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Analysis by raelet
Young Innes - Frelian Moonlight

Hero Stats

Max Avg Total Stats at Lvl 40
171
HP 43
ATK 37
SPD 38
DEF 26
RES 27

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 18 10 7 6 4
Middle 19 11 8 7 5
High 20 12 9 8 6

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 40 34 35 23 23
Middle 43 37 38 26 27
High 46 40 42 30 30

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

Do you really think I'd lose? (Special Spiral)

Build by raelet
Recommended
Bow of Frelia A Atk/Spd Boosting A Slot
Alternate: Close Counter
Positional Assist B Special Spiral 3
Luna
Alternate: Sol
C Time's Pulse 3
Alternate: Spd Smoke 3
IVs

+SPD / -HP

SQuickened Pulse
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Bow of Frelia

Assist: Positional Assist

Special: Luna / Sol

Passive A: Atk/Spd Boosting A Slot / Close Counter

Passive B: Special Spiral

Passive C: Time's Pulse / Spd Smoke

Sacred Seal: Quickened Pulse / Atk/Spd Solo 3

  • Innes relies on his Special to trigger in order to deal +7 damage and damage which ignores enemy damage reduction. This set revolves around him having permanent uptime on his Specials in order to keep these buffs.
  • Special Spiral is the crux of this build - without it, it isn't worth trying to build him with a 3 cooldown special, which prevents him from accessing the more powerful Luna or Sol.
  • You should decide if you want Innes to operate as a Player Phase poke unit or a unit who can function in a more limited capacity in both phases. If he takes Close Counter, Innes will be able to retaliate in the enemy phase and heal up with Sol, while still doing +7 damage and ignoring enemy damage reduction. This also negates the need to inherit the expensive Time's Pulse, and Innes can safely take a Smoke skill instead, such as Spd Smoke or Atk Smoke. Note that if you do run a Close Counter build, you will need to invest resources such as merges or dragonflowers to buff his defenses and ensure that he won't be oneshot.
  • Innes can also forego Time's Pulse and/or Quickened Pulse in order to take more effective skills if his allies are running Infantry Pulse, since once he gets access to his first Special, his Special Spiral can keep his Specials looping.

A high-handed dandy (anti-meta)

Build by raelet
Bow of Frelia A Steady Impact
Alternate: Swift Sparrow (2 or 3)
Positional Assist B Null Follow-Up 3
Glimmer
Alternate: Moonbow
C Time's Pulse 3
Alternate: Pulse Smoke 3
IVs

+SPD / -HP

SAtk/Spd Solo 3
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Bow of Frelia

Assist: Positional Assist

Special: Glimmer / Moonbow

Passive A: Steady Impact / Sturdy Impact / Swift Sparrow

Passive B: Null Follow-Up

Passive C: Time's Pulse / Pulse Smoke

Sacred Seal: Atk/Spd Solo / Hardy Bearing

  • This build basically makes Innes function as a high performing anti-meta unit, capable of breaking through all of the annoying enemy skills which prevent the game from working the way it gosh-darn should.
  • With Glimmer and Time's Pulse, Innes' Bow of Frelia will always have his Special ready and therefore always have him be ready to cut through enemy damage reduction. You can opt for Quickened Pulse in his Seal slot instead of Time's Pulse, but this can make Innes vulnerable to enemy Pulse Smoke usage, since with Quickened Pulse, his cooldown will not reduce back to 0 if it's increased to 1.
  • Null Follow-up with Steady Impact seems redundant but it works perfectly for Innes' Speed tier: NFU prevents Innes' opponents from blocking his doubles and shields him from skills like Quick Riposte or Vengeful Fighter, while Steady Impact adds another layer of protection from doubles and allows Innes to shield himself from opponents who outspeed him. In short - with this combo, when Innes initiates, he will always double as long as he has 5 Speed above his foe and he can't be doubled in retaliation by enemies who outspeed him or enemies with skills that grant them follow-up attacks. Phew!
  • Steady Impact is chosen instead of Sturdy Impact here, since Innes' Speed tier puts him at risk of not doubling some of the more meta speedsters - meanwhile, the guaranteed +7 damage on his Special thanks to the Bow of Frelia helps him to keep up with the damage metagame. Plus, it's not like he can't use the extra Defense.
  • Finally, the option to take Hardy Bearing in his seal slot means that Innes attacks normally into units who use Vantage and Brave Ike

Strengths

Deadeye Prf

Young Innes' weapon, the Bow of Frelia, is an incredible prf which has an effect similar to the Deadeye Special - that is, when Innes triggers his Special, he will cut through any type of damage reduction his foe has. This counters meta skills such as Close Call and Repel, but also counters characters who have prfs with damage reduction built in, or damage reduction through other stats, such as Spring Myrrh, Brave Dimitri, and Dragon Wall.

This bow also has built-in Slaying so Innes can access his Special more often, as well as Atk/Spd buffs on initiation and extra damage when he activates his Special. In short, it's an amazing weapon, especially for a F2P unit.

Competitive Statline

Young Innes isn't breaking any landspeed records or hitting things harder than anyone else, but his stats are still very competitive. With a Superboon in Speed, he can reach the 175 Base Stat Total bin, which is good for players who want to utilize him in Arena.

He also has a fantastic statline in general, with better than average Attack and Speed (though not the best in his class) and balanced defensive stats. While both his Defense and Resistance are a bit on the low side, the fact that they're 26 and 27 respectively allows him to be well-rounded when invested in, without a clear weakness to dragons, mages, or other bows who may retaliate when he initiates on them.

Weaknesses

Defensive Utility

Despite his good statline, both his defensive stats are a bit lackluster. Without investment of merges or dragonflowers, he can be oneshot by any character with 69-70 Attack, which... isn't too difficult to reach these days. This is kind of a bigger deal than it seems, since upper tier competitive modes such as Arena and Aether Raids generally requires its units to be able to take a hit or three, since it's difficult to safely engage in Player Phase without being exposed in the corresponding Enemy Phase.

Fashion Sense

His outfit really clashes with his hair. Maybe Tana picked it out for him.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Bow of FreliaAccelerates Special trigger (cooldown count-1). Effective against flying foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
50
A
Swift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
A
Swift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Distant Guard 1Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."
Inheritable by all units.
Unlocks at 1 ★
60
C
Distant Guard 2Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."
Inheritable by all units.
Unlocks at 2 ★
120
C
Distant Guard 3Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Sacred Stones

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