Table of Contents
- Default
- Attack
- Special
- Injured
| Nephenee - Fierce Halberdier |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 6 | 8 | 7 | 4 |
| Middle | 18 | 7 | 9 | 8 | 5 |
| High | 19 | 8 | 10 | 9 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 34 | 28 | 32 | 31 | 17 |
| Middle | 37 | 31 | 35 | 34 | 20 |
| High | 41 | 34 | 38 | 37 | 23 |
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 |
|---|---|---|---|---|
Boons
-
+ATK: This is a fantastic choice due to being more efficient with an effective damage weapon like Dauntless Lance.
-
+SPD: A +SPD boon will improve upon Nephenee’s already strong Speed stat and works very well when combined with the refined effect of Dauntless Lance. A +ATK boon gets better than a +SPD boon when accounting for team support, as it is possible for Nephenee to have overkill levels of Speed.
-
+DEF: Nephenee hits 37 base Defense with a boon, which is enough for her to function as a great physical tank. A +DEF boon will increase both her defensive bulk as well as offensive damage output via Specials like Bonfire or Ignis.
Banes
-
-RES: Nephenee’s Resistance is her clear dump stat, and taking a bane won’t affect her matchups too much. She should always be careful when dealing with enemy mages or dragons.
- -HP: While taking a -HP bane will impact both physical and magical bulk, it has the benefit of making it easier for Nephenee to enter HP thresholds such as for her base Wrath skill.
Skill Sets
Quiet Breathing (Defensive Nuke)
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Dauntless Lance (+Atk) Alternate: Dauntless Lance (+Eff) |
A | Steady Breath |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Bonfire | C | Odd Atk Wave 3 Alternate: Threaten Def 3 |
| SP | 1,485 | S | Close Def 3 |
- Preferred IV: +ATK / -HP or -RES
- Weapon: Dauntless Lance (+Atk/Eff)
- Assist: Reposition
- Special: Bonfire / Ignis / Moonbow
- Passive A: Steady Breath / Close Def / Sturdy Stance
- Passive B: Wrath / Guard / Quick Riposte
- Passive C: Odd Atk Wave / Threaten Def / Flexible
- Sacred Seal: Close Def / Quickened Pulse / Flashing Blade / Quick Riposte
Nephenee’s unique Dauntless Lance turns her into a spectacular defensive unit - in addition to functioning as a Slaying Lance with additional Attack, she also gets effective damage against armored units and +4 Spd/Def when initiated on (with the refine). Thanks to her good Defense, this allows Nephenee to function as an excellent physical tank similar to Lukas and Shiro, except she has spectacular Speed to easily avoid a large number of doubles. Alternatively, taking a +Atk refine on Dauntless Lance allows Nephenee to retaliate with massively damaging Special attacks; every point of Attack is particularly efficient when engaging armored units due to effective damage.
The choice of Special is mostly dependent on the rest of Nephenee’s skill choices. Bonfire works very well with Steady Breath for a Special activation on every counterattack, while Moonbow can accomplish the same thing if Steady Breath is unavailable. Ignis is a very high damage option that can be run under two circumstances. The first is if running Steady Breath, and will require Nephenee to either run the Quickened Pulse Seal or receive at least one ally’s worth of Infantry Pulse support. The other is if not running Steady Breath, then she can run the Flashing Blade seal to expedite the charge rate enough to be able to activate Ignis every combat (assuming she can double).
This build is mostly defined by the chosen A skill. Steady Breath is ideal for a physical tanking setup, as it allows Nephenee to instantly activate Bonfire on every counterattack in addition to the +4 Defense it grants. If Steady Breath is unavailable, then any of the myriad of stat-boosting skills can work. Close Def and Sturdy Stance are both great choices due to the large amount of stats they can provide. There are many other viable choices that can be utilized based on availability and preference, such as Fury, Atk/Def Bond, Kestrel Stance, and Spd/Def Bond.
Nephenee’s base Wrath skill works great for an aggressive take on the physical tank build. It is unlikely that she will stack enough Defense to entirely avoid damage from the strongest damage threats, so her low HP pool will allow her to enter Wrath range even if not taking very much damage, resulting in very high-powered Special activations. For a safer option, Guard will help keep Nephenee safe from getting nuked by high-powered Special activations from enemies. Both Wrath and Guard work best with the Quick Riposte Seal to ensure that Nephenee can double (this may be unnecessary if she can stack enough Speed, particularly with team support). Otherwise, Quick Riposte is always a good option for a B skill.
YOU! (Offensive Generalist)
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Dauntless Lance (+Spd) | A | Fury 3 Alternate: Atk/Spd 2 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Moonbow | C | Odd Atk Wave 3 Alternate: Threaten Def 3 |
| SP | 1,325 | S | Quickened Pulse |
- Preferred IV: +ATK or +SPD / -RES or -HP
- Weapon: Dauntless Lance (+Spd)
- Assist: Reposition
- Special: Moonbow
- Passive A: Fury / Atk/Spd 2
- Passive B: Wrath
- Passive C: Odd Atk Wave / Threaten Def / Flexible
- Sacred Seal: Quickened Pulse / Attack +3 / Speed +3
Thanks to Nephenee's fantastic stat spread, she can easily handle a mixed phase build. This build utilizes most of her base kit to maximize the power of her specials, as her high speed allows her to activate them frequently. With a +Spd refine, +SPD IV, and Fury, Nephenee has a blazing 44 unbuffed speed.
Moonbow is a great choice of Special because the -1 Special cooldown effect of Dauntless Lance allows her to have an instant Moonbow activation when combined with Quickened Pulse (or Infantry Pulse support). Furthermore, Nephenee will also be able to activate Moonbow twice in that same combat assuming the enemy can counter and she doubles. When Nephenee enters Wrath’s HP threshold, she will have Moonbow active at the start of each of her turns, allowing her to repeat the process.
Fury is ideal because not only does it provide an excellent boost to all of Nephenee's stats (all of which are important for a mixed phase build), it also deals recoil damage. This recoil damage is actually a benefit, as it allows Nephenee to reach the 75% HP threshold for Wrath much more consistently. It can be a mixed blessing, however, as this build does lack sustain; eventually, Nephenee will run out of HP and be unable to participate in combats where she can't one shot enemies with her active Special. This generally isn't an issue in Arena, but is worth consideration for longer modes such as Chain Challenge or Tempest Trials (bring a healer).
Quickened Pulse is a fantastic choice for Nephenee’s Sacred Seal, as it allows her to instantly have Moonbow active for her first combat. However, her status as Infantry means that she can benefit from Infantry Pulse support. If this is available, then Attack +3 and Speed +3 Seals are both great choices.
Introduction
Nephenee's well-rounded stat spread allows her to function in multiple roles, providing her with excellent versatility. Her high speed and defense with her decent attack allow her to function simultaneously as a tanky bruiser as well as have a strong offensive presence. Her unique weapon, Dauntless Lance, allows her to improve upon this by also adding on effective damage against armored units (which goes a long way to helping her middling Attack stat).
While she is an excellent unit, Nephenee's primary struggle is her competition from other blues. She is competing with the likes of Nowi, Ephraim, and Brave Lucina, all of which can offer more than just strong combat prowess.
Overall, Nephenee is an strong, well-rounded unit. She doesn't particularly require team support to function, though her potential can skyrocket given the proper support. While she may be outshined by some other units, she will still be a powerful force on a team, and can easily fit into most compositions.
Strengths
Strong Stat Spread
Good speed, good defense, and decent attack all lead to Nephenee having a strong presence both offensively and defensively. She can easily boost her speed high enough to avoid being doubled by even some of the fastest units in the game, while her defense can be boosted enough to make her into a solid wall.
Dauntless Lance
Nephenee’s unique lance functions as a Slaying Lance and Slaying Spear combined, with the potential to be further refined with either the standard assortment or a Spd/Def Stance effect. The effective damage against armors goes a long way to helping Nephenee’s relatively middling Attack stat, as they tend to be the units she otherwise struggles the most to damage.
Excellent Base Kit
Nephenee is fully functional even with absolutely no skill inheritance due to her good base kit. Even her mixed phase build requires very minimal inheritance, making Nephenee a very cheap unit to actually build (though high investment options exist).
Infantry
One of the perks of being an Infantry is that Nephenee can benefit from Infantry Rush and Infantry Pulse, though she benefits much more from Infantry Pulse than Infantry Rush due to her middling Attack stat.
Weaknesses
Middling Attack
While 31 base attack isn't particularly bad, it does mean that Nephenee will struggle to finish off bulkier enemies; this means that she is reliant on Special activations for the majority of her damage. Thankfully, Nephenee’s effective damage against armored units via Dauntless Lance helps alleviate this quite a bit.
Special Reliant
As a consequence of her low attack, Nephenee relies on Special activations for most of her damage. This means that if she is unable to activate her Special, such as if she is prevented from doubling or is facing a unit with Guard, then her damage output is heavily mitigated.
Low Magical Bulk
57 magical bulk isn't exactly awful, but the fact that Nephenee usually wants a bane in either HP or Resistance means that this number will drop to 54. The extra HP from a refined weapon helps a bit, but Nephenee will always need to be cautious around enemy units that can target her magical bulk.
Infantry
The downside of being an Infantry unit is lacking access to the superior mobility of fliers and cavalry as well as the unique buffs available to every other movement type.
Team Options
Counters
- Strong Greens: Nephenee can be handily overpowered by strong green threats like Legendary Hector, Nino (SF), and Myrrh.
- Magical Damage: Nephenee’s poor magical bulk is a glaring weakness, as units like Reinhardt, Ishtar, Fallen Robin (M), and Lilina can all easily take her out.
- Guard: A huge portion of Nephenee’s damage output can be mitigated by preventing her from activating Specials with Guard; some units that commonly use Guard include Lukas, Shiro, Nowi, and Beruka.
- Debuffers: Nephenee’s low Resistance makes her highly susceptible to Ploys from units like Arvis, Katarina, Saias, Lute, Julia, and Deirdre.
- Panic Ploy: Nephenee’s low HP also makes her vulnerable to Panic Ploy, which can be a serious issue considering how much stronger she can get with buff support. Common Panic Ploy users include Effie, Fae, and Hector.
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Dauntless Lance (+Eff) | A | Atk/Spd 2 |
|---|---|---|---|
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Rally Defense | B | Wrath 3 |
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Moonbow | C | Threaten Spd 3 |
| S | Quickened Pulse | ||
Nephenee's build allows her to trigger her special and trigger it fast. She's sufficiently fast to often secure doubles. The Dauntless Lance lowers her special cooldown from 2 to 1, and Quickened Pulse lets her start battle with her special ready, killing foes or setting her up for another special if the enemy survives. Threaten Spd is used to help her get doubles.
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Dauntless Lance (+Spd) | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Moonbow | C | Threaten Spd 3 |
| S | Speed +3 | ||
Wow I never updated my Neph set, foolish me. Anyways it's the same mixed phase set I used to run but now she has 2 more Mt and Armor effectiveness. She is capable of launching 2 Moonbows per round if she begins with it active (which is easy with Wrath), which is utterly devastating against foes who can't kill her before she launches both.
Spd refine is taken over Eff because the latter is enemy phase only. Use that if you like Steady Breath and Bonfire shenanigans
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Dauntless Lance (+Eff) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Sol | C | Threaten Atk 3 |
| S | Distant Def 3 | ||
Pseudo-Tank by BuyMePizza
/Overview/
With this build you want Nephenee at the front lines tanking and baiting out units to murder them during the Enemy Phase. This build helps Nephenee also become a pseudo-tank in which she can take a hit, counter attack, and murder her opponent while maintaining a healthy amount of health.
/Stats/
At Lvl 40, with an HP- bane and an Atk+ boon, equipped with the Dauntless Lance and its effect, and also having Fury 3 equipped; Nephenee's stats should be like this:
HP - 37
Atk - 53
Spd - 38
Def - 37
Res - 23
These stats do not take into account Distant Defense 3, Summoner Support, nor her weapon's effect.*
/IVs/
Nephenee prefers an HP bane since her weapon refine supplements the loss of HP and having a low enough HP makes it easier to fall within Wrath thresholds. An Atk boon will raise her damage potential but you can substitute this for more bulk in the form of Def or Res. Spd can also be used to allow Nephenee to double her opponents more frequently, however, this build focuses on Enemy Phase combat and since her weapon refine already gives her 4 more Spd, increasing it isn't much of a high priority on this build.
/Weapon/
Dauntless Lance with the weapon effect is best suited for Nephenee in this build since she receives a boost to her Spd/Def which prevents her from being doubled from units in the 40ish range. Ultra fast units, and units with Speed buffs will still double but given that Nephenee's defenses are manageable she will have no problem retaliating. Also since Nephenee's weapon adds a bonus against armored units, she has no issue countering Effie, Hardin, Black Knight, Zelgius, and can even check Hector if he is allowed to attack first and doesn't have his special up.
/Assist skill/
Reposition is used in conjunction with your team, however, it isn't necessary. Reposition works well to remove teammates out of combat while potentially placing Nephenee into combat where she needs to be. You can substitute this for Swap or other assist moves.
/Special/
Sol keeps Nephenee's health patched and has great synergy with Fury, Wrath, and Dauntless Lance. With Dauntless Lance, the CD is 2 which is desirable in combat where an enemy will attack first and the counter hit from Nephenee will most likely be triggered during this turn or during the next. Since Fury takes residual damage, Sol keeps Nephenee within safe limits. Since Sol doesn't do additional damage, this is further mitigated by Wrath since you'll be receiving 10 damage everytime Sol activates.
/A skill/
Fury 3 is a great skill to raise all her stats, including her low Res, which allows her to tank more. You can supplement the recoil damage by using her base kit Atk/Spd 2 instead if you don't prefer Fury, however you lose much of your magical bulk by doing so.
/B skill/
Wrath is pretty much obvious for Nephenee. Since she'll be tanking some hits, she will fall within the Wrath range from her Fury recoil or from some of the damage taken. Wrath is also used to supplement the loss of damage from using Sol over a damage increasing special such as Bonfire/Ignis/Moonbow/etc.
/C skill/
Threaten Atk 3 is to prevent the foes within range from doing more damage against Nephenee if she is unable to KO them. Since this build focuses on Nephenee being a pseudo-tank, this further helps to alleviate damage from her opponents. If damage output is preferred over tankiness, Threaten Def 3 / Threaten Spd 3 can be used instead; which will provides better damage output, if Threaten Def 3 is used, or the guarantee to double an opponent, if Threaten Spd 3 is used, making Nephenee versatile in handling her opponents.
/Sacred Seal/
Distant Defense 3 is used as her Sacred Seal and used to mitigate her low Res. Since mages outright murder Nephenee or take a chunk of damage to her health, Distant Defense is used to mitigate those scenarios. Caution should still be taken when fighting against green mages and dragons due to their breath weapon.
/Notes/
Although Nephenee has no issue in combat against physical fighters, she can still be KO'd by magical fighters. This build helps being KO'd by most magical users but it does not guarantee Nephenee can follow up and defeat her foe. There are plenty of magic users that can still double Nephenee and destroy her as well as Bladetome users who are buffed. Nephenee requires team support to really shine as a pseudo-tank. Though it isn't necessary, it helps having a teammate running Res Tactic 3 on a mixed team to alleviate her low Res and allow her to easily counter magic foes who would otherwise threaten her. Ploy users with high magical buff should be considered alongside Nephenee such as Arvis and his weapon ploy. Arvis has great synergy with Nephenee and may be considered as a team option.
This build is definitely not a Tier 20 build, but can be used in it with proper team support, AI manipulation, and general game knowledge.
Thanks for reading. 👍 If there's any questions / suggestions please let me know.
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Dauntless Lance (+Eff) | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Ignis | C | Atk Smoke 3 |
| S | Close Def 3 | ||
This set makes Nephenee an extreme threat for both phases and makes her work well as a melee tank, even more so once her health is in range of the Brazen and Warth skills, causing her to have a gain of +7 Atk/+4 Spd/+17 Def/+6 Res if she get initiated on. The A skill can be replaced for Brazen Atk/Spd 3 if speed is a concern, causing a raise of +7 Atk/+11 Spd/+10 Def/+6 Res if she gets initiated on. The A skill can also be replaced by Brazen Atk/Res 3 if you want to have a chance against dragon units, causing a raise of +7 Atk/+4 Spd/+10 Def/+13 Res if she gets initaited on. The best boon/bane for this set would be +Atk/-HP as Nephenee appreciates any chance to boost her attack stat and the HP bane can be easily remedied by just refining her weapon, nullifying the bane completely and leaving Nephenee with only a boon to benefit from.
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Dauntless Lance (+Eff) | A | Brazen Atk/Def 3 |
|---|---|---|---|
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Rally Spd/Def | B | Wrath 3 |
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Ignis | C | Spd Smoke 3 |
| S | Flashing Blade 3 | ||
Brazen Atk/Def synergizes well with the Dauntless Lance refine to give +7 Atk, +4 Spd, +11 Def on enemy phase. It also works well with Wrath; for Wrath to be active, Neph’s HP has to be down to 30 at the most. Having that extra defense helps protect her from being KO’d in the next round of combat.
The Dauntless Lance slaying effect, Wrath, and the Flashing blade seal (helped along by Spd boon, weapon refine, and Spd Smoke) make firing off Ignis specials pretty common and pretty deadly (with 45 Def on enemy phase + Wrath effect = 46 extra damage).
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Lance Users Only
|
100 | 1 | 8 |
| Lance Users Only
|
200 | 1 | 10 |
| Learns by default at 5 ★ Lance Users Only
|
300 | 1 | 14 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
30 | A |
| Inheritable by all units.
|
80 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
160 | A |
| Melee, Infantry, and Armored Only
|
60 | B |
| Melee, Infantry, and Armored Only
|
120 | B |
| Unlocks at 5 ★ Melee, Infantry, and Armored Only
|
240 | B |
Other Info
| Origin |
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn
|
|---|

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