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Hatari Nailah

Analysis by StanTheWoz
Hatari Nailah - Hatari Scorcher

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
182
HP 40
ATK 39
SPD 43
DEF 35
RES 25

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 36 39 32 22
Middle 40 39 43 35 25
High 43 43 46 38 29

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

Desert Wind (Galeforce)

Build by StanTheWoz
Recommended
Royal Hatari Fang A Flashing Blade (3 or 4)
Alternate: Atk/Spd Boosting A Slot
Positional Assist B Wings of Mercy 3
Galeforce C Time's Pulse 3
Alternate: Glare
IVs

+Atk or +Spd / -Res or -Def or -HP

SQuickened Pulse
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Royal Hatari Fang

Assist: Positional Assist / flexible

Special: Galeforce / flexible

IVs: +Atk or +Spd / -Res or -Def or -HP

Passive A: Flashing Blade 3 or 4 / flexible

Passive B: Wings of Mercy / flexible

Passive C: Time’s Pulse / Glare

Sacred Seal:  Quickened Pulse / Blade Session / flexible

  • One of Nailah’s strengths is her ability to use Galeforce, Canto, and Wings of Mercy together in the same set. This makes her a great choice for a follow-up unit on a galeforce team that can teleport adjacent to a low-HP ally, KO an opponent, activate galeforce, KO another opponent, and then move with Canto to potentially trap a third opponent. In addition to those effects, Royal Hatari Fang also accelerates Galeforce’s cooldown to 4, and prevents her Special charge from being slowed by enemy skills such as Guard or Sturdy Stance 3. As Nailah is an infantry unit, she can also benefit from skills like Time’s Pulse or Infantry Pulse on a teammate to charge Galeforce at the start of turn 1. If she starts the map with a 2 charge Galeforce, she can hit a single foe one time and guarantee that Galeforce activates as long as Flashing Blade is active. 
  • This set can also function similarly using a damage-dealing Special instead of Galeforce; Nailah will in that case have fewer actions but deal more damage against a single target. This is highly useful on some teams, and she can still “trap” units using Canto. 
  • Some skills can be swapped out for others depending on how the player wants to use Nailah; Wings of Mercy may not be necessary or useful in some contexts for example, or the extra mobility from something like Odd Tempest may be desired. 
  • Ideally, Nailah will start the map by receiving two “Pulses” from any source, whether that be Time’s Pulse or Quickened Pulse in her own kit, or a skill like Infantry Pulse or Ostia’s Pulse II on a teammate. Skills can be replaced in order to maximize her power while also hitting this target. 
  • The ideal boon is +Spd for Flashing Blade activation, though there is also a solid case for +Atk for extra power. A bane in any defensive stat is fine, with -Res being arguably the best due to the relative rarity of melee units that will retaliate and target Res compared to those that hit Def. 

One Wolf Moon (Player Phase Offense)

Build by StanTheWoz
Recommended
Royal Hatari Fang A Sturdy Surge
Alternate: Surge Sparrow
Positional Assist B Lull Spd/Def 3
Alternate: Hit and Run
Luna
Alternate: Moonbow
C Glare
Alternate: Time's Pulse 3
IVs

+Atk or +Spd / -Res or -Def or -HP

SBlade Session 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Royal Hatari Fang

Assist: Positional Assist / flexible

Special: Luna / Moonbow / flexible

IVs: +Atk or +Spd / -Res or -Def or -HP

Passive A: Sturdy Surge / Surge Sparrow / flexible

Passive B: Lull Spd/Def / Hit and Run / flexible

Passive C: Glare / Time’s Pulse / Odd Tempest / flexible

Sacred Seal:  Blade Session / Quickened Pulse / flexible

  • This set attempts to capitalize on Nailah’s ability to activate Specials and deal high damage. The choice of Special depends on the skills used. With Moonbow and Time’s Pulse or Quickened Pulse, she can begin the turn with Moonbow already charged, activate it on her first hit, and if she gets counterattacked she will charge it again and activate it on her second hit. This can deal very high damage across two hits. Alternatively, she can stick with Luna if not using any kind of Pulse in order to activate it on the second hit only, but with higher power. 
  • Sturdy Surge is the superior A slot against slow units that can counterattack Nailah for high damage, as it raises her Def against those foes. Surge Sparrow is better if she needs the extra Spd to follow-up against a fast unit. Other A skills that boost Atk and Spd can also work. 
  • Lull Spd/Def provides a straightforward -3 to Nailah’s foe’s Spd and Def, as well as neutralizing any visible buffs they have in those stats. This improves her ability to deal damage and follow-up attack. Alternatively, she can opt for Hit and Run in order to retreat backwards 1 tile after combat, allowing her to more effectively escape enemy threat range in combination with the Canto effect of Royal Hatari Fang
  • At time of writing, Blade Session provides the highest potential boost to Atk and Spd from a seal, but other seals like Atk/Spd Solo are also good choices. Quickened Pulse can be used to charge Nailah’s Special by 1 at the start of turn 1, but unlike Time’s Pulse, it only works on turn 1 of the map, not every turn. 

Strengths

Royal Hatari Fang

Royal Hatari Fang combines a variety of great effects, including stat boosts and the effects of Null Follow-Up under easy conditions, allowing Nailah to activate Specials more easily, boosting their damage, and allowing her to move after combat with Canto. This can be useful to retreat from enemy range, or box in certain enemies so they cannot attack. 

Great Atk and Spd

Nailah’s base 39 Atk and 43 Spd are great and allow her to deal good damage while gaining a follow-up attack against most units. 

Infantry Beast

Nailah’s status as an Infantry Beast unit allows her to use some useful skills like Odd Tempest and Time’s Pulse

Glare

Nailah’s character-unique C skill, Glare, allows her to apply the Gravity status to her foe and any foes within 1 space of that foe after combat, restricting their movement to 1 space through their next action. This allows her to more easily attack a unit and then retreat out of their range with Canto. 

Great Def and Decent HP

Nailah’s base 35 Def is high, and her base 40 HP is average, allowing her to take physical hits decently well. 

Weaknesses

Mediocre Res

Nailah’s base 25 Res is somewhat low, meaning she takes high damage from magical units such as tomes and dragons, possibly being KO’d in one hit by stronger ones. 

Low Range

As an infantry unit wielding a melee weapon, Nailah can only move 2 spaces while not under the effects of March, and can only attack foes adjacent to her. This means she can have a hard time initiating against enemies with high movement and threat range without some help. 

Transformation

Beast units must transform at the start of their turn to gain the full effects of their weapon, and Nailah is no exception to this. She will only transform into her beast form if she is only adjacent to other beast or dragon units or no units; if she is adjacent to any units wielding another weapon like a Sword or Tome, she will not transform and will revert if she is transformed. 

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Infantry)

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 deals +10 damage when Special triggers.

Learns by default at 1 ★
Unlocks at 1 ★
Beast Infantry Only
50 1 4
Yearling (Infantry)

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 deals +10 damage when Special triggers.

Learns by default at 2 ★
Unlocks at 2 ★
Beast Infantry Only
100 1 6
Adult (Infantry)

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 deals +10 damage when Special triggers.

Learns by default at 4 ★
Unlocks at 3 ★
Beast Infantry Only
200 1 9
Royal Hatari Fang

 Enables【Canto (Rem. +1)】while transformed.

Accelerates Special trigger (cooldown count-1).

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. 

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, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. 

【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 after the granted action. 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.)

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
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
Death Blow 1

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

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

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

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

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

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Sturdy Surge

If unit initiates combat, grants Atk+7, Def+10 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.)

Restricted to melee units.
Unlocks at 5 ★
300
A
Lull Spd/Def 1

Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Spd/Def 2

Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Spd/Def 3

Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Glare

After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions.

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Radiant Dawn

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