Legendary Nanna

Legendary Nanna

Red SwordB tier

Introduction

Legendary Nanna is a character in Fire Emblem Heroes. Legendary Nanna's weapon type is Red Sword and role is Cavalry. Faction: Fire Emblem: Thracia 776.

On our Fire Emblem Heroes tier list Legendary Nanna is B tier, 448th of the 907 characters ranked, from where 5 current tier lists put Legendary Nanna.

Is Legendary Nanna good?

Mounted sword attacker who hits hard and gets out. Hoðr's Zeal II debuffs and exposes the nearest foes at any distance, then in combat adds Atk-based true damage, clears her own Atk/Spd penalties and grants Desperation when she attacks, with Canto to reposition afterward. Her refined Lands Sword gives her and nearby allies bonus neutralization and Hexblade each turn, and in her fights adds stats that grow with allies around her, Spd-based true damage, Null Follow-Up, full damage reduction piercing and a block on defensive Specials.

Cavalry-effective weapons like Thani can end her in one hit.

Strengths

  • Map-wide debuffs and Exposure each turn
  • Desperation and Canto for hit-and-run
  • Ignores damage reduction and defensive Specials
  • Hexblade support for nearby allies

Weaknesses

  • Cavalry-effective weapons like Thani deal 1.5x

Profile

Legendary Nanna carries the title "Beloved Princess".

Stats

  • HP40
  • Atk39
  • Spd42
  • Def27
  • Res25

At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.

Skills

6
  • Lands Sword

    Weapon · Might 16 · Range 1

    Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, disables non-Special effects that "reduce damage by X%" (excluding those inflicted on unit's area-of-effect Specials), prevents foe's Specials that are triggered by unit's attack, and restores 7 HP to unit after combat.

  • Miracle

    Special · Cooldown 5

    If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.

  • Atk/Spd Push 4

    A skill

    At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit.

  • Hoðr's Zeal II

    B skill

    Enables【Canto (Rem. +1)】. At start of turn, inflicts Spd/Def-7 and 【Exposure】on closest foes and foes within 2 spaces of those foes through their next actions. Unit deals damage = 20% of unit's Atk. Inflicts Spd/Def-5 on foe and neutralizes unit's penalties to Atk/Spd during combat. If unit initiates combat, unit can make a follow-up attack before foe's next attack. 【Canto (Rem. +1)】 After an attack, Assist skill, or structure destruction, unit can move again. The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder 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 would be able to move with normal Canto movement.) 【Exposure】 Foe's attacks deal +10 damage.

  • Atk/Spd Menace

    C skill

    At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn.

  • Even Atk Wave N

    C skill

    At start of turn, grants Atk+6 to unit and allies within 2 spaces of unit for 1 turn. If unit's Atk ≥ foe's Atk-5, unit deals +5 damage during combat (excluding area-of-effect Specials), and also, when unit deals damage to foe during combat, restores 5 HP to unit (triggers even if 0 damage is dealt). If it is an even-numbered turn, grants Atk+6 to unit during combat.

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