
Nabata Altina
Green AxeS tier
Introduction
Nabata Altina is a character in Fire Emblem Heroes. Nabata Altina's weapon type is Green Axe and role is Infantry. Faction: Fire Emblem: Radiant Dawn.
On our Fire Emblem Heroes tier list Nabata Altina is S tier, 57th of the 907 characters ranked, from where 3 current tier lists put Nabata Altina.
Is Nabata Altina good?
Res-driven axe fighter who hits twice on both phases and counters from any range, all thanks to Arcadian Axes. The axe also shrinks the foe's Atk, Def and Res by an amount tied to her Res and pushes back an enemy's offensive Special before it can fire. Arms of the Three is effectively a 1-cooldown Special that adds 40% of her Res to damage, ignores non-Special damage reduction and, when her Res is higher, cuts incoming damage as well.
The catch is Spd: nothing in her kit stops follow-ups, so she'll be doubled a lot and has to tank it.
Strengths
- Brave effect on player and enemy phase
- Distant Counter built into the weapon
- Special fires almost every combat and pierces damage reduction
- A/D Bulwark 4 blocks foes from slipping past her
Weaknesses
- Low Spd means most attackers double her
- No way to stop enemy follow-ups
Profile
Nabata Altina carries the title "Unrivaled Dawn".
Stats
- HP42
- Atk47
- Spd16
- Def42
- Res46
At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.
Skills
5Arcadian Axes
Weapon · Might 11 · Range 1Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def/Res-X on foe during combat (X = 20% of unit's Res at start of combat, + 5), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown).
Arms of the Three
Special · Cooldown 2When Special triggers, boosts damage by 40% of unit's Res and neutralizes foe's "reduces damage by X%" effects from non-Special skills. At start of combat, if unit's Special is ready and unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%).
Atk/Res Finish 4
A skillIf unit is within 3 spaces of an ally, grants Atk/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)
A/D Bulwark 4
B skillFoes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Def-4 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). Restores 7 HP to unit after combat.
Time's Pulse 4
C skillAt start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. After combat, if Special cooldown count is at its maximum value, grants Special cooldown count-1.



