- Default
- Attack
- Special
- Injured
Triandra - Nightmare |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 7 | 2 | 4 |
Middle | 16 | 7 | 8 | 3 | 5 |
High | 17 | 8 | 9 | 4 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 34 | 35 | 12 | 19 |
Middle | 38 | 37 | 38 | 16 | 22 |
High | 41 | 41 | 42 | 19 | 25 |
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
Lead me into everlasting darkness! (Aether Raids Defense)
Flower of Sorrow Alternate: Weaponless |
A | Atk/Spd Push 4 Alternate: Life and Death (3 or 4) |
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Frightful Dream | B | Aerobatics 3 Alternate: Wings of Mercy 3 |
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Glimmer | C | Ground Orders 3 Alternate: Distant Guard 3 |
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IVs | +SPD / -HP or -DEF or -RES | S | Guidance 3 Alternate: Distant Guard 3 |
Weapon: Flower of Sorrow / Weaponless
Assist: Frightful Dream
Special: Glimmer
Passive A: Atk/Spd Push 4 / Life and Death (3 or 4)
Passive B: Aerobatics / Wings of Mercy
Passive C: Ground Orders / Distant Guard
Sacred Seal: Guidance / Distant Guard
- Triandra is an excellent Aether Raids Defense refresher that doubles as a Dark Mythic to grant stat buffs to Dark-blessed allies and Lift loss reduction. She can use 2 sets to fulfill this role: one with Flower of Sorrow and one without a weapon.
- Regardless of which set Triandra runs, her Assist, B, C, and S slot choices remain the same.
- Frightful Dream is what allows her to become a powerful support unit: in addition to granting another action to an ally that has already moved, it also inflicts Guard and -3 to all stats to enemies in cardinal directions of both Triandra and the ally that she refreshed. Both of these effects significantly help in taking down superunits, with Guard in particular making it more difficult to activate healing Specials such as Noontime and Sol, thus reducing their sustainability.
- Triandra’s native Aerobatics is an excellent choice, allowing her to warp to a space adjacent to an Infantry, Cavalry, or Armored ally. This is especially valuable for Rally traps that focus on extending their deceptively short ranges or lack or range overlap through Rallies and refreshes.
- Stacking Distant Guard is a common strategy to prevent frontliners from being sniped, as it grants +4 Def/Res to allies within 2 spaces during combat when a ranged unit initiates combat against them. Ground Orders and Guidance are more movement-focused and positioning-oriented support skills that seek to extend the range of allies past what is initially shown by the Danger Zone, especially with Frightful Dream’s refresh coming into play.
- Whether or not Triandra keeps her weapon is dependent on a cost-reward balance; this will determine her A slot and whether her Special will have any use at all.
- Flower of Sorrow inflicts -4 Def/Res to enemies within cardinal directions of Triandra. This can be very helpful for mixed teams that use both physical and magical damage; however, it comes at the cost of Triandra potentially attacking in situations where it would have been far more beneficial for her to refresh instead. If refreshers deal at least 5 damage, they will prefer to attack rather than refresh, so many players unequip refreshers’ weapons to prevent this from happening. Triandra’s high offenses and her weapon essentially having 21 Might makes it very difficult to both keep her weapon and prevent her from attacking (even with Fortress Res stacking), so unequipping Flower of Sorrow is perfectly viable.
- If players wish to keep Flower of Sorrow equipped (whether it be for its support or for the desire for Triandra to attack), then Glimmer and Atk/Spd Push 4 work well. As for weaponless Triandra, Life and Death can be used in an attempt to soak Chill Speed.
Never-ending Nightmare (Hybrid / General Offense)
Flower of Sorrow Alternate: Gronnblade+ |
A | Atk/Spd Push 4 Alternate: Swift Sparrow (2 or 3) |
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Frightful Dream Alternate: Positional Assist |
B | Wings of Mercy 3 Alternate: Desperation 3 |
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Glimmer | C | Spd/Res Rein 3 | |
IVs | +ATK or +SPD / -HP or -DEF or -RES | S | Heavy Blade 3 Alternate: Swift Sparrow 2 |
Weapon: Flower of Sorrow / Gronnblade+
Assist: Frightful Dream / Positional Assist
Special: Glimmer
Passive A: Atk/Spd Push 4 / Swift Sparrow (2 or 3) / Fury (3 or 4)
Passive B: Wings of Mercy / Desperation / Aerobatics
Passive C: Spd/Res Rein
Sacred Seal: Heavy Blade / Swift Sparrow / Death Blow
- Despite being a refresher with only 151 BST, Triandra is no slouch offensively, with 37/38 being an excellent offensive statline. As such, she can play both a hybrid and purely offensive role.
- Hybrid:
- If using Triandra as a hybrid between support and offense, then her base kit already has a lot of what she needs. Flower of Sorrow provides additional damage for herself (practically a 21 Might weapon) and her allies, while Frightful Dream provides support purely for her allies through enemy stat debuffs and Guard. Atk/Spd Push 4 adds additional oomph and follow-up consistency via +7 Atk/Spd if her HP is ≥ 25% in exchange for 5 recoil damage. Spd/Res Rein does the same through inflicting -4 Spd/Res to enemies within 2 spaces during combat, which benefits both herself and her allies.
- Glimmer is a strong choice for Triandra’s Special; increasing damage dealt by 50% for only 2 cooldown is excellent given her impressive Attack. Aerobatics is still a great choice since it effectively grants Triandra 3 movement, but can be replaced by Wings of Mercy if desired to teleport to spaces adjacent to allies with ≤ 50% HP. Swift Sparrow further bolsters Triandra’s offenses by granting +4 Atk/Spd on initiation; Death Blow can serve as a strong alternative, trading the +4 Speed for +2 Attack.
- Alternatively, Triandra can switch Wings of Mercy and Swift Sparrow for Desperation and Heavy Blade. Atk/Spd Push 4’s 5 recoil damage drops Triandra into Desperation range (≤ 75% HP) after 2-3 combats at most, allowing her to perform her follow-up attack before the enemy can counterattack, circumventing her awful bulk. The combination of Glimmer, Desperation, and Heavy Blade allows Triandra to activate Glimmer on her follow-up attack assuming no Guard effect is active, significantly increasing her KO consistency.
- Purely Offensive:
- Atk/Spd Push 4 and Spd/Res Rein are great starting points for this set, as they effectively grant Triandra +11 Atk/Spd during combat.
- Gronnblade grants an Attack bonus equal to the sum of Triandra’s visible buffs, making it the best choice for an offensive set. This makes Glimmer an especially strong Special choice, as its bonus damage scales with Gronnblade’s Attack bonus. Offensive sets revolve around the support of refreshers to perform Player Phase sweeps, meaning Triandra will likely need to replace Frightful Dream with a positional Assist so she can be refreshed by others.
- Since Gronnblade increases Special cooldown by 1, Triandra can no longer use the classic Glimmer + Desperation + Heavy Blade combination to activate Glimmer on her follow-up attack, making Swift Sparrow the more desirable option. Atk/Spd Push 4’s recoil damage may eventually push her below 25% HP, meaning she will no longer receive +7 Atk/Spd; as such, both Swift Sparrow and Fury are good alternatives, with the latter still keeping the recoil damage component to help Triandra fall to ≤ 75% HP.
Strengths
Excellent offenses
37/38 offenses are great, especially for a unit with only 151 BST. Players can easily fit Triandra into a more offensive or hybrid role, as she can deal high amounts of damage and consistently perform follow-up attacks, especially with a bit of help through her skills and support from allies. These offenses can also serve a supportive use, as she may be able to soak debuffs from the Bright Shrine, Chill Atk, and Chill Spd for Aether Raids Defense.
Flower of Sorrow
Flower of Sorrow is a simple, but solid personal weapon for Triandra. In addition to granting +3 Attack, it also inflicts -4 Def/Res on enemies in cardinal directions during combat. For Triandra, Flower of Sorrow is effectively a 21 Might weapon, which is great for such an easy condition. For Triandra’s allies, this can seem a bit underwhelming in comparison to weapons like Peony’s Flower of Joy and Mirabilis’ Flower of Ease, but it is very useful for Aether Raids Defense teams that have a mix of physical and magical attacks.
Frightful Dream
Frightful Dream is Triandra’s powerful Assist skill. In addition to granting another action to an ally that has already moved, it also inflicts -3 to all stats and the Guard status to enemies within cardinal directions of Triandra and the refreshed ally. -3 to all stats can easily turn the tide in favor of Triandra’s allies in terms of both damage output and survivability, and Guard is an excellent effect for preventing tanks and superunits from healing with Specials such as Noontime and Sol.
Flier advantages
As a Flier, Triandra enjoys various mobility-focused advantages.
- Triandra can fly over impassable or movement-reducing terrain such as lava, water, mountains, and forests, which is particularly beneficial for popular Aether Raids Defense terrains including Wintry, Lost Castle, Bright Grassland, and Lava Floes.
- Triandra has access to skills such as Aerobatics, Flier Formation, Ground Orders, Air Orders, Guidance, Flier Guidance, all of which bolster her and/or her allies’ mobility.
Dark Mythic benefits
Triandra’s status as a Dark Mythic benefits her in multiple ways.
- Triandra has a very relevant and desirable niche, as she is the only Dark Mythic refresher in the game.
- Players receive the benefits of both Triandra as a unit and Triandra as a Mythic when they place her on their Aether Raids Defenses: the former because she plays whichever role she is fitted for very well, and the latter because she grants stat bonuses to Dark-blessed allies during Dark season and gives Lift loss reduction.
Great base kit
While not an evaluation of her as a unit, Triandra has an excellent base kit, making her a very low-investment unit for players that only plan on using her for PvE purposes. She has both offensive and supportive skills at base, making her naturally flexible as well.
Versatile
With excellent offenses and supportive capabilities at her disposal, Triandra is a versatile unit capable of fitting a variety of roles. She does wonders regardless of whether she is built as support, offense, or a hybrid of the two.
Weaknesses
Awful bulk
Unfortunately, Triandra’s offenses come at a cost of horrifically low defenses. With 53 physical bulk and 59 magical bulk, Triandra is in great danger of being OHKO’d by both physical and magical enemies, so players must take caution to avoid frequent Enemy Phase combat.
Flier disadvantages
Despite its advantages, being a Flier also comes with various disadvantages.
- While Triandra’s physical bulk is already terrible, Archers will be able to further secure OHKOs thanks to their Flier-effective Bows.
- Triandra misses out on valuable combat skills such as Flashing Blade, Special Spiral, Null Follow-Up, Lull Spd/Res, and Time’s Pulse.
Dark Mythic drawbacks
While being a Dark Mythic comes with its benefits, it also comes with its drawbacks.
- Triandra cannot be used on Aether Raids Offense without receiving a Lift deficit, as she cannot be blessed with a Light or Astra Blessing; she also does not grant Lift loss reduction in Anima/Astra season. While there may be some merit to using Triandra in Anima/Astra season anyways, there is little point in using her outside of Aether Raids Defense, PvE content, and Major-Dark Mjölnir’s Strike’s seasons.
- Since Light is Dark’s counterpoint, Triandra unfortunately has to deal with Mila. What makes Mila so painstakingly obnoxious to deal with is Mila’s Turnwheel, which not only increases the offense player’s turn limit to 8, but also inflicts Isolation on enemies in cardinal directions of Mila if her Defense is greater than theirs. Isolation prevents Assist skills from being used by or on the unit inflicted by it, which is detrimental for Triandra, as much of her utility comes from Frightful Dream.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Wind Learns by default at 1 ★ Unlocks at 1 ★
Green Tome Users Only
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50 | 2 | 4 |
Elwind Learns by default at 3 ★ Unlocks at 2 ★
Green Tome Users Only
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100 | 2 | 6 |
Rexcalibur Learns by default at 4 ★ Unlocks at 3 ★
Green Tome Users Only
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200 | 2 | 9 |
Flower of Sorrow Grants Atk+3. Inflicts Def/Res-4 on any foe in a cardinal direction from unit during that foe's combat. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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Dance Grants another action to target ally. (Cannot target an ally with Sing or Dance.) Learns by default at 4 ★ |
1 | 150 |
Frightful Dream Grants another action to target ally. Inflicts Atk/Spd/Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions. (Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.) 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.) |
400 |
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Push 1 At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
Atk/Spd Push 2 At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
Atk/Spd Push 3 At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Atk/Spd Push 4 At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
Aerobatics 1 If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. Unlocks at 1 ★ |
60 | B |
Aerobatics 2 If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. Unlocks at 2 ★ |
120 | B |
Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Only inheritable by flier units.
Unlocks at 4 ★ |
240 | B |
Spd/Res Rein 1 Inflicts Spd/Res-2 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 3 ★ |
60 | C |
Spd/Res Rein 2 Inflicts Spd/Res-3 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 4 ★ |
120 | C |
Spd/Res Rein 3 Inflicts Spd/Res-4 on foes within 2 spaces during combat.
Only inheritable by flier units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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