- Default
- Attack
- Special
- Injured




Say'ri - Chon'sin's Blade |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 9 | 5 | 7 |
Middle | 18 | 9 | 10 | 6 | 8 |
High | 19 | 10 | 11 | 7 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 32 | 37 | 20 | 31 |
Middle | 40 | 35 | 40 | 23 | 34 |
High | 43 | 38 | 44 | 26 | 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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Dance of the Dragonfly (Defensive Tank)
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Amatsu | A | Kestrel Stance 3 Alternate: Darting Breath |
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Reposition | B | Close Call 3 |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Spd Smoke 3 |
IVs | Preferred IVs: +SPD / -DEF | S | Swift Stance 2 |
Weapon: Amatsu
Assist: Reposition / Flexible
Special: Noontime / Sol
Passive A: Kestrel Stance / Bonus Doubler / Darting Breath
Passive B: Close Call
Passive C: Pulse Smoke / Spd Smoke / Def Smoke / Flexible
Sacred Seal: Swift Stance / Darting Stance / Fierce Stance
- This is a defensively oriented setup centered around Say’ri’s ability to tank hits through raw Speed-stacking. A +SPD IV thus makes for her ideal choice of Asset here, as maintaining high levels of Speed is crucial to her success.
- Close Call is the centerpiece of this build as it allows Say’ri to turn her Speed into tanking power, reducing the damage she takes based on how much faster she is than his opponent. Combined with Amatsu, Say’ri can function confidently as a counter to a wide breadth of foes.
- Thanks to Amatsu’s built-in Distant Counter effect, Say’ri has a rather flexible A slot. Her native Kestrel Stance is incredibly synergistic with the rest of this build, though Bonus Doubler (to heighten her raw stats as much as possible) and Darting Breath (to quickly activate healing Specials without relying on support) are both good options to consider.
- Amatsu also provides a useful Slaying effect which allows Say'ri to constantly activate healing Specials for improved sustain. Noontime is the natural choice here as its low cooldown lets Say’ri use it on every counterattack, but Sol may be considered if she is provided with accelerated cooldown support such as from Brave Lucina.
- Smoke skills pair quite well with this build’s defensive playstyle. For Aether Raids, Pulse Smoke is ideal to shut down compositions centered on instant Special activations. Otherwise, Spd Smoke or Def Smoke are better for their generally greater applicability. Defensive seals that increase Say’ri’s key stats (i.e. Swift Stance and Darting Stance) complement this build.
Dance of the Bee Sting (Defensive Generalist)
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Amatsu | A | Kestrel Stance 3 Alternate: Atk/Spd Solo 4 |
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Reposition | B | Null Follow-Up 3 |
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Iceberg Alternate: Moonbow |
C | Atk Smoke 3 Alternate: Spd Smoke 3 |
IVs | Preferred IVs: +SPD or +ATK / -DEF | S | Swift Stance 2 |
Weapon: Amatsu
Assist: Reposition / Flexible
Special: Iceberg / Moonbow
Passive A: Kestrel Stance / Atk/Spd Solo
Passive B: Null Follow-Up / Null C-Disrupt
Passive C: Atk Smoke / Spd Smoke / Flexible
Sacred Seal: Swift Stance / Distant Def / Fierce Stance
- This build applies a more generalist take to Say’ri’s intended playstyle. A +ATK IV is a great choice to round our her damage output, though a +SPD IV may be taken instead to further develop her ability to both perform and avoid follow-up Attacks.
- Her native Kestrel Stance once again makes for an excellent choice for the strong boost it provides in the Enemy Phase, though Atk/Spd Solo may be considered should one wish for Say’ri to have some functionality in the Player Phase as well.
- Null Follow-Up and Null C-Disrupt are strong candidates for Say’ri’s B slot here, as they both serve to extend the breadth of foes she can safely take on and assist her in taking on a generalist role. The choice between which to use will largely boil down to skill availability and personal preference.
- Smoke skills are recommended to debilitate opposing foes and improve the quality of her subsequent match-ups, with Atk Smoke and Spd Smoke being her best options here to boost her survivability. Lastly, any defensive seals that boost her key stats remain ideal.
Strengths
Amatsu
One of the Valmese Regalia, Amatsu is a rather simple but effective weapon that provides Say’ri with a great deal of flexibility. Its built-in Distant Counter (provided she is at or above 50% HP) allows her to benefit from the effects of other powerful A slot skills for improved combat ability, and its -1 Special cooldown is quite useful for rapid Special activations.
Fantastic Offensive Stats
With 35 base Attack and 40 base Speed (not to mention access to a four-point +SPD IV), Say’ri shines offensively and can deal good amounts of damage while both performing and avoiding follow-up attacks with ease.
Infantry
As an infantry unit, Say’ri benefits from incredible skill availability and is able to equip useful abilities such as Close Call and Special Spiral to further enhance her overall performance substantially.
Versatile
The flexibility Amatsu provides combined with Say’ri’s strong overall statline and infantry status makes her quite flexible in the way that she can be built, allowing her to fit in various compositions depending on what is needed of her.
Weaknesses
Physically Frail
Say’ri boasts a rather pitiful resilience to physical attacks which can make it difficult to field her against opponents who can take advantage of this, though her innately high Speed and access to skills like Close Call allow her to mitigate this rather easily.
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Amatsu | A | Kestrel Stance 3 |
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Reposition | B | Close Call 3 |
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Sol | C | Joint Hone Spd |
S | Phantom Spd 3 |
Meet say'ri the Dodge tank not only an accurate representation of the character as a whole but an effective way to keep say'ri on the front lines for as long as you may need.
First things first we want to maximize say'ri's speed. Her defensive stats are by no means amazing however with close call's assistance her ok defenses can become amazing. This is also why we're taking the speed boon as well as the phantom speed seal a seal that is quite frankly criminally underused and joint hone speed to help others while helping yourself
Of course a tank can't do their job without a means of recovery. This is where sol comes in. Amatsu. Will take sol from a 3 cool down special to a 2 and with say'ri going sonic the hedgehog it's highly likely she will double her opponents getting a guaranteed heal as a result assuming ofcourse the foe can counter attack and if the foe attacks say'ri first sell now her healing is guaranteed which in turn keeps her above the 50% health range needed for her distant counter.
This was my first time trying to send in a set for the site so I apologize if it was a bit choppy and hope you can all find a use for my set
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Amatsu | A | Kestrel Stance 3 |
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Reposition | B | Close Call 3 |
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Sol | C | Atk Ploy 3 |
S | Fierce Stance 3 |
Preferred IVs: +Spd / -Def
A speed boon will make it more likely for Say’ri to get the full damage reduction from Close Call. A defense bane will impact her performance the least. An attack bane will make her less likely to KO enemies when counter-attacking, a resistance bane will make her worse at tanking magic, and an HP bane will make her more likely to get out of the HP range for the built-in Distant Counter on the Amatsu.
Weapon: Amatsu
Allows Say’ri to counter-attack ranged foes without sacrificing the A slot for Distant Counter (as long as she has enough HP) and trigger specials more often.
Special: Sol
Will help Say’ri maintain at least 50% so she can take advantage of her weapons built-in Distant Counter.
A Skill: Kestrel Stance 3
Makes Say’ri more likely to get the full damage reduction for Close Call and improves her damage output on enemy phase.
B Skill: Close Call 3
Helps Say’ri maintain at least 50% HP when attacked.
C Skill: Atk Ploy 3
Takes advantage of her high resistance. Can help with maintaining at least 50% HP when attacked.
Sacred Seal: Fierce Stance 3
Helps out with taking out enemies when attacked on enemy phase.
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 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() Infantry Units Only Unlocks at 3 ★ |
60 | B |
![]() Infantry Units Only Unlocks at 4 ★ |
120 | B |
![]() Infantry Units Only Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Awakening
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