- Default
- Attack
- Special
- Injured




Tanith - Bright Blade |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 9 | 7 | 8 |
Middle | 17 | 8 | 10 | 8 | 9 |
High | 18 | 9 | 11 | 9 | 10 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 38 | 33 | 37 | 29 | 25 |
Middle | 41 | 36 | 40 | 32 | 28 |
High | 44 | 39 | 44 | 35 | 32 |
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
At least they waited to do a copy paste this time. (Offense)
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Ninja Katana+ Alternate: Slaying Edge+ (+Spd) |
A | Atk/Spd Boosting A Slot |
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Positional Assist | B | Flow Refresh 3 Alternate: Chill Def 3 |
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Luna Alternate: Galeforce |
C | Joint Drive Atk |
IVs | +ATK or +SPD / -HP | S | Blade Session 3 Alternate: Heavy Blade 3 |
Weapon: Ninja Katana+ / Brave Sword+ / Instant Sword(+Spd) / Slaying Edge(+Spd)
Assist: Positional Assist
Special: Luna / Galeforce
Passive A: Atk/Spd Boosting A Slot
Passive B: Flow Refresh / Chill Def / Spd/Def Near Trace
Passive C: Joint Drive Atk / Preference
Sacred Seal: Blade Session / Atk/Spd Solo / Heavy Blade
- Statistically, Tanith Is essentially a copy paste of the previously released Annand swapping Resistance for some Defense. As such, the two will run pretty much the same builds. The only notable difference between the two is availability: Tanith can be merged to +10 much more easily than Annand can due to her 4* status (But to be fair how many people do you know that actually +10’d Annand).
- A Brave weapon coupled with an A slot skill and seal that let Tanith stack Attack and Speed give Tanith a reasonably high damage output thanks to her respectable base 36 Attack, and she’ll have no troubles quad attacking thanks to her high Speed. Tanith can also opt for other weapons such as an Instant Sword or Slaying Edge if Brave weapons aren’t your cup of tea.
- Flow Refresh lets Tanith negate the foe’s follow-up prevention effects, ensuring that she can’t be prevented from performing follow-up attacks unless the foe can avoid them naturally. A Trace skill can let Tanith hit and run somewhat, but this is far more limited for fliers than cavaliers due to their lower movement. Chill Def is another decent option on a budget, although beware of foes with skills such as Atk/Def Unity can turn the penalties into buffs.
Strengths
Statline
Tanith’s statline is quite solid, of particular note is her great base 40 Speed and decent base 36 Attack, giving her a great offensive baseline. Her bulk isn’t too shabby either with base 32 Defense and base 28 Resistance, meaning she can usually take a hit from either side of the spectrum.
Weaknesses
Generic Sword Flier
Unfortunately, the only thing Tanith has over most other sword fliers is her statline and she lacks any notable traits to differentiate herself from the myriad of extremely powerful sword fliers available such as Legendary Ryoma and Elincia. At the very least, Tanith’s availability makes her a decent enough option for players to merge, since the power level of 3-4* available fliers is much lower at the time of writing.
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 2 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes unit's penalties to Atk/Def during combat. Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 10 |
![]() If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes unit's penalties to Atk/Def during combat. Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Sword Units.
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350 | 1 | 14 |
Available Rearmed Weapons |
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Arcane Éljúðnir |
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 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants Def+2 during combat. Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
50 | A |
![]() If unit initiates combat, unit granted Atk/Def+2 during battle. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
120 | A |
![]() If unit initiates combat, unit granted Atk/Def+4 during battle. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() If unit has 100% HP, unit can move to a space adjacent to a flier ally within 2 spaces. Only inheritable by flier units.
Unlocks at 1 ★ |
60 | B |
![]() If unit has ≥ 50% HP, unit can move to a space adjacent to a flier ally within 2 spaces. Only inheritable by flier units.
Unlocks at 2 ★ |
120 | B |
![]() Unit can move to a space adjacent to a flier ally within 2 spaces Only inheritable by flier units.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Path of Radiance
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Banners Featured In
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