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Analysis by MackerelPye
Reginn - Bearing Hope

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 38
ATK 36
SPD 40
DEF 30
RES 24

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 9 9 7 4
Middle 16 10 10 8 5
High 17 11 11 9 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 33 37 26 21
Middle 38 36 40 30 24
High 41 39 44 33 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

Missile Works Unlimited in my Fire Emblem Game (Base Skills / Pure Combat Focus)

Build by MackerelPye
Recommended
Lyngheiðr A Swift Sparrow 3
Smite
Alternate: Reposition
B Lull Spd/Def 3
Seiðr Shell C Panic Smoke 3
IVs

+SPD or +ATK / -RES or -DEF

(Neutral also fine with free story copy)

SAtk/Def Solo 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Lyngheiðr

Assist: Smite / Reposition

Special: Seiðr Shell

Passive A: Swift Sparrow 3

Passive B: Lull Spd/Def

Passive C: Panic Smoke

Sacred Seal: Atk/Def Solo / Swift Sparrow / Death Blow

  • Upon summoning her, our mythical mech pilot already comes with a base kit that leaves little to be desired.
    • Lyngheiðr combines player phase strength (+6 Atk/Spd for simply initiating), damage reduction (30% off on enemy's first counterattack), and very potent post-mobility flexibility in Canto in one neat package.
    • Seiðr Shell not only comes precharged and ready to strike at turn 1, but it deals a nice amount of burst damage against the foe's weaker defensive stat. Considering how many units in the game have lower Resistance than Defense, this effect will be noticeable more often than not as Reginn is able to bust through high Defense enemies. The fact that it has 3 CD also means it's not too difficult to activate subsequently.
    • Swift Sparrow 3 provides a simple offensive boost of +6 Atk and +7 Spd for absolutely no frills other than simply initiating combat—which Lyngheiðr encourages Reinn to do anyway.
    • Lull Spd/Def is a rare skill many cavalry units would kill to have, and Reginn utilizes it with maximum efficiency as it improves her Speed matchups as well as damage output.
    • Panic Smoke is another rare skill that's potent against enemy setups reliant on blue bonuses. Thanks to Canto, Reginn will run into little problems applying it against a group of enemies then retreating back to safety.
  • All in all, Reginn's base qualities and kit make her already to rumble as a general hit-and-run player phase unit in most modes. Swift Sparrow and Lull Spd/Def alone make substitutions hardly necessary as they maximize her general combat potency.
  • To further supplement Reginn's general playstyle, Swift Sparrow, Death Blow, or Atk/Def Solo as Reginn's Sacred Seal provide simple raw offensive strength. Atk/Def Solo in particular is easy to activate thanks to Reginn's cavalry movement, and the extra helping of Defense helps her maintain her health in multiple physical matchups.
  • Finally, Reginn's choice for an Assist skill is fairly important as positioning setup is key for Aether Raids offense success, plus her weapon's Canto effect enables her to retreat safely after using an Assist. Smite is great for pushing allies into enemy territory more safely as well as testing traps from a distance, while Reposition aids in rescuing allies from dangerous spaces while being a better general gameplay Assist.

Mass Vehicular Homicide (Hit and Run Focus)

Build by MackerelPye
Recommended
Lyngheiðr A Life and Death (3 or 4)
Alternate: Swift Sparrow 3
Smite
Alternate: Reposition
B Hit and Run
Alternate: Wings of Mercy 3
Seiðr Shell C Pulse Smoke 3
Alternate: Def Smoke 3
IVs

+SPD or +ATK / -DEF or -RES

(Neutral also fine with free story copy)

SAtk Smoke 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Lyngheiðr

Assist: Smite / Reposition

Special: Seiðr Shell

Passive A: Life and Death (3 or 4) / Swift Sparrow 3 / Fury / Atk/Spd Solo

Passive B: Hit and Run / Wings of Mercy / Lunge

Passive C: Pulse Smoke / Def Smoke / Panic Smoke / Atk Smoke

Sacred Seal: Atk Smoke / Atk/Def Solo / Swift Sparrow / Alternative Smoke skills

  • This build more fully capitalizes on Reginn's hit-and-run capabilities over direct combat. In short, because of the damage reduction and Canto effect offered by Lyngheiðr, Reginn is able to attack safely and retreat to the safety of her allies. The main switch from the previous build is running more movement-oriented B slot skills, giving her even better movement options.
    • Hit and Run is not only conveniently named after this build's exact purpose, but it also happens to do a nice job at further improving Reginn's escapability after Canto activation. Hit and Run with Canto together give Reginn a drawback of effectively four spaces—enough to outmaneuver any infantry or flier unit (who can make chase with two spaces) and most allies next to them. The only enemies that can hope to catch up at this point are ranged cavalry units. Furthermore, the one-space drawback from Hit and Run may come in handy if there are traps nearby to test.
    • Wings of Mercy lends itself better to Eirforce-style team strategies and is generally nice to have on hand given the number of ways to passively lower your own units' HP in Aether Raids (Bolt Tower, Bolt Traps, Upheaval, post-combat, etc). It's also a reliable way to get in the thick of enemy territory without dealing with bad terrain such as mountains and trenches.
    • Lunge can be tricky to get right, but it rewards rather beautifully if Reginn is able to blast through enemy lines and exploit weaknesses by swapping with the enemy. Unlike Hit and Run, however, you are unlikely to test stray traps unless the unit you attacked was standing on it.
  • Running Smoke skills in either or both Reginn's C and Sacred Seal slots further reinforces in the scouter nature of this build. Namely, after combat, surrounding enemies can be weakened for other allies to take advantage of, while Reginn can easily retreat to safety thanks to the flexibility offered by Canto. Because many good high-investment Aether Raid defenses tend to avoid using visible buffs, Panic Smoke's utility tends to drop the higher you ascend in tiers. It's perfectly fine to keep it on a budget or for other general gameplay, though it is best replaced whenever you can help it.
    • Pulse Smoke is most certainly the best choice you can offer (if you can afford it) as it significantly cripples setups reliant on defender units with precharged Specials.
    • Stat-based Smokes such as Atk Smoke or Def Smoke are on the menu if you don't wish for your main carry unit to run these skills on themselves (instead running other skills such as Joint Drive Atk or Pulse Smoke).
    • For direct chip damage, Savage Blow is an option but measures must be taken if the enemy's Healing Tower is still up.
  • Although taking Life and Death may seem like a downgrade seeing as Reginn already comes with the very optimal and safe Swift Sparrow 3, it allows Reginn to play a form of support by making it easier for her to absorb Bright Shrine and other forms of Chill debuffs instead of your carry unit. Fury is less potent in this regard but has the benefit of improving Reginn's defenses rather than nerf, and the recoil damage suffered after combat may allow her to become a teleportation beacon for other Wings of Mercy users.
     

Neon Genesis Equestrerian (Galeforce)

Build by MackerelPye
Recommended
Lyngheiðr A Fury 4
Alternate: Swift Sparrow 3
Smite
Alternate: Reposition
B Lull Atk/Spd 3
Alternate: Wings of Mercy 3
Galeforce C Def Smoke 3
Alternate: Joint Drive Atk
IVs

+ATK or +SPD 

SHeavy Blade 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Lyngheiðr

Assist: Smite / Reposition

Special: Galeforce

Passive A: Fury 4 / Swift Sparrow 3 / Heavy Blade 4

Passive B: Lull Atk/Spd / Wings of Mercy / Lull Atk/Def / Hit and Run

Passive C: Def Smoke / Joint Drive Atk / Atk Smoke

Sacred Seal: Heavy Blade 3 / Swift Sparrow 2 / Quickened Pulse

  • Reginn can also play a game known and loved by many a melee cavalry: Galeforce. She is a particularly special user of the skill: it should be specially noted that when fully charged, Galeforce will activate before the Canto effect of Lyngheiðr does. As a result, Reginn enjoys a wide variety of action options before and after Galeforce activation, including:
    • Getting into range of a refresher unit (Dance/Sing/any special variations of these skills) to attack or retreat once again.
    • Retreating to a safe spot after combat.
    • Initiating combat with yet another unit after Galeforce.
  • Of course, Heavy Blade in some form is basically a requirement on this build as Galeforce is unfortunately burdened by a long CD of 5 at base. Additionally, even with Heavy Blade, at least three actions are required to fully charge Galeforce. However, Reginn makes this slightly more forgiving thanks to the drawback mechanic of Canto, allowing her to get in range of dancers if you need more actions / Special charges.
  • To accommodate the Atk comparison condition of Heavy Blade (that is, Reginn's Atk must be higher than her enemy's), several measures should be considered.
    • An Atk Asset may be preferred over Spd for a better base Attack to go off of, especially seeing as she only starts off with an only sufficient base stat of 36.
    • Running an Atk-based Lull skill is easily the best way to handle Atk comparisons as it disables enemy buffs while further punishing them by -3.
    • Other in-combat stat modifiers, such as Atk Smoke, Joint Drive Atk, or outsourced support skills like Sabotage Atk or Temari are ever appreciated.
    • And, of course, pay attention to who Reginn is attacking. Not activating Galeforce against a higher Attack enemy would be most inconvenient after all.
  • If supported with a Dancer (which is easily done thanks to Reginn's ability to provide an extra team slot), Reginn will likely be able to initiate three rounds of combat. Thus, this opens an opportunity for another strategy: becoming a teleportation beacon for allies with Wings of Mercy. As a result of taking Fury 4 in Reginn's A-slot and surviving three rounds of combat (or 1-2 rounds of combat with damage sustained from an enemy attack), it will inflict around 24 damage—enough to put her in Wings of Mercy threshold unless she reaches a base HP of over 48 for some reason (being merged and a bonus unit would be a likely reason).  
    • Otherwise, Swift Sparrow 3 comes by default and is a perfectly good A slot with better Atk/Spd augments than Fury at the cost of beaconing utility. Furthermore, Heavy Blade as an A slot is an option especially for one-hit Galeforce strategies; Reginn would require Wolfpup Fang, Quickened Pulse, and a considerable amount of Attack stat swing support for this, however.
  • As is the case with other builds, Hit and Run and Wings of Mercy are available to improve Reginn's movement options.

Strengths

Second-Generation Astra Mythic Benefits

Reginn is the first to start off a new generation of Mythic heroes with an additional effect: adding an extra team slot to your Aether Raids Offense teams. It simply can't be overstated how much an extra team slot turns the tables; not only can you reap the usual Astra Mythic benefits as well as have Reginn participate often in actual combat, but adding her takes absolutely no opportunity cost (at this time of writing, anyway) as adding her opens up a free sixth slot anyway. Essentially, there's literally no point not running her.

An abridged list of Astra Mythic perks:

  • Having Reginn on your Astra Offense team increases your Lift by a significant amount when used with other Astra blessing-conferred allies.
  • For every copy of Reginn deployed, your Astra-blessed units gain a substantial stat boost of +5 HP and +3 Atk, aiding in improving both their general bulk as well as damage. In particular, it benefits carry units which rely on having raw damage output, such as those running Broadleaf Fan and Vantage.
  • Again, simply adding her to your party adds a sixth slot to the team. Not too shabby for a free Mythic, eh? 
  • Reginn herself is a competent and mobile combat unit, meaning the chances of her becoming dead weight is lower than...certain other Mythics.

Lyngheiðr

Reginn's base sword weapon is a wonderful bundle of useful familiar and new mechanics. An extra helping of Atk/Spd +6 as well as 30% damage reduction when initiating combat is standard 4th-5th generation faire and makes Reginn a reliable player phrase threat.

Above all else, however, Lyngheiðr's Canto effect is what makes up the magic of using Reginn. Whereas most other offensive units have a difficult time getting into favorable positions while having some sort of escape route (i.e. activated Galeforce or a refresher unit nearby), having Canto allows significant ease of escapability as well as hit and run tactics. To put it in simple terms: run, stab, run back. Notably, Canto also works with Galeforce and when destroying structures in Aether Raids, which adds an important layer of support utility as an actively participating Offense mythic.

Great Offenses / General Statline

Reginn's unique skills wouldn't make her half the threat she is without a great statline, and a great statline she does have. To start off, she bolts in the game with an amazing base 40 Speed which only improves significantly with a super Asset. With other Speed augmenting skills and little to no support, Reginn can trump even the most notable Speed tanks in the game. Furthermore, her damage output is consistently clean coming off of a nice base 36 Attack, and her tankability, while nothing special at base, is balanced throughout all defensive stats and plays well in practice thanks to Lyngheiðr's damage reduction effect.  

Weaknesses

Cavalry Drawbacks / Limited Inheritance Options

Thanks and no thanks to her cavalry status, Reginn could stand to have a few more inheritance options aside from her blessed access to the Lull skill line. Skills like Time's Pulse, Null Follow-Up, and especially Flashing Blade (whereas Reginn has to rely on her only decent Attack instead of fantastic Speed for Heavy Blade activation) are very sorely missed out. Furthermore, though she basks nicely in her three space movement, some Defense keeps may exploit her inability to traverse mountains, trees, and especially trenches.

Canto is Turn-Limited

The Canto effect of Lyngheiðr is unfortunately only active on Turns 1 through 4. While this won't discourage any player who knows what they're doing, the limit being in place simply means Reginn is on a crunch to make full use of it as possible. The limit may also prove inconvenient to players attempting to finish off an Aether Raids Offense match past Turn 4 and forgetting Canto is shut off.

Exploitable Bulk

Reginn doesn't go down easy thanks to Lyngheiðr's damage reduction and her decent defenses, though she has a negligible presence in the enemy phase department, and her lower base HP doesn't leave much room for punishment especially considering she cannot benefit from her own Mythic stat blessings herself.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Lyngheiðr

Grants Spd+3. Enables【Canto (3)】during turns 1 through 4. If unit initiates combat, grants Atk/Spd+6 during combat and reduces damage from foe's first attack by 30%.

【Canto (3)】 After an attack, Assist skill, or structure destruction, unit can move 3 space(s).  (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 3 space(s).)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

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

Boosts damage dealt by 80% of unit's Def.

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

At the start of turn 1, grants Special cooldown count-3 to unit. Boosts damage by 15 and calculates damage using the lower of foe's Def or Res.

Unlocks at 5 ★
Non-Inheritable skill.
500 3

Passive Skills

Passive Skills SP Slot
Death Blow 1

If unit initiates combat, grants Atk+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Swift Sparrow 1

If unit initiates combat, unit granted Atk/Spd+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Swift Sparrow 2

If unit initiates combat, unit granted Atk/Spd+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Swift Sparrow 3

If unit initiates combat, grants Atk+6, Spd+7 during Combat

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Lull Spd/Def 1

Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 3 ★
60
B
Lull Spd/Def 2

Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
120
B
Lull Spd/Def 3

Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 5 ★
240
B
Panic Smoke 1

If unit initiates combat, inflicts【Panic】on target and foes within 1 space of target after combat.

【Panic】

Converts bonuses on target into penalties through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
60
C
Panic Smoke 2

If unit initiates combat, inflicts【Panic】on target and foes within 2 spaces of target after combat.

【Panic】

Converts bonuses on target into penalties through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
C
Panic Smoke 3

Inflicts【Panic】on target and foes within 2 spaces of target after combat.

【Panic】

Converts bonuses on target into penalties through its next action.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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