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Tier Rating

Analysis by lordhelpme
Yarne - Timid Taguel

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 40
ATK 35
SPD 33
DEF 32
RES 17

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 6 7 3
Middle 18 9 7 8 4
High 19 10 8 9 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 32 30 29 14
Middle 40 35 33 32 17
High 43 38 36 35 20

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

Assets

  • +SPD: A Speed Asset is ideal if aiming to capitalize on Yarne’s effectiveness in the Player Phase, as a large portion of his functionality will revolve around his ability to consistently perform follow-up attacks against opposing foes. Combined with the effects of skills such as his native Atk/Spd Solo and Odd Spd Wave as well as the passive +3 Speed he gains from Bunny Fang, this enables Yarne to double all but the fastest of foes.

  • +ATK: Alternatively, an Attack Asset may be taken to build upon Yarne’s strong base Attack stat of 35 and bolster his raw damage output considerably. In particular, this IV pairs especially well with Vantage sets dependent upon Yarne’s ability to consistently secure OHKOs against incoming enemies.

Neutral

  • DEF: Yarne’s Defense is pretty good and grants him solid survivability against physical damage dealing opponents. Nonetheless, it will typically be best to just leave it at neutral as he more greatly appreciates receiving a boost to his Attack or Speed stats instead to benefit from an improvement to his offensive capabilities.

  • HP: Similarly, Yarne prefers to keep his HP intact to preserve his good physical bulk, however, a Flaw in this stat may be taken to let him reach the HP threshold of Bunny Fang as well as that of skills such as Vantage and Escape Route much more easily.

Flaws

  • -RES: As the lowest of all his stats, Yarne’s Resistance makes for an obvious choice of Flaw; dropping it further from its already poor base value of 17 has relatively little to no impact on his overall performance.

Skill Sets

Taguel Protection Squad (Offensive Nuke)

Recommended
Bunny Fang A Atk/Spd Solo 3
Alternate: Life and Death 3
Reposition B Desperation 3
Alternate: Escape Route 3
Galeforce
Alternate: Dragon Fang
C Odd Spd Wave 3
Alternate: Def Smoke 3
SP1505SDarting Blow 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Preferred IV: +SPD or +ATK / -RES

An offensively oriented build focusing solely on developing Yarne’s combat prowess in the Player Phase. A Speed Asset is ideal due to his reliance on follow-up attacks for his damage output though should it be unavailable, an Attack Asset makes for a worthwhile consideration as well.

Weapon: Bunny Fang

  • In addition to granting him a passive +3 Speed and the ability to deal effective damage against cavalry foes, Yarne’s unique personal weapon, Bunny Fang, most notably carries a variation of the powerful Special Spiral skill and lowers the charge of his Special by two if his HP is less than 75% after combat. In practice, this essentially translates to a massive improvement to Yarne’s offensive potential, allowing him to rapidly unleash powerful Special activations against unsuspecting opponents under the proper conditions.

  • Furthermore, it should be noted that Yarne will benefit his PRF’s effect so long as he reaches its prerequisite HP threshold, regardless of whether his Special activates before, during, or after combat. In other words, this means that unlike Special Spiral, Bunny Fang can actually be paired with Galeforce to devastating effect, making Yarne quite unique in this regard.

  • As a beast weapon, Bunny Fang can provide Yarne with several unique bonuses, provided that he fulfills the conditions necessary in order to transform. Upon transformation, Yarne’s potency in the Player Phase is increased substantially through an appreciable +2 Attack boost as well as an additional increase to his damage output and raw survivability upon initiation.

Assist: Reposition / Flexible

Special:  Galeforce / Dragon Fang / Luna / Draconic Aura

  • Yarne’s native Galeforce makes for a stellar choice of Special, increasing the range of his attacks as well as his overall maneuverability in the Player Phase considerably through the ability to take another turn after combat upon activation — and unlike other similar units, Yarne is unique in that he can forego the utilization of the Heavy Blade seal entirely thanks to Bunny Fang. Assuming that he is able to successfully reach its 75% HP threshold, Galeforce will be fully charged after any round of combat in which his opponent can counterattack and he himself performs a follow-up attack.

  • However, should one wish to make use of a Special that actually deals damage, Yarne will have several options to choose from, all of which vary in effectiveness depending on the skills he is using and personal preference:

    • Dragon Fang is a particularly deadly option under the proper circumstances. Once Yarne drops down below 75% HP, Dragon Fang will essentially become a Special with a two-turn cooldown; when combined with Desperation and the Heavy Blade seal, this allows Yarne to obtain massive destructive potential as he will potentially be able to activate it in each round of combat before his opponent can even counterattack.

    • Do note that Dragon Fang can be still be used to great effect even without the aforementioned Desperation + Heavy Blade combination, but Yarne will consequently require that his opponent be able to counterattack in order to activate it in a single round of combat.

    • If making use of Desperation as his chosen B slot skill without the Heavy Blade seal, Specials with a three-turn cooldown (such as Luna and Draconic Aura) will be his best options as they will activate in each round of combat before his opponent can even react once Yarne loses enough HP.

Passive A: Atk/Spd Solo / Life and Death

  • His native Atk/Spd Solo lends itself perfectly to this build’s intended playstyle and makes for his ideal choice of A slot skill; its substantial +6 in-combat boost to both of his offensive stats allows him to easily maximize his combat prowess without requiring prior set-up. Although it does come attached to a positioning requirement, this will typically prove to be inconsequential as Yarne will tend to be away from his allies when initiating combat regardless.

  • Despite offering a lesser offensive boost than the aforementioned, Life and Death remains a formidable choice if utilizing Yarne alongside allies equipped with Wings of Mercy, with the reduction to his defensive stats actually being beneficial in setting up such strategies. That being said, do keep in mind that this will restrict Yarne quite severely in the sense that he will likely be unable to engage in further rounds of combat after the first if he is sufficiently injured, though this itself can be mitigated via the use of Desperation.

Passive B: Desperation / Escape Route / Chill Spd / Chill Def

  • Desperation is a standard choice of B slot skill for most offensively oriented units such as Yarne — and for good reason. This enables him to consistently engage in extended rounds of combat regardless of how much damage he may have incurred, though it should be noted that utilizing Desperation with Galeforce can potentially result in Yarne failing to activate it should he KO his foe before they can perform a counterattack

  • Yarne’s native Escape Route is a surprisingly effective alternative that serves to bolster his maneuverability. This provides him with some much-needed defensive options and increases his likelihood of being able to escape his opponent’s reach after activating Galeforce if necessary.

  • Chill Spd and Chill Def are both fantastic options as well that similarly enhance Yarne’s offensive presence, allowing him to more easily perform follow-up attacks against opposing speedsters and increase his damage output further respectively through their debilitating debuffs.

Passive C: Odd Spd Wave / Def Smoke / Cavalry Buffs / Beast Buffs / Flexible

  • Yarne has no attachment to any particular C slot skill, so feel free to use any skill that most greatly complements his chosen team composition. Nonetheless, there still remain a few standout candidates, most notable of which being Odd Spd Wave and Def Smoke. Odd Spd Wave enables the young Taguel to be much more self-sufficient overall, whereas Def Smoke has especially formidable synergy with Galeforce and allows him to neutralize multiple threats in the same turn with greater ease.

  • If using him alongside other cavalry or beast allies, class-exclusive buffs like Hone Cavalry and Hone Beasts are wonderful choices.

Sacred Seal: Darting Blow / Heavy Blade / Brazen Atk/Spd / Brazen Atk/Def

  • The Darting Blow seal is a phenomenal choice to build upon Yarne’s proficiency at performing and securing follow-up attacks, granting him an excellent +6 in-combat Speed boost upon initiating combat.

  • The Heavy Blade seal can also be considered to impart Yarne with the ability to more reliably break through the effects of skills like Guard and capitalize on the Special-accelerating properties of Bunny Fang. Specifically, the Heavy Blade seal pairs exceptionally well with Desperation, allowing him to consistently activate Specials with longer cooldowns in each round of combat for increased damage output.

  • Lastly, the Brazen Atk/Spd and Brazen Atk/Def seals are worthwhile options to consider due to the similarity between their activation requirements and Bunny Fang’s, maximizing his potency at low health. This does have one notable drawback

Last One Standing (Defensive Nuke)

Bunny Fang A Distant Counter
Alternate: Atk/Spd Solo 3
Reposition B Vantage 3
Moonbow
Alternate: Glimmer
C Def Smoke 3
Alternate: Even Atk Wave 3
SP1635SQuickened Pulse
Alternate: Fierce Stance 3

Show Explanation/Analysis

Preferred IV: +ATK-RES or -HP

Although Yarne’s base kit, statline, and inherent strengths as a cavalry beast unit do strongly encourage him to focus strictly on maximizing his offensive potential in the Player Phase, Yarne is more than capable of utilizing a defensively oriented build such as this one to surprisingly good effect. This is in large part due to the fact that Yarne’s ability to benefit from Bunny Fang’s -2 Special charge is contingent upon solely whether or not he meets its prerequisite HP threshold after combat — regardless of who initiates combat. An Attack Asset is ideal here to let him more reliably secure OHKOs against incoming opponents.

Weapon: Bunny Fang

Assist: Reposition / Flexible

Special: Moonbow / Glimmer

  • When used in tandem with Bunny Fang, Specials that carry a two-turn cooldown will always be instantly charged once Yarne drops down below his PRF’s HP threshold; this makes such Specials his most consistent and ideal options given this build’s intended playstyle. Of the two available, Moonbow is more consistent, however, depending on how much support is given to his Attack stat, it remains entirely possible to elevate Yarne’s damage output to a high enough level such that Glimmer is preferred. Accordingly, his choice of Special will be highly dependent upon personal preference.

Passive A: Distant Counter / Atk/Spd Solo

  • Distant Counter is a phenomenal skill that serves to bolster Yarne’s versatility tremendously. Combined with Bunny Fang and Vantage, this skill capacitates Yarne to function as a powerful check to melee and ranged foes alike and hit them with the full force of his Special before they can even land their first attack.

    • However, taking Distant Counter as his chosen A slot skill instead of a stat-boosting skill can render Yarne’s raw power slightly lacking. Accordingly, it is highly crucial that he is able to receive a sufficient amount of support to his Attack stat in order to circumvent this as much as possible.

  • In exchange for sacrificing coverage against ranged opponents, Yarne’s native Atk/Spd Solo can be taken to improve his match-ups against fellow melee units, though consistently maintaining it active may prove somewhat difficult depending on one’s personal playstyle.

Passive B: Vantage

  • Vantage composes an irreplaceable component of this build, pairing beautifully with the effects of Bunny Fang to transform Yarne into a competent defensive nuke. Upon reaching its HP threshold, Vantage can allow Yarne to potentially take down multiple foes in one fell blow, all the while remaining entirely unscathed.

Passive C: Def Smoke / Even Atk Wave / Savage Blow / Cavalry Buffs / Beast Buffs / Flexible

  • Def Smoke and Even Atk Wave are both exceptional choices for Yarne’s C slot, both of which serve to make him less reliant on team support to function properly and heighten his raw damage output. Alternatively, Savage Blow can be considered to similarly strengthen his proficiency at taking down multiple foes in one sitting, doing so by directly diminishing the amount of health that  incoming foes possess.

  • Otherwise, feel free to make use of any C slot skill that best compliments his chosen team composition. If using him alongside other cavalry or beast allies, class-exclusive buffs like Hone Cavalry and Hone Beasts are once again standout choices.

Sacred Seal: Quickened Pulse / Quick Riposte / Brazen Atk/Def / Brazen Atk/Spd / Fierce Stance

  • Yarne most greatly covets the Quickened Pulse seal for the purposes of this build; lowering the charge of his Special by one at the start of the first turn can improve the quality of his first match-up massively, letting him have his Special locked and loaded for his first counterattack in the Enemy Phase.

  • The Quick Riposte seal is a decent alternative option that helps solidify Yarne’s match-ups against bulky foes who may require more than a single hit to be effectively taken down.

  • Should neither of the aforementioned seals be available, the Brazen Atk/Def, Brazen Atk/Spd, and Fierce Stance seals make for acceptable substitutes to bolster his damage output in the Enemy Phase further.

Introduction

One of the last living Taguels, Yarne makes his mark with his own take on the standard offensive cavalier, in large part thanks to the potent capabilities of his personal weapon, Bunny Fang. On top of a passive +3 Speed and cavalry effectiveness, Bunny Fang carries a variation  the powerful Special Spiral skill and lowers the charge of his Special by two if his HP is less than 75% after combat — regardless of whether his Special activates before, during, or after combat. Essentially, this means that aside from lending itself to the usual applications of Special Spiral (which is already a rarity amongst cavalry units), Bunny Fang is unique in that its effect can also be employed with Galeforce for a consistent improvement to his maneuverability in the Player Phase. Furthermore, the fact that Bunny Fang is not locked to a specific phase means that Yarne’s role in any given team is surprisingly flexible as he’s able to perform effectively on the offensive and defensive given the proper build.

Statwise, Yarne can make use of this versatility to good effect. He boasts strong Attack and physical bulk, and his Speed, albeit somewhat middling, can easily be mitigated with smart play and careful buff management. Combined with his status as a cavalry unit (despite his lack of a mount), Yarne can certainly perform as a capable combatant to his own right -- and this is not to mention his inherent ability to transform. Upon transformation, Yarne gains a solid +2 Attack as well as the means to deny his opponent’s follow-up attack and inflict a substantial -4/-4 in-combat Atk/Def debuff upon initiation, making him a force to be reckoned with in the Player Phase. However, Yarne also comes with his own weaknesses. Most notably, his poor Resistance renders him extremely weak against any kind of magical damage and his status as a cavalry unit is quite restrictive in terms of skill availability, limiting the scope of his offensive capabilities severely; he also suffers from a weakness to cavalry effective weaponry and an inability to travel over certain terrain.

Overall, Yarne remains a strong choice for an offensive cavalry unit. Boasting good build flexibility and a variety of unique strengths at his disposal, he can establish himself as a valuable addition to any team willing to have him, fitting well both in and outside class-exclusive compositions.

Strengths

Bunny Fang

Yarne’s key feature is his unique personal weapon, Bunny Fang. Granting him a passive +3 Speed in addition to lowering the charge of his Special by two if his HP is less than 75% after combat, Bunny Fang is a highly versatile weapon that enables Yarne to obtain a considerable offensive presence in either phase. Its ability to deal effective damage against cavalry foes may also be quite valuable depending on the types of foes one most commonly runs into.

Good Attack

Yarne’s base Attack stat of 35 is quite good and inherently provides him with the means to deal considerable amounts of damage against unsuspecting foes, a strength that is only bolstered further through the potential boosts he can obtain upon transformation.

Good Physical Bulk

Yarne isn’t particularly lacking in bulk either; his strong physical bulk of 72 at base renders him rather proficient at neutralizing opposing physical threats, effortlessly trading blows with them without incurring significant damage in return.

Cavalry

As a cavalry unit, Yarne is able to benefit from access to class-exclusive buffs and exceptional mobility, both of which can prove to be key strengths in solidifying his combat prowess.

Beast

Not only does Yarne’s status as a beast unit grant him access to even more class-exclusive buffs, but it also imparts him with the ability to transform and consequently attain a meaningful improvement to his offensive capabilities in the Player Phase, provided that he fulfills the adjacency requirements for transformation at the start of each turn.

Weaknesses

Cavalry

Being a cavalry unit is a double-edged sword. In addition to causing Yarne to suffer from a glaring weakness to cavalry-effective weaponry, his status as a cavalry unit prevents him from traversing certain terrain as well as restricts him from inheriting a variety of different skills, such as Null Follow-Up and Flashing Blade.

Low Resistance

Yarne’s base Resistance stat is simply horrible. At an incredibly low base value of 17, Yarne will undoubtedly struggle when facing off against magical damage dealers, especially in the Enemy Phase if he is not properly equipped to handle such threats.

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Beast (Cavalry Only)
50 1 4
Yearling (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Beast (Cavalry Only)
100 1 6
Adult (Cavalry)At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
Beast (Cavalry Only)
200 1 9
Bunny FangGrants Spd+3. Effective against cavalry foes. After combat, if unit's HP <=75% grants Special cooldown count-2. Effect [Beast(Cavalry)] [Beast (Cavalry)] At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up Attack.
Learns by default at 5 ★
Unlocks at 5 ★
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
AstraBoosts damage dealt by 150%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4
GaleforceIf unit initiates combat, grants unit another action after combat. (Once per turn.)
Unlocks at 5 ★
Inheritable by Sword, Lance, and Axe users only.
500 5

Passive Skills

Passive Skills SP Slot
Atk/Spd Solo 1If unit is not adjacent to an ally, grants Atk/Spd+2 during combat. 60
A
Atk/Spd Solo 2If unit is not adjacent to an ally, grants Atk/Spd+4 during combat. 120
A
Atk/Spd Solo 3If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
Inheritable by all units.
240
A
Escape Route 1Enables unit whose own HP ≤ 30% to warp adjacent to any ally.
Inheritable by all units.
60
B
Escape Route 2Enables unit whose own HP ≤ 40% to warp adjacent to any ally.
Inheritable by all units.
120
B
Escape Route 3Enables unit whose own HP ≤ 50% to warp adjacent to any ally.
Inheritable by all units.
240
B
Odd Spd Wave 1At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
60
C
Odd Spd Wave 2At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
120
C
Odd Spd Wave 3At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem: Awakening

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