
Legendary Ninian
Green BreathB tier
Introduction
Legendary Ninian is a character in Fire Emblem Heroes. Legendary Ninian's weapon type is Green Breath and role is Cavalry. Faction: Fire Emblem: The Blazing Blade.
On our Fire Emblem Heroes tier list Legendary Ninian is B tier, 342nd of the 907 characters ranked, from where 2 current tier lists put Legendary Ninian.
Is Legendary Ninian good?
Mounted dragon refresher, one of very few cavalry dancers, which gives her far more reach than most. Dragon's Dance II refreshes an ally, restores their Canto and gives both of them Potent Follow, Treachery and Atk/Spd+6, and every third turn from turn 2 it refreshes
Ninian herself too. That second action means she's meant to attack, and her refined Faithful Breath helps: each dance debuffs, exposes and panics nearby foes, and in combat she gets stats, Null Follow-Up, true damage, damage reduction piercing and counter prevention against debuffed foes or ones she has triangle advantage over.
As a Water Legendary she also makes Arena runs easier.
Strengths
- Cavalry movement on a refresher
- Can refresh herself every third turn
- Dances debuff and panic nearby foes
- Prevents counters against debuffed foes
- Water Legendary for Arena
Weaknesses
- Cavalry-effective weapons like Thani deal 1.5x
- Sealed Falchion and other anti-dragon weapons do the same
- Self-refresh only works every third turn
Profile
Legendary Ninian carries the title "Ice-Dragon Oracle".
Stats
- HP44
- Atk37
- Spd41
- Def22
- Res24
At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.
Skills
6Faithful Breath
Weapon · Might 16 · Range 1Grants Atk+3. If Sing or Dance is used, inflicts Def/Res-6 on nearest foes within 4 spaces of both unit and target ally through their next actions. At start of combat, if unit's HP ≥ 40%, grants Atk/Spd+6 to unit during combat, and also, if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks, and also, if unit initiates combat and has weapon-triangle advantage or【Penalty】is active on foe, foe cannot counterattack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Dragon's Dance II
Assist · Range 1Grants another action to target ally, and if Canto has already been triggered by target ally, re-enables Canto. Grants Atk/Spd+6, 【Treachery】, and【Potent Follow】to target ally, unit, and Pair Up cohort (if any) for 1 turn. If used on turn 2 onward, also grants another action to unit, inflicts【Isolation】on unit and unit's Pair Up cohort (if any) through their next action. (Effects that can trigger on turn 2 onward will not trigger again for 2 turns after triggering. Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.) 【Treachery】 Unit deals additional damage = total bonuses on unit for 1 turn. 【Potent Follow】 If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers【Potent Follow X%】during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40). 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) 【Potent Follow X%】 Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
Atk/Spd Catch 4
A skillAt start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
A/R Cantrip 3
B skillIf Sing or Dance is used, inflicts Atk/Res-7 and【Sabotage】on foes in cardinal directions of unit and target through their next actions. 【Sabotage】 Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
S/R Near Trace 3
B skillEnables【Canto (Rem. +1)】. Inflicts Spd/Res-3 on foe during combat. 【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.)
Blue Feud 3
C skillDuring combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat.



