Analysis by MackerelPye
Scion Nanna - Mystletainn Scion

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 35
SPD 41
DEF 23
RES 27

Stat Variations

Level 1 Stat Variation
Low 17 8 10 3 5
Middle 18 9 11 4 6
High 19 10 12 5 7

Level 40 Stat Variations
Low 36 32 38 20 24
Middle 40 35 41 23 28
High 43 38 45 27 31

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.

Skill Sets

when you binge all the Cardcaptor Sakura seasons in one day... (RazzleDazzle Offensive)

Build by MackerelPye
Dazzling Palm Staff+
Alternate: Dazzling Pain+
A Atk/Spd Push 4
Alternate: Atk/Spd Catch 4
Alternate: Physic+
B Wrathful Staff 3
Alternate: Dazzling Staff 3
Alternate: Heavenly Light
C Spd/Res Rein 3
Alternate: Joint Drive Atk

+SPD or +ATK / -HP or -DEF or -RES

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Dazzling Palm Staff+ / Dazzling Staff of Twelve+ / Dazzling Observant Staff+ / Pain+ / Gravity+ (All can be Wrathful if Dazzling is used in B slot)

Assist: Rescue+ / Physic+ / Recover+ / Return+ / Restore+

Special: Miracle / Flexible

Passive A: Atk/Spd Push 4 / Atk/Spd Catch 4 / Atk/Spd Solo 

Passive B: Wrathful Staff / Dazzling Staff

Passive C: Spd/Res Rein / Atk/Res Rein / Atk/Spd Rein / Atk/Res Menace / Atk/Spd Menace / Joint Drive Atk / Joint Drive Spd

Sacred Seal: Blade Session / Atk/Spd Solo / Chill Res / Chill Spd

  • Nanna's extremely high Speed and buildable Attack achieves a nice starting point for an all-out offensive build. As such, the usual "offensive healer build" skills apply; you'll be choosing from a staff of your choice and either refine it to be Wrathful or Dazzling, depending on the opposite Staff skill you're giving Nanna in the B slot. The combination of these two effects fixes Nanna's otherwise halved staff damage and, more importantly, grants her uncounterable attacks if the enemy doesn't have some form of Null C-Disrupt. 
  • An all-out offensive build, of course, requires stacking any decent Atk/Spd skill investment you can offer for Nanna. 
    • In the A slot, Atk/Spd Push 4 is easy to use — Nanna instantly gets +7 Atk/Spd if she keeps herself above 25% HP — while being pretty common by five star exclusive standards. Atk/Spd Catch and Solo also provide similar effects with mostly doable conditions. 
    • In the Sacred Seal, another Atk/Spd booster like Atk/Spd Solo or Blade Session further stacks on Nanna's damage and follow-up potential. 
      • If those are occupied by other units, however, Chill Res or Spd are good substitutions that automatically apply a chosen penalty on a unit with the highest respective stat. They also work pretty well with Atk/Spd Catch from the A-slot, as one of the skill's conditions requires the enemy to suffer from some sort of penalty. 
    • Nanna's flier perks fire off greatly here as she gains access to the famed Rein line — thus, she would vastly prefer a Rein skill as her C slot passive as they basically apply a non-conditional stat swing of 4 in her favor. Spd/Res Rein in particular provides the golden combo of improved follow-up and damage, but any of the non-Defense-based Reins will do just fine. 
      • The Joint Drives are a viable substitution with a slight positioning caveat and ability to easily provide stat stacking for other allies.
      • A Menace skill (Atk/Res and Atk/Spd) is also just as great, potentially providing an effective visible stat swing of a whopping 12 (+6 on Nanna and -6 on the enemy) if you position Nanna and her enemy just right. Like the Chill skills, the enemy penalty also plays right into the debuff condition of Atk/Spd Catch.
  • Lacking a unique staff, Nanna has to choose between some inheritables.
    • While keeping Nanna's default Staff of Twelve is mostly fine as a useful passive support option, it doesn't provide stat swings necessary to maximize combat potential. The same applies to staffs with otherwise useful post-combat effects like Pain and Gravity. 
    • To maximize combat potency, you'll be pretty much limited to looking at Palm Staff or Observant Staff (at this time of writing)
      • Palm Staff is easy to get off a Heroic Grail-obtainable unit and essentially inflicts Atk/Spd Rein on the enemy, granting better follow-up potential and overall survivability. 
      • Observant is exclusive to a once-a-year groom unit and has a slightly strict and specific positioning caveat (Nanna must be three spaces from two ally-supported units), making its overall worth a bit questionable. Unlike other staffs, though, it features a technically superior payoff of all stats (especially Attack) +6 in combat while cancelling enemy bonuses. 
  • Nanna's healing Assist and Special are mostly inconsequential given how rare the higher-investment ones are and the build's focus on attacking. If you can provide a heal with good positioning effects (Return or Rescue allows Nanna to rescue allies from enemy range, while Physic heals at a safe distance), that would be ideal but far from necessary compared to the other skills. Likewise, you can just plop the common Miracle on the Special slot and call it a day (assuming lack of preferences or otherwise good inheritables). (Low to Mid-Investment Support)

Build by MackerelPye
Dazzling Staff of Twelve+
Alternate: Wrathful Staff of Twelve+
A Spd/Res Form 3
Alternate: Atk/Spd Bond (3 or 4)
Alternate: Restore+
B Wings of Mercy 3
Alternate: Chill Res 3
Heavenly Light
Alternate: Miracle
C Atk Tactic 3
Alternate: Distant Guard 3

+SPD / -HP or -DEF

SSpd Tactic 3
Alternate: Distant Guard 3

Show Explanation/Analysis

Weapon: Dazzling Staff of Twelve+ / Wrathful Staff of Twelve+ / Dazzling Candlelight+

Assist: Recover+ / Restore+ / Physic+

Special: Heavenly Light / Miracle

Passive A: Spd/Res Form / Atk/Spd Bond / Atk/Res Bond / Atk/Res Solo

Passive B: Wings of Mercy / Chill Res / Chill Spd / Aerobatics

Passive C: Distant Guard / Atk Tactic / Drive Atk  / Other Tactics, "Within Two Spaces" skills, etc

Sacred Seal: Spd Tactic / Distant Guard / Other Tactics, "Within Two Spaces" skills, etc

  • It's easy to deride Nanna's pretty lacking base skillset outside of her nice default Staff of Twelve. Ironically enough, though, Atk Tactic (an easy method of supporting allies in different movement classes), Heavenly Light (for lack of great healer Specials in the low rarity pool), Recover+ (an additional +10 HP is always good regardless of base healing amount), and Spd/Res Form (a cheap way to improve a healer's follow-up avoidance and bulk) are skills that are typically inherited on low-cost, support-only healer builds. If that's all you foresee as far as investment is concerned, all you have to do is fill in the B slot and Sacred Seal — Wings of Mercy or some Chill of your choice are cheap choices for the former, while adding Spd Tactic (or some other one of your choice) to go along with Atk Tactic doubles up on visible buffing. 
  • Of course, if you're in a mood to dress up a little more finely, you have several low to mid-cost options for doing so, especially if you're planning on using Nanna outside of general gameplay or being an Arena Assault backup.
    • Instead of Recover, Restore or Physic are slightly preferred choices due to their respective secondary benefits — penalty erasure or safer distant healing. 
    • As usual, Miracle is a no-thoughts-given, situational but useful (when it is) choice if you foresee Nanna taking many actions and charging it fully throughout the match. If Nanna sees combat, it's a handy survivability option.  
    • For a more offensive twist on the build, you can run an Atk-based A passive along with the Wrathful refine of Staff of Twelve, giving Nanna some reasonable bite if she must enter combat.
    • Rather than run Tactics, Nanna can run a variety of in-combat or movement support skills in her C Passive and Sacred Seal slots, which is far preferred for Aether Raids Offense of Defense play. For instance, she can stack "within two spaces" passives such as Distant Guard or Drive Atk, or utilize her flier class to help other allies move via Guidance.
    • For a dedicated Aether Raids Defense setup, Aerobatics helps Nanna cover more ground with other non-flier allies around her, and Flash provides a legitimately threatening option against unprepared Offense teams without Null C-Disrupt. Nanna should be paired with a Far Save armored ally to make full usage out of these skills.


Competitive Healer + Updated Offensive Statline 

Contrary to her rather flavorless base kit (which doesn't even matter in a game where you can inherit almost any skill in the sun to any unit) and the expectations of players expecting little from a free healer unit, Nanna releases a new generation of Heroes with a statline that's very competitive with other recently released healer and mage units. 

The first thing that pops out is her base Speed of 41, which is the highest of all healer units (at this time of writing) and consistently helps her avoid follow-up attacks while achieving many herself. Comboing with that is Nanna's Attack of 35, which, while respectable at best, nonetheless falls within the ballpark of other elite offensive healer units like Summer Hilda, Sara, and Young L'Arachel. To top it all off, as usual of healers, Nanna gets access to Dazzling Staff, enabling her to exercise her nice damage potential without fear of counterattacks. Expect her stats to give solid backing to her offensive contributions and healing amount without feeling downgraded from the best of the best. 

Ranged Flier Perks 

As a flier, Nanna benefits from flexible terrain passage. While simple, this becomes an even more evident utility in situations where she can exercise her staff range (whether attacking two spaces away or healing allies) in otherwise awkward spaces, especially mountains. 

Furthermore, Nanna has access to the Rein skill line, a strong self-boosting and joint beneficiary tool exclusive only to fliers. Inheriting one helps Nanna overcome some stat deficiencies that are typical of generic staff healers (outside of running Palm Staff), especially damage output with Spd/Res Rein

Free Unit / Great Accessibility

We normally wouldn't expect much out of a low rarity unit that's freely acquired, especially if they're just mere healers. The fact that Nanna herself  actually manages to maintain fair competition and easier mergability compared to modern day offensive healers, however, makes her free status an actual plus rather than a neat afterthought.


Competition / No Preferred Weapon

The ultimate thing that weighs Nanna down versus other preferred healer choices is her lack of a unique staff. While this doesn't impact her inherent effectiveness, she runs into the same trouble that other generic staff healers run into. That is, compared to higher-grade healers whose weapons feature loads of effects like automatic penalty erasure or a strong Atk/Spd combat boost (or even more and more of that), Nanna is limited to generic utility inheritables while generally lacking exceptional combat choices. 

Healer and Flier Limitations

In addition to a rather limited staff selection as discussed above, being a healer in itself drags Nanna through quite a few inconvenient loops. For one, in order to bring Nanna's damage output to acceptable levels, Wrathful Staff in some skill slot is required as healer damage is otherwise halved. As usual of other healers, this usually results in limited, "wasted" skill slots and lack of passive skill versatility, especially when Nanna is fitting in Dazzling Staff somewhere as well.

Additionally, while being a flier is nothing but beneficial for a healer unit (especially with access to Reins and terrain flexibility), being only able to move two spaces is an opportunity cost that's noticeable compared to running cavalry healers. In fact, Nanna's actually competing with herself for an easily mergable Aether Raids Defense healer choice, and loses edge from covering less overall ground.  

Baseline Bulk

Saying nothing of the obvious one-shot weakness to bow weapons and other forms of flier effectiveness, Nanna's defensive statline of 40 / 23 / 28 is actually decent for a healer and can be supplemented with Palm Staff and an Attack-based Rein. Overall, however, it is only barely enough to stomach single hits from the majority of strong hitters

Weapon Skills

Weapons SP Rng. Mt.
Learns by default at 1 ★
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
Staff of Twelve

At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.)

Learns by default at 3 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
200 2 8
Staff of Twelve+

At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)

Learns by default at 5 ★
Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Restores 10 HP.

Learns by default at 1 ★
1 100

Restores 15 HP. Slows Special trigger (cooldown count +1)

Learns by default at 4 ★
1 150

Restores HP = 50% of Atk +10. (Minimum of 15 HP.)

Learns by default at 5 ★
1 300

Special Skills

Special Skills SP Turns

When healing an ally with a staff, restores an additional 10 HP to target ally.

Learns by default at 4 ★
Unlocks at 2 ★
Restricted to units that use a Staff.
50 1
Heavenly Light

When healing an ally with a staff, all other allies recover 10 HP.

Learns by default at 5 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
150 2

Passive Skills

Passive Skills SP Slot
Spd/Res Form 1

If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = number of allies within 2 spaces; max 3).

Inheritable by all units.
Unlocks at 1 ★
Spd/Res Form 3

If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).

Inheritable by all units.
Unlocks at 2 ★
Spd/Res Form 2

If unit is within 2 spaces of an ally, grants Spd/Res+X to unit during combat (X = number of allies within 2 spaces + 2; max 5).

Inheritable by all units.
Unlocks at 4 ★
Atk Tactic 1

At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 3 ★
Atk Tactic 2

At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 4 ★
Atk Tactic 3

At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.

Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: Thracia 776

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