Table of Contents
- Default
- Attack
- Special
- Injured




Phina - Roving Dancer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 8 | 6 | 3 |
Middle | 16 | 7 | 9 | 7 | 4 |
High | 17 | 8 | 10 | 8 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 32 | 34 | 23 | 20 |
Middle | 40 | 35 | 37 | 26 | 23 |
High | 43 | 38 | 40 | 30 | 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 |
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Assets
- +SPD: Bumping up Phina’s Speed from 37 to 40 with a Speed Asset allows Phina to avoid most natural follow-up attacks, which increases her survivability. 40 Speed also helps Phina perform follow-up attacks and activate Flashing Blade against a wide range of units, especially in combination with her Rapier’s Spd +3 and Speed buffs.
- +ATK: If utilizing Phina offensively, an Attack Asset is a great option to increase her damage output. However, this is generally less useful than +SPD, as higher Speed helps for both offensive and support builds.
Flaws
- -HP: While an HP Flaw hurts Phina’s physical and magical bulk, decreasing each by 3 does little to impact Phina’s defensive capabilities.
- -DEF: With a physical bulk of 65, Phina doesn’t mind dropping her Defense from 26 to 23. 62 physical bulk is enough to avoid being OHKO’d by most physical units.
- -RES: Decreasing Phina’s Resistance from 23 to 20 with a Resistance Flaw negligently impacts her performance. 59 magical bulk is usually enough to survive one magical hit, and her Resistance is too low to utilize Ploys.
Skill Sets
Steadfast Danseuse (Enemy Phase)
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Rapier | A | Distant Counter Alternate: Atk/Spd Push 4 |
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Dance | B | Special Spiral 3 Alternate: Null C-Disrupt 3 |
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Moonbow Alternate: Luna |
C | Def Smoke 3 Alternate: Pulse Smoke 3 |
SP | 1470 | S | Fierce Stance 3 Alternate: Brazen Atk/Spd 3 |
Preferred IV: +ATK / -HP or -DEF or -RES
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+ATK is Phina’s best Asset for a set focusing on OHKOing her enemies on Enemy Phase with her Rapier. -HP, -DEF, and -RES work best as Flaws, since Phina can usually avoid being OHKO’d. She’ll also be relying on her damage output to OHKO her enemies on Enemy Phase once her Rapier’s Vantage effect is activated.
Weapon: Rapier
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Phina’s Rapier is a fantastic weapon, granting Spd +3, effective damage against Cavalry and Armored enemies, and most importantly, Vantage. Rapier’s innate Vantage helps Phina’s damage output and survivability on Enemy Phase.
Assist: Dance
Special: Moonbow / Luna
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Moonbow and Luna are both great options, as decreasing the enemy’s Defense helps Phina score more KOs on high-Defense opponents.
Passive A: Distant Counter / Atk/Spd Push 4 / Fierce Stance / Brazen Atk/Spd (3 or 4)
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If wanting to activate Vantage against both melee and ranged units, Distant Counter is necessary. Phina’s Attack is high enough to sacrifice any Attack-increasing A slot.
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Atk/Spd Push 4 has amazing synergy with Phina’s Rapier, as she is able to knock herself into Vantage range with Atk/Spd Push 4’s recoil damage. Granting Attack and Speed +7 also benefits Phina’s damage output. Note that Atk/Spd Push 4’s recoil damage may eventually put Phina’s HP below 25%, causing its effect to no longer be active.
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Fierce Stance is a cheap and effective alternative, as it grants Attack +6 and always activates if the enemy initiates combat against Phina.
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Brazen Atk/Spd has good synergy with Phina’s Rapier as well, as she wants to drop her HP to 75% to activate Vantage. Brazen Atk/Spd 4 is particularly good, granting 2 more Attack and 3 more Speed than Atk/Spd Push 4.
Passive B: Special Spiral / Null C-Disrupt / Wings of Mercy / Chill Def
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Special Spiral allows Phina to instantly charge any 2-cooldown Special after activating it for the first time. In combination with Rapier's Vantage effect, Phina can attack with Moonbow before the enemy can attack.
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If utilizing Distant Counter, Null C-Disrupt can be used to counter against Dazzling Staff and Sweep skills/weapons.
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Wings of Mercy is a great supportive choice for Phina, allowing her to move adjacent to any heavily-damaged ally.
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Chill Def is a good alternative, as it helps her physical allies deal more damage to high-Defense enemies.
Passive C: Def Smoke / Pulse Smoke / Flexible
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Def Smoke and Pulse Smoke are great options to support her allies whenever she attacks. The former can help Phina KO more consistently, while the latter can help her survivability.
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Like with most units’ C slots, Phina’s is flexible and can be changed depending on her allies.
Sacred Seal: Fierce Stance / Brazen Atk/Spd / Brazen Atk/Def
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Fierce Stance is the most consistent way to increase Phina’s Attack on Enemy Phase, as there is no HP or adjacent ally requirement.
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Brazen Atk/Spd and Brazen Atk/Def are great alternatives that increase Phina’s Attack by 1 more than Fierce Stance. They also grant Phina extra Speed or Defense respectively, but note that Phina’s combat will be weaker before activating her Brazen skill(s).
Chilling Charmer (Support)
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Geishun+ (+Spd) Alternate: Rapier |
A | Fort. Def/Res 3 Alternate: Fury (3 or 4) |
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Dance | B | Chill Def 3 Alternate: Wings of Mercy 3 |
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Luna Alternate: Moonbow |
C | Hone Atk 4 Alternate: Hone Spd 4 |
SP | 1560 | S | Chill Spd 3 Alternate: HP +5 |
Preferred IV: +SPD or +HP / or -DEF or -RES
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+SPD is the best Asset for this set, as it increases Phina’s chances of performing a follow-up attack and her survivability. While -HP is a perfectly fine Flaw, +HP is her best Asset if utilizing Sudden Panic or Panic Ploy. -DEF and -RES are both good Flaws, as decreasing Phina’s bulk doesn’t impact her performance very much.
Weapon: Geishun+ (+SPD) / Rapier
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Geishun’s Chill Atk effect increases her allies’ safety and survivability. +SPD increases Phina’s own survivability and damage output.
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Phina’s Rapier is worth 50 more SP, which can increase her Arena scoring depending on the rest of the build’s SP cost.
Assist: Dance
Special: Luna / Moonbow / Aether / Blue Flame / Ruptured Sky
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Luna is chosen to help Phina against units she struggles to deal meaningful damage against. Moonbow is a good alternative, since it can be activated every combat if Phina performs a follow-up attack and no Guard effect is active.
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If using Phina on an Arena team, any 500 SP Special can be used to increase her SP cost.
Passive A: Fort. Def/Res 3 / Fury (3 or 4) / R Duel Infantry / HP +5
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For a support set, Phina wants to focus on her survivability as much as possible. As such, Fort. Def/Res 3 is chosen to drastically help her defensive capabilities.
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Fury is a good budget option that increases Phina’s defensive capabilities, although the 6 or 8 recoil damage can neutralize gaining 3 or 4 Defense and Resistance. Fury also helps Phina’s damage output if she needs to fight.
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For Arena and Panic sets, R Duel Infantry should be chosen to increase her score. HP +5 works fine as a budget option.
Passive B: Chill Def / Wings of Mercy / Chill Res / Sudden Panic
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Chill Def and Chill Res are both great options to help her allies deal more damage.
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As usual, Wings of Mercy is a fantastic alternative to assist her faraway, damaged allies.
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Sudden Panic can be used instead of chills in an attempt to debuff more than one stat of more than one enemy at the same time. Dual Rallies, Rally Ups, Tactics, Hone Atk 4, and Hone Spd 4 are especially prevalent in Aether Raids and Arena.
Passive C: Hone Atk 4 / Hone Spd 4 / Infantry Pulse / Panic Ploy / Flexible
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Due to Phina’s low Resistance, she is unable to utilize Ploys to support her allies. As such, Hone Atk 4 and Hone Spd 4 are the most consistent ways for her to provide support.
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Infantry Pulse can be used if utilizing Sudden Panic. Stacking her HP as high as possible for Sudden Panic simultaneously allows her to use Infantry Pulse very effectively.
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If the player is concerned about Sudden Panic’s inconsistency, Panic Ploy can be used to inflict Panic on lower-HP enemies within cardinal directions.
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Aside from these options, Phina’s C slot is flexible. It can be changed/adjusted depending on her allies and their skills.
Sacred Seal: Chill Spd / HP +5
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Phina’s ability to use 3 Chill skills at the same time is valuable for her allies’ survivability and damage output. Combining Geishun’s Chill Atk effect, Chill Def or Chill Res in Phina’s B slot, and Chill Spd in her S slot helps her support capabilities.
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If utilizing Sudden Panic and/or Panic Ploy, HP +5 is suggested to boost her HP further.
Heart and Soul of the Battlefield (Offense)
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Slaying Edge+ (+Spd) Alternate: Rapier |
A | Swift Sparrow (2 or 3) Alternate: Death Blow (3 or 4) |
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Dance | B | Desperation 3 Alternate: Wings of Mercy 3 |
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Galeforce Alternate: Luna |
C | Def Smoke 3 Alternate: Spd Smoke 3 |
SP | 1410 | S | Flashing Blade 3 Alternate: Heavy Blade 3 |
Preferred IV: +ATK or +SPD / -HP or -DEF or -RES
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+ATK and +SPD are the best Assets for any offensive sets, with Phina’s being no exception. +ATK helps her raw damage while +SPD helps secure more follow-up attacks. -HP, -DEF, or -RES are chosen because decreasing Phina’s bulk by 3 is negligible.
Weapon: Slaying Edge+ (+SPD) / Rapier
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Decreasing the cooldown of Galeforce and Luna by 1 allows Phina to activate these Specials in one combat with Flashing Blade and a follow-up attack.
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Phina’s Rapier is a great alternative, as Spd +3 and Cavalry/Armored effectiveness helps Phina score more KOs and perform more follow-up attacks. Vantage is useful if the player plans to utilize a mixed phase set.
Assist: Dance
Special: Galeforce / Luna
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Galeforce is chosen so Phina can take advantage of her great offenses with Flashing Blade and Slaying Edge synergy. She can even Dance after activating Galeforce, further increasing her flexibility.
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Luna helps Phina KO high-Defense units that she would struggle to KO otherwise while still retaining synergy with Slaying Edge and Flashing Blade.
Passive A: Swift Sparrow (2 or 3) / Death Blow (3 or 4) / Atk/Spd Push 4 / Bonus Doubler / Life and Death / Brazen Atk/Spd (3 or 4)
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Since Phina will be initiating for most of her combat, Swift Sparrow is chosen to increase her Attack and Speed. Increasing her Attack helps her raw damage output, while increasing her Speed helps Phina activate Flashing Blade and more consistently perform follow-up attacks.
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Life and Death grants Phina greater offensive benefits than Swift Sparrow 2, but it drops Phina’s bulk to dangerously low values.
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Death Blow 3 or 4 is a great alternative if the player isn’t worried about Phina’s Speed being too low to perform a follow-up attack and activate Flashing Blade.
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Atk/Spd Push 4 deserves a special mention, since it synergizes very well with Rapier’s Vantage effect. It also grants Phina Attack and Speed buffs on both Player and Enemy Phase.
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Bonus Doubler can be chosen if the player is able to give visible buffs to Phina. Note that Phina cannot be buffed by Legendary Azura’s Gray Waves and Phina should still be providing some support rather than her teammates providing all the support for her.
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Finally, Brazen Atk/Spd has great synergy with Desperation and Rapier’s Vantage effect. Note that Phina’s first combat will be much weaker in comparison to her combats when Brazen Atk/Spd is activated.
Passive B: Desperation / Wings of Mercy / Null Follow-Up
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With Galeforce being a 4-cooldown Special with Slaying Edge, Phina can activate it in 2 hits if Flashing Blade is activated and the enemy has no Guard effect. Phina should easily be able to drop to 75% HP due to her mediocre bulk; then she doesn’t have to be as worried about said mediocre bulk. With the Rapier, Phina can also utilize the Vantage and Desperation combination.
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Wings of Mercy is chosen to provide Dancing support to damage allies far away from Phina.
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Null Follow-Up allows Phina to avoid skills that negate follow-ups and nearly always attack twice, increasing her damage output and chances of activating her Special.
Passive C: Def Smoke / Spd Smoke / Atk Smoke
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Def Smoke synergizes well with Galeforce, as she can debuff enemies in range to set up for higher damage output for herself and/or her allies. Atk Smoke and Spd Smoke are good alternatives, with the former increasing Phina’s survivability and the latter increasing both her survivability and the chances Phina has of performing a follow-up attack.
Sacred Seal: Flashing Blade / Heavy Blade
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Slaying Edge and Flashing Blade have fantastic synergy, as Phina will usually be able to activate Galeforce and 3 special cooldowns even if her enemy does not counterattack. Heavy Blade works fine as a substitute for Flashing Blade, although it may be less consistent since it relies on Phina’s Attack rather than her Speed.
Introduction
Focused on the beauty and grace of her appearance, Phina joins as an Infantry Sword Dancer and our first Archanean Dancer! Thanks to a great offensive statline, her Rapier, and her ability to refresh, Phina has no trouble finding her place in the meta.
Boasting a great offensive statline for a Dancer at 35 Attack and 37 Speed, Phina already stands out as a Dancer that can fight very well and usually avoid taking natural follow-up attacks. In combination with her Rapier that grants Spd +3, effectiveness against Cavalry and Armored units, and Vantage, Phina is more than capable of dealing good amounts of damage both on Player and Enemy Phase. If desired, Phina can even opt for a different weapon such as a Wo Dao or Slaying Edge to deal higher or more consistent damage with her specials. However, Phina sacrifices some bulk for her amazing offenses, as she has 65 physical bulk and 62 magical bulk. While those are passable, she’ll be very reliant on her Rapier’s Vantage effect to help her OHKO enemies before taking more damage.
Phina’s support capabilities are naturally very high, since she can sacrifice her action in exchange for an ally’s. This greatly increases her team’s flexibility, as the team can better adapt to more situations. For a pure support build, Phina can utilize Geishun and 2 Chill skills in her B and S slots.
Being an Infantry unit is very beneficial for Phina. She can utilize skills from her allies such as Guidance and Ground Orders to refresh units farther away, reach enemies, or retreat when necessary. Infantry-effective weapons are incredibly uncommon as well, so Phina usually doesn’t need to worry about being OHKO’d.
For someone so focused on beauty and accessories, Phina is a fantastic unit on the battlefield. She can both fight and support very efficiently, and she’ll always pull her weight thanks to her amazing flexibility. She and Hilda would be good friends, don’t you think?
Strengths
Great offenses
Phina’s 35/37 offensive statline is excellent for a Dancer. If desired, Phina is more than capable of becoming an offensive Dancer, especially in combination with her Rapier.
Rapier
With her Rapier’s dual-effectiveness against Cavalry and Armored units and its innate Vantage, Phina can score KOs on many units her allies and other refreshers may not be able to. Vantage boosts Phina’s survivability if she can OHKO an enemy, as she usually won’t need to take a counterattack before OHKOing.
Flexible and versatile
The combination of having the Rapier, a great offensive statline, and Dance helps Phina fulfill both a combat and support role at the same time. While her Resistance is too low to utilize Ploys, she can still use Chill skills to support her allies.
Weaknesses
Questionable bulk
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While 65 physical bulk and 62 magical bulk isn’t awful, Phina is very prone to being 2HKO’d. Thankfully, this can be partially mitigated thanks to her Rapier’s Vantage effect.
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Rapier | A | Distant Counter |
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Dance | B | Special Spiral 3 |
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Moonbow | C | Threat. Atk/Spd 3 |
S | Brazen Atk/Def 3 |
Originally I invested into her for ROKKR events because effective against weapons like her Rapier allow for max 200k Rokkr scores. During Rokkr, I run AETHER special on her and Flashing Blade Seal to speed it up.
Outside of Rokkr, it is modified to this pretty straight forward setup. After her initial encounter to prep her special (easy to do with a DC baiting while utilizing her dance support), she will hopefully have sustained enough damage to activate the vantage effects of Rapier.
Special Spiral is there to ensure that every time she counters back first, it's with a heavily loaded special.
Threaten Atk/Spd 3 made sense because she'll need all the offensive support she can get and this helps her to take a bit less damage since her bulk is MEH, however there are plenty of other viable options like Def Smoke or of course something tailor made for a specific team.
Brazen Atk/Def or Atk/Res or even Atk/Spd are both ideal, since the main goal is to ensure she hits hard on her special.
With vantage, you don't really need to worry about much more than her attack once you have activated her Special Spiral loop.
Moonbow is an easy choice because sometimes her attack just isn't high enough against super bulky units that aren't weak to her, and she doesn't actually need the special to kill armors and tanks usually since her base effectiveness covers that. Units with high def are going to be her biggest problem, so negating more of their defenses via Moonbow seemed more ideal than glimmer. I also have Ruptured Sky since it came with the DC and that has the benefit of adding Dragons and Beasts to things she's effective against.
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Rapier | A | Distant Counter |
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Dance | B | Special Spiral 3 |
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Glimmer | C | Def Smoke 3 |
S | Fierce Stance 3 |
Preferred IV: +Atk/-Hp
+Atk is standard on a unit with effective damage (not to mention, dual-effective damage). -Hp helps her get into Vantage range easier. The order of best assets is as follows: Atk, Spd, Def, Res, with Hp as the worst asset.
Weapon: Rapier
No surprises here. She is basically Hoshidan Summer Michaiah, but quick. The extra speed can be offensive as well as defensive, preventing doubles. Having Vantage is also important, as it's a Vantage-SS build.
Assist skill: Dance
This build won't see her using this skill as much as she should, but this is very welcome utility.
Special: Glimmer
Glimmer scales much better than Moonbow when you consider that high defense units are usually armors - units she's already dealing 1.5x damage against. Calvary units usually have lower defense, so Moonbow won't ever be as effective as Glimmer in this scenario. Against other types of units, you'll be packing 66 attack with an asset, buff, and a Fierce Stance in her S slot anyway, so you won't be missing out on too much.
A slot: Distant Couner
Obviously, a Vantage-SS build is incomplete without DC.
B slot: Special Spiral
Together with her built-in Vantage, she will hit any offender first with a charged Glimmer and a dual-effective weapon. This will reliably murder any and all attacking cavalry and armor units. This is great because the units that go and stick out of the enemy pack unexpectedly to kill someone on your team are the horsies and armors with armor march/boots. Never again with a Phina at or below 75% health at the forefront.
C slot: Defense Smoke
Not very supportive, but the rest of this build never claimed to be. This will soften up enemies that're next in line to attack her.
S slot: Fierce Stance / Brazen Atk/Anything
Fierce Stance will reliably give her a high attack boost when she's in Vantage range (or out of it). +9 against armors and cavalry too. Brazen Atk/Anything works great as well, but she may want that extra attack when she's trying to get into Vantage range while simultaneously trying to kill her first enemy. Assist skills and F!Berkut's Kriemhild, which can bypass this little issue, will allow her to efficiently rep an attack Brazen.
Overall:
Having Vantage in your weapon is incredible, allowing the use of the all-powerful Vantage-SS build. being dual-effective is double-incredible, meaning you can be a bit weak on the offense and the 1.5x multiplier will compensate (not that Phina qualifies as 'weak on the offense'). Units like Ares may use this build with Draconic Aura, but he would be nowhere near as effective as Phina when countering armors and cavalry units. Having this dual effectiveness can mean you're outpacing even CC-Vantage units like Nino and Tharja (though she's not dealing pure damage, her attack will be at 99 against armors and cavs if her attack is 66, which would compensate for that). Even when not battling armors and cavs, she'll pretty much kill most red and green units as well. And having all this power inside a dancer is the sizable cherry on top.
Getting her into Vantage range can be tricky outside of stepping on traps in Aether Raids or using assists/F! Berkut, but this is ultimately the weakness of very Vantage tank. She's not the best Colosseum scorer anyways, so any use she sees from the better players out there will be in Aether Raids, where getting into Vantage range is as easy as falling right into the enemy's trap.
This is a high-invest Phina. This is peak Phina, a pristine Phina. Your Phina doesn't have to be on this level to be effective, because tsuyoi Phina is tsuyoi, with or without this much investment. But with it, she will certainly be the tsuyoiest. To the point where you can just give her Reposition and call it a day, who tf even wants her to be dancing.
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Rapier | A | Distant Counter |
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Dance | B | Wrath 3 |
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Blue Flame | C | Atk Tactic 3 |
S | Def Tactic 3 |
Special is actually Ruptured Sky (sorry, spare M!Byleth) but it’s not available to pick :)
Build here is a mix between EP shenanigans and support, and allows Phina to check Horse Emblem teams pretty solidly. Null C-Disrupt would be the icing on the cake here, and I may consider it if
I find a spare.
Wrath meshes really well with the Rapier’s native vantage, and once below 75% HP, Phina becomes a phenom at KO’ing enemies with proper play and positioning.
Dance, Atk Tactic, and the seal are there to give her teammates a boost and keep things moving along.
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Rapier | A | Spd/Def Form 3 |
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Dance | B | Desperation 3 |
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Moonbow | C | Def Smoke 3 |
S | Brazen Atk/Def 3 |
With Spd/Def form, Phina becomes a physical offensive tank for enemy phase when she has allies within 2 spaces of her. With Vantage 3 built into her weapon “Rapier” This leaves the door open for her to function very offensively during player phase as well using Desperation 3. Def smoke 3 can help her or your physical units deployed to OHKO enemies easier. Brazen ATK/DEF 3 seal has synergy with her weapon Rapier so if she is in vantage range, she’ll get +7 to both Atk and Def and counterattack before the foe can land a single hit on her. Due to Moonbow’s low cool down, Phina will be activating it very often. You’re more so using Phina as a regular sword infantry unit but don’t forget about her dance skill to help out any offensive or defensive once allies you have deployed with her.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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Spd/Def Form 1Spd/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.) Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
Spd/Def Form 2Grants Spd/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.) Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
Spd/Def Form 3Grants Spd/Def+X to unit during combat. (X = 2 x number of allies within 2 spaces, + 1; max 7.) Inheritable by all units.
Unlocks at 5 ★ |
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 1 ★ |
50 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
120 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
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Banners Featured In
None