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Analysis by lordhelpme
Young Tana - Frelian Starlight

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 40
ATK 39
SPD 41
DEF 29
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 10 6 5
Middle 18 9 11 7 6
High 19 10 12 8 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 36 38 25 20
Middle 40 39 41 29 23
High 43 43 45 32 26

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

haha pegasus go brrrrr (Aether Raids Offense / Galeforce)

Build by lordhelpme
Recommended
Lance of Frelia A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Push 4
Positional Assist B S/D Near Trace 3
Galeforce C Odd Tempest 3
Alternate: Atk/Spd Rein 3
IVs

 +ATK / -RES

SHeavy Blade 3

Show Explanation/Analysis

Weapon: Lance of Frelia

Assist: Positional Assist / Flexible

Special: Galeforce 

Passive A: Swift Sparrow / Atk/Spd Push / Heavy Blade 4

Passive B: S/D Near Trace 

Passive C: Odd Tempest / Rein Skills / Savage Blow / Joint Drive Skills / Flexible

Sacred Seal: Heavy Blade / Atk/Spd Solo / Swift Sparrow / Quickened Pulse 

  • The additional mobility provided by Lance of Frelia alone makes Tana a compelling choice for Galeforce-centric strategies in Aether Raids Offense; unlike many of her contemporaries, she can easily close in on the enemy team without needing to rely on Wings of Mercy or outside support. This weapon’s Slaying effect alongside her stellar offenses further supplement her effectiveness at such a role.
  • Increasing Tana’s Attack with a +ATK IV is highly recommended to help ensure her Heavy Blade activations, which are pivotal given that the primary strategy here is to quickly access Galeforce’s self-refreshing quality to defeat the enemy team in quick succession. 
    • Do keep in mind, however, that in addition to activating Heavy Blade, Tana will also need to double her opponent in order to fully reduce Galeforce’s cooldown in a single engagement. This makes it important to 1) not entirely neglect her Speed stat and 2) carefully consider who to initiate against first since it should not be someone she will outright KO with one hit. 
    • This can be potentially remedied by further reducing Galeforce’s base cooldown to two turns so that she can activate it in a single hit with Heavy Blade, though this is somewhat tricky in Tana’s case as her flying status prevents her from exploiting Time’s Pulse or Infantry Pulse support. If desired, her best ways of achieving this would be either through Velouria’s Wolfpup Fang or by using Heavy Blade 4, the Quickened Pulse Sacred Seal, and Rafiel’s Groom Wings support.
  • Anything that enhances both of her offensive stats is preferred here, with Swift Sparrow and Atk/Spd Push being her best choices in this regard. Heavy Blade 4 is also an option if either using the aforementioned strategy to reduce Galeforce’s base cooldown, or if aiming to push her damage ceiling (since using this and an Atk/Spd boosting seal technically lets Tana deal a bit more damage than otherwise possible). 
  • For her B slot, Tana’s default S/D Near Trace is ideal for greater flexibility in her movement and overall playstyle through its Canto effect. There’s really no reason not to use it since Lance of Frelia renders the bulk of her other options (i.e. Wings of Mercy, Aerobatics, Flier Formation, etc.) unnecessary anyway.
  • Although admittedly quite costly, Odd Tempest is a formidable C skill choice to further enhance her already impressive reach, granting cavalry-like mobility with the advantage of being unhampered by terrain; it also pairs nicely with S/D Near Trace. Other options include Joint Drive Skills, Smoke skills or Savage Blow, and Rein skills like her default Atk/Spd Rein

* teleports behind you * (Aether Raids Defense)

Build by lordhelpme
Recommended
Lance of Frelia A Steady Impact
Alternate: Sturdy Impact
B S/D Near Trace 3
Alternate: Lunge
Ruptured Sky
Alternate: Moonbow
C Ground Orders 3
Alternate: Panic Smoke 3
IVs

+SPD or +ATK / -RES

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Lance of Frelia

Assist: No Assist / Rally Assist / Positional Assist / Flexible

Special: Ruptured Sky / Moonbow / Galeforce

Passive A: Steady Impact / Sturdy Impact / Mirror Impact

Passive B: S/D Near Trace / Lunge 

Passive C: Ground Orders / Panic Smoke / Fatal Smoke / Smoke Skills / Flexible

Sacred Seal: Swift Sparrow / Quickened Pulse / Hardy Bearing / Blow Skills / Heavy Blade

  • Lance of Frelia’s unique teleporting effect also reaps numerous advantages to Tana’s viability in an Aether Raids Defense team: it provides the option of simply remaining tucking her in the backline to prevent ranged foes from sniping her without sacrificing range, offers considerable tile coverage, and overall grants her a good degree of unpredictability. An Asset to either of her offenses is recommended here. 
  • Low cooldown Specials work wonderfully here for frequent burst damage against opposing foes. Among them, Ruptured Sky and Moonbow are Tana’s best options due to the commonality of high Attack or bulky foes in incoming Offense teams. She also has the option of using Galeforce + the Heavy Blade Sacred Seal, but this isn’t as consistent. 
  • Impact skills are a natural choice to enhance Tana’s survivability, offering a massive boost to one of her defensive stats and denial of her foe’s follow-up attack; this helps her potentially set up other allies and pose an overall nuisance to the foe’s Offense run. Her base Steady Impact is ideal if maximizing her durability is preferred (and also helps challenge opponents who depend on Speed contests for their functionality) but for more damage, Sturdy or Mirror Impact should be equipped instead. 
  • S/D Near Trace is once again an excellent candidate for Tana’s B skill, as it slightly detracts from her opponent’s stats while making her even more troublesome to deal with via Canto. Lunge is another option to punish any opponents who attempt to bait her out and is useful for then applying mass debuffs via her C slot and/or separating units from their support allies. 
  • Tana’s C slot is flexible, though there are naturally some standouts such as Order skills for the valuable mobility boost they provide to adjacent allies. When coupled with an Impact of one’s choice, the sheer amount of stats Tana can obtain from just initiating make Smoke skills quite attractive as well, since she should almost always be able to safely apply their debuffs; Fatal Smoke and Panic Smoke are particularly lethal.
  • For her Sacred Seal, anything that enhances Tana’s key stats—preferably in the form of a Blow skill—will typically work. She can also make great use of the Hardy Bearing Sacred Seal to shut down Vantage units, the Quickened Pulse Seal to frontload more damage through an immediate Special activation, or the Heavy Blade seal is using Galeforce.

have you ever had a dream, um, that, um, that you— (General Offense / Damage Focus)

Build by lordhelpme
Recommended
Lance of Frelia A Atk/Spd Boosting A Slot
Alternate: Steady Impact
Positional Assist B Dive-Bomb 3
Alternate: S/D Near Trace 3
Luna
Alternate: Draconic Aura
C Atk/Spd Rein 3
IVs

+SPD or +ATK / -RES

SHeavy Blade 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Lance of Frelia

Assist: Positional Assist / Flexible

Special: Luna / Draconic Aura / Moonbow / Glimmer

Passive A: Atk/Spd Boosting A Slot / Impact Skills 

Passive B: Dive-Bomb / S/D Near Trace

Passive C: Atk/Spd Rein / Spd/Def Rein / Flexible

Sacred Seal: Heavy Blade / Atk/Spd Solo / Swift Sparrow 

  • This set departs from the previous focus on Tana’s performance within specific settings and aims to highlight her exceptional Player Phase strength for more general purposes. Taking an Asset in either Attack or Speed works well to augment her damage potential.
  • Luna and Draconic Aura synergize wonderfully with Lance of Frelia’s Slaying effect and Heavy Blade, providing strong burst damage with relative consistency; this may prove especially deadly if Dive-Bomb is added to the mix. If not using the Heavy Blade Sacred Seal, though, Moonbow and Glimmer should be taken to account for the loss of accelerated cooldown. 
  • Tana will greatly appreciate any A slot that enhances both Attack and Speed here to frontload as much damage as possible, improving both her raw output and follow-up consistency. In exchange for losing out on some offensive potency, Impact skills may be considered instead for safer initiations outside of Dive-Bomb sets. 
  • Dive-Bomb’s effect of consecutive follow-up attacks without requiring any prior setup (unlike Desperation) renders it a powerful choice for an all-out offensive approach, though its activation requirement does disallow the use of skills like Fury and Atk/Spd Push. One may also just keep her base S/D Near Trace to focus more on her mobility.

Strengths

Lance of Frelia

Tana’s exclusive Lance of Frelia distinguishes the young princess from her peers through its unique ability that lets her move to any tile within two spaces from nearby allies—an effect similar to that of Halloween Nowi’s refined Grimoire, but on a unit with a much more potent statline. 

In practice, this translates to a substantial boost to Tana’s mobility and reach, as she can easily threaten distant enemy foes without much difficulty. Lance of Frelia’s inbuilt Slaying effect and effective +6/+6/+10/+10 stat boost only cement her offensive lean, altogether making Tana a fearsome Player Phase threat with the means to shine in a variety of different applications. 

Fantastic Offensive Statline

In addition to the power of her lance, Tana’s offensive statline of 39 Attack and 41 Speed itself is excellent and provides strong raw damage output and follow-up consistency; even without accounting for Lance of Frelia, her innate combat potential is in a very good position. Both of these stats are also available as four-point Assets as if their base values weren’t enough, making us all question what in the world these babies are eating. 

Flying Benefits

Her flying status complements Lance of Frelia perfectly and lets her fully exploit its teleportation effect with the inherent advantage of being unaffected by most terrain. This status also comes with other crucial advantages like class-exclusive buff support and the ability to equip useful flier-exclusive abilities, such as her base Atk/Spd Rein. Since Tana happens to be melee, she  can access S/D Near Trace, Dive-Bomb, and Odd Tempest as well for even more frontline superiority.

Weaknesses

Flying Drawbacks

Unlike many of her fellow pegasus riders, Tana’s flying status is much more of a strength than a detriment (especially due to the introduction of Trace skills), but it still comes with a few drawbacks. Most notably, it makes her exceedingly weak to incoming archers—an enemy type that is rather prominent currently—and also prevents her from leveraging some skills that would have been greatly useful to have as options, like Time’s Pulse and Null Follow-Up.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Lance of Frelia

Accelerates Special trigger (cooldown count-1).

Unit can move to a space within 2 spaces of an ally within 2 spaces. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, grants Def/Res+10 during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic Aura

Boosts damage by 30% of unit's Atk.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Darting Blow 1

If unit initiates combat, grants Spd+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Steady Blow 1

If unit initiates combat, unit granted Spd/Def+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Steady Blow 2

If unit initiates combat, unit granted Spd/Def+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Steady Impact

If unit initiates combat, grants Spd+7, Def+10 during combat and foe cannot make a follow-up attack.

Unlocks at 5 ★
300
A
S/D Near Trace 1

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-1 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 3 ★
60
B
S/D Near Trace 2

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-2 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 4 ★
120
B
S/D Near Trace 3

Enables【Canto (Rem. +1)】.  Inflicts Spd/Def-3 on foe during combat. 

【Canto (Rem. +1)】

After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn +1. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement +1.)

Cavalry & Flying Only
Unlocks at 5 ★
240
B
Atk/Spd Rein 1

Inflicts Atk/Spd-2 on foes within 2 spaces during combat.

Flying Only
Unlocks at 1 ★
60
C
Atk/Spd Rein 2

Inflicts Atk/Spd-3 on foes within 2 spaces during combat.

Flying Only
Unlocks at 2 ★
120
C
Atk/Spd Rein 3

Inflicts Atk/Spd-4 on foes within 2 spaces during combat.

Flying Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Sacred Stones

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