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Table of Contents

Tier Rating

Analysis by CCZeroFire
Haar - Black Tempest

Hero Stats

Max Avg Total Stats at Lvl 40
161
HP 45
ATK 37
SPD 25
DEF 36
RES 18

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 17 9 6 10 5
High

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 45 37 25 36 18
High

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.
HPATKSPDDEFRES

This unit has no access to IVs.

Skill Sets

I'll Just Nap Right Here… Zzz... (Defensive Tank)

Recommended
Slaying Axe+ (+Def)
Alternate: Hack-o'-Lantern+ (+Def)
A Steady Stance 4
Alternate: Atk/Def Bond 3
Reposition
Alternate: Swap
B Quick Riposte 3
Alternate: Guard 3
Bonfire
Alternate: Moonbow
C Odd Def Wave 3
SP1575SEven Def Wave 3
Alternate: Atk/Def Bond 3

Show Explanation/Analysis

Weapon: Slaying Axe (+Def) / Hack-o'-Lantern+ (+Def) / Wo Gùn (+Def)

  • Slaying Axe is a fantastic bread-and-butter offensive weapon that hastens Haar's Special.

  • The Guard effect built into Hack-o'-Lantern also makes it one of the absolute best weapons for defensive axe units. Having Guard in some form somewhere on this build is very recommended as Haar is slow and otherwise quite vulnerable to 2-cooldown Specials from faster enemies.

  • Wo Gùn tends to be outperformed by Slaying Axe with most damaging Specials thanks to Haar's high Defense.

    • Wo Gùn + Bonfire is strictly weaker than Slaying Axe + Ignis on Haar. The two combos equalize at around 33  Defense, with Wo Gùn + Bonfire more powerful at lower Defense values, and Slaying Axe + Ignis more powerful at higher Defense values (which Haar will have).

    • Wo Gùn + Moonbow will typically get outdamaged by Slaying Axe + Bonfire unless his enemy has Defense around the mid 40s or higher.

    • However, Wo Gùn will allow Haar to still output damage alongside a recovery Special like Noontime.

  • A Defense refine helps Haar wall physical enemies. A Resistance refine can possibly be viable if he is stacking Close Def, but is otherwise not recommended—it would lower his physical tanking ability, and Haar will more likely be surviving enemies like dragons thanks to his high HP rather than his Resistance.

Assist: Reposition / Swap

  • Though Haar comes with Swap, Reposition is slightly more preferable on Fliers due to their ability to easily pass allies over impassable terrain or into trees. However, Swap still works fine.

Special: Bonfire / Moonbow / Ignis / Noontime

  • Bonfire is Haar's most dependable Special, dealing good consistent damage without taking too long to charge.

  • Moonbow is weaker but quicker—its main purpose would be to guarantee an Enemy Phase Special when fighting other slow enemy tanks who may not double him. This is most relevant with Hack-o-'Lantern as this will already be achieved with Bonfire if using a Slaying Axe.

  • Ignis will always activate with Slaying Axe whenever he is doubled. High risk, high reward.

  • Noontime should be used when using Wo Gùn, granting Haar a hybrid of damage and sustain.

Passive A: Steady Stance 4 / Atk/Def Bond / Close Def

  • Steady Stance 4 is the absolute best source of Guard if one has it available, and also heavily improves his physical bulk. It lets him utilize Slaying Axe and keep Quick Riposte in his B slot.

    • If not available, Haar will probably be best off using Hack-o'-Lantern as his weapon.

  • Atk/Def Bond boosts his two most useful stats and is fairly easy to activate on Enemy Phase.

  • Close Def also boosts his physical bulk and can make him slightly better at taking hits from dragons.

  • Sturdy Stance 2 is a "cheap" alternative that can be obtained at the same time as Hack-o'-Lantern so long as Haar is already given Steady Stance 1, such as from a Silas.

Passive B: Quick Riposte / Guard

  • Nothing comes close to the same level of usefulness on Haar as Quick Riposte. He prefers to take it here as Sacred Seals tend to be more impactful than other B slots Haar would be running here.

  • If Haar can have neither Steady Stance 4 nor Hack-o'-Lantern, he can equip Guard here and take Quick Riposte as a Sacred Seal, though this is less effective, especially considering Guard will deactivate below 80% HP.

Passive C: Odd Def Wave / Flexible

  • Haar can make use of whatever is desired here. He comes with Odd Def Wave and it is a fairly good skill. 

Sacred Seal: Even Def Wave / Atk/Def Bond / Close Def / Quick Riposte

  • Even Def Wave pairs with his innate Odd Def Wave to boost his and his adjacent allies Def by 6 on every single turn.

  • Atk/Def Bond and Close Def both offer great stat boosts.

  • Quick Riposte must be used here if not in his B slot.

Dracoknight Delivery (Brave Axe / Budget Friendly)

Brave Axe+ A Death Blow 4
Alternate: Death Blow 3
Reposition
Alternate: Swap
B Chill Def 3
Alternate: Hit and Run
Glimmer
Alternate: Bonfire
C Even Atk Wave 3
Alternate: Threaten Def 3
SP1695SAttack +3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Brave Axe+

  • Brave Axe+ is Haar's best Player Phase weapon option, which he even comes with by default.

  • Note that Haar using this build will generally end up inferior to a Cherche running the same build with a Cherche's Axe, but that doesn't change the fact that Haar can still do it fairly well.

Assist: Reposition / Swap

Special: Glimmer / Bonfire

  • Glimmer is Haar's strongest Special at the lowest cooldown.

  • Bonfire can activate every second initiation and may hit harder.

Passive A: Death Blow

  • Haar will get the highest possible boost to raw damage on initiation with Death Blow 4.

  • If one doesn't have Death Blow 4, just sticking to Death Blow 3 is probably the best option. Sturdy Impact may guarantee his safety if he fails to kill, though is a bit needlessly expensive for a unit that likely won't be making any further follow-ups.

Passive B: Chill Def / Hit and Run

  • Chill Def will increase the odds that he can punch through the tankiest unit on the enemy team. It may also help physical allies secure their own kills.

  • Hit and Run is the standard getaway option that is both cheap and effective. This lets him quickly move back to safety where he can easily be repositioned back even further by allies.

Passive C: Even Atk Wave / Odd Atk Wave / Threaten Def

  • Even or Odd Atk Wave grant him further offensive boosts. If on a team with allies using Hone Fliers or Atk Tactic, then it can be replaced with whatever the team might need.

  • Threaten Def is the budget option. It can easily be set up on melee enemies, though is overall harder to utilize.

Sacred Seal: Attack +3 / Quickened Pulse / Heavy Blade

  • A simple Attack +3 is Haar's most reliable offensive boost through a Sacred Seal.

  • Quickened Pulse lets him activate Glimmer right away, though it will only come into play once.

  • Heavy Blade can let Glimmer activate every single initiation, though he will need to have more Attack than the opponent which may not always be the case.

Introduction

Long anticipated and widely known as one of the strongest characters in Fire Emblem: Radiant Dawn—perhaps even one of the strongest playable units in all of the main series of Fire Emblem—Haar, unfortunately, does not entirely live up to his reputation for his appearance in Fire Emblem Heroes. While his statline is perhaps a fairly faithful representation of his stats and growths in Radiant Dawn, the same statline just doesn't give Haar even close to as much mileage in FEH. Most notably his lack of IVs and lack of a Prf weapon makes him fairly inferior to long-existing units such as Cherche, and in fact, Haar is almost identical statwise to the already-released free unit, Gerome.

Haar can arguably be considered to be a sliiiight pinch bulkier than Cherche or Gerome, but this is mostly only true in theory. Cherche will out-tank him as well with some merges, which can be obtained quite trivially as Cherche has been a three-star hero since the very beginning of Fire Emblem Heroes. Meanwhile, the same level of merges for Haar will end up costing a heavy investment of Heroic Grails. Though it is very sad to say, in practice there really is not too much reason to build Haar over Cherche, if one is purely looking for the strongest choice.

All that being said, though he may be outclassed, that should not be taken to imply that Haar is necessarily a bad unit. High Attack and high Defense let him dish out damage and tank physical hits quite well, and especially with newer top-tier defensive skills accessible to fliers such as Steady Stance 4, he isn't nearly as punished for being a defensive flier as his archetype once was. Building him is not at all a bad idea if one really loves the character, he is still quite strong and fulfills his role quite handily, but he simply just doesn't do anything at all unique or different compared to other existing units.

Strengths

Great Physical Bulk

45 HP and 36 Defense at base make Haar a great defensive tank. With a weapon refine and some skills, Haar can easily be fashioned into a physical fortress.

Great Mobility

Whether built offensively or defensively, Haar's flier movement lets him occupy a very useful niche. As a tank, Haar can position around the map uninhibited as well as easily reposition his allies to safety, and as a Brave attacker Haar can very easily get both in and out of combat with virtually no worries concerning the terrain.

Weaknesses

Poor Magical Bulk

At just 16 Resistance, Haar is very weak to magical units. At base, all it takes is 41 Atk for a magical unit to defeat Haar in two hits, which is hardly difficult considering his poor Speed.

Generally Outclassed

Compared to Cherche, Haar has -1 HP, -1 Atk, identical Spd, 4 more Defense, and 2 more Resistance. Utilizing Cherche's Axe and an Attack Asset, Cherche will easily sit at 7 additional Attack over a Brave Axe Haar. Cherche is also obtainable at just 3-stars, making her far easier to merge than Haar. There is really fairly little Haar can do that Cherche won't be able to do better or just as well.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Inheritable by Axe users only.
100 1 8
Brave AxeSpd-5. Attack twice when initiating combat.
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 5
Brave Axe+Spd-5. Attack twice when initiating combat.
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 8
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
SwapSwap places with an adjacent ally. 1 150

Passive Skills

Passive Skills SP Slot
Guard 1If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
50
B
Guard 2If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Unlocks at 4 ★
100
B
Guard 3If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Inheritable by all units.
Unlocks at 5 ★
200
B
Odd Def Wave 1At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
60
C
Odd Def Wave 2At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
120
C
Odd Def Wave 3At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Radiant Dawn

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