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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Firesweep Lance+ | A | Swift Sparrow 2 |
|---|---|---|---|
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Rally Def/Res | B | Wrath 3 |
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Moonbow | C | Drive Atk 2 |
| S | Quickened Pulse | ||
THIS. This is my favorite creation. Nephenee's incredible speed allows her to run an incredibly mean Firesweep Lance+ build. The nature is +spd -res, as this increases her speed to 38 with pretty much no cost, as there is almost no magic those extra 3 res could save Nephenee from. Swift Sparrow pushes her offenses to 50/46, which almost always guarantees doubles in engagements, while also retaining the bulk which makes her so amazing. The Drive Atk 2 as the C skill is meant for a more team based passive and grants a slightly higher arena score. However, Threaten Def 3 offers a more unit-based, cheaper alternative that is still useful. Rally Def/Res is incredibly useful for your team and grants a higher arena score. The best part about this is that if you can pull a Roderick for a Firesweep Lance+, you can inherit this skill onto Nephenee as well, as long as you have either Rally Def or Rally Res on her already.
Now, the choice of B slot will end up effecting your special and seal, so this is an important decision.There are two main options you can go with, which are either wrath 3 or drag back. Wrath 3 is the least expensive, but requires the quickened pulse seal to pull off effectively. By combining QP and moonbow, Nephenee will almost always be activating moonbow in her first engagement. This, combined with + 10 damage boost from Wrath 3, and prior damage, will usually be enough to ORKO most enemies Nephenee goes up against. Notable kills while unmerged are:
Steady Stance 3, Lv. 40+1 Black Knight with Fortify Armor
Fury 3, Lv. 40+1 Xander with 2 Ward Cavalry's
Steady Breath, Lv. 40+7 +Def A!Tiki with Fortify Dragons
Close Def 3, Lv. 40+10 Neutral Sigurd with Fortify Cavalry
Steady Breath, Lv. 40+7 Neutral Nowi
Fortress Def 3, Lv 40+2 +Def Brave Lucina
However, if you want a more traditional Firesweep user that helps to support the team more, you can just run the standard Drag Back. When running Drag Back, you should run Bonfire and Atk+3 Seal, to make up for the lack of a damage spike as intense as the last one. While I personally don't recommend the Drag Back version of this build, it does have the advantage of being slightly more consistent than the QP + moonbow set.
One of the best team mates for Nephenee is Inigo with TA3 + Gronnraven+, as he can safely bait and kill both Reinhardt and Bow Lyn, which are two of the most meta-central characters in the game, as well as two of the biggest threats to Nephenee, although this is moreso for Reinhardt than Lyn. He can also help to take care of physically tanky blue units, which Nephenee tends to have trouble with. Another great teammate for Nephenee is a strong red tome user, such as Arvis or Celica, as they can deal with strong physical walls such as Hector and Zephiel that Nephenee has trouble finishing off. Keep in mind units like Arvis and Celica are almost mandatory with the Drag Back variant, as Nephenee will get many less ORKOs, but it will be easier for said mages to finish of her foes.
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Slaying Lance+ | A | Fury 3 |
|---|---|---|---|
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Pivot | B | Wrath 3 |
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Ignis | C | Threaten Atk 3 |
| S | Quickened Pulse | ||
Build Name: Truly Fierce
Nephenee has great Attack and Speed stats along with good defense. This build focuses on Nephenee's Wrath along with her Slaying Lance+.
You want to run either an Attack or Speed boon on her. More attack is more damage, and higher speed allows her to double more and get doubled less. The bane should preferably be her HP, so you can proc Wrath faster. A Resistance bane will work as well.
Her set weapon is great. At 14 Mt and special trigger acceleration, the Slaying Lance+ is useful to help proc her special faster alongside Wrath.
Her support skill is interchangeable. Pivot and Swap are good for switching in front of physical attackers and protecting squishier allies. Ardent Sacrifice and Reciprocal Aid can also be used to help reach the <75% threshold to activate Wrath.
Ignis/Bonfire make uses of her good Defense stat. However, her set Moonbow is also a great special if you are on a budget.
Fury 3 boosts Nephenees stats, and although the health loss may seem less than ideal it will payoff when used in combination with Wrath 3.
Her Passive C is interchangeable. Recommended C Passives are Threaten Attack and Savage Blow. Threaten Attack helps Nephenee tank hits better. While Savage Blow can help when Nephenee is bombarded by enemies by inflicting additional AOE damage (and it suits the build's theme).
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Slaying Lance+ | A | Fury 3 |
|---|---|---|---|
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Swap | B | Wrath 3 |
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Ignis | C | Hone Spd 3 |
| S | Defense +1 | ||
This is just a very very defensive nephenne who can take all physical hits well, and deal major hits back, while with fury making wrath usable, and procing Ignis easily.
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Slaying Lance+ | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Noontime | C | Threaten Def 3 |
The Durable Slayer
A build meant to increase her survivability. The noontime and wrath combo can heal her quite effectively thanks to the reduced cooldown her special will have due to the slaying lance. Fury rounds up her stats nicely will safely bringing her into wrath's hp threshold. Threaten def can be opted for pure damage potential, though it can be changed for a team buff; the same goes for the support skill.
It should be noted that she is switching damage for survivability, therefore a dancer is particularly useful to have her deal damage more consistently.
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Slaying Lance+ | A | Fortress Def 3 |
|---|---|---|---|
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Reciprocal Aid | B | Wrath 3 |
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Ignis | C | Threaten Atk 3 |
| S | Quickened Pulse | ||
If you want the extra attack and +1 def you can use steady stance 3. Add 1 to def (only when she is attacked) and add 3 to ATK. The stats are with the passives already applied. This is a defensive Nephenee. I've noticed that against even named red melee units at level 40 they can barely damage her if they even can do anything to her same with blue units and green melee units can do 7-14 damage (A level 40 Fredrick did 7 damage) The Threaten ATK 3 is to reduce the potential damage even further. The weakness is most Magic users can put her in a bad spot. With the extra defense ignis does more damage total about 30-70 damage which she can proc almost every turn.
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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