Analysis by MackerelPye
Altina - Dawn's Trueblade


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 42
ATK 38
SPD 20
DEF 30
RES 36

Stat Variations

Level 1 Stat Variation
Low 17 7 2 10 9
Middle 18 8 3 11 10
High 19 9 4 12 11

Level 40 Stat Variations
Low 39 35 17 27 33
Middle 42 38 20 30 36
High 45 42 23 34 39

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.


  • +ATK: Attack is logically the best you can offer Altina due to a superasset value (meaning she gains 4 rather than 3 additional Attack points), twice-hitting weapon, base Attack, and natural skillset like her's.


  • HP/DEF/RES: For general purpose builds at zero merges, a defensive stat isn't exactly a bad flaw, but not optimal compared to Speed. All things considered, Defense is an excellent secondary Asset as Altina's statline and natural moveset are also geared towards improving her physical tankiness, and it even increases by 4 rather than 3.


  • -SPD: Ragnell•Alondite inflicts a decrease of -5 to Altina's Speed, which isn't exactly a major insult to her already miserable base value of 20. Ragnell•Alondite mostly specializes Altina in single-strike matchups anyway, so this is the golden standard as far as Flaws.

Skill Sets

Radiant Savior (Low-Investment / Offensive Vantage Striker)

Build by
Ragnell·Alondite A Ashera's Chosen
Alternate: Draw Back
B Vantage 3
Twin Blades C Def Smoke 3
Alternate: Atk/Def Oath 3
IVsSBrazen Atk/Res 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK / -SPD

  • Ragnell•Alondite's twice-hitting property, lower base Might per hit (10 as opposed to a normal unique weapon's 16), and Speed decrease makes an Attack Asset and Speed Flaw more optimal than anything else.

Weapon: Ragnell•Alondite

  • The ever-so-valued built-in distant countering and ability to attack twice in any phase means Ragnell•Alondite can serve some serious blitz damage while saving Altina's A slot for other skills besides Distant Counter.

Assist: Reposition / Draw Back / Smite

  • For general one-space rescue functionality and overall movement flexibility, Altina can't go wrong with the standard Reposition or its close neighbor Draw Back.
  • Teammates in Aether Raids may appreciate the two-space launch offered by Smite. Said Assist allows you to test out traps without wasting a turn, as well as push allies to a desired area (such as Aether fountains or enemy range) faster.

Special: Twin Blades

  • Twin Blades is Altina's default Special and needs no other alternative considerations as it will most likely outdamage its two-cooldown similars, Moonbow and Glimmer, thanks to Altina's great base Resistance.
  • Ragnell•Alondite's twice-hitting property also means Twin Blade benefits from very frequent activation. In particular, using a Blade skill or outsourced cooldown support (i.e. Brave Lucina's Geirskögul) means this Special can activate on most counterattacks.

Passive A: Ashera's Chosen

  • Altina's unique A slot not only takes away that pesky Bow weakness that plagues her Flier unit class (allowing her to escape bad one-round matchups against the likes of Legendary Alm), but it offers some beefy stat fortification through +6 Atk/Def under relatively easy positioning conditions.

Passive B: Vantage

  • Intelligent Systems clearly had a playstyle in mind when they gave Altina Vantage, and Altina fortunately uses this to a great extent. Any opponent forced to engage a Vantage-ready Altina must meet the full blunt of her twice-attacking Ragnell•Alondite, not to mention her Twin Blades Special if she has that ready. When prepared right, Altina can clear a mob of enemies with nary a scratch on herself.

Passive C: Def Smoke / Atk/Def Oath / Pulse Smoke

  • Def Smoke massively improves Altina's performance against enemy mobs by inflicting -7 Defense on surrounding nearby foes, helping her clean up house even more easily as she effectively deals 14 more damage. For Aether Raids solo compositions, this is the surefire skill to go to.
  • Altina doesn't need to look further than her default Oath skill for optimal yet low-investment deals, as the skill dually improves Altina's most important stats when next to any ally. If you are not using beast or dragon allies, however, it may conflict with Ashera's Chosen.
  • Pulse Smoke is an awesome Aether Raids-centric option that increases the Special cooldown of her target and foes by +1; it is potent especially versus Infantry Pulse-centric setups where opposing units can threaten to ruin your offensive with hard-hitting precharged Specials.

Sacred Seal: Brazen Atk/Res / Heavy Blade / Fierce Stance / Brazen Atk/Def

  • Brazen Atk/Res offers beefy additional Attack and Resistance bonuses of +7 each when activated and does so at nearly the same HP range as Vantage anyway. The added Resistance, in particular, improves the damage output of Twin Blades as well. Brazen Atk/Def may be taken if the added Defense is more valuable to you, or another unit is simply using its Resistance equivalent.
  • With Heavy Blade, Twin Blades can potentially activate on any counterattack as long as Altina's Attack is higher than her foes'. Due to Ragnell•Alondite's lower Might per hit, it is good to exercise good Attack control (such as teammates using Chill Atk) when using Heavy Blade.
  • For an immediate enemy phase-only Attack boost that works regardless of HP range, Fierce Stance is a pretty safe option compared to the setup-reliant Brazen Atk/Def.

Trueblade's Second Wind (Galeforce)

Build by
Ragnell·Alondite A Ashera's Chosen
Alternate: Heavy Blade 4
Alternate: Smite
B Wings of Mercy 3
Alternate: Vantage 3
Galeforce C Atk Smoke 3
Alternate: Pulse Smoke 3
IVsSHeavy Blade 3
Alternate: Sturdy Blow 2

Show Explanation/Analysis

Preferred IV: +ATK / -SPD

  • For more frequent Heavy Blade activation and simple increase damage output in general, an Attack Asset is still preferred over other stats.

Weapon: Ragnell•Alondite

  • Ragnell•Alondite's dual-phase capabilities and consecutive hitting behavior help Galeforce activate fairly frequently while reasonably allowing Altina to dish out damage in enemy phase when the situation calls for it.
  • In particular, the weapon's twice-hitting property makes Altina a good recipient of Wolfpup Fang (Velouria's unique weapon), allowing her to precharge Galeforce and activate it in Altina's first match regardless of the enemy being able to counterattack.

Assist: Reposition / Draw Back / Smite

Special: Galeforce

  • Galeforce requires consistently successful Special acceleration setup, but the payoff of an extra action after activation is huge; Altina can use the new opportunity to strike yet again or escape from enemy range.
  • For Aether Raids in particular, Galeforce is valued especially in Galeforce-centric teams in which Altina and her teammates can dismantle entire closely-knit Defense setups in a single round thanks to abusing extra actions.  

Passive A: Ashera's Chosen / Heavy Blade 4 / Sturdy Impact / Mirror Impact / Atk/Def Bond / Atk/Res Bond

  • Altina's default A slot is still relatively good as it provides a nice dual-phase offensive boost equivalent of Atk/Def Solo in addition to cancelling her Bow weakness. However, usage of both this and Wings of Mercy may be awkward on teams not particularly focused on using dragons and beasts.
  • When its activation conditions are met, Heavy Blade 4 offers a neat true damage boost of +5 while helping Altina activate Galeforce at a practical rate. However, it requires Altina's Attack to be higher than her opponent's, which can potentially throw her off in some situations given her lower Might weapon versus higher-Attack targets. Additionally, for pure Attack comparison purposes, Ashera's Chosen + Heavy Blade as a Sacred Seal is more potent.
  • Sturdy Impact and Mirror Impact specializes Altina in player phase moreso than usual; if you are willing to accept this, the defensive boosts and follow-up negation effect offered by both make dangerous initiations significantly safer.
  • Given Wings of Mercy forcing adjacency to allies, Atk/Def Bond and Atk/Res Bond may be more up Altina's alley if the majority of said allies are non-beasts or non-dragons.

Passive B: Wings of Mercy / Vantage / Hit and Run / Drag Back

  • Wings of Mercy is a potent movement-based skill that allows Altina to teleport adjacently to a weakened ally, giving her opportunities to support and escape from afar. In Galeforce-centric team setups (especially in Aether Raids), this is very valued as other Galeforce-using allies can open a chain for Altina to come in and attack and add further to the chain of assaults.
  • Vantage is still a great B passive to fall back on as it gives Altina nice enemy phase performance—likely after she can no longer perform actions. Thus, this cushion's Altina's chances at getting heavily punished by enemies, and even allows her to charge Galeforce for its next activation in the process. Without a damaging Special, however, users should not overestimate how much she can do damage-wise.
  • Other B slot skills of note include Hit and Run and Drag Back for movement flexibility purposes, as retracting to a previous space allows for ease of escapability.

Passive C: Atk Smoke / Pulse Smoke / Def Smoke

  • Due to this build's emphasis on Heavy Blade activation, it follows that Altina's Attack should be higher than her opponents when necessary. Atk Smoke helps with just that, as it applies a harsh decrease of -7 Attack to surrounding foes relative to her previous target. In addition to easier Heavy Blade activation, it also allows her to better tank hits when necessary.
  • Pulse Smoke enabling Altina to utterly dismantle Infantry Pulse-based teams by decreasing enemies' precharged Specials by one also makes it a valuable Aether Raids-based choice.
  • Def Smoke instead improves Altina's damage output by targeting surrounding foes' Defense instead. Keep in mind that a higher damage output may mean accidentally stopping Galeforce from activating due to the first hit of Ragnell•Alondite potentially performing the KO rather than two hits being performed, resulting in less frequent activations.

Sacred Seal: Heavy Blade / Sturdy Blow / Atk +3

  • Heavy Blade as a Sacred Seal is basically a requirement on all builds not already running it in the A slot, as Galeforce otherwise cannot activate at a practical rate due to its long cooldown.
  • Otherwise, if Altina is benefitting from another source of cooldown acceleration, you may instead opt for Sturdy Blow for a greater player-phase Atk/Def boost, or Atk +3 for a flat offensive boost that works in both phases.


Coming with an intimidatingly formidable weapon in Ragnell•Alondite and obviously pre-built with a certain strategy in mind, Altina is comparable with her similars in other movement types—Reinhardt (WT) and Keaton. For those unfamiliar, this means the Dawn's Trueblade can perform second consecutive attacks in both enemy and player phase, giving her amazing power, offensive flexibility, and ingenuous ease of use especially with Vantage. Unlike Keaton and Reinhardt, however, Ragnell•Alondite comes with Distant Counter built-in, enabling her to run her other unique skill, Ashera's Chosen. This serves to not only spare you valuable fodder, but also bolster Altina's own strength as Ashera's Chosen takes away her flying weakness and gives her a great offensive boost equivalent of Atk/Def Solo.

All of these qualities would make Altina a fine frontline unit on her own, but the fact that she is an Astra Mythic Hero also gives her much utility and usefulness in Aether Raids. In particular, unprepared defense setups may melt to the very force that is Altina's default Vantage build, and Altina herself offers utility in the form of direct Lift increases as well as special stat boosts. For an Astra Mythic, Altina also does not suffer from the extremely balanced stat distribution and bow/dragon weaknesses that plague her neighbor Naga, making her less likely to be a liability in terms of teambuilding.

Overall, as the second entry in the line of Astra Mythic Heroes, Altina most definitely impresses, and by her lonesome qualities, she is a very simple but effective combat unit. Keep in mind that she is just as vulnerable to checks and counters like any other hero (in particular, faster enemies can do major damage if they survive a Ragnell•Alondite onslaught, not to mention bulky blue foes), and her radiance shall shine through in most environments of your choosing.



Like Keaton and Reinhardt (WT) before her, much of Altina's offensive value stems from her unique weapon allowing her to make consecutive attacks twice during both enemy and player phase. This serves to inflict a great single-strike damage to most foes as well as effectively hasten Special activations.

Fantastic Attack and Complementary Stats

Ragnell•Alondite is fortunately complemented by Altina's incredible Attack, resulting in nice damage output on a large range of enemies. Altina's resulting Attack also makes Heavy Blade activation fairly recurrent. Her defensive stats don't give Altina much room for many weaknesses either all at reasonable values, and her physical tankiness is even improved by Ashera's Chosen.

Offense Mythic Hero

Altina's very presence in Aether Raids Offense matches means she directly pads your potential Lift during Astra season. Additionally, she increases the HP and Attack of Astra-blessed or seasonal Legendary Heroes by a substantial +5 and +3 (respectively) per copies of herself, which a nice supportive quality from an offensive Hero such as herself.

Finally, unlike the only other Astra Mythic, Naga (at this time of writing), she is also significantly less likely to be a liability. Her lack of weakness to Thrasir's Ífingr as well as her own hyper-offensive qualities and nicely distributed stats means she can greatly contribute herself. Altina can even go as far as acting as a team carry: her Vantage build can potentially allow her to dismantle entire Aether Raids Defense setups by her lonesome. This, in addition to basically being required in Astra season for significant Lift increases, can help you free up team slots for other bonus and support allies when necessary.



As a Mythic hero, Altina is available every few months in Legendary and Mythic banners. This availability is burdened further by Altina sharing her red coloring with two other possibly undesirable units, meaning getting copies of her—let alone a single one if luck isn't on your side—may be a cumbersome task to some.  

Exploitable Speed

Altina's fantastic stat distribution comes at the cost of a largely ignorable Speed, which is further made irrelevant by her weapon's Speed penalty. Naturally, she is vulnerable to follow-up attacks. Though Ragnell•Alondite does a neat job at curbing this in practice—as proper setup will allow her to defeat most foes in single counterattacks or initiations—she nevertheless may run into miscalculations against faster enemies that do survive the single strike.

Hardy Bearing and Cancellation Attacks

Well-prepared opposing teams with a form of Hardy Bearing (through weapons like Dawn Suzu or the Sacred Seal) and cancellation attacks (such as Firesweep weapons or staffs with Dazzling Staff effects) can apply massive pressure against the Vantage build quite easily.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Ragnell·AlonditeUnit can counterattack regardless of foe's range. Inflicts Spd-5. Unit attacks twice (even if foe initiates combat).
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 10
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling WindBoosts damage dealt by 50% of unit's Res.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
IcebergBoosts damage dealt by 50% of unit's Res.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Twin BladesBoosts damage by 40% of unit's Res. Disables non-Special skills that "reduce damage by X%."
Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Ashera's ChosenNeutralizes "effective against flying" bonuses. If unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, grants Atk/Def+6 during combat.
Non-Inheritable skill.
Unlocks at 5 ★
Vantage 1Unit counterattacks first when attacked at HP ≤ 25%
Inheritable by all units.
Unlocks at 1 ★
Vantage 2Unit counterattacks first when attacked at HP ≤ 50%
Inheritable by all units.
Unlocks at 2 ★
Vantage 3Unit counterattacks first when attacked at HP ≤ 75%
Inheritable by all units.
Unlocks at 4 ★
Atk/Def Oath 1At start of turn, if unit is adjacent to an ally, grants Atk/Def+3 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 3 ★
Atk/Def Oath 2At start of turn, if unit is adjacent to an ally, grants Atk/Def+4 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 4 ★
Atk/Def Oath 3At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 5 ★

Other Info

Fire Emblem: Radiant Dawn

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