Table of Contents
- Default
- Attack
- Special
- Injured
| Nephenee - Fierce Halberdier |
|---|
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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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Slaying Lance+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Aether | C | Threaten Def 3 |
| S | Threaten Spd 3 | ||
- hp to get in Wrath range quicker, threaten skills to make securing kos easier, distant counter to deal with most red and some blue mages. Keep away from green dragons and green tome users.
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Berkut’s Lance+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Moonbow | C | Atk Smoke 3 |
| S | Quickened Pulse | ||
Merged +1 (+1 HP +1 Spd)
Bond Rank: S
I should start off by saying Nephenee is definitely my favorite unit of all time and I am heavily biased when it comes to her. With that said, it is sorta disheartening that there are indeed better units use since one of her biggest flaws is she doesn't excel in anything. With the exception of Res, all of her other stats are just okay which in turn would easily have a person turn their head away from her when choosing units. However, with some tinkering and a S Rank Bond with the Summoner, she can become one hell of a beast. For this build, I decided to keep her as a jack of all trades but to give her my Summoner's Blessing and sprinkled some spice to her lacking Res. I should also warn you, this is going to be an expensive build, but totally worth it in the end. Let's begin with the boons and banes.
While an Atk Boon would be great to help her Atk stat since it's the 2nd lowest, personally I believe a Spd Boon is much more important. The only other units who can double her are units who can already specialize in speed to begin with (or Brave users), so there isn't much we can do there without giving up on the A skill I've chosen. I'd rather get doubled less than get that extra attack boost. Besides, we have a way to remedy that, but I'll get to that later. As for a Bane, it's honestly a toss up between Res and HP. While this build would benefit with a HP Bane, a Res Bane doesn't hinder this build too much either. I haven't gotten an HP Bane so I'll be sticking with Res Bane in the meantime. Now for her weapon and what will be the most expensive part of this build.
The fact that this weapon passive exclusively exists for lances is funny, the fact that it is not an exclusive weapon to the unit is even funnier. Berkut's Lance+ is a blessing to Lance users who lack the Res and the Weapon Refinery is an even bigger blessing. With the Weapon Refinery, you want to go with Res+. With it, you automatically go from 19 to 23 Res. Then thanks to the Weapon Refinery, you go from getting +4 Res when attacked to +7 Res when attacked. So by holding this lance, Nephenee essentially gets +11 Res, going from a pitiful 19 Res to a decent 30 Res. 30 Res isn't gonna make her all of a sudden ward off magic attacks like nothing, but it will make units like QP Reinhardt or Nino reconsider whether or not to attack you. Do be careful however, though this is a nice Res boost, it's only nice if you are getting attacked. Attacking however does not grant you that beautiful +7 Res in battle. Just be cautious when attacking Dragons or CC Mages because they can still make a huge dent to your HP... or just outright kill you. Onward to Assist skills.
Honestly speaking here, it's really personal preference when it comes to Assist skills. I went with Reposition simply because she can save a unit from death and will more than likely take the hit and possibly will kill the assailant. Also you can't go wrong with movement assists. You can also do Reciprocal Aid if you need HP for longevity. Alrighty, now what special will fit with her kit?
When it comes to specials, you can do many things. However, her base special Moonbow is actually the best you can go with in this build. Not only can it do a decent chunk of damage, but it will compliment perfectly with the B skill and S skill. Not to mention doing a solid 30% Def/Res damage to anyone is always nice. Now onward to the skills here.
While it is a shame we can't buff Nephenee with this slot, giving her the ability to attack at any range isn't such a bad trade off. Distant Counter is that big middle finger to ranged units. Especially since more than likely she will kill them in retaliation. It's just a really good skill all around. Wrath is such an amazing skill to have and it's a part of her base kit. Not only can you get a special point per turn just for being under the HP threshold needed but it also powers up every attacking special by 10. This makes specials like Moonbow and Glimmer go from mosquito bites to punches that can actually hurt. For the C skill... this is where it's really up to you. Threaten Def is a nice basic way to cripple defenses since she's gonna be in the frontlines if she isn't baiting. I use Atk Smoke because -7 Atk is quite a deadly debuff, which can potentially save you or any other unit who could potentially die. Just don't forget it won't affect your target. It's really all on preference when it comes to the C Skill. Finally your S Skill is going to be 100% Quickened Pulse. This combined with Moonbow and Wrath makes Nephenee an amazing first turn bait. You will always activate Moonbow in retaliation and majority of the time you will kill your opponent or at the very least leave them at Death's Door. Should you not have it or someone else is in use of it, Close Def or Distant Def is another good alternative. Close Def if you want to give yourself a safety net with CC Mages and Dragons or Distant Def if you want to give an even bigger middle finger to Reinhardt and big hitting mages.
As much as she's buffed with this build and can take on mages a lot easier now, she still holds her biggest weakness, which would be beefy, hard hitting, physical green units. Units like Brave Ike and Amelia will hit Nephenee hard while scoffing at her damage. Like mentioned before, Dragons will still mess you up if you attack them since the lance sadly gives you the buff if you're attacked. Always use caution when dealing with these units.
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Slaying Lance+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Moonbow | C | Drive Spd 2 |
| S | Attack +3 | ||
Normal Neph Builld, I went for a Spd forge to kill most Sigurds, since they always give me a hard time, and I do think her atk stat is good regardless of what most people say.
I run her with Summoner Support S so I think that helps a lot.
She can also use Quickened Pulse, but that one is on my Reinhardt most of the time...
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Berkut’s Lance+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Moonbow | C | Threaten Def 3 |
| S | HP +5 | ||
After weapon forging Nephenee gained access to shore up the one defensive stat holding her back from being a truly versatile wall. Berkut's Lance forged for resistance gives Nephenne an effective 35/34/31 neutral defensive stat spread on being attacked. This allows her to shine as a tank due to her unique nature of being inherently difficult to double and having enough def/res to protect her from being one shot. This build allows her to tank an incoming Julia and kill her in return. Distant counter is the pick for A slot for obvious reason, allowing her to bait mages. QR is used on B to double anything fast enough to not naturally be doubled, allowing her to punish glass cannons. Threaten defense on C helps her finish off the attacker if they survive their assault next turn given Nephenne doesn't have the highest attack. Moonbow is used to compensate for Nephenee's unextrodinary attack to dent tankier targets, bonfire can be used as well to highlight her great defense or ignis for stronger dueling. Assist as always depends on your team and the seal really comes down to what you find yourself dealing with at the time, DC3 for mages, CC3 for melee, or HP5 for general tankiness.
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Deft Harpoon+ | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Ignis | C | Hone Spd 3 |
| S | Quickened Pulse | ||
IVs: +Spd -Res
This build has Nephenee take a page from the likes of Summer Robin and pulls it off even better due to higher HP, Speed and Defense in exchange for 1 atk and some Resistance. Deft Harpoon and Fury make Nephenee a Celica-esque character, providing an immediate +5 boost to all of her stats during her first round of combat. Attaining a solid 50 Atk (with Deft Harpoon) and 43 Spd unbuffed with Fury and Deft Harpoon's effect, she can be used defensively or offensively to great extents during the start of battle.
Due to the amount of HP that is taken as recoil in exchange for this, Nephenee can trigger skills such as Desperation and Vantage with relative safety. In this set's case, assuming Nephenee doubles against a melee opponent, she can have a Quickened Pulse charged Ignis (which given her neutral Fury-boosted 37 defense, inflicts 29 damage) ready for when she activates Vantage, allowing her to deal heavy damage to two units. Given her bulk allowing her to take little damage from melee units, especially swords, she can also run Renewal to sustain her bulk and potentially reactivate her Deft Harpoon buffs.
As a bulky lance she can still run options such as Drag Back and Lancebreaker with great efficiency, should she built for a more specialized role. Her other options include her default Moonbow as a consistent, budget options. As for seals, she can run the aforementioned Quickened Pulse, opt for HP +5 to boost her bulk or Attack +3 or Spd +3 to boost her offense.
With regards to weapon refinery, Nephenee will greatly appreciate more speed to guarantee doubles against her opponents, as she can reach a total of 46 effective speed when defending at full HP. However, opting for a MT or defense boost will help her outside of the initial encounter, either increasing her bulk of increase her counterattack damage damage, giving her numerous options depending on player preference.
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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Fate Grand Order
Dragonball Legends

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