GamePress
Analysis by UmbraCorvus
Ninja Igrene - Ninja of Nabata

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
173
HP 40
ATK 43
SPD 38
DEF 22
RES 30

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 7 4 7
Middle 18 10 8 5 8
High 19 11 9 6 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 35 19 26
Middle 40 43 38 22 30
High 43 46 42 25 33

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

Eh, Father. I’m trying to sneak around, but... I keep alerting the guards. (Player Phase Offense)

Build by UmbraCorvus
Recommended
Nabata Kunai A Atk/Spd Catch (3 or 4)
Alternate: Fury 4
Positional Assist B A/D Far Trace 3
Alternate: Desperation 3
Luna
Alternate: Moonbow
C Spd/Def Rein 3
Alternate: Joint Drive Atk
IVs

+ATK or +SPD / -HP or -DEF or -RES

SSwift Sparrow 2
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Nabata Kunai

Assist: Positional Assist

Special: Luna / Moonbow / Ruptured Sky

Passive A: Atk/Spd Catch (3 or 4) / Swift Sparrow 3 / Fury 4

Passive B: A/D Far Trace / Desperation / Disarm Trap

Passive C: Spd/Def Rein / Joint Drive Atk / Joint Drive Spd / Ground Orders/ Air Orders / Savage Blow

Sacred Seal: Swift Sparrow / Blade Session / Life and Death / Brazen Atk/Spd / Quickened Pulse / Savage Blow

  • Ninja Igrene leans heavily into an offensive playstyle, and this build seeks to capitalize on that raw offensive power for a player controlled physical sweeper build with high power, mobility, and even a bit of utility if one is interested. Either an Attack or Speed Asset can work wonders for this build, while any of Ninja Igrene’s HP, Defense, or Resistance can be dropped. As a note, an HP Flaw is recommended if utilizing low HP related Skills, whether it be on Ninja Igrene herself or on any allies that she will be used with.
  • There is no reason to not use the Nabata Kunai on all of Ninja Igrene’s builds, with the ability to hit up to four times in one instance of combat as well as the high mobility perks it has, it would be a crime to not take advantage of the strong power this weapon possesses.
  • Ninja Igrene’s default Special Luna makes a solid Special that is worth keeping, though Moonbow can be used instead for the shorter cooldown which can be excellent if paired with Pulse support such as with Brave Hector’s Ostia’s Pulse or the Quickened Pulse Sacred Seal. Likewise, Ruptured Sky can be taken as another option that can particularly threaten Dragon and Beast units.
  • For the A Passive, while Atk/Spd Solo would normally be an offensive A Passive worth considering, it is ill advised for Ninja Igrene as she would not be able to use the boost if she has to warp to the adjacent spot of an ally in order to initiate combat. As a result, options worth considering can consist of A Passives such as Atk/Spd Catch or Swift Sparrow. Fury 4 may also be worth considering as an A Passive, as while it may give less of an offensive boost to Ninja Igrene, it has strong synergy with low HP Skills thanks to the chip damage it provides.
  • A/D Far Trace not only inflicts -3 Attack/Defense to the opponent during combat which can help Ninja Igrene deal more damage while also potentially shrugging off a counter hit she may have to take, but it also gives her access to Canto, allowing her to reposition herself after combat. This can be useful when Ninja Igrene is moving in without warping, though it becomes less useful when warping as her remaining movement becomes 0. Another B Passive option that will have usefulness even if Ninja Igrene utilizes her warping abilities is Desperation, giving her the chance to attack before the opponent can counter attack once she has fallen into the HP threshold necessary. This is where Fury 4 can come in as the A Passive of choice, as the chip damage can help Ninja Igrene safely set up Desperation use. If taking Ninja Igrene into Aether Raids Offense, Disarm Trap can be a useful utility that is worth considering so that there is no need to worry about trap placement intruding on your offense strategy.
  • Ninja Igrene’s default Spd/Def Rein not only gives her an edge against her opponent in terms of Speed with the Speed debuff, allowing her to potentially secure a follow-up attack on similar Speed opponents, but it also inflicts a useful Defense debuff during combat which can further boost her damage dealt. There are other options that can be worth using over Spd/Def Rein however, with Joint Drive Atk and Joint Drive Spd being useful semi-supportive C Passives that can boost not only Igrene but also nearby allies. Ground Orders and Air Orders can also be used in order to give Igrene’s allies, whether they be grounded units or fellow fliers, some extra warping potential to further increase the team’s effective movement. Savage Blow can also be taken here for inflicting chip damage on opponents, which can be useful for softening up future targets in Aether Raids Offense situations.
  • Ninja Igrene has a multitude of Sacred Seal options, though typically she will want one that further boosts her offensive potential. This can consist of options such as the Swift Sparrow, Blade Session, Life and Death, or Brazen Atk/Spd Sacred Seal. If opting for Moonbow or Ruptured Sky and Ninja Igrene does not have Pulse support, the Quickened Pulse Sacred Seal can be used for the initial firepower of a Special activation. The Savage Blow Sacred Seal can also be used for extra chip damage.

Halloween Nowi Except Way More Legal (Aether Raids Defense)

Build by UmbraCorvus
Recommended
Nabata Kunai A Sturdy Impact
Alternate: Steady Impact
Positional Assist B Windsweep 3
Alternate: Guard 3
Moonbow
Alternate: Ruptured Sky
C Ground Orders 3
Alternate: Panic Smoke 3
IVs

+ATK or +SPD / -HP or -DEF or -RES

SSwift Sparrow 2
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Nabata Kunai

Assist: Positional Assist

Special: Moonbow / Ruptured Sky / Luna

Passive A: Sturdy Impact / Steady Impact / Mirror Impact / Swift Impact

Passive B: Windsweep / Guard

Passive C: Ground Orders / Air Orders / Panic Smoke

Sacred Seal: Swift Sparrow / Quickened Pulse / Hardy Bearing

  • Ninja Igrene’s Nabata Kunai is very similar to Halloween Nowi’s refined Grimoire, and she makes a case for being a worthy replacement to Halloween Nowi, sporting more of a physical aggression prowess as opposed to a magical based offense. This can make her a great Aether Raids Defense unit with very high effective range. Either an Attack or Speed Asset can be taken, while dropping any of her defensive stats as a Flaw stat.
  • Ideally, lower cooldown Specials should be considered for consistency purposes for Ninja Igrene, which is especially effective if the Quickened Pulse Sacred Seal is used. With that said, her default Luna should be a fairly serviceable option.
  • Running any form of Impact Skill should be the A Passive worth considering on Ninja Igrene for this build. While not as offensively potent as Attack and Speed boosting A Passives, the extra survivability granted from the Impact Skill line is not to be trifled with. Not only do they give Ninja Igrene an extra high boost to her Defense or Resistance alongside an Attack or Speed boost depending on which Impact Skill is taken, but more importantly it also allows Ninja Igrene to deny the follow-up of an opponent.
  • Windsweep can be a great way to safely attack physical attackers and put less pressure on Ninja Igrene’s lower Defense compared to her somewhat fine Resistance stat, though it will make it so that she can only land two strikes as opposed to a potential four strikes with her weapon. Guard can also be used as a means to deny the Special cooldown charge of an opponent when she attacks, as Aether Raids Offense tanks will often employ some form of counterhit Special activation in many situations.
  • Ground Orders or Air Orders in the C Passive are worth considering as options to enhance the mobility of Ninja Igrene’s allies, while Panic Smoke can be used as an option to punish the displayed bonuses a challenger may be utilizing.
  • The Swift Sparrow Sacred Seal can be used to give Ninja Igrene a further offensive Presence, the Quickened Pulse Sacred Seal can be used for a faster initial Special activation, while the Hardy Bearing Sacred Seal can be used to ruin strategies that involve Vantage.

Strengths

Nabata Kunai

The Nabata Kunai is Ninja Igrene’s preferred weapon, and what an excellent weapon it ends up being! For starts it gives Ninja Igrene +4 Speed just by equipping it, though it lowers her Defense and Resistance by -4. If she is the one to initiate combat, she will attack twice, lining up with other “Brave Weapons”. While this is all very vanilla and comparable to the other weapons belonging to the Ninja line, where the Nabata Kunai differs is that it gives Igrene the ability to warp to a space within two spaces of any ally within two spaces. This makes Ninja Igrene incredibly mobile, which can result in some nasty warping shenanigans that can particularly be exploited in Aether Raids defense, as well as in player hands.

High Offensive Stats

Ninja Igrene has the offensive spread to back up her heavily offensive weapon and play style, sporting a very high base Attack stat of 43 as well as a respectable Speed stat of 38, even possessing a Super Asset that can be taken in the Speed stat to push it to a value of 42.

Weaknesses

Low Overall Bulk

In exchange for Ninja Igrene’s high offenses, her defensive stats have taken a backseat. While her Resistance stat is an admittedly fair value of 30, her Defense sits at a low value of 22 while her HP sits at a value of 40. Ninja Igrene also has Super Flaws in Resistance and HP, although the HP Super Flaw can be exploited in order to take advantage of low HP threshold Skills and strategies which may be enticing.

Mobility over Raw Power Boosts

This is not so much of a weakness, but more a nod at the somewhat double edged nature of the Nabata Kunai compared to the rest of the Ninja weapons. The Nabata Kunai has taken a mobility perk in the form of its warping potential in exchange for things such as the extra damage boost of the inheritable Ninja weapons belonging to Ninja Male Corrin or Ninja Shamir, or even the slaying effect that the popular Ninja Lyn of the previous year possesses. As a result, Ninja Igrene must focus on abusing the mobility perks granted by the Nabata Kunai in order to make her worth using over Ninja Lyn with her access to easier Special Skill abuse.

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 2 ★
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
Nabata Kunai

Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice. Unit can move to a space within 2 spaces of any ally within 2 spaces. 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
Luna

Treats foe's Def/Res as if reduced by 50% during combat.

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

Passive Skills

Passive Skills SP Slot
C Duel Flying 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Colourless Flying Units Only.
Unlocks at 2 ★
70
A
C Duel Flying 2

Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Colourless Flying Units Only.
Unlocks at 3 ★
150
A
C Duel Flying 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Colourless Flying Units Only.
Unlocks at 4 ★
300
A
C Duel Flying 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Colourless Flying Units Only.
Unlocks at 5 ★
300
A
Spd/Def Rein 1

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

Only inheritable by flier units.
Unlocks at 1 ★
60
C
Spd/Def Rein 2

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

Only inheritable by flier units.
Unlocks at 2 ★
120
C
Spd/Def Rein 3

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

Only inheritable by flier units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: The Binding Blade

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