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Winter Altina

Analysis by accidentalgreed
Winter Altina - Cross-Time Duo

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 42
ATK 40
SPD 18
DEF 37
RES 39

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 2 10 10
Middle 18 10 3 11 11
High 19 11 4 12 12

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 37 15 34 36
Middle 42 40 18 37 39
High 45 44 21 40 42

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.
HPATKSPDDEFRES

Skill Sets

Too Much Christmas Cookies, Sanaki! (Damage Focus / Base Skills)

Build by accidentalgreed
Recommended
Ragnell·Alondite A Atk/Res Unity
Positional Assist B Null C-Disrupt 3
Twin Blades C Atk/Res Oath 3
Alternate: Def Smoke 3
IVs

+ATK / -SPD

SAtk/Def Solo 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Weapon: Ragnell•Alondite

Assist: Positional Assist        

Special: Twin Blades

Passive A: Atk/Res Unity

Passive B: Null C-Disrupt

Passive C: Atk/Res Oath / Def Smoke / Pulse Smoke

Sacred Seal: Atk/Def Solo / Mirror Stance / Fierce Stance

  • Altina/Sanaki is pretty much ready to spread the holiday cheer the minute you pull them thanks to a comprehensive collection of base skills. This builds assumes you activate Vantage through their Duo skill, which works at any HP level meaning little setup is required. The only true changes you'd need to consider is giving them an appropriate Sacred Seal and positional Assist skill to complete their kit as well as replacing Atk/Res Oath (higher visible bonuses can easily be provided by other allies) with a Smoke of your choice if you are able to.  
    • Ragnell•Alondite saves the duo the headache of needing to inherit Distant Counter by simply having it built in. Furthermore, it allows them to attack twice in a row in both phases, allowing for fantastic blitz damage both ways while also charging Twin Blades at a faster rate than single-hit weapons.
    • Twin Blades provides both powerful burst damage (based off of Altina's already-fantastic Resistance) and a short activation rate of 2 CD in one neat package. While Altina can already activate it on counterattack assuming the second Ragnell•Alondite hit lands true, you can run Geirskögul support to quicken the deal on every counterattack, especially if their Harmonic Vantage effect is active.
    • Atk/Res Unity is a fantastic default A slot choice as it not only provides a nice Atk/Res boost of +5, but also makes Altina/Sanaki virtually immune to debuffs in those stats—penalty immunity/reversal is important to look out for when seeking Aether Raids Offense carry units. These effects are locked behind the condition of needing an ally nearby, which is more than easy enough to do if you are (and should be!) running support units with Altina/Sanaki anyway.
    • Null C-Disrupt directly counteracts one of the key weaknesses of Vantage strategies: enemies with counterattack disruption effects, especially Dazzling Staff healers or Firesweep attackers.
    • While Atk/Res Oath is fine enough to keep on budget as it grants some nice visible buffs to relevant stats, said visible buffs can be easily provided by other allies via Tactics skill or the like. Instead, running a Smoke skill would be better practice especially if Altina/Sanaki is going against multiple enemies in a row.
      • Since this build is intensely focused on Vantage sweeping, Def Smoke is a way to significantly strengthen Altina/Sanaki's damage output in subsequent matchups. Since Twin Blades hits twice, Altina/Sanaki would effectively be hitting for 14 more damage after the debuff hits!  
      • Pulse Smoke is a bit on the pricier side but rewards significantly well against enemy setups focused on running units with precharged Specials.
  • As this build aims to defeat foes ideally in a single round, building even more damage should be a priority when choosing the Sacred Seal.
    • Atk/Def Solo is fantastic for additional physical bulk with easy positioning conditions, but also be mindful of Atk/Res Unity; Altina ideally should stay a space away from allies.
    • Mirror Stance provides more bulk and  slightly more Twin Blades damage.
    • Fierce Stance is a simple and straight +6 Attack boost with more forgiving positioning than Solo.

Painting the Snow Violetly (Sustain Tank Focus)

Build by accidentalgreed
Recommended
Ragnell·Alondite A Atk/Res Unity
Alternate: Fierce Breath
Positional Assist B Special Spiral 3
Alternate: Lull Atk/Def 3
Aether
Alternate: Sol
C Atk Smoke 3
Alternate: Pulse Smoke 3
IVs

+ATK or +DEF or +RES / -SPD

SAtk/Def Solo 3
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Ragnell•Alondite

Assist: Positional Assist        

Special: Aether / Sol / Noontime

Passive A: Fierce Breath / Atk/Res Unity

Passive B: Special Spiral / Lull Atk/Def / Null C-Disrupt

Passive C: Atk Smoke / Pulse Smoke / Joint Drive Atk / Def Smoke

Sacred Seal: Atk/Def Solo / Quick Riposte / Mirror Stance

  • This is a more traditional, secure take on Aether Raids tanking if the threat of Duo's Hinderance is too risky or the higher-risk high-reward Vantage playstyle isn't your groove. With a sustaining Special on hand, Altina/Sanaki is able to stay around for much longer with less risk at being taken out at lower health. Thanks to Ragnell•Alondite's ability to hit twice, Altina/Sanaki even gains the distinctive advantage of being able to activate Aether in a single round. While their Duo Effect is effective and always available for emergencies or true sweeping, this build also proofs Altina/Sanaki versus Aether keeps with Duo's Hindrance, giving them more deployment flexibility. 
  • Like most slower Aether Raids Offense carries, however, this variation of Altina/Sanaki is vulnerable to follow-up attacks and would prefer to end or survive all matchups in good standing. Providing outsourced support such as Drive Atk, Flower of Plenty, Flower of Joy, Caduceus Staff, Yato, Geirskögul, and/or more is advised (and is generally good practice in other Aether Raids Offense strategies, anyway!).
  • Main skill combinations therefore are as follows:
    • Special Spiral + Aether (+ Fierce Breath or Geirskögul or Infantry Rush): This combination requires the support of Infantry Rush or Brave Lucina's Geirskögul, or running Fierce Breath on Altina herself due to the long cooldown count of Aether. Special Spiral cuts two CD off of Aether after every subsequent activation, and in combination with the accelerated charge from Geirskögul, allows Aether to activate on Ragnell•Alondite's second hit (assuming no disrupting factors like Guard). Note that Aether activating on second hit may heal less due to prior damage caused by Ragnell•Alondite's first hit.
    • Sol or Noontime + Lull Atk/Def or Null C-Disrupt: Sol and Noontime offer more quicker healing at the cost of burst damage; it's best to stack Attack via Altina/Sanaki's skills and ally support to make up for this. Lull Atk/Def tends to offer more enemy coverage in situations where the usual Null C-Disrupt targets (healers, Firesweep users, etc) are absent by granting more bulk and damage output generally. Can be used with or without Geirskögul support.
  • Atk/Res Unity is a nice choice throughout all builds to build damage and bulk and, more importantly, reverse any possible penalties in Altina/Sanaki's Attack and Resistance if you're not trying to activate Aether with Fierce Breath.
  • As usual on an sustain tank especially designed for Aether Raids offense, Atk Smoke and Pulse Smoke are great choices for increasing longevity against multiple enemies or making matchups versus Infantry Pulse teams more comfortable, respectively. To further magnify Altina/Sanaki's damage output and resulting healing from Sol or Noontime, Joint Drive Atk and Def Smoke are fine alternatives.
  • Atk/Def Solo or Mirror Stance finalizes the build nicely as they provide a solid additional form of bulk and power in one Sacred Seal. Quick Riposte is also worth considering to close kills more cleanly in 3-4 hits—assuming the first two strikes of Ragnell•Alondite isn't enough to do the deed.

Yass Queen, Sleighhh (Galeforce)

Build by accidentalgreed
Ragnell·Alondite A Heavy Blade 4
Alternate: Death Blow (3 or 4)
Positional Assist B Wings of Mercy 3
Alternate: Lull Atk/Def 3
Galeforce C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

+ATK / -SPD

SDeath Blow 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Ragnell•Alondite

Assist: Positional Assist        

Special: Galeforce

Passive A: Atk/Res Unity / Heavy Blade / Death Blow

Passive B: Wings of Mercy / Lull Atk/Def

Passive C: Time's Pulse / Joint Drive Atk

Sacred Seal: Heavy Blade / Death Blow / Quickened Pulse

  • Altina's descent from flier to infantry status also grants her the gift of using Time's Pulse—something she sorely misses out on in her original form's Galeforce build. Thanks to the skill effectively cutting Galeforce to 4 CD (when Galeforce's CD is at its maximum of 5), Altina can activate Galeforce at a significantly less awkward pace simply by landing two Heavy Blade-powered hits of Ragnell•Alondite. Assuming no Guard effect is active, this is a relatively reliable way of activating Galeforce and gaining extra actions while exercising Altina's often-forgotten player phase power.
  • There are several ways you can configure this build, depending on the support of Altina/Sanaki's allies and your access to certain skills. Time's Pulse, for instance, can be substituted with an appropriate precharge equivalent from an ally, such as Infantry Pulse,  Rafiel's Groom's Wing, or Velouria's Wolfpup Fang (Special note: Wolfpup Fang notably helps Galeforce to proc in one hit rather than needing Altina to strike twice):
    • Heavy Blade (A or Sacred Seal slot) + Lull Atk/Def + Time's Pulse: a relatively straightforward combination. Lull Atk/Def is a key skill which helps put Attack comparisons in Altina/Sanaki's favor and thus eases Heavy Blade activation while bolstering their damage output.
    • Heavy Blade (A slot) + Lull Atk/Def + Quickened Pulse Seal: can be used in the absence of Time's Pulse, though Altina/Sanaki will pretty much be dependent on the raw force of only their Attack stat and Lull Atk/Def to activate Heavy Blade without a damage-boosting Sacred Seal.
    • Wolfpup Fang + Time's Pulse + Quickened Pulse: gets rid of the Heavy Blade element of the build entirely, which may be beneficial as Altina may sometimes lack the appropriate targets to activate it against otherwise.

Strengths

Ragnell•Alondite

Altina's original signature weapon strikes twice merrier than ever, sporting its potent double hits in player and enemy phase while having the ever-valued Distant Counter effect baked in by default. The dual Brave effect not only makes Altina/Sanaki excel at doing blitz damage at most given moments, but it also charges their chosen Special more quickly than other units with single-hit weapons.

Actual Infantry Perks!

That piggyback ride Altina's giving probably confirms that Sanaki weighs a ton, but 1) Altina's buff enough to handle it (just look at those abs!) 2) The transition from flier to infantry unit gives Altina access to lots of great limited skills she couldn't use before. Lull Atk/Def, Time's Pulse, Special Spiral, their own native Null C-Disrupt, and being able to collect Infantry Pulse from allies are very notable gains in particular.

Optimized Stat Distribution / Huge Attack

Altina/Sanaki's new infantry status also gifts them a higher base stat total of 176—which also happens to be Arena scoring viable compared to other Harmonic heroes. Fortunately, they distribute the resulting stats with gleaming optimization. Their most important standout stat is Attack, which pops at a huge base 40 and becomes even more outlandish from a super Asset (4 additional Attack instead of 3). Except for Speed—which Altina/Sanaki was never going to invest in seriously anyway—the rest of Altina's defensive stats eat well with values well over 37, giving her considerable durability throughout all builds.

Harmonic Effect / Open B Slot

Sometimes old tricks still work, and Altina doesn't stray far from her original playstyle by having Vantage essentially baked into a pressable button. With this, Altina/Sanaki's B slot can be freed up for other competitive B slot options, especially their native Null C-Disrupt or Lull Atk/Def. Additionally, the extra +4 Attack and Speed coming from Resonance: Blades effect aids both Altina/Sanaki and units from their respective titles (Path of Radiance and Radiant Dawn) for an extra push in killing power.

Weaknesses

The Harmonic Effect Only Works Once

The Christmas party music stops once players consider that Altina/Sanaki's Harmonized Skill only work once. This results in a few deliberations:

  • You can't be too rash with activating the effect; pressing the button too early or too late can bode badly if you can't make an optimized amount of kills in one turn.
  • On the flipside, deploying the Duo's Indulgence structure in Aether Raids may make pressing misfires more forgiving.
  • On the flopside, Duo's Hindrance on the enemy's Defense will also disable Altina/Sanaki's Harmonized effect, meaning you have to go through the (sometimes extremely difficult) trouble of sniping either Hindrance or the defending Duo/Harmonized unit to activate it.

Usual Vantage Counters

Altina/Sanaki has Null-C Disrupt by default which typically solves the problem of facing units with counterattack cancellation effects such as Firesweep or Dazzling staff. Should they lack that on her current build, however, those can get in the way badly. The duo is also still not insured again Hardy Bearing weapons / effects, which grants the risk of picking off Altina/Sanaki if they are at low health.

Terrible Speed

Like Nemesis and other slow tanks before them, Altina/Sanaki's dastardly low Speed puts limitations on their tanking abilities as follow-up attacks become commonplace against them. While their defensive stats are great, they're not that fantastic to the point of taking multiple enemies head-on without activating the Vantage effect or running sustain Specials. These issues become only pronounced when the enemy has a chance to double.

Sword Infantry Competition

For general reliability, players may flock to Speed tanks such as Mareeta or Kris, who have little problems avoiding follow-up attacks AND making them on their own while being able to weather multiple attacks thanks to damage reduction B slot skills. The closest low-rarity unit to Altina/Sanaki, Laslow, is also significantly more accessible and mergeable with a similar Brave effect, and can run very similar builds while typically troubled less by Speed issues.

Harmonized Skill

Grants【Resonance: Blades】to unit and allies from the same titles as unit.  Grants【Vantage】to unit.  【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn.  【Vantage】 If foe initiates combat, unit can counterattack before foe's first attack for one turn.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Ragnell·AlonditeUnit can counterattack regardless of foe's range. Inflicts Spd-5. Unit attacks twice (even if foe initiates combat).
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 10
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Twin BladesBoosts damage by 40% of unit's Res. Disables non-Special skills that "reduce damage by X%."
Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Atk/Res Bond 1Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Res Bond 2Grants Atk/Res+4 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Res Bond 3Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Res UnityIf unit is within 2 spaces of an ally, grants Atk/Res+5 and bonus to Atk/Res during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.
Inheritable by all units.
Unlocks at 5 ★
300
A
Null C-Disrupt 1At start of combat, if unit's HP = 100%, neutralizes effects that prevent unit's counterattacks during combat.
Excludes Armor, Cavalry, and Flying
Unlocks at 3 ★
60
B
Null C-Disrupt 2At start of combat, if unit's HP ≥ 50%, neutralizes effects that prevent unit's counterattacks during combat.
Excludes Armor, Cavalry, and Flying
Unlocks at 4 ★
120
B
Null C-Disrupt 3Neutralizes effects that prevent unit's counterattacks during combat.
Excludes Armor, Cavalry, and Flying
Unlocks at 5 ★
240
B
Atk/Res Oath 1At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 1 ★
60
C
Atk/Res Oath 2At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 2 ★
120
C
Atk/Res Oath 3At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn

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