- Default
- Attack
- Special
- Injured




Nanna - Nordion Princess |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 4 | 7 | 5 | 6 |
Middle | 17 | 5 | 8 | 6 | 7 |
High | 18 | 6 | 9 | 7 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 23 | 31 | 18 | 23 |
Middle | 36 | 27 | 34 | 21 | 26 |
High | 40 | 30 | 37 | 24 | 30 |
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. |
HP | ATK | SPD | DEF | RES |
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Boons
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+ATK: At a subpar value of 27, Nanna appreciates a boon in Attack in order to improve her damage output as well as her potency using skills such as Recover+.
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+SPD: Speed is another great choice of boon, as it will increase Nanna’s damage output as well as her survivability by improving her ability to both perform and avoid follow-up attacks against her opponents.
Neutral
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RES: Although raising it is not a priority, Nanna’s superboon in Resistance improves her ability to land take magical damage as well as opening the opportunity to use Ploy skills.
Banes
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-DEF: Defense is Nanna’s weakest stat and best option for a bane, as lowering is further will hardly hinder her performance.
- -HP: HP is another suitable bane for Nanna; while it may take away from her overall bulk, her support ability remains intact.
Skill Sets
Hel Bringer (Offensive/Utility)
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Dazzling Pain+ | A | Atk/Spd Solo 3 Alternate: Attack +3 |
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Recover+ | B | Wrathful Staff 3 |
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Windfire Balm+ Alternate: Heavenly Light |
C | Savage Blow 3 |
IVs | S | Savage Blow 3 |
- Preferred IV: +ATK or +SPD / -DEF or -HP
- Weapon: Dazzling Pain / Dazzling Gravity
- Assist: Recover
- Special: Windfire Balm+ / Heavenly Light / Miracle
- Passive A: Atk/Spd Solo / Speed +3 / Attack +3
- Passive B: Wrathful Staff
- Passive C: Savage Blow / Hone Cavalry / Flexible
- Sacred Seal: Savage Blow / Attack +3 / Speed +3
This skill-set aims to capitalize on Nanna’s offensive potential and mobility while retaining a solid support role. The core of this revolves around running Wrathful Staff and Dazzling Staff together; not only does it remove the damage penalty tied to staves, it also prevents any opponents from counterattacking when Nanna initiates. This essentially turns Nanna into a ranged magical Firesweep user, making it easy for her to focus on offensive stats such as Attack and Speed while foregoing her bulk. Furthermore, Wrathful Staff and Dazzling Staff are interchangeable between B skill and refinement depending on what one has available.
As for weapons, Pain+ has the potential to cripple an entire team. Not only will it provide a free 10 after-combat damage to Nanna’s target, but also to opponents within two spaces of said target. This pairs exceptionally well with Savage Blow (Both C and Sacred Seal slot) by giving her the potential to do a staggering 24 points of after-combat damage to opponents around her target. Not only does this deal massive indirect damage, but it knocks opponents out of high HP thresholds such as Quick Riposte and Guard. Alternatively, Gravity+ makes for another fantastic choice of weapon by crippling the mobility of enemy teams after combat. Combining this with support such as an ally with the skill Reposition or a refresher makes Nanna virtually untouchable.
Moving on to main skills, Atk/Spd Solo grants Nanna a significant boost to her offensive stats when not adjacent to any teammates. Although Brazen Atk/Spd and Atk/Spd Bond have a higher damage potential, they are difficult to properly utilize in practice. This is due to both Nanna’s cavalry mobility as well as the fact that she should rarely ever take damage thanks to the counterattack-preventing property of Dazzling Staff. If the former isn’t available, Speed +3 and Attack +3 both make for solid budget options to increase Nanna’s damage potential.
Savage Blow is a great option in both the C slot and the Sacred Seal slot, as it gives Nanna to potential to do massive indirect damage after combat. A more team-synergetic option are class-exclusive buffs such as Hone Cavalry, as Nanna will excel the most on a cavalry-centric team. Otherwise, the C slot can be replaced with whatever will accommodate her team. Finally, both Attack +3 and Speed +3 make for good alternative Sacred Seal options in order to give Nanna additional damage output.
Velded to the ground (Full Support)
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Dazzling Gravity+ | A | Attack/Res 2 Alternate: Attack +3 |
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Recover+ | B | Wings of Mercy 3 |
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Windfire Balm+ Alternate: Imbue |
C | Atk Ploy 3 |
IVs | S | Attack +3 |
- Preferred IV: +ATK or +RES / -HP or -DEF
- Weapon: Dazzling Gravity+ / Dazzling Panic+
- Assist: Recover+
- Special: Windfire Balm+ / Heavenly Light / Imbue
- Passive A: Atk/Res 2 / Attack +3 / Resistance +3
- Passive B: Wings of Mercy / Live to Serve
- Passive C: Atk Ploy / Hone Cavalry / Flexible
- Sacred Seal: Attack +3 / Atk Ploy 3
This build is heavily centered around Nanna’s role as a support unit, making Attack and Resistance the ideal boons that she can receive. Additional Attack makes healing assists such as Recover+ more potent while Nanna’s superboon in Resistance allows her to be a better overall support by allowing her to effectively utilize Ploy skills. Nanna’s native Recover+ makes for a fantastic all-purpose healing assist in both consistency and healing output. As for Specials, Windfire Balm is a great choice of Special thanks to the significant offensive stat boost it provides to its target. Heavenly Light is a great choice for health recovery, as it will heal everyone upon activation. Alternatively, one can run Imbue for a quick to activate healing boost for one unit.
Gravity+ has great utility by crippling the movement of the enemy team, making positioning much easier for your own allies as well as taking advantage of Nanna’s high movement. Another great choice of weapon is Panic+, particularly against teams that heavily utilize Hone/Fortify buffs. For the A slot, Atk/Res 2 gives Nanna the best overall stat bonus. If unavailable, both Attack +3 and Resistance +3 make for suitable alternatives.
In addition to her already high mobility, Nanna can run Wings of Mercy in her B slot in order to warp when her allies are low on health. This gives her amazing leverage as a team support, as she will be able to move around the map effortlessly in order to heal teammates. Aside from this, Live to Serve 3 is another option that grants Nanna great self-sustain when healing. This gives her the opportunity to tank opponents if needed.
Nanna can potentially make effective use of Attack Ploy depending on her Resistance. This makes her a better overall support by granting her the role of a debuffer, lowering the damage output of the enemy. Outside of this, the C slot can be changed depending on the team composition. Nanna can also choose to run Atk Ploy in her Sacred Seal slot if not already being run in her C slot.Finally, Attack +3 is a good Sacred Seal option in increasing the potency of Nanna’s healing assist.
Introduction
Thanks to her status as a cavalry unit, Nanna has the advantage of her superior mobility as well as her access to class-exclusive buffs such as Hone Cavalry. Statwise, she sports an impressive 34 Speed. This is the highest among all cavalry healers and tied for the highest overall. However, her Attack is somewhat on the low side at a base value of 27. In addition, her physical bulk of 57 leaves much to be desired. Despite this, she still has a powerful offensive presence by combining Wrathful Staff and Dazzling Staff through weapon refinement. Not only does this remove the damage penalty on her staff, it also prevents any form of counterattack on her initiation while retaining her own ability to counterattack in the Enemy Phase.
However, these benefits aren’t without their downfalls. Healers are very limited in the skills that they can utilize, as their class blocks them from using many powerful skills such as Death Blow and Life and Death as well as Specials such as Iceberg and Moonbow. Being a cavalry unit also serves as a double-edged sword; not only is Nanna susceptible to effective weapons such as Riderbane and Wolf Tomes, her movement can be severely hindered by terrain obstacles such as forests and trenches.
Regardless, these drawbacks don’t hurt Nanna’s potential too much. The combination of cavalry mobility, Wrathful+Dazzling Staff, and solid offensive spread make Nanna excel as both a combatant and a support. This makes her a very flexible unit that can fit well on a variety of teams.
Strengths
Wrathful+Dazzling Staff
In addition to removing the damage penalty tied to staves, this combination allows for any healer to completely negate follow-up attacks on initiation akin to using a Firesweep weapon. The difference is that this combination still allows for counterattacks in the Enemy Phase.
Great Speed
At a base value of 34, Nanna is tied for the highest Speed on any healer. This allows her to both perform and avoid follow-up attacks in combat.
Cavalry
In addition to her superior mobility, Nanna has access to class-exclusive buffs such as Hone Cavalry
Weaknesses
Subpar Attack
Nanna’s base value of 27 Attack takes away from her offensive prowess as well as her potency using healing assists such as Recover+.
Poor Skill Availability
As a healer, Nanna is locked out of a countless amount of powerful passive skills as well as any offensive Special. This limits her overall potential as a combatant.
Low Physical Bulk
Nanna’s physical bulk of 57 causes her to get massively chunked, if not outright killed in one hit by many physical opponents.
Effective Weapons
Nanna will receive 1.5x damage from weapons such as Ridersbane, Zanbato, Poleaxe, and Wolf Tomes. These will outright kill Nanna, especially the ones that hit for physical damage.
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Wrathful Pain+ | A | Spd Res 2 |
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Recover+ | B | Dazzling Staff 3 |
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Heavenly Light | C | Savage Blow 3 |
S | Savage Blow 3 |
This girl is a blessing and I love her. She is in my Horse Emblem team, and I use her mostly in PvE maps, as her area damage is very strong. She isn't the best staff user that is, so I decided to give her the annoying pain+savage blow 6 build.
Weapon: Wrathful Pain+. The wrathful refine is so good, with 10 might she hits considerably hard and, along with Savage Blow 6, deals 24 damage to the enemy team.
Assist: Recover+. Probably the best healing assist there is, she heals just enough.
Special: Heavenly Light. More heals for the team!
A skill: Spd/Res 2. I'm still searching for a better A skill for Nanna, but her Spd/Res is good enough at the moment.
B skill: Dazzling Staff. Bride Lyn died for a good cause.
C skill: Savage Blow 3. The whole point of the build is chip damage provided by Savage Blow in the C slot and the seal, plus de AoE damage from Pain+. While with Wrathful Pain+Dazzling Staff she can deal good damage and with 36 speed she can also double many units safely, BUT she won't always be killing other units by herself. That being said, Nanna will deal 10 damage after combat to her target and 24 damage to the enemy team around, allowing her allies to finish the combat quickly.
Seal: Savage Blow 3. Same as C slot!
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Dazzling Pain+ | A | Attack +3 |
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Restore+ | B | Wings of Mercy 3 |
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Heavenly Light | C | Savage Blow 3 |
S | Savage Blow 3 |
Rival domain/Grand Conquest set.
+Atk or Spd -Def
Dazzling Pain+: Prevents counters and softens up everyone so they can be finished off by everyone else.
Restore+: Prevents dagger enemies from debuffing somebody to the point they can't accomplish anything in Player Phase.
Heavenly Light: Universal healing once it's activated
Atk +3: Healers don't really have anything worth using in A slot. I'm just using Atk +3 to increase her healing ability. Just put whatever you want here tbh ¯\_(ツ)_/¯
Wings of Mercy: Teleportation's great for supports. Wrathful Staff's obviously good too. I just like being able to warp around since Rival Domain maps are so big and wrathful's just not super important when you're already doing as much unblockable damage as she is.
Savage Blow 6: Pairs nicely with Pain+.
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Absorb+ | A | Attack +3 |
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Restore+ | B | Live to Serve 2 |
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Miracle | C | Breath of Life 3 |
S | Breath of Life 3 |
This set is meant to be a cheap way help Nanna stay alive and focuses more on her healing abilities. It's better for longer matches, such as chain or Tempest Trial or the newer battle Conquests and Rival Domains.
Absorb+ and Breath of Life C and Seal allows for Nanna to heal 21 to adjacent allies, 7 to those two spaces away as well as allowing her to deal damage and heal. It's up to you whether you would rather her run this as a dazzling skill or wrathful- I personally would run Wrath to increase her healing from the opponent.
Miracle is the saving grave for this. Nanna has low defenses, and miracle is her way to stay alive if she does need to take a hit. She can then run off, healer her team mates, or simply attack the enemy to recover her health as well as charge up her miracle once again.
With a +3 attack in the A slot and an Attack boon, she can reach 40 atk. This will mean her general heals can do 20 with her classic staff. If you have the extra feathers and sp, you could consider changing it to a mend staff, which would then be healing her allies 30 hp.
Live to serve 2 is there to help her heal away from combat. A nice way to help build up her charge of miracle and restore HP if she has been reduced to 1. It is also a relatively easy skill to acquire in comparison to dazzling staff or wrathful staff.
Breath of Life C skill is the bread and butter of the set, allowing her to become an effective combat healer. Her attacks will heal those nearby, as well as herself.
The Breathe of Life Seal will maximize her passive healing potential however if you are worried about her speed, changing the seal to a Speed +3 will boost her speed to 37, which should protect her from most doubles.
This set is best suited to a defensive play style, where units may take minor damage, or prefer to do massive damage in the enemy phase. Team mates with Fury, or skills that activate at full health like Alm's upgraded Falcion will also benefit from Nanna's ability to damage opponents and heal her team mates at the same time.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Restricted to units that use a Staff.
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50 | 2 | 10 |
![]() Restricted to units that use a Staff.
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150 | 2 | 4 |
![]() Unlocks at 5 ★ Restricted to units that use a Staff.
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300 | 2 | 7 |
Support Skills
Support Skills | Rng. | SP |
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1 | 50 |
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1 | 100 |
![]() Learns by default at 4 ★ |
1 | 200 |
![]() Learns by default at 5 ★ |
1 | 300 |
Special Skills
Special Skills | SP | Turns |
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![]() Restricted to units that use a Staff.
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50 | 1 |
![]() Learns by default at 4 ★ Unlocks at 4 ★ Restricted to units that use a Staff.
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150 | 2 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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30 | A |
![]() Inheritable by all units.
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80 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
160 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Thracia 776
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