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Nanna: Difference between revisions

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===Analysis===
===Analysis===
{{analysis}}
{{analysis}}
Nanna is a utility unit above all else. While her luck is good and her base speed is decent, she has low stats at base, especially in strength, defense and HP, and her very low constitution of 4 greatly reduces her speed. In the arena where she starts, she cannot afford being attacked at close-range by the pre-promoted gladiators or by [[Mareeta]] or she will be doubled and killed or captured, and her frailty means that she should be used cautiously in combat, as enemies will generally two-shot her. She can become a good combat unit with investment, though. Nanna's main early utility lies in her skill, [[Charm]]. Charm is one of the best skills in the game, as it increases the accuracy and avoid by 10 for every ally up to three spaces from her. Nanna also supports [[Leif]], [[Finn]], [[Diarmuid]] and [[Homer]], being the only character that gives Leif support bonuses instead of just receiving them. Supports increase their accuracy, avoid, crit chance and crit avoid by 10. Leif and Diarmuid also support Nanna back and the support bonuses stack with Charm as well as her brother's own Charm, making Nanna's presence a great help to her allies, especially when there are a lot of enemies or in situations with [[Ballista]]e.
Nanna is a utility unit above all else. While her luck is good and her base speed is decent, she has low stats at base, especially in strength, defense and HP, and her very low constitution of 4 greatly reduces her speed. In the arena where she starts, she cannot afford being attacked at close-range by the pre-promoted gladiators or by [[Mareeta]] or she will be doubled and killed or captured, and her frailty means that she should be used cautiously in combat, as enemies will generally two-shot her. Her growth rates are just as bad, with poor HP, strength, magic, and defense growths. Nanna's main early utility lies in her skill, [[Charm]]. Charm increases the accuracy and avoid by 10 for every ally up to three spaces from her. Nanna also supports [[Leif]], [[Finn]], [[Diarmuid]], and [[Homer]], being the only character that gives Leif support bonuses instead of just receiving them. Supports increase their accuracy, avoid, crit chance and crit avoid by 10. Leif and Diarmuid also support Nanna back, and the support bonuses stack with Charm as well as her brother's own Charm, making Nanna's presence a great help to her allies, especially when there are a lot of enemies or in situations with [[Ballista]]e.


Nanna can use staves with no investment, but only at E-rank. This limits her to the weakest staves, such as the [[Heal]] staff. Unlike other staff users, she will not gain any additional rank on promotion. Unless the player chooses to train her staff rank, she will most likely end up at D-rank at the end of the game. Aside from her low staff rank, she also has low base skill at 6. Staves can miss in ''Thracia'', and Nanna's skill is low enough for her to at first miss sometimes. For that reason, Nanna is a good user of the Od Scroll, which increases her skill growth by 30%. As soon as she reaches 10 skill, she will not miss with staves anymore.
Nanna can use staves with no investment, but only at E-rank. This limits her to the weakest staves, such as the [[Heal]] staff. Unlike other staff users, she will not gain any additional rank on promotion. Unless the player chooses to train her staff rank, she will most likely end be at D-rank by the end of the game. Aside from her low staff rank, she also has low base skill at 6. Staves can miss in ''Thracia'', and Nanna's skill is low enough for her to at first miss sometimes. For that reason, Nanna is a good user of the Od Scroll, which increases her skill growth by 30%. As soon as she reaches 10 skill, she will not miss with staves anymore.


Outdoors, Nanna becomes mounted, which comes with utility perks. She is mobile enough to support her allies in most places on the map and to keep up with the frontlines. She can also rescue-drop allied units. Rescue-dropping is good for helping units reach important locations faster. It also helps keep vulnerable allies away from danger. Besides that, Nanna can also take captured units from allies who captured them and drop them. Being a mounted healer with high movement, Nanna can do several things from afar. She's also the only [[Troubadour]] in the game, and the only other mounted healer in the game is [[Amalda]], a pre-promoted female [[Paladin]] that is recruited late in the game with a few chapters before endgame and only if route A was chosen in Chapter 15, meaning that Nanna may likely be the only mounted healer in the army.
Outdoors, Nanna becomes mounted, which comes with utility perks. She is mobile enough to support her allies in most places on the map and to keep up with the frontlines. She can also rescue-drop allied units. Rescue-dropping is good for helping units reach important locations faster. It also helps keep vulnerable allies away from danger. Besides that, Nanna can also take captured units from allies who captured them and drop them. Being a mounted healer with high movement, Nanna can do several things from afar. She's also the only [[Troubadour]] in the game, and the only other mounted healer in the game is [[Amalda]], a pre-promoted female [[Paladin]] who is recruited late in the game and only if route A was chosen in Chapter 15, meaning that Nanna may be the only mounted healer in the army.


Nanna has a base C-rank in swords and a personal sword, the [[Lands Sword]]. The sword is very powerful, with 1-2 range, magical damage at 2-range, and 12 might. It also has a [[Nosferatu]] effect, healing her for the damage dealt with it. Even so, Nanna's combat stats are far from high enough to do significant combat on enemy phase. Without investment, Nanna can use the sword to weaken enemies on player phase, but not much else.
Nanna has a base C-rank in swords and a personal sword, the [[Lands Sword]]. The sword is very powerful, with 1-2 range, magical damage at 2-range, and 12 might. It also has a [[Nosferatu]] effect, healing her for the damage dealt with it. Even so, Nanna's combat stats are far from high enough to do significant combat on enemy phase. Without investment, Nanna can use the sword to weaken enemies on player phase, but not much else.


There are ways to make Nanna's enemy phase combat good, though. The easiest way is to give her the Wrath Manual from Chapter 8x. With Wrath, Nanna will always crit on the first hit while counterattacking. Thanks to the Lands Sword's high stats, this will allow her to clear out entire groups of enemies. The sword's life-stealing effect will prevent her from dying. Having a mounted unit who can fight an entire group of enemies is especially useful in Chapter 9. Nanna can get the attention of foes trying to kill [[Selphina]]'s group of units and one-round them on enemy phase. She can also contribute in the chapter she joins if she's between [[Eyvel]] and the door: in this position, she's in no danger of getting attacked, and if Eyvel has weakened an enemy, Nanna can safely attack them with the Lands Sword. If she succeeds in hitting them and defeat them, she will quickly level up, although her attack can miss. Nanna's class is one of the least penalized ones when dismounted, as her class penalties indoors are among the lowest, only behind the [[Free Knight]] and its promoted class, [[Ranger]], and she can use both swords and staves at anytime, so she will still contribute well indoors.
There are ways to make Nanna's enemy phase combat good, though. The easiest way is to give her the Wrath Manual from Chapter 8x. With Wrath, Nanna will always crit on the first hit while counterattacking. Thanks to the Lands Sword's high stats, this will allow her to clear out entire groups of enemies. The sword's life-stealing effect will prevent her from dying. Having a mounted unit who can fight an entire group of enemies is especially useful in Chapter 9. Nanna can get the attention of foes trying to kill [[Selphina]]'s group of units and one-round them on enemy phase. It is also useful for enemy groups of [[Dark Mage]]s who use the combination of [[Jormungand]] and [[Hel]]. She can also contribute in the chapter she joins if she's between [[Eyvel]] and the door: in this position, she's in no danger of getting attacked, and if Eyvel has weakened an enemy, Nanna can safely attack them with the Lands Sword. If she succeeds in hitting them and defeat them, she will quickly level up, although her attack can miss. Nanna's class is one of the least penalized ones when dismounted, as her class penalties indoors are among the lowest, only behind the [[Free Knight]] and its promoted class, [[Ranger]], and she can use both swords and staves at anytime, so she will still contribute well indoors.


If the player uses Nanna for combat, another good idea is to give her Crusader Scrolls. This will prevent Nanna from getting crit by enemies and increase her growths. Coupled with the Wrath Manual, she can gain several boosted levelups from combat. For bonus experience gain, Nanna can also keep the [[Paragon Sword]] in her inventory. It works well for her, as if she has it, it will double her experience gain not only from combat, but also from healing.
If the player wishes to use Nanna for combat, another good idea is to give her Crusader Scrolls. This will prevent Nanna from getting crit by enemies and increase her growths. Coupled with the Wrath Manual, she can gain several boosted levelups from combat. For bonus experience gain, Nanna can also keep the [[Paragon Sword]] in her inventory. It works well for her, as if she has it, it will double her experience gain not only from combat, but also from healing.


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