- Default
- Attack
- Special
- Injured




Yarne - Timid Taguel |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 6 | 7 | 3 |
Middle | 18 | 9 | 7 | 8 | 4 |
High | 19 | 10 | 8 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 32 | 30 | 29 | 14 |
Middle | 40 | 35 | 33 | 32 | 17 |
High | 43 | 38 | 36 | 35 | 20 |
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
Taguel Protection Squad (Galeforce)
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Bunny Fang (+Eff) | A | Atk/Spd Catch 4 Alternate: Fury (3 or 4) |
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Positional Assist | B | Wings of Mercy 3 |
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Galeforce | C | Atk/Spd Menace Alternate: Atk Smoke 3 |
IVs | +SPD or +ATK / -RES | S | Quickened Pulse |
Weapon: Bunny Fang (+EFF)
Assist: Positional Assist / Flexible
Special: Galeforce
Passive A: Atk/Spd Catch / Fury / Atk/Spd Solo / Heavy Blade
Passive B: Wings of Mercy / Near Trace Skills
Passive C: Atk/Spd Menace / Joint Drive Skills / Cavalry Buffs / Smoke Skills / Flexible
Sacred Seal: Quickened Pulse / Fury / Atk/Spd Solo / Blade Session / Swift Sparrow
- Yarne’s strengths are inherently suited for offensive play, though he lends himself particularly nicely to Galeforce strategies due to the unique Special charge effect granted by refined Bunny Fang; this build centers around this application. A +ATK IV is generally preferred as he benefits more from amping up his damage output directly, but +SPD works decently if unavailable.
- Wings of Mercy is a fantastic B skill choice for Aether Raids Offense, allowing for smooth access to the enemy team without sacrificing momentum — all that’s required is someone to act as a low HP beacon like Ninja Lyn or another Galeforcer with multiple chip damage skills, which are already standard for such set-ups. Alternatively, a Near Trace of your choosing can be considered for the added mobility of 【Canto (Rem. +1)】 which comes in handy for both AR-O (as it eases positioning woes and allows Yarne to potentially trap enemies), and general use.
- Yarne has no attachment to any particular C slot skill, so feel free to use any skill that suits your preferences and his team as deemed fit. Nonetheless, there still remain a few standout candidates, including Menace skills, Joint Drives, Smokes, and cavalry buffs.
- That all aside, the focal point of this build naturally lies in Yarne’s Special, Galeforce. Through its powerful self-refreshing effect, it lets him massively increase the range of his attacks, overall maneuverability, and, when paired with a complementary team, forms a crucial part of eponymous Galeforce compositions in Aether Raids Offense to make quick work of defending teams in one turn.
- For all its potency, Galeforce comes with a costly caveat via its five-turn cooldown — for most people anyway, but not for Yarne! At least where general gameplay is concerned, Yarne’s Bunny Fang is sufficient to activate Galeforce without really needing further consideration, as it can activate in one round in any combat where his opponent can counterattack and he doubles. This leaves him free to equip any complementary A skill and Sacred Seal to further push his offenses.
- However, for the purposes of Aether Raids Offense, it gets a little more finicky since proper accumulation of Special charges to guarantee Galeforce triggers in one round is crucial — so relying on that above-mentioned scenario to always be the case can quickly stop successful Offense runs altogether.
- For starters, relying on his opponent being able to counterattack (which certainly won’t always be a given and may even be avoided against hard hitters) can easily be mediated by utilizing the Quickened Pulse Sacred Seal. This lets him activate Galeforce by simply landing his own two attacks, assuming no Guard effects are in play.
- However, certain allies — most notably, Askr through his Opened Domain skill — can simply provide Yarne with a Special charge to make this unnecessary.
- Speaking of, though, the presence of Guard in an enemy composition proves extremely detrimental to their success, though Yarne can combat this by utilizing Heavy Blade. The main issue with this is that Heavy Blade can be hard to actually trigger with how gargantuan Atk stats are nowadays, so heavy support to this stat is necessary (alongside Atk debuffs if possible).
- Combining both in the form of the Heavy Blade A skill and the Quickened Pulse Sacred Seal is quite potent also if one-tap Galeforce is desired, which admittedly offers the most amount of safety since the Special’s activation is reliant on nothing other than whether Yarne can activate Galeforce.
- This, as always, comes with certain strings, though. Most significantly, one-tap Galeforce often comes with the assumption of being able to defeat said foe with that one attack, usually after Bolt Tower triggers.
- However, Yarne requires taking some damage to trigger Bunny Fang — damage he would not be taking if his foe simply dies before then. Accordingly, those really seeking to maximize efficiency are best off using Heavy Blade and Fury (both are interchangeable as A skills and Sacred Seals), and relying on an external source for that additional Special charge (such as Askr as mentioned previously, or Valentine’s Chrom).
- For starters, relying on his opponent being able to counterattack (which certainly won’t always be a given and may even be avoided against hard hitters) can easily be mediated by utilizing the Quickened Pulse Sacred Seal. This lets him activate Galeforce by simply landing his own two attacks, assuming no Guard effects are in play.
He Needs Shoes (Offensive Nuke)
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Bunny Fang (+Eff) | A | Atk/Spd Catch 4 Alternate: Swift Sparrow 3 |
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Positional Assist | B | S/D Near Trace 3 |
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Luna Alternate: Dragon Fang |
C | Atk/Spd Menace Alternate: Joint Drive Atk |
IVs | +ATK or +SPD / -RES | S | Fury 3 Alternate: Blade Session 3 |
Weapon: Bunny Fang
Assist: Positional Assist / Flexible
Special: Luna / Draconic Aura / Dragon Fang
Passive A: Atk/Spd Catch / Atk/Spd Solo / Fury / Swift Sparrow
Passive B: S/D Near Trace / Lull Skills / Desperation
Passive C: Def Smoke / Even Atk Wave / Savage Blow / Cavalry Buffs / Beast Buffs / Flexible
Sacred Seal: Fury / Blade Session / Atk/Spd Solo / Swift Sparrow / Heavy Blade
- Like the first build, this emphasizes Yarne’s Player Phase capacity, but through a more generalized lens as a traditional damage dealer. Again, both +ATK and +SPD IVs synergize with his intended purpose, with priority towards the former being ideal when possible.
- The most important consideration here lies in Yarne’s Special choice. Those with three-turn cooldowns, namely Luna and Draconic Aura in his case, are notable for their consistent activation rate once Bunny Fang comes into effect, triggering in every round of combat provided he doubles.
- A four-turn option like Dragon Fang can also be pretty consistent, though it requires that his foe can counterattack for activations in every round; interestingly, it may be combined with Desperation and the Heavy Blade seal to have Dragon Fang trigger before his foe is even able to react.
- Any standard skill that enhances both Atk and Spd is recommended for his A skill and Sacred Seal, with standout options including Atk/Spd Catch, Atk/Spd Solo, Fury, and Swift Sparrow. Where his A skill specifically is concerned, though, the only potential candidate that should be avoided is Surge Sparrow; while it’s normally a really strong skill, it’s counterintuitive with Yarne’s reliance on having below 90% HP.
- S/D Near Trace offers the best of both worlds by bringing slightly boosted firepower via its small debuff on Yarne’s opponent, and moreover granting him greater movement options via 【Canto (Rem. +1)】— it really can’t be beat. If unavailable, a Lull skill works well for stat superiority over his foes, and Desperation is a decent budget option that helps Yarne maintain low HP without suffering too much altogether.
Strengths
Bunny Fang
Yarne’s defining strength undoubtedly lies in his Bunny Fang’s unique Special charge mechanic, being similar to the Special Spiral skill — but bears much more effectiveness as he will always gain the two flat Special charges as long as he ends combat with less than 90% HP and can be paired with Galeforce.
This alone makes Yarne highly unique among similar offensive archetypes (especially among cavalry units as it offers a workaround to enemy Guard effects), and Bunny Fang’s refinement only sharpens his prowess: he gains more damage through a helping of +10 Atk/Spd during combat and Spd-based true damage, and the guaranteed follow-up effect granted while transformed is crucial to breaking through Impact effects and the extremely fast threats running around nowadays. Bunny Fang also carries cavalry-effective damage, which is… niche but nice when it becomes a factor, and functionality in both phases so he can be pretty flexible.
Good Attack & Physical Bulk
Yarne’s base Atk stat of 35 isn’t sky-high or directly comparable to some of the values seen on recently introduced units, but it remains a solid baseline in asserting his offensive presence — especially now that it is supplemented by stat enhancements and guaranteed follow-ups through his refinement. Additionally, his physical bulk isn’t particularly lacking, with his 40 HP and 32 Def allowing good wiggle room when facing opposing physical threats.
Cavalry Beast Benefits
Yarne’s dual cavalry beast status greatly complements his inherent offensive lean: being cavalry means being able to couple his offensive capacity with strong movement options through three-space movement and access to Canto effects, while being a beast means having actual survivability through the Impact effect gained upon transformation. As an added bonus, this also means he can benefit from two types of class-exclusive buffs, but that’s more of a benefit at lower levels of investment and specific compositions.
Weaknesses
Beast Drawbacks
Yarne’s performance sees considerable improvements through achieving his transformation; however, as he must either be entirely alone or adjacent to purely beast and/or dragon allies at the start of the turn, consistently maintaining it can prove a little tricky as it comes with restrictions on team mobility and creation. It’s more of a hassle than a downright weakness, but it certainly grows more of a problem in AR-Offense where there is limited space to maneuver.
Low Resistance
Yarne’s base Resistance stat, to put it bluntly, horrible. His astounding base value of 17 makes him susceptible to magical attacks even against foes with color disadvantage, making it imperative that Yarne avoid sources of such damage. This also dissuades leaving him in enemy range while on the defensive, unless he’s specifically equipped to operate there — but even then, such strategies bear much, much more risk because of his low Resistance.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack. Beast (Cavalry Only)
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50 | 1 | 4 |
![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack. Beast (Cavalry Only)
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100 | 1 | 6 |
![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack. Beast (Cavalry Only)
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200 | 1 | 9 |
![]() Grants Spd+3. Effective against cavalry foes. After combat, if unit's HP <=75% grants Special cooldown count-2. Effect [Beast(Cavalry)] Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50%. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Boosts damage dealt by 150%. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
![]() If unit initiates combat, grants unit another action after combat. (Once per turn.) Unlocks at 5 ★ Inheritable by Sword, Lance, and Axe users only.
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500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. |
60 | A |
![]() If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. |
120 | A |
![]() If unit is not adjacent to an ally, grants Atk/Spd+6 during combat. Inheritable by all units.
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240 | A |
![]() If unit's HP ≤ 30%, unit can move to a space adjacent to any ally. Inheritable by all units.
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60 | B |
![]() If unit's HP ≤ 40%, unit can move to a space adjacent to any ally. Inheritable by all units.
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120 | B |
![]() If unit's HP ≤ 50%, unit can move to a space adjacent to any ally. Inheritable by all units.
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240 | B |
![]() At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. Inheritable by all units.
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60 | C |
![]() At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. Inheritable by all units.
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120 | C |
![]() At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. Inheritable by all units.
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240 | C |
Other Info
Origin |
Fire Emblem: Awakening
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