Community Posts with Keyword Sanaki All
Analysis by Chibi_Chu
Sanaki - Begnion's Apostle

5 Legacy

Obtainable as a 5 during certain summoning events only.

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 33
ATK 37
SPD 26
DEF 17
RES 34

Stat Variations

Level 1 Stat Variation
Low 15 8 6 3 7
Middle 16 9 7 4 8
High 17 10 8 5 9

Level 40 Stat Variations
Low 30 34 23 13 31
Middle 33 37 26 17 34
High 36 40 30 20 37

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.


  • +ATK: With a fantastic 37 Attack, Sanaki appreciates an Attack Asset to maximize her raw damage output. Given that she’ll struggle to perform a natural follow-up attack, an Attack Asset benefits Sanaki’s offense more than a Speed Asset.
  • +RES: Sanaki’s 34 Resistance is great for magical tanking and Ploys. Raising it to 37 with a Resistance Asset will help Sanaki Ploy enemies with higher Resistance and tank magical attacks better.


  • HP: Since Sanaki is able to perform the role of a magical tank thanks to a solid 66 magical bulk, it’s best to avoid lowering her magical bulk to 63 with an HP Flaw.


  • -SPD: While Sanaki does have a Speed Superasset (which raises her Speed from 26 to 30), she still needs lots of Speed investments and buffs to consistently double. As such, it’s better to focus on her Attack and Resistance, as she Specializes in singular, high-damage attacks and tanking magical attacks.
  • -DEF: 49 physical bulk leaves Sanaki incredibly prone to being OHKO’d by physical attacks. As such, lowering her physical bulk to 45 with a Defense Superflaw will rarely impact her combat performance.

Skill Sets

Spiraling Out of Control (Special Spiral Nuke)

Build by
Cymbeline (+Eff) A Death Blow (3 or 4)
Reposition B Special Spiral 3
Glimmer C Even Atk Wave 3
Alternate: Res Smoke 3
IVsSSturdy Blow 2
Alternate: Atk/Res Bond 3

Show Explanation/Analysis

Preferred IV: +ATK / -SPD or -DEF

  • This set’s singular goal is to OHKO as many enemies as possible with Glimmer and activate Special Spiral so Glimmer is constantly available for Sanaki to use. +ATK is chosen to help Sanaki score more KOs more consistently and increase Glimmer damage. -SPD and -DEF are chosen because they’re Sanaki’s least important stats; she will not be focusing on performing follow-up attacks or surviving physical hits (not like she can do either consistently anyways).

Weapon: Cymbeline (+Eff) 

  • Since Rauðrblade increases Special cooldown by 1, Sanaki cannot utilize both Rauðrblade and Special Spiral. Her most consistent Attack-increasing weapon available is Cymbeline with its unique refine, as she receives +5 Atk/Res if a flying ally is within 2 spaces of her. Note that this limits Sanaki’s teammates, as she must have at least 1 flying ally; thankfully, this flying ally can double as support for the entire team, as flying healers and refreshers are available for most players.

Assist: Reposition / Flexible 

Special: Glimmer

  • Because Special Spiral only reduces Special cooldown by 2, Sanaki needs to utilize a 2-cooldown Special if she wants to be able to fire off Specials every combat. Since this set also focuses on buffing Sanaki’s Attack as much as possible, Glimmer is Sanaki’s best option, as it scales based on Sanaki’s raw damage output.

Passive A: Death Blow (3 or 4)

  • Sanaki wants all the Attack she can get, as Glimmer’s damage scales based on the amount of damage she deals. Since this set is offensive, Sanaki will usually be initiating combat, making Death Blow her most consistent option for raising her Attack (and by extension, her damage output and Glimmer damage).

Passive B: Special Spiral 

  • Special Spiral is the main gimmick of this set; combined with a 2-cooldown Special (in this case, Glimmer), Sanaki can activate her Special every combat following the combat in which her Special was activated for the first time. It’s highly recommended that Sanaki has teammates that can reduce her Special cooldown to 0 on Turn 1 via skills such as Infantry Pulse, as Sanaki will then be able to activate Glimmer in every combat she attacks.

Passive C: Odd/Even Atk Wave / Res Smoke / Res Ploy / Flexible

  • Odd/Even Atk Wave allows Sanaki to be somewhat self-sufficient, as she can buff her own Attack rather than having her allies buff her Attack (which also opens up her allies’ skills). Increasing Sanaki’s Attack is absolutely vital, as she’s relying on her ability to OHKO her enemies with Glimmer and Special Spiral.

  • Res Smoke and Res Ploy are great alternatives, as they help Sanaki score more OHKOs by decreasing the enemy’s Resistance. 

  • Sanaki’s C slot is, as always, flexible; it can be adjusted depending on her team and her teammates’ skills.

Sacred Seal: Sturdy Blow / Atk/Res Bond / Quickened Pulse

  • Since Sanaki will usually be initiating, Sturdy Blow helps Sanaki reach even higher Attack, deal even more damage with Glimmer, and score even more KOs.

  • Atk/Res Bond increases Sanaki’s Attack by 1 more than Sturdy Blow does, theoretically making it a better option than Sturdy Blow; however, offensive units frequently need to stray from their allies to pick off faraway enemies. As such, Sanaki may be unable to consistently activate Atk/Res Bond.

  • If Sanaki’s allies can only reduce Glimmer’s cooldown to 1, Sanaki should utilize Quickened Pulse to drop it to 0 and have her Glimmer ready on Turn 1. This allows Sanaki to activate Glimmer every combat she attacks.

Begnion's Blade Bomb (Blade Tome Nuke)

Build by
Rauðrblade+ A Death Blow (3 or 4)
Alternate: Bonus Doubler 3
Reposition B Chill Res 3
Alternate: Swordbreaker 3
Glimmer C Even Atk Wave 3
Alternate: Res Ploy 3
IVsSSturdy Blow 2
Alternate: Atk/Res Bond 3

Show Explanation/Analysis

Preferred IV: +ATK / -SPD or -DEF

  • Since Sanaki struggles to perform follow-up attacks due to her low Speed, OHKOing becomes her best option for pure offense. +ATK is chosen because it helps Sanaki score KOs on more enemies. -SPD is chosen for this set, as she is relying on OHKOs for offense (rather than performing a follow-up attack). -DEF is a good alternative, as lowering her Defense to 13 negligently impacts her physical bulk.

Weapon: Rauðrblade+ 

  • Rauðrblade is the best weapon for OHKOing for Sanaki (and red mages in general), as its damage scales depending on visible buffs. This helps Sanaki OHKO many more enemies, as she can reach ridiculous amounts of damage with proper buffing.

Assist: Reposition / Flexible 

Special: Glimmer / Moonbow / Draconic Aura

  • Glimmer is an excellent Special for sets utilizing Blade tomes, as Glimmer scales based on Rauðrblade’s additional damage.

  • Moonbow is a solid alternative that can help Sanaki KO enemies that have extremely high Resistance or a skill that nullifies Sanaki’s visible buffs.

  • Draconic Aura also scales with Rauðrblade’s additional damage, making it a slightly slower, but potentially harder-hitting Special.

Passive A: Death Blow (3 or 4) / Bonus Doubler / Mirror Impact / Mirror Strike / Atk/Res Bond (3 or 4)

  • Since this set is offensive, Sanaki will usually initiate against her enemies; as such, Death Blow synergizes well with a Player Phase playstyle, as it grants +6/8 Attack on initiation.

  • If Sanaki is able to consistently receive high visible buffs, then Bonus Doubler can help Sanaki perform a follow-up attack and tank both physical and magical hits better. Note that -SPD may not be an optimal Flaw if utilizing Bonus Doubler.

  • Mirror Strike and Mirror Impact are great alternatives, as they increase Sanaki’s damage and magical bulk on Player Phase via in-combat Attack and Resistance buffs. Mirror Impact is especially beneficial for Sanaki’s bulk thanks to its follow-up cancelling effect, as the enemy will usually perform a follow-up attack against Sanaki.

  • Atk/Res Bond works as an alternative as well, since it increases Sanaki’s damage output and magical bulk regardless of the phase. Atk/Res Bond 4 can also be helpful for nullifying any Attack or Resistance buffs that may hinder Sanaki’s KOing and magical tanking ability. However, using a Bond skill makes Sanaki reliant on having an ally adjacent to her at nearly all times.

Passive B: Chill Res / Swordbreaker

  • Chill Res helps secure both Sanaki and her magical allies more damage against high-Resistance enemies.

  • Any breaker skill works as a good budget alternative. Swordbreaker in particular is beneficial, as Sanaki may be short of OHKOing high-Resistance swordies and will usually fail to perform a follow-up attack against them.

Passive C: Odd/Even Atk Wave / Res Ploy / Flexible 

  • While any self-buffing skill would allow Sanaki to be somewhat self-sufficient, Sanaki benefits the most from Odd/Even Atk Wave since it grants her +12 damage as opposed to 6 with any other Wave skill.

  • Res Ploy can help Sanaki support her magical teammates and score KOs on enemies that can nullify Odd/Even Atk Wave and any other buffs.

  • Sanaki’s C slot, like most units’ C slots, is flexible. It can be changed depending on her allies and their skills.

Sacred Seal: Sturdy Blow / Atk/Res Bond / Heavy Blade

  • Sturdy Blow synergizes well with Death Blow and raises Sanaki’s Attack and Defense by 4 during combat. The former can score more Sanaki KOs, and the latter can help her avoid being OHKO’d by some Distant Counter enemies.

  • Atk/Res Bond raises Sanaki’s Attack by 1 more than Sturdy Blow, making it a fantastic alternative; however, like Atk/Res Bond in her A slot, she becomes dependent on having an ally adjacent to her.

  • Like with Glimmer and Draconic Aura, Heavy Blade’s activation also scales with Rauðrblade buffs.

Helpful Little Sister (Support)

Build by
Cymbeline (+Eff)
Alternate: Cymbeline (+Res)
A Atk/Res Bond (3 or 4)
Alternate: Mirror Stance 2
Alternate: Rally Atk/Spd+
B Chill Atk 3
Alternate: Atk/Spd Ruse 3
Alternate: Glacies
C Atk Ploy 3
Alternate: Drive Atk 2
IVsSChill Def 3
Alternate: Chill Spd 3

Show Explanation/Analysis

Preferred IV: +ATK or +RES / -SPD or -DEF

  • While most support sets want +SPD to increase survivability, Sanaki’s Speed and physical bulk are so low that -SPD and -DEF are still her best Flaws. Sanaki is one of the few support units that can still fulfill their combat niche, so +ATK and +RES are the most helpful Assets to help her perform that niche effectively.

Weapon: Cymbeline (+Eff or +RES)

  • Cymbeline’s Drive Atk effect allows Sanaki to play a support role. Cymbeline can be refined with its unique effect if Sanaki has flying teammates; otherwise, a Resistance refine works well to increase her survivability.

Assist: Reposition / Rally Atk/Spd+ / Flexible

  • Sanaki may appreciate a dual Rally or Rally Up skill if using a Ruse in her B slot or a Feint in her B/S slot. If utilizing a Link skill, any movement Assist works fine, with Reposition being especially helpful for positioning.

Special: Iceberg / Glacies / Blue Flame / Aether / Ruptured Sky

  • Iceberg and Glacies are Sanaki’s best Specials, as they scale based on her impressive Resistance.

  • If using Sanaki in Arena, a 500 SP Special such as Blue Flame, Aether, or Ruptured Sky is suggested to increase her SP cost and, in turn, increase her Arena score.

Passive A: Atk/Res Bond (3 or 4) / Mirror Stance / Mirror Impact / Fury (3 or 4) / R Duel Infantry

  • Sanaki will usually remain close to her allies so they can receive her Cymbeline’s Drive Atk effect; as such, Atk/Res Bond will usually be active whenever Sanaki fights, which aids her damage output (especially if using Iceberg/Glacies) and magical bulk.

  • Mirror Stance is a great budget alternative that grants Sanaki in-combat buffs to her most vital stats. She also doesn’t need to be adjacent to an ally to activate Mirror Stance.

  • While expensive, Mirror Impact greatly increases Sanaki’s damage and survivability against mages by preventing a follow-up attack and granting +6 Attack and +10 Resistance if she initiates. 

  • Fury can be considered if utilizing Ploys to increase the amount of units Sanaki can Ploy.

  • If using Sanaki for Arena, R Duel Infantry is necessary to increase her Arena score.

Passive B: Chill Atk / Atk/Spd Ruse / Atk/Spd Link / Flexible

  • Chill skills are great options for a support-focused Sanaki. Chill Atk helps defensively, Chill Def and Chill Res help her allies deal more damage, and Chill Spd does both via allowing allies to perform and avoid natural follow-up attacks against more units.

  • If utilizing a dual Rally or Rally Up, Ruse skills are fantastic at crippling the enemy’s Special charge and lowering their stats so allies can safely and swiftly pick them off.

  • If a movement Assist is used, Link skills such as Atk/Spd Link allow Sanaki to increase her allies’ flexibility via visible buffs.

  • Given that this set is a hybrid of support and combat, Sanaki’s B slot is surprisingly flexible. She can run both supportive and combative B slots depending on what the player wants to focus on.

Passive C: Atk Ploy / Res Ploy / Drive Atk / Drive Spd / Flexible

  • Taking advantage of Sanaki’s high Resistance with a Ploy skill furthers her support capabilities. Atk Ploy and Res Ploy are particularly beneficial, with the former increasing her team’s survivability and the latter increasing her magical allies’ damage output.

  • Drive skills such as Drive Atk and Drive Spd synergize with Cymbeline’s built-in Drive Atk and help Sanaki’s teammates via higher damage and an increased chance of performing and avoiding a follow-up attack.

  • Unsurprisingly, Sanaki’s C slot is flexible and can change depending on her team.

Sacred Seal: Chill Def / Chill Spd / Atk Feint

  • Chill Def and Chill Spd are great options to help her allies offensively, with the former allowing her physical allies to KO more frequently and the latter helping her allies avoid and perform follow-up attacks.

  • If utilizing a Rally skill, Atk Feint can be chosen to inflict -7 Attack on enemies that may not be debuffed due to their distance from Sanaki and her allies.

Kneel Before Me, Mages! (Defensive Anti-Mage)

Build by
Cymbeline (+Eff)
Alternate: Rauðrowl+
A Atk/Res Bond (3 or 4)
Alternate: Mirror Stance 2
Reposition B Null C-Disrupt 3
Alternate: Quick Riposte 3
Alternate: Blue Flame
C Atk Ploy 3
Alternate: Res Ploy 3
IVsSQuick Riposte 3
Alternate: Atk/Res Bond 3

Show Explanation/Analysis

Preferred IV: +ATK or +RES / -SPD or -DEF

  • +ATK and +RES are great Assets for this set, as Sanaki wants both as much damage as possible to take advantage of Quick Riposte and her great tanking capabilities and as much magical bulk as possible to survive lots of magical attacks. -SPD is chosen because Sanaki’s Speed is too low to take advantage of and she’ll be relying on Quick Riposte to perform a follow-up attack on Enemy Phase. -DEF is a good alternative since she’ll usually get OHKO’d by physical enemies at neutral Defense anyways.

Weapon: Cymbeline (+Eff) / Rauðrowl+ (+RES) 

  • Cymbeline is Sanaki’s best weapon for a magical tank set, as it grants her +5 Atk/Res if she is within 2 spaces of a flying ally. The stat requirement is easy to activate, and her damage output and magical bulk increase considerably.

  • If bringing Sanaki on a team without any flying allies, Rauðrowl works perfectly fine as well. Under optimal conditions, it grants Sanaki more to every stat than Cymbeline would.

Assist: Reposition / Flexible 

Special: Iceberg / Blue Flame / Glacies

  • Given that this set focuses on stacking Sanaki’s Resistance, Iceberg and Glacies are fantastic Specials to help her nuking capabilities. Iceberg can be particularly effective, as it can be activated in one combat if no Guard effect is present and both Sanaki and the enemy perform a follow-up attack.

  • Blue Flame works fantastically regardless of whether Cymbeline or Rauðrowl is wielded, as Sanaki is reliant on having an ally nearby her either way (whether it be within 2 spaces of her or adjacent to her). While it’s easier to gain the +15 damage from Blue Flame with Rauðrowl since their additional effects both require an ally to be adjacent to Sanaki to be activated, it can still be consistently activated with Cymbeline.

Passive A: Atk/Res Bond (3 or 4) / Mirror Stance / Warding Stance 4 / Distant Def 4

  • Since Sanaki wants to remain close to her allies, Atk/Res Bond synergizes well with Cymbeline and Rauðrowl. Increasing Sanaki’s Attack by 5/7 helps her make the most of her attack(s), while increasing her Resistance by 5/7 grants her better magical tanking abilities.

  • Mirror Stance works well as a budget alternative, granting Sanaki +4 Attack and Resistance on Enemy Phase to help her raw damage and magical bulk.

  • While expensive, Warding Stance 4 drastically improves Sanaki’s magical bulk and prevents enemies from ignoring her Resistance with Specials such as Moonbow and Luna. Distant Def 4 is another expensive alternative that nullifies the enemy’s visible buffs, which is especially useful against Blade tomes.

Passive B: Null C-Disrupt / Quick Riposte

  • Sanaki’s primary foci for a defensive anti-mage set are dishing out high-damage counterattacks and tanking magical attacks well. Null C-Disrupt ensures that Sanaki counterattacks against all ranged enemies.

  • If not using Quick Riposte in Sanaki’s S slot, Quick Riposte should be used in her B slot so she can take advantage of her sky-high Attack for 2 attacks rather than just 1 more frequently.

Passive C: Atk Ploy / Res Ploy / Flexible

  • Since Sanaki’s Resistance is already pretty high and can be increased further with a Resistance Asset and/or Resistance buffs, Ploys are great options to help both herself and her allies. Atk Ploy and Res Ploy are particularly helpful, with the former helping herself and all allies tank better and the latter helping herself and her magical allies dish out more damage.

  • Of course, Sanaki’s C slot can be changed according to her teammates and their skills.

Sacred Seal: Quick Riposte / Atk/Res Bond / Distant Def / Warding Stance

  • Due to her low 26 Speed, Sanaki needs to rely on Quick Riposte to perform a follow-up attack. With Quick Riposte, she’ll be able to take advantage of her fantastic Attack and she may be able to activate a 3-cooldown Special such as Iceberg in one combat.

  • Atk/Res Bond is a good alternative if utilizing Quick Riposte in Sanaki’s B slot or wanting to rely only on OHKOs and tanking lots of magical hits. 

  • Distant Def and Warding Stance are solid alternatives as well, raising Sanaki’s Resistance by 6 on Enemy Phase to help her magical bulk and Iceberg/Glacies nukes.


We should all be honored and blessed to stand in the presence of Sanaki, empress of Begnion. Despite her appearance as a tiny red infantry mage, Sanaki has the capabilities to swiftly demolish her enemies with her min-maxed statline and surprising flexibility.

Sporting a fantastic 37 Attack and a great 34 Resistance, Sanaki can perform multiple roles right off the bat. With Attack so high, Sanaki can utilize a Blade tome and Attack buffs to easily OHKO many of her enemies on Player Phase and not even have to worry about receiving counterattacks. Conversely, her high Resistance allows her to utilize Ploys and Sabotages to fulfill a supportive role or perform as a magical tank. However, Sanaki’s Speed compartmentalizes her combat potential; 26 Speed forces Sanaki to utilize skills such as Quick Riposte to perform follow-up attacks or rely on OHKOing. With 33 HP and 17 Defense, Sanaki crumples like a cookie against physical enemies, with even green physical enemies threatening to OHKO her.

While Cymbeline was previously a terrible personal weapon (granting +4 Attack to adjacent allies after Sanaki initiates combat), in Update 2.1.0, Cymbeline received a much-needed refine. Its base effect, Drive Atk, now allowed Sanaki to be more efficiently used as a support unit. Its unique refine grants Sanaki +5 Atk/Res during combat if a flying ally is within 2 spaces of her, further increasing her potential as a hard-hitting magical tank. The combination of these new effects allowed Sanaki to become a support unit that can still fulfill a combat niche, which is rare. In other words, Sanaki became a much more flexible unit capable of supporting her allies via Drive Atk, tanking magical attacks with relative ease, and bombing her enemies with her high Attack. However, because Cymbeline’s unique refine relies on a flier being within 2 spaces, Sanaki’s teammates may be limited, and she may even have to opt for a different weapon if the player wishes to run Sanaki without flying allies. Luckily for Sanaki, most players have many options for supportive fliers, so it’s not as much of a detriment as it could be.

Sanaki’s status as an infantry unit increases her flexibility as well. She rarely has to worry about effective damage, and she can utilize her flying allies’ Guidance and Ground Orders for mobility. This is especially beneficial for Sanaki considering Cymbeline’s unique refine increases her Attack and Resistance by 5 if a flying ally is within 2 spaces of her.

With Cymbeline, high Attack, and high Resistance, Sanaki is a surprisingly unique and flexible unit capable of fulfilling Player Phase, Enemy Phase, and support roles. While she has her limits via her abysmal physical bulk, bad Speed, and her reliance on her teammates (especially if utilizing Cymbeline’s unique refine, as she must have a flying ally), she’s still a powerful unit that can prove she’s worthy of the apostle and empress titles.


Fantastic Attack

Boasting a sky-high 37 Attack, Sanaki can deal massive damage against most enemies, especially with Rauðrblade and/or Attack buffs taken into account. Under optimal circumstances, she will frequently OHKO enemies on Player Phase or 2HKO enemies on Enemy Phase with Quick Riposte.

High Resistance

Sanaki’s impressive 34 Resistance allows her to utilize Ploys and Sabotages effectively to support both herself and her allies. She can also serve the role of a magical tank and Iceberg/Glacies nuke very efficiently.


Cymbeline’s innate Drive Atk allows her to perform a support role. Thanks to Cymbeline’s unique refine potentially granting her +5 Attack and Resistance, Sanaki doesn’t necessarily have to even sacrifice her combat or magical tanking role for a support role. As an infantry unit, Sanaki also has flexible movement via flying allies’ skills and doesn’t have to worry about effective damage very often.


Pathetic physical bulk

Carrying the burdens of a terrible 33 HP and an abysmal 17 Defense, Sanaki wants to avoid being attacked by physical enemies at all costs, as she will frequently be OHKO’d.

Low Speed

Unfortunately, Sanaki’s base Speed of 26 is far below average. With Speed so low, her offensive and defensive capabilities can be compromised, forcing her to stack her stats higher than a high-Speed unit’s stats to account for enemies performing follow-up attacks against her.

Reliant on Team Support

While Sanaki has flexibility, it’s limited by her reliance on teammates. For offensive sets, she needs refreshing and/or visible buffs for hit and run strategies. For anti-mage sets, she needs an ally adjacent to her to activate Bond skills. For Cymbeline’s unique refine, she requires a flying ally within 2 spaces of her, which severely limits her positioning and the teammates she can run Cymbeline with. Thankfully, most players have plenty of options for fliers that can support the entire team, especially the ever-prevalent Legendary Azura.

Weapon Skills

Weapons SP Rng. Mt.
Red Tome Users Only
50 2 4
Red Tome Users Only
100 2 6
Red Tome Users Only
200 2 9
CymbelineGrants adjacent allies Atk+4 through their next actions after any combat this unit initiates.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Harsh CommandConverts penalties on target into bonuses.
Learns by default at 5 ★
1 150

Passive Skills

Passive Skills SP Slot
Triangle Adept 1Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.
Excludes Colorless Weapon Users.
Triangle Adept 2Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.
Excludes Colorless Weapon Users.
Triangle Adept 3Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Excludes Colorless Weapon Users.
Unlocks at 5 ★
Hone Atk 1Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Inheritable by all units.
Hone Atk 2Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Inheritable by all units.
Hone Atk 3Grants adjacent allies Atk+4 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn

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Official Hero Artwork