates to only a modest distribution across all of his stats. At a base value of 33, his Speed can only be called sufficiently decent, while his base Attack of 28 barely allows him to make an impact on all but specific opponents. His below-average defensive stats, while not unexpected of refresher units, are an inherent hindrance to his contributions outside of dancing.
The existence of newer units and threats also does no favors. Null Follow-Up and the general preference for Legendary Alm (who can blow past the standard Gronnraven build) as a colorless bow hero in the metagame stings, especially seeing as Inigo's bulk was barely enough to tank the like of Brave Lyn and Reinhardt previously. Additionally, the introduction of Adrift Azura as a directly competitive unit—that can be summoned anytime via Heroic Grails, no less—does Inigo's seasonal availability no favors. Reyson and Leanne puts Inigo's base weapon to shame by passively healing with no initiation needed, while also offering three-space movement under correct conditions. Finally, Azura's legendary form is more widely used due to rotating availability and an overbearing variety of supportive perks outside of singing, which almost kicks most of her competition, Inigo included, out of showbiz.
Despite the odds being stacked against him, however, Performing Inigo struts as confidently as ever. To say nothing of his ability to refresh units, Inigo's status as an infantry ranged unit gives him several options that other dancers can't have or don't have room for. Though his list of useful green tomes is limited, the few he regularly uses are just enough to get his side jobs out of the way. His low fodderability (aside from a largely unused dance skill and weapon) also makes it easy to keep at least one copy of him, thus making him minimally available for Arena Assault modes and other game modes.
Strengths
Dance
The main reason to use this lech, Dance at minimum provides a ton of utility by granting teammates with an additional turn to act.
Infantry Perks
Inigo's access to a variety of infantry-based skills, including Infantry Pulse, Infantry Breath, Infantry Rush, Null C-Disrupt, and others, keeps him fresh, competitive, and helpful despite several other dancers also having access to these.
Serviceable Speed
33 Speed isn't as flashy as Inigo's ribbony looks, but it is enough to protect Inigo from a few natural doubles in relevant matchups. With weapon refinery, proper A slot skill investment, and minimal teammate support, this fact only becomes stronger.
Weaknesses
Low Raw Defenses
Frailty is expected of refresher units, but Inigo's balanced raw physical 59 and magical 57 bulk can only be described as barely sufficient. Without bandaid investment in his HP or using specialized tomes against certain units, he will typically only take a stray hit (if any) and nothing more.
Average Offense and Weapon Use
A base Attack of 28 isn't exactly helping Inigo contribute much outside of dancing and targeting specific foes with the proper tome. Inigo's repertoire of weapons he can actually use well is also rather low due to his limiting stats and a relative lack of variety in green tomes.
Seasonally Limited
Inigo is not only limited to a single seasonal banner a year, but also shares green coloring with Performing Azura, who is considered the better unit of the two and the banner entirely. Meanwhile, a variety of arguably more useful refresher units can be obtained year-round or have frequently reoccurring summoning events. Adrift Azura, in particular, can be obtained at any time through Heroic Grail summoning while having a unique preferred weapon of her own.
Overbearing Competition
This is probably Inigo's most limiting factor. Compared to other refresher units with better stats and superior amount utility outside of dancing (see: Hoshidan Festival Micaiah and Legendary Azura), Inigo simply doesn't offer enough. His usual niche as a Gronnraven user is also very specific and sees restrained usage versus specific units in Arena Assault.
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Dancer's Ring+ (+Res) | A | Fury 3 |
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Dance | B | Deluge Dance 2 |
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Luna | C | Hone Atk 3 |
S | Earth Dance 3 |
All-around dance buffer that can also function as a fighter if need be. +Atk or +Spd yields the best results here.
The +Res refinement on his weapon is just for survivability, and can be substituted for any other refinement (or even a different weapon like Gronnblade or Gronnraven) if need be.
- Special: Luna helps with a very high damage output, even if it takes longer charge. Moonbow, Glimmer, or Sol/Noontime work well too.
- A Skill: Fury here is purely for any attacking he does, granting better offense as well as survivability. Can be switched to really anything if desired.
- B Skill: Deluge Dance allows him to boost 2 stats at once, very optimal for a dancer with no other skills that boost all of a unit's stats like L!Azura or YT Olivia. Can be switched for a single Dancing Skill like Gale Dance if more boosts to one stat are better, or other 2-boosting Dance Skills if available.
- C Skill: Hone Atk lets him boost the Atk of teammates without having to dance, and is what really lets him achieve the all-around buffing. If using a set team that's okay for Tactics to be used, Atk Tactic can be substituted (or any other Tactic depending on the other Dance Skills).
- Seal: The final part to dance buffs is Earth Dance. This lets whoever is assisted get +5 Def in addition to the +4 Atk from Hone and +3 Spd/+4 Res granted from Deluge Dance. Can be substituted for a Def Tactic similar to the C slot.
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Gronnraven+ | A | Triangle Adept 3 |
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Dance | B | Bowbreaker 3 |
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Moonbow | C | Drive Atk 2 |
S | Squad Ace A 3 |
My pride and joy, PA!Inigo. I've given him a pretty standard build with a substitution for Hone Atk with Drive Atk. I feel like Drive skills work better on dancers than hone/fortify, especially since he often dances for my Laslow that just attacked and triggered Def Smoke. He can handle pretty much any blue tome or bow unit he comes across which is really useful for a heavily red team.
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Green Egg+ (+Def) | A | Close Counter |
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Dance | B | Guard 3 |
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Miracle | C | Threaten Atk 3 |
S | Close Def 3 |
Named the FEH: Dancing All Night Inigo this build using Inigo’s fairly good defence stat along with his speed to make him a dancer that is able to support his allies as well as well dance all night so to speak.
First let’s take a look at his base stats:
Hp - 37
Attack - 40
Speed - 33
Defence - 22
Resistance - 20
Not too shabby for a dancer but at a glance doesn’t seem like the unit that can use close counter effectively and he isn’t, well not without inherentance from a surprising but expensive mage.
The Egg. More specifically the green egg+ is a shamefully underrated weapon due to its exclusivity due to it being locked behind a seasonal unit and from a glance not that impressive with all the blade and raven tomes flying around. Now the egg is a weapon that grants +4 hp gained when the unit initiates an attack which isn’t too impressive and very niche but thanks to it getting a refine it now works on both phases. We’ll come back to that later.
Now dance is pretty standard and not special at all for well a dancer but it gives extreme utility on the battlefield due to it giving a unit an extra turn. Not much to say really.
Right now onto one of the more bigger curveballs, miracle. A 5 action cooldown special that allows a unit to live a fatal blow with 1 hp when procked. Now this skill would seem very strange on a unit that has 22/20 defences base but with a couple of skills this can be changed. Now remember when I was talking about The Egg well this Egg is one way of staying healthy on the battlefield but it isn’t just a breakfast break but it is there to synergies with miracle. Since you heal with The Egg on both player and enemy phase, you have some pretty nice survivability paired up with miracle and especially since you can poke from a distance to get some extra healing here and there when you aren’t bulking hits.
Close counter is a very niche skill especially compared to the “slap on anyone” distant counter. First of all a lot of 2 range units don’t have a lot of defence bar a few exceptions which makes it hard to use effectively. However when you build around close counter it can be a exceptionally good skill which can throw opponents for a loop. Close counter also has great synergy with The Egg since you are able to receive healing from The Egg on enemy phase so that means that Inigo will now receive +4 healing from every fight that he takes part in from both 1 and 2 range which also helps his survivability in general and his wins as well.
Guard is there to help counter the likes of quickened pulse Reinhardt and wrath nephnenee which do insane damage for little cost all due to specials. This will increase his survivability in the first few engagements and it will help him live to charge his miracle as well. Although guard is used for a more niche role, skills such as quick riposte to allow guaranteed doubles to help charge miracle, vantage to allow for an extra hit when low which could help him get an extra kill to get a free heal up and the ever popular skill on dancers wings of mercy as a slot filler if guard isn’t available for you or isn’t to your tasting.
I’m going to talk about threaten attack and close defence (seal) together as the both serve the same purpose. To make him bulky enough to use close counter effectively. With the combination of threaten attack and close defence Inigo is able to reach a respectable 36 defence and pair that with his 33 neutral speed he is able to be in the range that he is fast enough to avoid a decent amount of doubles.
With all these skills in place Inigo can definitely hold is one for awhile and at the same time being able to support his allies with his dance.
The recommended IV’s I’d have on him is either +speed or +defence and his preferred stat to drop is resistance.
As well as that he should have a defence refine on his egg as well.
You can honestly put inigo on any team comp as any team could use a dancer if a slot is free but good team mates for inigo would probably be fast sword units like Soleil, Ayra and Hana to help balance out the team comp. Archers like Bridal Cordelia and setsuna are great to cover Inigo’s hatred for red mages. Lastly a bulky lancer or a fast blue mage are also great teammates for inigo but as I said before inigo can fit into almost any team due to him being a dancer.
In conclusion inigo with the right support can become a self sufficient support tank that is able to life hit after hit from blue and green units in 1 range and can add a niche on your team that only one other person can perform which is performing arts shigure but he has lower defence and hp which wouldn’t be ideal for something like this.
So if you are willing to pay a small fortune in inheritance you too can have a none stop show.
Nice moves joker... I mean Inigo.
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Keen Gronnwolf+ | A | Swift Sparrow 2 |
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Dance | B | Lancebreaker 3 |
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Moonbow | C | Hone Atk 3 |
Inigo’s HP makes up for the three points in DEF lost from -DEF; -HP should not be taken if possible, as it also impedes on his already fragile ability to take a hit from mages.
While Triange Adept + Gronnraven+ is a perfectly good build on Inigo (as it is on any green mage), this build aims to keep his supportive nature while still having him be offensively viable and more flexible than the specific niche of anti colourless. Plus, Triangle Adept + raven tome is shut down by any unit with Cancel Affinity.
Life and Death makes him more lethal, but destroys his already poor bulk, something he needs as a support unit and not a primary attacker unit. Inigo’s job is to survive blue mages and destroy lance units while providing buffs, and extra turns to the team. Keen Gronnwolf helps in his offensive viability and provides a crucial effective bonus against the ever-prevalent cavalry units. His ATK is not high enough to justify Triangle Adept over Swift Sparrow (and it dampens his damage to units like TW!Reinhardt or Sigurd), although it does improve his bulk in matchups against blue mages, should you prefer to use Inigo as a blue unit bait instead.
Lancebreaker helps Inigo finish off faster lance units he wouldn’t have been able to double such as Nephenee and Bride Charlotte. Blue Tomebreaker can be an alternative, but Inigo has fairly fragile RES and doesn’t want to be in mage duels that often. Desperation is a viable alternative, but it’s a perilous situation to not have your dancer at full or near full health, and the combination of Inigo’s HP, SPD, and DEF allow him to survive a surprising amount of melee hits from full HP. Gale Dance is a good budget alternative that further buffs his teammates. Blade tome users love having Inigo as a teammate.
Hone Atk is arguably better for tanks and blade tome users, while melee and fast brave weapon users prefer Hone Spd. It simply falls down to individual team preference.
Moonbow adds an extra bit of oomph to Inigo’s attacks and helps make up for his sub-par ATK.
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Dancer's Ring+ | A | Darting Blow 3 |
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Dance | B | Gale Dance 3 |
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Moonbow | C | Breath of Life 3 |
S | Breath of Life 3 |
This Inigo is meant to be an all-around support unit. I've given him summoner support since he is my son and I've paired him off with Micaiah. He's a not-so-passive healer since he is able to do some decent damage with his attack, especially when standing next to Micaiah. With Micaiah's Sacrifice, whenever Inigo gets low on HP she heals him up and he returns the favor when attacking.
He heals an amazing 21 HP everytime he attacks.
Moonbow means that his special doesn't take long too charge and Darting Blow helps him almost guarantee doubles during the attack phase.
I've kept Gale Dance even though I could give him his mom's Blaze Dance instead but giving more speed to his allies never hurts and it feels fitting that he provides speed while also being quite speedy himself, despite the speed bane he has.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Green Tome Users Only
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50 | 2 | 4 |
![]() Green Tome Users Only
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100 | 2 | 6 |
![]() Green Tome Users Only
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200 | 2 | 8 |
![]() Learns by default at 5 ★ Green Tome Users Only
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300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 5 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | B |
![]() Non-inheritable by Staff-wielding units.
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100 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | B |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
|
100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Awakening
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