- Default
- Attack
- Special
- Injured




Norne - The Volunteer |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 9 | 6 | 4 |
Middle | 18 | 8 | 10 | 7 | 5 |
High | 19 | 9 | 11 | 8 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 29 | 33 | 28 | 23 |
Middle | 42 | 32 | 36 | 31 | 27 |
High | 45 | 35 | 39 | 34 | 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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Skill Sets
She who makes the impossible possible! (Superunit)
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Spendthrift Bow+ (+Spd) Alternate: Spendthrift Bow+ (+Res) |
A | Close Foil Alternate: Close Counter |
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Positional Assist | B | Null Follow-Up 3 Alternate: Lull Atk/Spd 3 |
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Noontime | C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | Flexible | S | Spd/Res Solo 3 |
Weapon: Spendthrift Bow+ (+SPD or +RES)
Assist: Positional Assist
Special: Noontime
Passive A: Close Foil / Close Counter
Passive B: Null Follow-Up / Lull Atk/Spd / Null C-Disrupt
Passive C: Pulse Smoke / Atk Smoke
Sacred Seal: Spd/Res Solo
- Norne’s well-balanced statline allows her to be a very threatening superunit in Aether Raids Offense. She is potentially able to score consistent ORKOs, maintain sustainability with Noontime, and survive several attacks in one Enemy Phase.
- Spendthrift Bow is vital for this set, as it effectively grants +7 Atk/Def/Res to Norne during combat. The +7 Def/Res help significantly with survival, and the +7 Attack can help Norne score close KOs (preventing enemies that survive from infiltrating the backline or KOing Norne in their next attack) and make the most of Noontime’s healing. The post-combat infliction of +2 Special cooldown is commonly counteracted through Brave Lucina and her Geirskogul (+Eff), as Norne will be able to activate Noontime on her first counterattack if no Guard effect is present anyways.
- Not only can Close Foil be inherited with Spendthrift Bow from Midori, but Close Foil is also Norne’s best A slot, allowing Norne to counterattack and gain +5 Atk/Def during combat against all physical initiators. While this does prevent Norne from counterattacking against Dragons, they are exceedingly uncommon aside from Sothis and Duma, both of whom can usually be dealt with by a different unit. The combination of Spendthrift Bow, Close Foil, and Spd/Res Solo effectively grant Norne +12 Attack, +6 Speed, +12 Defense, and +13 Resistance during combat.
- Null Follow-Up is chosen for Norne’s B slot, as effects that prevent Norne’s follow-up attack and/or guarantee the enemy’s can make it significantly more difficult to KO and avoid KOs. Lull Atk/Spd’s nullification of visible Atk/Spd buffs and infliction of -3 Atk/Spd is another great choice for boosting Norne’s bulk. For dealing with Dazzling Staff and Firesweep weapons, Null C-Disrupt can be chosen.
- Whether Pulse Smoke or Atk Smoke is chosen depends on whether the player prioritizes specialization or consistency. Pulse Smoke is only particularly useful against Infantry Pulse Aether Raids Defense teams that rely on Specials, whereas Atk Smoke is useful against all teams and in all modes.
Village Defender (Aether Raids Defense Nuke)
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Budding Bow+ (+Spd) | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Push 4 |
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Alternate: Positional Assist |
B | Lull Spd/Def 3 Alternate: Lull Atk/Def 3 |
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Deadeye | C | Time's Pulse 3 Alternate: Joint Drive Atk |
IVs | +ATK or +SPD / -HP | S | Hardy Bearing 3 Alternate: Quickened Pulse |
Weapon: Budding Bow+ (+SPD)
Assist: No Assist / Positional Assist
Special: Deadeye
Passive A: Swift Sparrow (2 or 3) / Atk/Spd Push 4
Passive B: Lull Spd/Def / Lull Atk/Def
Passive C: Time’s Pulse / Joint Drive Atk
Sacred Seal: Hardy Bearing / Quickened Pulse
- With balanced stats and an array of skills at her disposal, Norne can be a great Aether Raids Defense nuke that, unlike other nukes, is very difficult to ORKO. This set focuses on ORKOing with a charged Special (Deadeye, which is chosen because of its damage reduction negation) by stacking Atk/Spd and survival via Budding Bow (grants Atk/Def +4 on initiation and prevents the enemy from performing a follow-up attack).
- To achieve this charged Deadeye, Norne will need a combination of Time’s Pulse, Quickened Pulse, and/or Infantry Pulse from allies. Ideally, Norne has at least her Sacred Seal slot open for Hardy Bearing, allowing her to bypass Vantage, which is commonly used on frailer Offense units that aim for OHKOing enemies before they can attack.
- Whether or not Norne runs an Assist is dependent on whether the player wants Norne to receive a refresh.
- Generally, the order in which the AI moves units is as follows: melee units without Assists -> ranged units without Assists -> melee units with Assists -> ranged units with Assists.
- Since refreshes such as Sing and Dance are Assists, if Norne doesn’t have an Assist, she will move before refreshers, allowing her to be refreshed. This can be done if players believe Norne is the top priority to get refreshed.
- If Norne does not have an assist, she will move after refreshers, so she will not consume a refresh. This can be done if players believe there is a unit that should be prioritized for refreshing over Norne.
- Norne’s A and B slots are dedicated to ensuring maximum damage output. Swift Sparrow and Atk/Spd Push 4 significantly bolster Norne’s offenses, making them great choices for scoring ORKOs. Lull Spd/Def and Lull Atk/Def inflict -3 to the enemy’s respective stats during combat and nullifies their visible buffs to these stats, ensuring higher damage and/or survivability.
Strengths
Well-balanced statline
42/32/36/31/27 is a very respectable overall statline, lending itself well to various different playstyles. While Norne’s 32 Attack and 27 Resistance are somewhat middling, they are still more than serviceable.
Myriad of Bow options
Since Norne lacks a personal weapon, she has several different Bows at her disposal. Spendthrift Bow is the most noteworthy for Aether Raids Offense, as granting +7 Attack to Norne and -7 Attack to the enemy during combat in exchange for +2 Special cooldown is fantastic for superunit purposes; meanwhile, Budding Bow is a strong Aether Raids Defense choice, granting +4 Atk/Def during combat and preventing an enemy follow-up attack if Norne initiates combat. Even for general offensive/defensive purposes, weapons such as Helm Bow, Bouquet Bow, Candlewax Bow, and Guard Bow are all more than viable options.
Infantry advantages
As an Infantry unit, Norne has access to excellent skills such as Null Follow-Up, Null C-Disrupt, Special Spiral, and Lull Atk/Spd. In addition, she very rarely needs to worry about receiving effective damage, as Infantry-effective and Bow-effective weapons are exceedingly scarce.
Flexible and versatile
Thanks to a strong statline, many weapons to choose from, and being an Infantry unit, Norne is capable of fulfilling a variety of different roles. She can specialize in offense or defense, but also play a mix of both very efficiently.
Weaknesses
No personal skills
Norne’s only particular flaw is her lack of personal skills: no skill in her arsenal is exclusive to her, unlike those of Legendary Alm, Shinon, Legendary Leif, Brave Claude, and Winter Marth among others. While Norne’s well-rounded statline is what makes her the queen of demote Archers, there is an increasing possibility that her statline will be powercrept; if a Colorless Infantry Archer were to be released that has a purely stronger statline than Norne, then she would be strictly inferior and less favorable.
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Spendthrift Bow+ (+Spd) | A | Close Foil |
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Reposition | B | Null Follow-Up 3 |
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Noontime | C | Atk Smoke 3 |
S | Mystic Boost 3 |
While this is a very cookie cutter build, I was genuinely surprised at just how well Norne can hold her own even during autobattles with this build. She can even trivialize older abyssal GHBs if not outright soloing them. My only regret is not having invested into her sooner.
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Plegian Bow+ (+Spd) | A | Close Counter |
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Reposition | B | Lull Spd/Def 3 |
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Deadeye | C | Def Smoke 3 |
S | Atk Smoke 3 |
"Your defeat is Norne of my business" general build
(i have never use her in AR specifically but for general use this is worth the try for me)
another one from me, a Plegian Bow+ equipped Norne that obliterates anyone (exception for units with Unity skills, Fallen Ike's Chaos Ragnell, other units with effects that neutralizes penalties on them in combat, and heavy-booted armored unit, they should move fast istg). i can say i'm happy with this investment after foddering 1 Plegian Raphael that i supposed to keep because i insisted in trying this build and i'm on my way to +10 him so wish me luck in getting 3 more of him from the Plegian banner before it leaves.
Weapon: Plegian Bow+ (Spd) / (Def) / (Res)
She'll maximize the Atk/Def penalties she'll inflict to foes with the Def Smoke on C slot and Atk Smoke on Seal, so this is a nice option for her to use as long as you can keep her alone with no allies adjacent to her (this is due to the weapon itself). Spd refine can get her a follow-up attack to that foe and would keep her safe from getting doubled.
Assist: Reposition / (Your Preference)
Any assist skill is fine for her to look out for Marth but her default assist skill Reposition is nice too.
Special: Deadeye / (Other quick specials)
You're gonna have to fodder Shinon that you pulled somehow for this special skill, but other options are fine too! (such as Moonbow or Luna to drop foe's defense, Noontime or Sol to keep your Norne healthy to survive in this crazy world, Bonfire to use her defense stat against an even unit with the same amount of defense so she can flex to them and Marth, and Draconic Aura or Ruptured Sky to use your or their attack stat for her advantage in defeating them (Ruptured Sky will take her beast and dragon foes she faces to not exist, so this is another best option i could think of considering she'll use this A skill to counter all range). i'm not gonna lie, i think any quick specials are fine for her because her weapon helps her defeat the foes (with that exception up there in mind) regardless.
A slot: Close Counter / Close Foil / Close Ward
I use Close Counter to beat all types of unit even dragons! Close Foil is another nice option to beat all physical units. Close Ward is okay too! another option that you need to fodder NY!Plumeria first to get the skill to defeat all dragon foes.
B slot: Lull Spd/Def / Atk/Spd / Atk/Def / Null C-Disrupt / Vantage
Her best yet skill on this slot for this build is Lull skills, she'll respectively add more stat reduction to foes with this, so i personally go with Lull Spd/Def to add her attack and get her even faster. Atk/Spd: to get her faster and bulkier, Atk/Def: to get her even more beefier. Null C-Disrupt will help her stop the effects of preventing her from counterattacking so this is an option too. Vantage! like my previous entry of Norne, is okay too if you don't have any fodders to get those skills i've mentioned for this slot.
C slot and Sacred Seal: Def and Atk Smoke 3 (respectively)
Here it is, these slots are the deal breaker for this build, so obviously you'll need these two to maximize her use of the weapon even further. Def Smoke 3 to get the foes' (within 2 spaces of target that you defeat first) Def lower than her so they beg you to not beat them up after you inflict them with it, and Atk Smoke 3 to get the foes' (within 2 spaces of target that you defeat first) Atk lower so she can survive more longer while they still beg you to not beat them up after you inflict them with it. (in combat debuff total on foe = -12) + (visible debuff total = -7) = -19 to both Atk and Def of that foes' each stat.
Weaknesses of this build (or the weapon in general):
-Unity skills
-Fallen Ike's Chaos Ragnell
-Skills with effects that neutralises penalties on them during combat
-Slow-moving armored units (they cannot hit you if you don't get close to them, could be bypassed if you hit the unit that's adjacent to them first)
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Helm Bow+ (+Spd) | A | Close Foil |
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Positional Assist | B | Lull Atk/Spd 3 |
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Noontime | C | Joint Drive Res |
S | Quick Riposte 3 |
Boon: Atk
This build takes advantage of the Helm Bow+'s ability to nullify the opponents buffs. By giving her Lull Atk/??? 3, she can effectively nullify every one of the opponents' buffs that matter to her. Take Lull Atk/Spd 3 over Lull Atk/Def 3 just in case there is ever a situation where she cannot activate the Helm Bow+'s ability, she has the best survival chance by nullifying these buffs and lowering these stats.
For the Assist, you can just leave her Reposition alone, unless you want to use her for Arena. However, there is a special case where you can give her shove or smite to potentially avoid ending her turn standing next to an ally on enemy phase.
For the Special, Noontime can help her sustainability. If you want to do some extra damage, Moonbow or Glimmer will work perfectly. In order to maximize her Helm Bow+ use, avoid Blue Flame.
A and B Skills have no major alternatives.
C skill is best to increase her killing power or sustain, so any Joint Drive skill will work. Alternatively, use Pulse Smoke 3 or Def Smoke 3.
For the Seal, Quick Riposte 3 can't go wrong. Alternatively, use a seal that can increase Def/Res or sustain like Close Defense 3, depending on the situation.
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Spendthrift Bow+ | A | Close Foil |
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Reposition | B | Lull Atk/Spd 3 |
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Noontime | C | Joint Drive Atk |
S | Close Def 3 |
My Unit's Stats (ATK Boon): Merge +10 | Summoner Support | 4 Dragon Flowers
Rating (Per Arena): 224
Base Stats: HP 54 | ATK 54 | SPD 45 | DEF 38 | RES 33
Effective Stats (In-Combat in Enemy Phase) : HP 52 | ATK 71 | SPD 48 | DEF 53 | RES 43
Effective Stats (In-Combat in Player Phase) : HP 52 | ATK 66 | SPD 48 | DEF 48 | RES 43
HINT: Pair her with L!Eliwood using Smite and allow her to receive his Bonus Doubler Buff and she will kill almost anything that tries to kill her. Also, maybe bring a Dragon with Eff against Dragons weapon. Another cool combo I tried: Partner her with Lilith and have Eliwood Smite Norne into attack and Lilith follows-up after (I bet there are other great partner combos for her that I just haven't tried...)
Weapon: Spendthrift+ (+SPD)
Special: Noontime or Moonbow -In my experience, she doesn't need extra damage to kill because she has incredible staying power, and Noontime usually results in her getting a few HP per engage, but if you need the damage Moonbow is best.
A: Close Foil, unless you want her to counter dragons as well then go for full Close Counter.
B: Lull Atk/Spd 3 (Spd/Def is also nice, but something with Spd is ideal for best doubling chance) or even Mythic Boost for better ranged tanking.
C: Joint Drive Atk (Natural choice to improve her low base attack)
Seal: Close Defense is my go-to default, but lately I been trying our Sorcery Blade (which cannot be selected from this sites' dropdown menu but can be selected in game) as it can help her to shred more easily through even the most stubbornly tough tanks. Ultimately, her seal is highly versatile.
This chic has recently been my Queen of Aether Raids & Rokkr (especially against flying units, easy 200k scores with her on your team), and I'm even using her in Arena a LOT now that I have her fully merged and she has a really decent rating of 224. I am already concerned about how she has taken the dominant spot in all my new theory-crafting teams. She is amazing & this build rocks.
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Bouquet Bow+ (+Spd) | A | Close Foil |
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Reposition | B | Vantage 3 |
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Aether | C | Def Smoke 3 |
S | Flashing Blade 3 |
Double Phase Norne (for general use)
i personally love this build i've invested myself, Norne with speed asset guarantees her to make follow-up attacks or keep herself away from getting follow-up attacks against her opponents on both phases. plus Louise's inheritable bow with Spd refine can make her even faster and able to trigger Flashing Blade 3 Seal on player phase so her special can reduce it's cooldown immediately to be activated for the target she's facing or other targets she'll encounter. While on enemy phase, she's capable on defending herself against melee and physical opponents thanks to Close Foil for the additional Atk/Def to strike back and survive (you can use Close Counter right away if you want to counter dragon foes as well).
Aether for the HP recovery so she can survive a bit longer while dealing damage to the enemy, but you can use other special skills with less cooldown for faster approach. Vantage 3 is pretty self-explanatory. Def Smoke 3 for more offensive pressure against the opponents.
Alternatives:
Special Skill: Moonbow or Luna
A Skill: Close Counter
B Skill: Lull Skills (Atk/Spd or Atk/Def or Spd/Def)
C Skill: Atk or Spd or Pulse Smoke 3
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Bow users.
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200 | 2 | 8 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Bow users.
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300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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Brazen Spd/Def 1If unit's HP ≤ 80% at the start of combat, grants Spd/Def+3 during combat. Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
Brazen Spd/Def 2If unit's HP ≤ 80% at the start of combat, grants Spd/Def+5 during combat. Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
Brazen Spd/Def 3If unit's HP ≤ 80% at the start of combat, grants Spd/Def+7 during combat. Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 1 ★ |
60 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
120 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
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