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Pirate Naesala

Analysis by raelet
Pirate Naesala - Sea's Shadow

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 42
ATK 39
SPD 43
DEF 23
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 12 7 2
Middle 18 9 13 8 3
High 19 10 14 9 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 36 40 20 21
Middle 42 39 43 23 25
High 45 43 47 26 28

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.
HPATKSPDDEFRES

Skill Sets

Watch Me Whip (General Offense)

Build by raelet
Recommended
Crossbones Claw A Atk/Spd Solo 4
Reposition B S/D Near Trace 3
Glimmer
Alternate: Moonbow
C Atk/Spd Menace
Alternate: Odd Atk Wave 3
IVs

+Atk or +Spd / -Res

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Crossbones Claw

Assist: Reposition / Reciprocal Aid

Special: Glimmer / Moonbow / Ruptured Sky

Passive A: Atk/Spd Solo

Passive B: S/D Near Trace

Passive C: Atk/Spd Menace / Odd Atk Wave / Stall Ploy

Sacred Seal: Atk/Spd Solo / Swift Sparrow / Blade Session

  • Galeforce is not Pirate Naesala's only option - he can also run a brutal offensive build that allows him to be a pseudo-brave attacker with a Special activation on his second hit.
  • For this to work, he needs a 2 CD Special such as his native Glimmer or the powerful Ruptured Sky.
  • All of his other skill slots are default, save for his C slot - Stall Ploy is a powerful skill, but not always the best option as it does not directly affect his combat outcomes. To that end, Atk/Spd Menace is Pirate Naesala's best C slot as far as combat outcomes are concerned, as it will affect his own offensive abilities while debuffing his foe's Speed.
  • For a Seal slot, anything that further enhances his Attack or Speed is great and can make him even more lethal.

Now watch me Nae-Nae (Galeforce)

Build by raelet
Recommended
Crossbones Claw A Atk/Spd Solo 4
Alternate: Heavy Blade (3 or 4)
Reposition B S/D Near Trace 3
Alternate: A/D Near Trace 3
Galeforce C Odd Atk Wave 3
Alternate: Stall Ploy 3
IVs

+Atk or +Spd / -Res

SHeavy Blade 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Crossbones Claw

Assist: Reposition / Reciprocal Aid

Special: Galeforce

Passive A: Atk/Spd Solo / Heavy Blade

Passive B: S/D Near Trace

Passive C: Odd Atk Wave / Stall Ploy

Sacred Seal: Heavy Blade 3 / Atk/Spd Solo

  • Naesala comes pre-packaged for a good Galeforce build, needing only the Special itself and Heavy Blade in his seal slot.
  • Because he can attack consecutively however, it can be difficult to lower his HP enough to allow his teammates to teleport to him via Wings of Mercy. Additionally, Naesala's solo requirements make it difficult for him to utilize his Solo buffs when the area is full of his teleporting, Galeforcing, Dancing allies. However, the fact that he can effortlessly pull off a Galeforce with his fantastic stat spread and partial Null Follow-Up in his prf weapon makes him a heavy consideration for the role regardless. Because Crossbones Claw allows him to strike consecutively, Naesala can safely initiate combat at 1 HP (such as after triggering a Bolt Trap) and escape unscathed, so long as he eliminates his opponent. The lack of HP requirement on his prf even encourage this style of play, ensuring that Naesala loses nothing (save for his Stall Ploy, which is ideally replaced here) by chipping his HP down as low as possible before initiating his attack.
  • If the Heavy Blade seal is needed on another unit, Naesala can run Heavy Blade in his A slot. However, this lowers his Attack significantly when it comes to making the Heavy Blade check, since most of his kit's skills debuff opponent Defense rather than buffing his own Attack. Therefore, you'll want to compensate, ideally by running Atk Wave in his C slot and an Atk Solo in his Seal slot for an additional +12 Attack to make his stat check for the additional cooldown mitigation. It also isn't recommended to use Heavy Blade in Naesala's A slot without an +Atk boon, as the Superboon helps him a lot.
  • Naesala's best teammates for an offensive Galeforce team are going to be Pirate Tibarn, Velouria, Rafiel, and Reyson.

Strengths

Flying Beast

Pirate Naesala is a flying beast, updated for his time with a strong statline and base kit. Flying beasts have always been oppressive due to their 3 mov range and ability to fly over obstructions that might hinder cavaliers. While they've typically fallen out of favor due to powercreep, Pirate Naesala gives an updated look at what a modern flying beast is capable of: an incredibly strong and fast unit who works best when attacking quickly and decisively. In addition, his statline is superb, with exceptional Attack and Speed and reasonably balanced Defense and Resistance, giving him a lot of raw combat power.

Crossbones Claw

Naesala's prf weapon is frankly, overloaded with goodies: an effective atk/spd solo for him, offensive null follow-up, and built-in desperation (without the HP requirement) all at once. This enables Naesala to attack twice before his opponent can counter while nullifying all skills that would prevent his second attack. But that's not all - this weapon also functions as a slaying weapon, which basically means that Naesala gets even more oppressive, with the ability to trigger a potent Glimmer or Moonbow special before his opponent can even retaliate.

Base Kit

It would be remiss not to mention Pirate Naesala's Stall Ploy, which he himself is not even a fantastic user of due to his low HP - however, it's undeniably a powerful defensive skill which inflicts gravity on foes in cardinal directions if they have additional movement - like say, Legendary Sigurd's buffs. Interestingly, this ability will also work against enemy bird type beasts, as well as movement granted by Annette.

Onto skills which benefit Naesala more - he comes fully loaded with Atk/Spd Solo 4 and S/D Near Trace. When combined with the debuffs in his prf weapon, Naesala effectively grants a 16 point stat swing to both his Speed and Attack, while granting him additional movement after his initial move - something that's quite lethal for flying beasts due to his enhanced movement in the first place.

Weaknesses

Strict Requirements

Naesala needs to both be transformed and be not adjacent to an ally in order for all of his prf effects and the effect on his Atk/Spd Solo A slot to be utilized, meaning that Summoners have to pre-plan how to use him, particularly if using him in a turn 1 Galeforce strategy. Needing him to be transformed is going to limit his flexibility, especially on Aether Raids Offense teams where most mythic heroes will prevent him from transforming.

Because he needs Heavy Blade in order to trigger Galeforce, Naesala is also going to have difficulty playing well with others in a beast-based Galeforce strategy, since all fliers and cavaliers also rely on Heavy Blade. This limits Naesala's potential combat partners due to the fact that you can only use one Heavy Blade seal per team. His ideal partner is Velouria, while he can also work nicely with Rafiel and ironically, Pirate Tibarn who comes with Heavy Blade 4 in his base kit.

Naesala himself can take Heavy Blade in his A slot, but due to the rest of his kit debuffing his foe's Defense rather than buffing his own Attack, this will likely leave his Attack stat too low to proc the cooldown acceleration reliably.

Weapon Skills

Weapons SP Rng. Mt.
Hatchling (Flier)

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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Learns by default at 1 ★
Unlocks at 1 ★
Beast Flier Only
50 1 4
Fledgling (Flier)

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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Learns by default at 2 ★
Unlocks at 2 ★
Beast Flier Only
100 1 6
Adult (Flier)

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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Learns by default at 4 ★
Unlocks at 3 ★
Beast Flier Only
200 1 9
Crossbones Claw

Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, inflicts Spd/Def-6 on foe and neutralizes effects that prevent unit's follow-up attacks during combat.  If unit is not adjacent to an ally and unit initiates combat while transformed, unit can make a follow-up attack before foe can counterattack.  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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Glimmer

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Spd Solo 1

If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.

Unlocks at 2 ★
60
A
Atk/Spd Solo 2

If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.

Unlocks at 3 ★
120
A
Atk/Spd Solo 3

If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Solo 4

If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
S/D Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-1 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 1 ★
60
B
S/D Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-2 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 2 ★
120
B
S/D Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-3 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 4 ★
240
B
Stall Ploy 1

At start of turn, inflicts【Stall】on foes in cardinal directions with HP ≤ unit's HP-5.

【Stall】

If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.

Inheritable by all units.
Unlocks at 3 ★
60
C
Stall Ploy 2

At start of turn, inflicts【Stall】on foes in cardinal directions with HP ≤ unit's HP-3.

【Stall】

If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.

Inheritable by all units.
Unlocks at 4 ★
120
C
Stall Ploy 3

At start of turn, inflicts【Stall】on foes in cardinal directions with HP < unit's HP.

【Stall】

If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Radiant Dawn

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