- 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.
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 |
![]() Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 50%, unit can counterattack regardless of foe's range. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Éljúðnir |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Res. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 50% of unit's Res. 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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![]() If foe initiates combat, grants Spd+2 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() If foe initiates combat, grants Atk/Spd+2 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() If foe initiates combat, grants Atk/Spd+4 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
![]() If foe initiates combat, grants Atk/Spd+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit initiates combat, unit moves 1 space away after combat. Infantry Sword, Lance & Axe Only
Unlocks at 3 ★ |
60 | B |
![]() If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit initiates combat, unit moves 1 space away after combat. Infantry Sword, Lance & Axe Only
Unlocks at 4 ★ |
120 | B |
![]() If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, unit moves 1 space away after combat. Infantry Sword, Lance & Axe Only
Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Awakening
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