Fire Emblem Heroes

FEH Legendary Nanna Build 2024: Best IVs [Fire Emblem Heroes]


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.

Legendary Nanna
Legendary Nanna

Overall Rating: 9/10

Legendary Nanna Builds

:     Lands SwordA :  Atk/Spd Push 4
:  RepositionB : Hoðr’s Zeal
: MoonbowC :  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★)

HP40Rank: 354/814
Atk39Rank: 110/814
Spd42Rank: 17/814
Def27Rank: 408/814
Res25Rank: 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 NameEffectLearned At
Atk/Spd Push 1At 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 2At 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 3At 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 4At 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 ZealEnables 【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 1At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions.5★
Threat. Atk/Spd 1At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions.5★
Threat. Atk/Spd 2At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions.5★
Atk/Spd MenaceAt 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 NameEffectLearned 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 NameMightRangeEffectLearned At
Iron Sword61No Effect5★
Steel Sword81No Effect5★
Silver Sword111No Effect5★
Lands Sword161Grants 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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