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Analysis by lordhelpme
Ninja Lyn - Ninja-Friend Duo

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 40
ATK 38
SPD 42
DEF 21
RES 26

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 35 38 18 23
Middle 40 38 42 21 26
High 43 42 45 24 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

Hokage of Sacae (General Offense)

Build by lordhelpme
Recommended
Tailwind Shuriken A Swift Sparrow 3
Alternate: Sturdy Impact
Positional Assist B Chill Atk/Def 2
Alternate: Desperation 3
Moonbow
Alternate: Glimmer
C Spd/Def Rein 3
IVs

+ATK or +SPD / -DEF or -RES

SSwift Sparrow 2

Show Explanation/Analysis

Weapon: Tailwind Shuriken

Assist: Positional Assist / Flexible

Special: Moonbow / Glimmer / Ruptured Sky 

Passive A: Swift Sparrow / Sturdy Impact / Death Blow 4

Passive B: Chill Atk/Def / Desperation / Aerobatics / Flier Formation

Passive C: Spd/Def Rein / Flexible

Sacred Seal: Swift Sparrow / Death Blow / Atk/Def Solo / Sturdy Blow

  • This build is a pretty standard offensive build meant to highlight Ninja Lyn’s exceptional Player Phase strength; her stellar base offenses alongside her Tailwind Shuriken, self-refreshing capacity, and flier mobility all together make her an effective frontline force. Increasing either Ninja Lyn’s Attack or Speed with the appropriate IV is thus recommended to complement this role. Note that although alterations can always be made, she can work perfectly fine here with her base kit alone. 
  • Specials with low cooldowns (i.e. Glimmer, Ruptured Sky, and her native Moonbowtake full advantage of Tailwind Shuriken’s built-in Brave and Slaying effects, being guaranteed to activate on her second attack and potentially an additional time if she successfully lands a quad strike. In exchange for less frequent activations, Luna may be considered for its greater burst potential. 
  • Ninja Lyn’s base Swift Sparrow works perfectly here and serves to further augment her presence during the Player Phase. However, there are alternatives should one feel sufficiently confident in her ability to perform follow-ups without Swift Sparrow’s Speed boost, or if simply focusing on damage alone without regard for her quad-strike potential altogether. Most notably, Sturdy Impact and Mirror Impact help make Ninja Lyn’s initiations much safer through massive defensive boosts and a denial of enemy doubles, though Death Blow is the better choice from a pure damage perspective. 
  • Her B slot options are a bit limited due to flier skill restrictions, but she does have a few candidates nonetheless. Her native Chill Atk/Def is useful to enhance her damage output and survivability against the foe targeted by its debuff, though for quad-strike oriented sets Desperation may be better to land them safely without worry of enemy retaliation. Although they don’t directly affect her combat, Aerobatics and Flier Formation are potential options to maximize the flexibility of Ninja Lyn’s flier movement. 
  • Spd/Def Rein is likely Ninja Lyn’s best choice of C slot here and complements this build’s damage focus by weakening the foe considerably through in-combat debuffs. Alongside Tailwind Shuriken’s built-in Def Smoke (which stacks with Rein skills) and her Duo Skill’s self-refresh, she can greatly lower her opponent’s stats by herself for markedly improved combat performance. 
  • Any Sacred Seal that increases her key stats will fit perfectly; her best choices include Swift Sparrow, Death Blow, Sturdy Blow, and Atk/Def Solo.

Gentle Step Twin Lion Fist (Aether Raids Offense / Wings of Mercy Enabler)

Build by lordhelpme
Recommended
Tailwind Shuriken A Fury 4
Positional Assist B Disarm Trap 3
Moonbow
Alternate: Glimmer
C Savage Blow 3
Alternate: Spd Smoke 3
IVs

+ATK or +SPD / -HP

SSavage Blow 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Tailwind Shuriken 

Assist: Positional Assist / Flexible

Special: Moonbow / Glimmer 

Passive A: Fury 4 

Passive B: Disarm Trap / Desperation / Escape Route

Passive C: Savage Blow / Spd Smoke / Atk Smoke

Sacred Seal: Savage Blow / Death Blow / Spd Smoke / Atk Smoke

  • Although this build once again focuses on Ninja Lyn’s applications during the Player Phase, this assumes the context of Aether Raids Offense and concerns her place in Galeforce-centric teams by becoming a beacon for other allies equipped with Wings of Mercy to quickly close in on the enemy composition. 
  • The success of this build is centered around two crucial factors: Fury 4 and her Duo Skill. Please note that if Fury 4 is not available, this build will not work consistently in most cases. The game plan itself is relatively simple and has Ninja Lyn initiate combat three times in a single Player Phase—once with her original action, the second with her Duo Skill’s refreshing effect, and the third with the assistance of a refresher. Combined with Fury 4, this will inflict a total of 24 chip damage on Lyn and easily puts her in Wings of Mercy’s threshold up until she goes over 48 HP. 
    • If one finds that she somehow crosses this 48 HP cap (meaning 49+ HP), her Tailwind Shuriken will have to be swapped out for Pumpkin-a-Box if still wanting to utilize Ninja Lyn as a Wings of Mercy beacon. However, this comes at the cost of losing out on the main advantage of using Ninja Lyn for such a purpose to begin with: the ability to wield her PRF’s significant offensive edge at the same time. 
    • The reason the much more readily available Fury 3 won’t work (for the most part) with Tailwind Shuriken is that after her three engagements, this puts her at a total health loss of 18 HP. This in turn means that in order to actually trigger Wings of Mercy, the most Ninja Lyn’s HP could be is 36 which is only possible via an unmerged -HP copy with no room for fluctuation from factors such as bonus week, Summoner Support, or Dragonflowers. 
  • Beyond the self-inflicted damage component of this set, there are other considerations to make. In particular, Disarm Trap is highly recommended to safely carry out Ninja Lyn’s setup without worrying about trap placement disrupting this strategy. Attempting to use her without Disarm Trap involves much higher risk but if it is entirely unavailable, B slot skills that operate at low HP like Desperation and Escape Route are possible alternatives. 
  • Using Savage Blow as her designated C and/or Sacred Seal slot is effective to freely chip at her enemies health (who are more than likely to be grouped together) with her repeated strikes for her allies to potentially KO them in a single hit; this can also help knock foes down below Guard’s HP threshold, a skill detrimental to Galeforce strategies. Alternatively, Spd Smoke or Atk Smoke can be equipped if her paired teammates are dependent on skills like Flashing Blade or Heavy Blade to accelerate their Special charge, or the Death Blow Sacred Seal if wanting to boost Lyn’s own damage.

Begone with the Thunderclap (Aether Raids Defense)

Build by lordhelpme
Tailwind Shuriken A Sturdy Impact
Alternate: Mirror Impact
Positional Assist B Aerobatics 3
Alternate: Wings of Mercy 3
Ruptured Sky
Alternate: Moonbow
C Ground Orders 3
Alternate: Panic Smoke 3
IVs

+ATK or +SPD / -DEF or -RES

SSturdy Blow 2
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Tailwind Shuriken

Assist: No Assist / Positional Assist

Special: Ruptured Sky / Moonbow / Glimmer / Luna

Passive A: Sturdy Impact / Mirror Impact 

Passive B: Aerobatics / Wings of Mercy / Flier Formation / Chill Skills

Passive C: Ground Orders / Air Orders / Panic Smoke / Distant Guard / Flexible

Sacred Seal: Sturdy Blow / Quickened Pulse / Hardy Bearing

  • Ninja Lyn’s ability to enable the Duo’s Hindrance structure in Aether Raids Defense teams—not to mention her ranged status, notable offensive presence, and access to movement-based skills—may make a set dedicated to such an environment quite worthwhile for some. A +ATK IV will generally be Lyn’s ideal choice to frontload as much damage as possible with her first two strikes, though +SPD is welcome if the former is unavailable.
  • Her Special should once again be filled by a low-cooldown choice. Given the common presence of high Attack foes in incoming Offense teams (as well as dragons during Light season), Ruptured Sky is an especially attractive option in the context of a Defense team, though Moonbow and Glimmer are still fine if it’s not available. Lyn’s choice of Assist is important too as one must account for the order in which the AI prioritizes turn order, though one can choose not to use one at all to avoid any potential mishaps.
  • Impact skills are a natural choice to enhance Ninja Lyn’s survivability through a massive augmentation to one of her defensive stats and denial of her chosen foe’s follow-up attack; this helps her avoid the undesirable scenario of being outright OHKO’d should her initial attacks prove insufficient and be able to attack multiple times instead. Sturdy Impact and Mirror Impact also come with a solid boost to her damage as well to boot. 
  • Aerobatics (or Flier Formation in flier-heavy compositions) is solid to expand her effective range and potentially catch challengers off-guard; Wings of Mercy serves a similar purpose, though fits better if Ninja Lyn is run alongside units who can easily reach low HP without outright dying. If nothing else, Chill skills like her base Chill Atk/Def can be equipped to fill in holes in terms of the range of debuffs one’s team can apply through the skills of other allies or structures. 
  • Order skills are absurdly strong in Aether Raids Defense maps and allow Ninja Lyn to provide a valuable boost to her teammate’s overall maneuverability. This is especially useful in tucking away particularly fragile allies without necessarily sacrificing range, but the uses of Order skills are overall quite varied. Panic Smoke may also be worthwhile to debilitate enemy foes and make the use of visible buffs much riskier. If all the aforementioned are unavailable or taken care of by other allies, it’s always an appreciated recourse to simply slot in-combat buffs like Distant Guard or Drives. 
  • The Sturdy Blow and Atk/Def Bond Sacred Seal are notable for boosting both Lyn’s damage and resilience to physical hits, while being active fairly consistently; Solo seals are much more unreliable here. Alternatively, Hardy Bearing can be used to shut down Vantage units and other foes who rely on specific combat order to function, or Quickened Pulse to use Luna for her Special instead.

Strengths

Tailwind Shuriken

Ninja Lyn’s exclusive Tailwind Shuriken is surprisingly simple and straightforward for a PRF on a recently released unit, yet remains incredibly effective in its intended purpose. Combining both Slaying and Brave effects into a single weapon provides the duo devastating initiations, and the fact that Tailwind Shuriken actually boosts her Speed by an ample amount (as opposed to detracting from it like standard Brave weapons) further augments the duo’s offensive prowess by allowing for relatively consistent quad-attacks. 

It’s worth noting that Tailwind Shuriken is currently the only Brave dagger weapon available to any dagger unit at the time of writing; this grants Lyn’s offensive capabilities a distinct edge and quality over the rest of her contemporaries. 

Fantastic Offensive Statline

Featuring top-of-the-line values in both Attack and Speed, Ninja Lyn inherently sports an impressive inclination towards both dealing damage and performing follow-up attacks. This is not to mention Lyn’s access to a four-point +ATK IV as well, which is particularly noteworthy given how much damage this translates to with a Brave weapon. 

Duo Hero

Being a Duo Hero comes with several distinct perks, such as phenomenal scoring potential in Colosseum modes (as the duo’s BST will be counted as 190) and the unique capacity to enable Duo’s Hindrance in Aether Raids Defense maps; this is especially notable for Ninja Lyn as her ranged and flying status combined with her sheer offensive capability actually make her a solid choice for Defense teams. 

Most importantly, though, Ninja Lyn’s Duo Hero status comes with access to a unique Duo Skill of her own: an on-command self refresh akin to being targeted by Dance or Sing. Although it can only be activated once in a given map (unless she is being used in Aether Raids Offense with the Duo’s Indulgence structure), having the ability to move again without outside assistance provides incredible strategic flexibility when used properly and remains highly useful despite its limited usage—after all, there’s a reason why refreshers are rated so favorably. 

Flying Benefits

Her flying status awards her with further offensive edges in the form of fantastic mobility and the ability to equip movement-based abilities unique to the flier class; this allows for initiations from much more advantageous positions than otherwise possible. She also benefits from the opportunity to use class-exclusive buffs.

Weaknesses

Unimpressive Defenses Stats

With such a notable offensive lean in terms of her statline and exclusive skills, it’s no surprise that Ninja Lyn in turn suffers from mediocre values in Defense and Resistance. This already makes her quite susceptible to enemy fire at base, and the four-point decrease her PRF inflicts on both stats only compounds this. Keeping her out of range from opponents during the Enemy Phase is key to her survival. 

Effective Damage

Like most other fliers, Ninja Lyn carries an extreme weakness to opposing archers and other forms of flier-effective damage. Coupled with her disappointing base Defense, one should remain especially cautious if archers are on the opposing team as they pose the greatest threat to her longevity. 

Limited Skill Availability

Ninja Lyn’s flier status also comes with the detriment of horrible skill availability, particularly in terms of B slot skills such as the Lull line. This in turn limits her build flexibility and overall potential by a marked degree compared to her non-mounted counterparts who do have access to them, though her sheer offensive lean allows her to keep up nevertheless.

Duo Skill

Grants unit another action. (May be used only if unit has already entered combat during the current turn.)

(Duo skills can be used once per map by tapping the Duo button. Duo skills cannot be used by units deployed using Pair Up.)

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 3 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Silver Dagger

After battle, inflicts Def/Res-5 on foe through its next action.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 7
Tailwind Shuriken

Accelerates Special trigger (cooldown count-1). Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice. Effect:【Dagger 7】  【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 9
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 30% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

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
Swift Sparrow 1

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

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Swift Sparrow 2

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

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Swift Sparrow 3

If unit initiates combat, grants Atk+6, Spd+7 during Combat

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Chill Def 1

At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.

Inheritable by all units.
Unlocks at 1 ★
60
B
Chill Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foe on the enemy team with the highest Atk+Def total through its next action.

Inheritable by all units.
Unlocks at 2 ★
120
B
Chill Atk/Def 2

At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+Def total through its next action.

Inheritable by all units.
Unlocks at 4 ★
240
B
Spd/Def Rein 1

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

Only inheritable by flier units.
Unlocks at 3 ★
60
C
Spd/Def Rein 2

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

Only inheritable by flier units.
Unlocks at 4 ★
120
C
Spd/Def Rein 3

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

Only inheritable by flier units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: The Blazing Blade

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