Table of Contents
- Default
- Attack
- Special
- Injured
| Navarre - Scarlet Sword |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 18 | 7 | 11 | 6 | 5 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 42 | 31 | 37 | 23 | 24 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
This unit has no access to IVs.
Skill Sets
Threshold Sweeper
![]() |
Slaying Edge+ (+Def) | A | Brazen Atk/Spd 3 Alternate: Death Blow 3 |
|---|---|---|---|
![]() |
Reposition Alternate: Swap |
B | Wrath 3 Alternate: Swordbreaker 3 |
![]() |
Glimmer Alternate: Moonbow |
C | Def Smoke 3 |
| SP | 1,605 | S | Attack +3 |
-
Weapon: Slaying Edge+ (+Def)
-
Assist: Reposition / Swap
-
Special: Glimmer / Moonbow
-
Passive A: Brazen Atk/Spd / Brazen Atk/Def / Death Blow
-
Passive B: Wrath / Swordbreaker
-
Passive C: Def Smoke / Atk Smoke
-
Sacred Seal: Attack +3
Despite his low Attack stat, Navarre can be turned into a deadly physical attacker with the right skills. Rather than work off a low base Attack, this build is designed around triggering Specials to slay foes. The primary downside to this set is that it requires Navarre to be under 75% HP, something that can be tricky considering Navarre’s high base HP.
Slaying Edge and Wrath have great synergy together, allowing Navarre to prepare a 2-turn Special immediately upon beginning his turn. Brazen skills give him the strongest boost to his offenses, and it should be noted that Brazen Atk/Def and Death Blow are only slightly worse than Brazen Atk/Spd. An Attack +3 seal also contributes some much-needed power to Navarre’s set. Glimmer and Moonbow have identical performances, so the choice is down to user preference.
As for his C slot, Smoke skills work great in general. Def Smoke is best if Navarre is paired up with a dancer, while Atk Smoke is better if Navarre is operating solo, or without Reposition support. The choice between Swap and Reposition is down to user preference, but either will work and both are great if Navarre is to be paired with tanks as allies.
Anti-Armor (Budget)
![]() |
Armorsmasher+ (+Def) | A | Fury 3 |
|---|---|---|---|
![]() |
Reposition Alternate: Swap |
B | Swordbreaker 3 |
![]() |
Moonbow | C | Atk Smoke 3 Alternate: Threaten Atk 3 |
| SP | 1,485 | S | Quick Riposte 3 |
- Weapon: Armorsmasher+ (+Def) / Armorsmasher+ (+Spd)
-
Assist: Reposition / Swap
-
Special: Moonbow
-
Passive A: Fury
-
Passive B: Swordbreaker / Quick Riposte
-
Passive C: Atk Smoke / Threaten Atk
-
Sacred Seal: Quick Riposte / Close Def
This version of Navarre is much cheaper to build and is very effective, particularly in the Arena or Arena Assault. It lets Navarre be an extremely effective anti-armor unit despite his low Attack and Defense. This is a great way to build Navarre if you are on a budget or don’t have significant resources to invest.
Thanks to weapon refines, Navarre’s Armorsmasher gives him a lot of survivability and additional strength against armored units. Navarre appreciates nearly everything Fury gives him, and the extra Speed means he is not necessarily locked into Swordbreaker like some of his slower brethren. However, Swordbreaker is recommended to help him handle extremely fast units like Ayra.
Quick Riposte is Navarre’s seal slot of choice, allowing him to hit twice vs. fast greens such as Amelia and Winter Lissa. It also helps Navarre activate his special. Two turn specials are recommended as they charge within a single battle, and have enough power to get the job done thanks to the Armorsmasher’s bonus damage.
Atk Smoke is fantastic, but Threaten Atk is a much more accessible choice, and works nearly just as well. Once again, the choice between Reposition and Swap is down to the player with both working well in his Assist slot.
Introduction
Navarre hails from the original Fire Emblem and appears in the Fire Emblem Heroes as a swift sword user. In the main series, Navarre’s design has arguably inspired many popular heroes such as Ayra, Joshua and Zihark. Navarre is available as a free unit, making him accessible to all players, and boasts a decent offensive statline.
Where he shines is in his Speed: At base 37, Navarre is one of the fastest units in the game. This means he does not necessarily need to run Swordbreaker to beat out other units. Navarre’s defensive stats are poor but not irredeemable, and with boosts through things like weapon refines, he can become difficult to KO.
Navarre has many disadvantages as a unit. He is unable to have boon/bane stat variations, meaning his stats cannot be optimised as well as other units. Being only available as a Grand Hero Battle also means he has limited merge potential. And to put the icing on the cake, his optimal build requires many rare skills which are better used on other units.
Strengths
High Speed.
When looking at Navarre’s statline, only his Speed stands out as a great stat. Navarre’s base 37 Speed means he can double many units without breaker skills. High Speed helps to offset his otherwise middling base 31 Attack, providing more damage through double attacks.
Deceptively bulky.
Navarre only has 23 Defense, but after a weapon refine he can reach a much more respectable base 27 (or 30 with Fury). Thanks to his high Speed, Navarre can escape most battle being hit only once, making him quite difficult to KO outside of specials or Brave weapon attacks.
Weaknesses
Speed does not help against many matchups.
Unfortunately for Navarre, Speed is not as useful a stat as it once was. The increased presence of skills such as Bold Fighter, Wary Fighter and Quick Riposte means that many high-tier units now opt to completely dump their Speed in favour for other stats. Swordbreaker is common on many slower units to help them beat swift swords like Navarre. And newly added debuff skills such as Chill Spd or Gunnthra’s Chilling Seal make it harder than ever for Navarre to take advantage of his good Speed.
Little reason to use over other units.
Another of the nails in Navarre’s coffin is the presence of much strong sword-users. Even common units like Fir, Olivia, and Stahl have viable niches compared to Navarre. Masked Marth and the Black Knight are extremely powerful and available for free. Navarre’s lack of a unique weapon hurts him a lot and means that there is little reason to use him over other units.
Team Options
Counters
Blue units with simple type coverage often have enough defense to easily wall and KO Navarre. If he chooses not to run Swordbreaker, he will find his demise in strong but slow Swordbreakers who can negate Navarre’s speed to score a KO. He also fears the presence of debuffers who make Navarre much weaker offensively.
-
Blue Tanks: Even with an Armorsmasher, Navarre finds it tough to break through Fallen Hardin. Tanks like Corrin-F, Nephenee, Nowi, Lukas and Shiro won’t have any trouble dispatching Navarre.
-
Speed Debuffers: Gunnthra is a huge problem for Navarre, especially if he does not invest into his Defense. The presence of Chill Spd is also bad, as it utterly ruins Navarre’s offensive potential. Firesweep Fliers such as Tana, Cordelia and Shanna often carry Chill Spd as does Fallen Celica.
- Slow Swordbreakers: Navarre’s high Speed makes him a target for units like Alfonse and Chrom who run Swordbreaker to defeat faster frail units. This is only a problem if Navarre opts out of Swordbreaker, however. Anti-armor units such as Olivia and Draug are also often seen with Swordbreaker.
![]() |
Scarlet Sword (+Eff) | A | Life and Death 3 |
|---|---|---|---|
![]() |
Reposition | B | Chill Def 3 |
![]() |
Blazing Wind | C | Odd Atk Wave 3 |
| S | Quickened Pulse | ||
Navarre's new sword and refinement allows him to run the AoE buster build, having Blazing Wind immediately charged at the start of combat, since AoE specials runs off of the user's attack stat Life and Death 3 with Odd Attack Wave 3 are essential for him to deal massive amounts of damage. Special Spiral 3 is essential for B slot so that he gains +2 special charge to his special since AoE specials trigger before combat starts which let's Navarre have Blazing Wind ready after combat is done.
![]() |
Scarlet Sword (+Eff) | A | Life and Death 3 |
|---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Aether | C | Atk Smoke 3 |
| S | Quickened Pulse | ||
Weapon: Scarlet Sword (+Eff)
Support Skill: Reposition or Draw Back
Special Skill: Aether
A Slot: Life and Death 3, Swift Sparrow 2 or Death Blow 4
B Slot: Wrath 3, Special Spiral 3 or Desperation 3
C Slot: Atk Smoke, Def Smoke 3 or Odd Atk Wave 3
Sacred Seal: Flashing Blade 3 or Quickened Pulse
![]() |
Wo Dao+ (+Atk) | A | Life and Death 3 |
|---|---|---|---|
![]() |
Ardent Sacrifice | B | Desperation 3 |
![]() |
Moonbow | C | Threaten Atk 3 |
| S | Heavy Blade 3 | ||
Navarre wasn't very good at launch. With such low atk and decent def and res, Navarre was just... there. Thing is, he has really good speed. First you want to give him a Wo Dao+ and give it a plus atk refinement. When you give him life and death it'll improve his already great speed and make his attack manageable. You'll want to give him desperation and Ardent sacrifice to activate it it on demand. Heavy Blade and threaten atk are the key to this build and it'll activate moonbow every initiation.
The cons to this build are a poor enemy phase and a glassy unit.
The pros are you have a great player phase unit and a great enemy killer. And compared to him before, at launch, that's much better.
![]() |
Firesweep Sword+ | A | Life and Death 3 |
|---|---|---|---|
![]() |
Reposition | B | Swordbreaker 3 |
![]() |
Blazing Wind | C | Even Spd Wave 2 |
| S | Phantom Spd 3 | ||
Only recently have I been able to 5 star Navarre. Now in all honesty, vanilla Navarre is, well...
Trash.
But building trash tier units is one of the funnest things you can do in this game. He was one of the first units I put some thought into when building him but never had the time to 5 star him.
Soleil and Sophe didn't die in vain, as Navarre uses L&D with the Firesweep Sword perfectly. Navarre already has bad defenses, so lowering them for higher strength and even higher speed is great. And with that high speed, he doesn't get doubled by nearly anyone, save the faster units like Karla or Swift Sparrow users. He can double with some high damage without fear of counters. The fastest units in the game are sword users, so swordbreaker on him is perfect as he'll double even the fastest of sword users. And I don't use them much, but his vanilla AoE is too good to pass up on a FS sword build.
Man, building trash units into something reliable is fun :D.
Anyway TL;DR, Navarre is better than Ayra and Karla fite me.
![]() |
Wo Dao+ (+Atk) | A | Atk/Def Bond 3 |
|---|---|---|---|
![]() |
Swap | B | Cancel Affinity 3 |
![]() |
Aether | C | Threaten Atk 3 |
| S | Heavy Blade 3 | ||
It is fair to say that this build is not for everyone, but rather those that really like Navarre as a character and just wish to use him on long term, as it is quite expensive for a potentially "weak" unit. However, if done right, Navarre could turn into a very reliant killer. To start with, it should be noted that for this build to be at its full potential, it is recommended for Navarre to have the Summoner's support, as it increases his HP to 53 (that is with Wo Dao's weapon refinery bonus as well), alongside his defense and resistance, thus allowing him to take more hits. This build is mainly an enemy phase build. Due to his rather weak bulk, Atk Def Bond 3 takes care of his slight issue with his defense, while also increasing his attack. Wo Dao's refinement is debatable, +Def could work as well if you need even more bulk like this, however, Atk Def Bond 3 alone allows him to take hits from every axe unit, but also any sword unit, even if they are Brave Sword users. As a B skill, due to Ayra's speed that actually doesn't allow Navarre to cap her, you could consider Swordbreaker 3 instead of Cancel Affinity, so that he could most reliably double sword units too. However, Cancel Affinity helps him deal with some annoying blue unit builds, with Triangle Adept, or Azura with Saphire Spear. For example, in the enemy phase, Navarre could very reliably tank a Nowi+10 that assumingly doesn't have her special ready, while charging his Aether, allowing him to kill her in player phase. As for his C slot, Threaten Atk 3 works nicely in synergy with Heavy Blade 3 sacred seal, as Navarre needs to reach very high attack to ensure the extra cooldown on his Aether.
Now to do the maths, a Navarre + 2 (maximum right now) has the base attack of 50 with a Wo Dao+ with +Atk. He gains 5 more attack from Atk Def Bond 3, and if you have an S support ally stand next to him, another 2 attack. 57 attack, with the debuff from Threaten Atk will most likely allow Navarre to charge his Aether and with Aether charged he could take down units more easily, while also gaining back the lost HP for charging it. Wo Dao's +10 dmg to special attack also helps in that regard.
Of course, Navarre's main weaknesses remain, unquestionably magic users, and potentially dragon units, as he cannot safely take hits from them. With Cancel Affinity, the number of lance units that could kill him in one round decreased by a small margin, however units like Christmas Robin, Effie (Player phase), Ephraim, or any Brave lance user will still render Navarre "almost" useless.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
|
200 | 1 | 7 |
| Unlocks at 5 ★ Only Inheritable by Sword Units.
|
300 | 1 | 11 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Rising WindBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Blazing WindBefore combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).
Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Inheritable by all units.
|
50 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
| Inheritable by all units.
|
50 | C |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
|
|---|
Banners Featured In
None

Fate Grand Order
Dragonball Legends

IV Calc
Heroes