Hey, I’m Zathong and this guide is about Legendary Nanna Build in Fire Emblem Heroes (FEH).
Best Legendary Nanna build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Legendary Nanna build for the meta. Learn more about Legendary Nanna’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Legendary Nanna Builds
: Lands Sword | A : Atk/Spd Push 4 |
: Reposition | B : Hoðr’s Zeal |
: Moonbow | C : Atk/Spd Menace |
S : Blade Session 3 |
Recommended IVs
- +Atk/-Res
- +Atk for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 354/814 |
Atk | 39 | Rank: 110/814 |
Spd | 42 | Rank: 17/814 |
Def | 27 | Rank: 408/814 |
Res | 25 | Rank: 424/814 |
Roles
- Close Physical
- Legendary
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Legendary Nanna in game.
Teammates
These picks are good against Legendary Nanna in game.
Gameplay
Skills
These are all skill for Legendary Nanna: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Spd Push 1 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +3, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 2 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +4, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 3 | At start of combat, if unit’s HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat. | 5★ |
Atk/Spd Push 4 | At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit. | 5★ |
Hoðr’s Zeal | Enables 【Canto (Rem +1)】. Unit deals damage = 20% of unit’s Atk. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 5★ |
Threaten Spd 1 | At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. | 5★ |
Threat. Atk/Spd 1 | At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions. | 5★ |
Threat. Atk/Spd 2 | At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions. | 5★ |
Atk/Spd Menace | At start of turn, if unit is within 4 spaces of a foe, inflicts Atk/Spd-6 on closest foes through their next actions and grants Atk/Spd+6 to unit for 1 turn. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Miracle | (Cooldown Count = 5) If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Sword | 6 | 1 | No Effect | 5★ |
Steel Sword | 8 | 1 | No Effect | 5★ |
Silver Sword | 11 | 1 | No Effect | 5★ |
Lands Sword | 16 | 1 | Grants Atk+3. At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit’s follow-up attacks, disables non-Special effects that “reduce damage by X%” (excluding those inflicted on unit’s area-of-effect Specials), prevents foe’s Specials that are triggered by unit’s attack, and restores 7 HP to unit after combat. | 5★ |
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