- Default
- Attack
- Special
- Injured




Summer Noire - Shade Seeker |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 9 | 4 | 4 |
Middle | 17 | 8 | 10 | 5 | 5 |
High | 18 | 9 | 11 | 6 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 29 | 33 | 23 | 17 |
Middle | 36 | 32 | 36 | 27 | 20 |
High | 40 | 35 | 39 | 30 | 23 |
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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Boons
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+SPD: Noire’s Speed is very important to her combat performance, so a +SPD boon will greatly enhance her capabilities.
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+ATK: Not quite as good as +SPD due to Noire’s reliance on doubles to deal significant damage, but gets much better with team support.
Neutral
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DEF: In addition to being a superbane (-4 to the stat), Noire’s Defense contributes to her notable physical bulk of 63 at neutral. She is one of the rare archers that can reliably take a hit from a physical damage dealer and usually survive.
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HP: Same concept as Defense, except HP influences both magical and physical bulk.
Banes
- -RES: Noire is notable for having pretty good physical bulk, but her magical bulk is not quite so good with only 56 at neutral. A -RES bane’s impact on Noire’s magical bulk can be mitigated via buffs and weapon choice.
Skill Sets
BLOOD AND THUNDER! (Offensive Nuke)
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Firesweep Bow+ | A | Life and Death 3 Alternate: Brazen Atk/Spd 3 |
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Reposition Alternate: Ardent Sacrifice |
B | Chill Spd 3 Alternate: Cancel Affinity 3 |
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Luna Alternate: Moonbow |
C | Even Spd Wave 3 Alternate: Infantry Rush 3 |
IVs | S | Speed +3 |
- Preferred IV: +SPD / -RES or -HP or -DEF
- Weapon: Firesweep Bow+
- Assist: Reposition / Ardent Sacrifice
- Special: Luna / Moonbow
- Passive A: Life and Death / Swift Sparrow / Brazen Atk/Spd
- Passive B: Chill Spd / Chill Def / Swordbreaker / Cancel Affinity
- Passive C: Even Spd Wave / Infantry Rush / Flexible
- Sacred Seal: Speed +3 / Attack +3 / Quickened Pulse
This is a standard Firesweep set for archers. Noire’s base 36 Speed puts her in a great spot to take full advantage of this setup, as Firesweep sets are heavily reliant on being able to double for their damage output. The biggest advantage of Firesweep is that preventing enemy counterattacks keeps the archer almost perfectly safe - this means that any defensive bane works as they ideally never get attacked.
Luna works great as a Special due to Firesweep weapons functioning similarly to Brave weapons; assuming Noire can double, she will activate her Special every other combat. Alternatively, Moonbow is an option if paired with the Quickened Pulse Seal for a quick activation on her first combat.
Life and Death gives a great amount of offensive stats, and the defensive stat penalty is offset by Firesweep Bow’s ability to prevent enemy counterattacks. Swift Sparrow gives slightly less offensive stats but does allow Noire to potentially take a hit on Enemy Phase in a pinch. Finally, Brazen Atk/Spd will give the most offensive stats, but does require Noire to be within its requisite 80% HP threshold; perhaps the most consistent way of achieving this is by running Ardent Sacrifice as her Assist.
Noire’s B skill slot is fairly open due to Firesweep Bow removing the need for Desperation. Chill Spd and Chill Def are both great debuffs that allow Noire to provide a bit of team support while also simultaneously improving her own matchups. Swordbreaker will allow her to guarantee doubles against speedy sword units like Ayra and Karla, though this can be a non-issue with enough team support. Finally, Cancel Affinity will allow Noire to break through mages running a Raven tome/Triangle Adept set, though this set is becoming increasingly less common as time passes.
Due to this build’s heavy reliance on maximizing Speed, Even Spd Wave is a fantastic choice for securing a big +6 buff to Noire’s Speed every other turn. However, it’s not strictly necessary as long as Noire has team support, so it can easily be replaced by her base Infantry Rush or any other C skill to suit the team.
Brave Noire (Offensive Nuke)
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Brave Bow+ | A | Swift Sparrow 2 Alternate: Life and Death 3 |
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Reposition Alternate: Ardent Sacrifice |
B | Desperation 3 |
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Luna Alternate: Moonbow |
C | Even Spd Wave 3 Alternate: Infantry Rush 3 |
IVs | S | Speed +3 |
- Preferred IV: +SPD or +ATK / -RES or -HP
- Weapon: Brave Bow+
- Assist: Reposition / Ardent Sacrifice
- Special: Luna / Moonbow
- Passive A: Swift Sparrow / Life and Death / Brazen Atk/Spd
- Passive B: Desperation
- Passive C: Even Spd Wave / Infantry Rush / Flexible
- Sacred Seal: Speed +3 / Quickened Pulse
Thanks to Noire’s Speed stat, she can effectively run a Brave Bow and opt into a quad strike setup. This set can potentially deal fantastic damage but does require a good amount of team support to function at its peak.
Luna works best as Noire’s Special, as it will either activate every other combat that she only attacks twice, or is guaranteed to activate whenever she lands a quad strike. Moonbow is a decent alternative if paired with the Quickened Pulse Seal for a guaranteed Special activation on her first combat. It can also result in Noire occasionally activating her Special twice during a quad strike.
Swift Sparrow is the A skill of choice due to the heavy Player Phase-oriented nature of Brave weapons. Life and Death and Brazen Atk/Spd are good options for even more offensive stats if Noire runs Ardent Sacrifice in order to more easily enter Desperation range and avoid the downsides of running those skills.
Stacking Speed is very important for a quad set, so Even Spd Wave is great for securing a +6 buff to Noire’s Speed every other turn. If this can be accounted for via team support, then it can easily be replaced with Infantry Rush or any other C skill to suit the team.
Lethal Coconut (Offensive Nuke)
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Cocobow+ (+Spd) | A | Fury 3 |
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Reposition | B | Desperation 3 |
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Moonbow | C | Infantry Rush 3 |
IVs | S | Speed +3 |
- Preferred IV: +SPD or +ATK / -RES
- Weapon: Cocobow+ (+Spd)
- Assist: Reposition
- Special: Moonbow
- Passive A: Fury / Swift Sparrow
- Passive B: Desperation
- Passive C: Infantry Rush / Flexible
- Sacred Seal: Speed +3 / Attack +3
This is a very straightforward set intended for budget purposes to utilize Noire’s base Cocobow. A +Spd refine is chosen for the Cocobow to supplement Noire’s Speed, as doubling is as important as ever for her.
This build runs a very cookie-cutter Fury + Desperation + Moonbow setup. Fury can be replaced with Swift Sparrow to squeeze out a little bit more offensive stats, but does run the risk of placing Noire in a bit more danger from enemy counterattacks without team support or entering Desperation range first.
Noire’s C skill and Seal can easily be swapped out from what is recommended from this set. Her base Infantry Rush works great for providing support to infantry allies, but can easily be replaced with a different skill to suit the team. Both the Speed +3 and Attack +3 Seals will work great for her, but they can also be swapped out if needed.
Introduction
Noire makes her debut as a seasonal archer with decent Attack and good Speed. One thing that sets Noire apart from most other archers with similar offensive spreads is her strong physical bulk - 63 neutral physical bulk means that she can safely take a hit from most physical damage dealers outside of Special activations. This means that she can be relied on to take on Distant Counter units without having to worry about her getting KO’d in a single counterattack.
Unfortunately for Noire, archers are in a bit of a tough spot in the current meta. Their lack of color advantage and options for heavy damage make it difficult for them to handle tankier units, particularly the armored juggernauts that have taken over. Her magical bulk also makes it a bit difficult for her to safely take on both mages and dragons. Fortunately, most of this can still be worked around thanks to the variety of options available for team support.
Overall, Noire is a decent unit that can provide a great source of damage output for a team that can provide the proper support for her.
Strengths
Decent offenses
With 32/36 offenses, Noire is in a good position to be an offensive threat given a proper build and team support.
Good physical bulk
63 physical bulk at neutral (higher with a refined Cocobow) means that Noire can safely fight a lot of physical damage threats without having to worry about getting KO’d in a single counterattack (outside of Special activations).
Weaknesses
Limited unit
As a seasonal unit, Noire is rather difficult to obtain merges and optimal IVs for in the long-term.
Poor magical bulk
While Noire’s 56 neutral magical bulk is just barely acceptable in many cases, her need for a bane means that her magical bulk will likely be the one taking the hit since her physical bulk is one of her defining features.
Infantry
As an infantry unit, Noire lacks access to team buffs like Hone Cavalry, as well as access to the superior mobility of cavalry or fliers.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Effective against flying units. Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Effective against flying units. Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Effective against flying foes. If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. Only Inheritable by Bow users.
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200 | 2 | 8 |
![]() Effective against flying foes. If unit initiates combat, grants Atk/Spd/Def/Res +2 during combat. Learns by default at 5 ★ Only Inheritable by Bow users.
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300 | 2 | 12 |
Available Rearmed Weapons |
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Arcane Náströnd (+Res) |
Arcane Náströnd (+Def) |
Arcane Náströnd (+Atk) |
Arcane Náströnd (+Spd) |
Arcane Náströnd |
Support Skills
Support Skills | Rng. | SP |
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![]() Heals adjacent ally 10 HP. Unit loses 10HP (but cannot reach 0 this way) Learns by default at 5 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Spd+1 Inheritable by all units.
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30 | A |
![]() Grants Atk/Spd+1. Inheritable by all units.
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80 | A |
![]() Grants Atk/Spd +2. Inheritable by all units.
Unlocks at 5 ★ |
160 | A |
![]() Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" Infantry Units Only |
60 | C |
![]() Infantry allies within 2 spaces gain: "If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" Infantry Units Only |
120 | C |
![]() Infantry allies within 2 spaces gain: "if unit's Atk ≥ foe's Atk +1, grants Special cooldown charge +1 per attack. (only highest value applied. Does not stack.)" Infantry Units Only Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
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