Sanaki

Updated for 2.0
Overall Rating
4
Analysis by Adonyx
Sanaki - Begnion's Apostle

5

Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
147
HP 33
ATK 37
SPD 26
DEF 17
RES 34
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 8 6 3 7
Middle 16 9 7 4 8
High 17 10 8 5 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 30 34 23 13 31
Middle 33 37 26 17 34
High 36 40 30 20 37
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

Boon

  • +ATK At 37 base attack, Sanaki is tied for the third highest attack stat in the game; a boon improves further upon this, and has strong synergy with both of her build options.

  • +SPD While Sanaki’s speed is fairly low, her ability to get a superboon (+4 to the stat) combined with skills such as Fury and Spd Ploy can help get her speed to good levels.

Bane

  • -DEF Sanaki’s physical bulk is already low, and lowering it further with a -DEF bane will not affect very many matchups at all.

  • -HP While lowering Sanaki’s high magical bulk is not ideal, a -HP bane is acceptable as her RES is the more important of the two stats that comprise her magical bulk due to Ploys.
Skill Sets
Fiery Spirit Bomb (Offensive Support)
Optimal
Cymbeline (+Eff) A Atk Res Bond 3
Budget: Fury 3
Reposition B Axebreaker 3
Glimmer C Res Ploy 3
SP1,545SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF or -HP
  • Weapon: Cymbeline (+Eff)
  • Assist: Reposition
  • Special: Glimmer / Iceberg / Glacies
  • Passive A: Atk/Res Bond 3 / Fury 3
  • Passive B: Axebreaker 3 / Varies
  • Passive C: Res Ploy 3 / Drive Spd 2 / Varies
  • Sacred Seal: Attack+3 / Atk Ploy 3 / Heavy Blade 3

With the option to refine her prf Cymbeline tome, Sanaki is now stronger than ever. Not only does she provide an excellent Drive Atk 2 buff to her allies, she also gains a massive +5 Atk/Res while within 2 spaces of a flier. While this does lock one of the slots in a team in order to maximize Sanaki’s potential, the raw synergy available as a result makes this build very potent.

For her special, Sanaki generally prefers Glimmer to complement her massive attack stat. Alternatively, Iceberg can be chosen for more consistent damage output, at the cost of 1 additional cooldown. Glacies is an option if combined with Heavy Blade, to all but guarantee that whatever Sanaki hits will die.

Atk/Res Bond 3 has very good synergy with her refined tome’s effect, as she generally wants to stay near a flier ally at all times. I recommend running Guidance on the flier, as that will allow Sanaki to warp directly adjacent to the flier, activating Atk/Res Bond 3 and enabling Sanaki’s massive firepower. For a foolproof option, Fury 3 will always work regardless of nearby allies, though it gives less of Sanaki’s primary stats (attack and resistance).  It also has the added benefit of extra resistance to allow Sanaki to land Ploys on more enemies.

Due to the nature of Sanaki’s reliance on one hit kills due to her massive attack and low speed, her B slot is mostly up to preference. She doesn’t need much assistance against green units as every single green tome will die to her raw damage, but a small handful of axe units can survive (mainly the incredibly bulky armors like Winter Chrom and Winter Lissa); Axebreaker 3 will ensure all green units get obliterated. Keep in mind that Sanaki has 57 physical bulk versus green units, so it is still possible for an extremely high damage axe unit with Distant Counter (such as Winter Chrom) to kill her. Some other options include Wings of Mercy, Vantage, and R Tomebreaker.

Res Ploy 3 makes excellent use of Sanaki’s resistance to debuff enemies and increase her favorable matchups. Res Ploy increases her raw damage and kill range from 64 (with her tome and Atk/Res Bond active) to 69, or from 76 to 81 versus green units. Sanaki can also run a buff skill such as Drive Atk 2 to increase the amount of buff support she can grant her allies. Any other C skill can be used to fit the team’s needs.

For seals, Attack+3 increases her kill range even further. Atk Ploy is mainly useful for team support, since Sanaki is likely going to either kill her target in one hit or simply not engage, though it can be helpful in some cases (such as reducing Distant Counter axe damage). Heavy Blade is an interesting option that makes Glacies a viable special for Sanaki to run. If Sanaki manages to activate Glacies while her tome and Atk/Res Bond are active, she will be outputting a whopping 99 damage; that is a veritable Spirit Bomb that only blue units with extremely high magical bulk or Triangle Adept can possibly survive.

Billowing Flames (Offensive Sweep)
Cymbeline (+Eff) A Fury 3
Reposition B Windsweep 3
Glimmer C Spd Ploy 3
Budget: Drive Spd 2
SP1,545SPhantom Spd 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF or -HP
  • Weapon: Cymbeline (+Eff)
  • Assist: Reposition
  • Special: Glimmer / Iceberg
  • Passive A: Fury 3
  • Passive B: Windsweep 3
  • Passive C: Spd Ploy 3 / Drive Spd 2 / Varies
  • Sacred Seal: Phantom Spd 3

This build is very similar to the first build, with the addition of Windsweep. This build aims to mitigate Sanaki’s primary weakness in her role, which are exceptionally bulky physical damage-dealing Distant Counter units.

Ideally, this build would run +ATK IV and Spd Ploy 3 to cover the extra speed that would otherwise be gained with a +SPD boon. If Spd Ploy 3 is unavailable, or if you already have a +SPD Sanaki, then you can replace her C slot with a support skill such as Drive Spd 2.

When running Windsweep, it is essential to also run the Phantom Spd 3 Sacred Seal. With it, Sanaki can activate Windsweep against enemies with 38 or lower speed, or 42 if she has +SPD IV. Spd Ploy allows the former number to increase to activating Windsweep against enemies with 43 or lower speed if they get hit by the debuff. This can be increased even further with team support.

This build makes a significant sacrifice in Sanaki’s raw damage output in order to ensure her safety versus physical Distant Counter units. Her raw damage when near a flier is now 59, or 62 with a +ATK boon. This lowers her kill potential significantly, so she will require team support in the form of attack buffs in order to secure those kills. Spur Atk/Spd 2 is an exceptionally efficient skill to put on your Guidance flier for this purpose.

Flame Blade (Offensive Blade Tome)
Rauðrblade+
Budget: Rauðrblade
A Fury 3
Reposition B Vantage 3
Glimmer C Res Ploy 3
Budget: Hone Atk 3
SP1,935SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF or -HP
  • Weapon: Rauðrblade+ / Rauðrblade
  • Assist: Reposition
  • Special: Glimmer / Draconic Aura
  • Passive A: Fury 3 / Death Blow 3
  • Passive B: Vantage 3 / Desperation 3 / Varies
  • Passive C: Res Ploy 3 / Hone Atk 3 / Varies
  • Sacred Seal: Attack+3 / Brash Assault 3 / Heavy Blade 3

An alternative to her Cymbeline set, Sanaki’s blade tome set allows her to function in basically the same fashion, except now she wants a buffer ally instead of a flier ally. The main difference between this build and the first build is that this blade tome set has much higher potential damage output, while the Cymbeline set provides superior team support in the form of Drive Atk 2 built into the weapon.

The choice between Glimmer and Draconic Aura boils down to two main decisions: cooldown versus damage output, and whether or not Heavy Blade seal is being ran. Glimmer has a lower cooldown, but Draconic Aura has superior damage output. If opting to run the Heavy Blade seal, Draconic Aura is the superior special as it will now charge at the same rate as Glimmer, due to the blade tome’s effect of increasing special cooldown by one.

Both Death Blow and Fury are strong options for Sanaki’s A slot. Death Blow goes all in on her one shot potential on Player Phase, while Fury allows Sanaki to benefit from the stat boost on both phases. Fury also has the benefit of additional resistance, allowing Sanaki to activate Ploy skills such as Res Ploy more often. Finally, if you want to run a Desperation/Brash Assault seal build for Sanaki, Fury’s recoil will allow her to enter that range more readily. Death Blow would do more damage with this build, but it would be very difficult for Sanaki to safely enter the requisite 50% HP threshold without Fury’s recoil damage.

For B slot, Vantage 3 allows Sanaki to run Fury without risking random deaths due to its recoil damage, as she can simply counter before ranged enemies get the chance to kill her. Desperation is only an acceptable option if paired with the Brash Assault 3 seal, as Sanaki’s speed is too low to effectively utilize it otherwise. Neither of these choices are vitally important, so any B slot can be chosen based on preference. Some examples of other options include Wings of Mercy, Escape Route, and Renewal.

Res Ploy allows Sanaki to provide a little bit of team support while also increasing her own damage. However, it is not vital for this build, as her damage is already sky high due to her high base attack and her blade tome. Any other C slot can be chosen to fit the team, such as her base Hone Atk 3.

Introduction

Sporting the third highest attack stat in the game, Sanaki packs a serious punch. The ability to refine her unique Cymbeline tome made her even more proficient in her three roles: overwhelming offensive power loaded into a single hit, tanking magical hits, and supporting the team with buffs.

This versatility comes with a cost: Sanaki will crumple like wet tissue paper when faced with physical damage. Fortunately, Sanaki’s offensive power is so high that most of the non-blue threats will die before they even get the chance (particularly the ones that rely on Distant Counter).

Given the proper support (as is befitting an empress), Sanaki can be a valuable asset on any team, as her raw firepower can nullify a significant number of threats. Her ability to fulfill three separate roles (all at the same time!) allow her to easily fit into nearly any team composition, though she will want specific team support (flier or buffer) to maximize her own potential.

Strengths

Massive Attack

With the third highest attack in the game, Sanaki hits incredibly hard, enough to be able to one hit kill a very large number of units given the proper build and support.

High Magical Bulk

With 67 magical bulk, Sanaki is very difficult for mages to kill. This gets even harder once you account for her refined tome’s effect and her A slot skill potentially increasing her bulk to 77.

Strong Ploy User

In addition to having high magical bulk, Sanaki can utilize her high resistance to effectively run Ploy skills, such as Res Ploy and Atk Ploy. These skills benefit everyone on her team, in addition to increasing her own capabilities.

Excellent Buffing Capability

Thanks to Cymbeline’s refined options, Sanaki is a fantastic unit to buff others. For example, she can combine the Drive Atk 2 effect of her tome with Spur Atk/Spd 2 in her C slot and Spur Spd 3 for her Sacred Seal, for a total of +6/+7 to attack/speed.

High Versatility

Thanks to the powerful refine option on Cymbeline, Sanaki can fulfill all of the above roles simultaneously. She does not need to sacrifice anything in her build in order to achieve this.

Weaknesses

Team Support Reliant

While Sanaki boasts a lot of power and versatility, it comes at a cost: she is heavily reliant on her team to enable her to do so, regardless of build. Her refined Cymbeline tome requires a flier ally to be nearby, while her blade tome build requires an ally to provide buffs.

Awful Physical Bulk

With 50 physical bulk at neutral, Sanaki is liable to die if any physical damage dealing unit glances in her general direction. This number can get as low as 46 with a -DEF bane.

Low Speed

While Sanaki can boost her speed with a boon, A skill, and Spd Ploy, she still can only get her speed high enough just to avoid doubles; she can’t get it high enough to consistently double enemy units herself.

Team Options

The key to maximizing Sanaki’s power is a good team; in particular, a flier ally is essential to activate the effect on her refined Cymbeline tome, while a buffer ally is vital for her blade tome. Refresher units are great for allowing Sanaki to output her offenses multiple times, as well as allowing for more versatility. Despite her powerful offensive power, Sanaki can struggle against blue units, so a strong green works well. Finally, as a result of her poor physical bulk, Sanaki appreciates having physically bulky teammates that can handle physical threats to keep her safe.

  • Fliers such as Summer Corrin, Minerva, New Year Azura, and Tana are all excellent options to activate Sanaki’s refined Cymbeline tome effect, particularly if they are running Guidance.

  • Buffers such as Ephraim, Eirika, and Performing Azura are all strong choices, particularly for the blade tome build.

  • Refreshers such as Azura, Performing Shigure, and Performing Inigo all enable Sanaki to utilize her powerful offensive abilities multiple times, as well as increasing overall versatility. New Year Azura and Performing Azura deserve a special mention as not only can they sing for Sanaki, they can also provide key interactions with Sanaki’s tomes, as New Year Azura is a flier that will activate Cymbeline (and run Guidance for further synergy), while Performing Azura can buff Sanaki while singing to provide additional damage for her blade tome.

  • Strong Greens like Brave Ike, Myrrh, and Hector all handily beat blue units, providing color coverage for Sanaki.

  • Physically Bulky Teammates such as Nowi, Lukas, Sheena, Michalis, and Camus are all great choices to help handle physical threats to keep Sanaki safe from them.
Counters

Sanaki’s biggest weakness is by far her physical bulk, so any units that deal physical damage will easily be able to take her out. In particular, Distant Counter units and physical ranged units are extremely dangerous threats. Despite her powerful offense, Sanaki is still susceptible to the weapon triangle, and will therefore struggle against blue units with good magical bulk. Strong blue mages can also overpower Sanaki’s high magical bulk thanks to weapon triangle advantage.

  • Physical Damage Threats like Cordelia, Ayra, and Ephraim can all take out Sanaki extremely easily.

  • Distant Counter Units such as Zelgius, Effie, Nowi, and Young Tiki are all very dangerous threats, particularly if they are built to have enough bulk to withstand Sanaki’s damage.

  • Archers such as Brave Lyn, Bridal Cordelia, and Innes can all destroy Sanaki with ease thanks to their range and Sanaki’s awful physical bulk.

  • Dagger Units, particularly those running Kitty Paddle or Poison Dagger such as Halloween Sakura and Kagero, can also destroy Sanaki with ease. Even units that don’t necessarily run those can easily kill Sanaki, such as Sothe and even Jaffar with his upgraded Deathly Dagger.

  • Magically Bulky Blues such as Micaiah, Lute, Est, and Delthea will all be exceedingly difficult for Sanaki to deal damage to.

  • Strong Blue Mages such as Reinhardt, Linde, and Summer Corrin can overpower Sanaki’s magical bulk thanks to a combination of weapon triangle advantage and their own powerful offenses.
Weapon Skills
Weapons SP Rng. Mt.
Fire
Red Tome Users Only
50 2 4
Elfire
Red Tome Users Only
100 2 6
Bolganone
Red Tome Users Only
200 2 9
CymbelineGrants adjacent allies Atk+4 through their next actions after any combat this unit initiates.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Support Skills
Support Skills Rng. SP
Harsh CommandConverts penalties on target into bonuses.
Learns by default at 5 ★
1 150
Passive Skills
Passive Skills SP Slot
Triangle Adept 1Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.
Excludes Colorless Weapon Users.
50
A
Triangle Adept 2Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.
Excludes Colorless Weapon Users.
100
A
Triangle Adept 3Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Unlocks at 5 ★
Excludes Colorless Weapon Users.
200
A
Hone Atk 1Grants adjacent allies Atk+2 through their next actions at the start of each turn.
Inheritable by all units.
50
C
Hone Atk 2Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Inheritable by all units.
100
C
Hone Atk 3Grants adjacent allies Atk+4 through their next actions at the start of each turn.
Unlocks at 5 ★
Inheritable by all units.
200
C
Other Info
Origin
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn

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