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This is a ranking page for the hero Kagero - Bond Unwavering from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Wind Tribe Kagero.
Heroes With the Same Name | |
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Wind Tribe Kagero
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List of Contents
Special Heroes - Winds Offered Featured Heroes | |||
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Wind Tribe Dagr [9.0/10] |
Wind Tribe Catria [8.5/10] |
Wind Tribe Claude [9.5/10] |
Wind Tribe Kagero [9.5/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill grants 【Canto (Dist.; Max 3)】, bonus stats, damage reduction on foe's first attack, bonus damage equal to damage reduced, and neutralizes effects that slow down unit's Special cooldown charges. ・Duo skill grants Special cooldown count-1, +1 movement, and a Dull effect to unit during combat. |
Might: 14 Range: 2 Enables 【Canto (Dist.; Max 3)】. Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 20% of unit's Spd at start of combat), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit initiates combat, reduces damage from foe's first attack by 50% during combat, and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat). Effect: 【Dagger (7)】 【Canto (Dist.; Max 3)】 After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3). |
Cooldown Count = 4 When Special triggers, treats foe's Def/Res as if reduced by 75% during combat. Disables non-Special skills that "reduce damage by X%". |
If unit initiates combat, grants Atk/Spd+7 during combat and reduces damage from foe's first attack during combat by 30%. |
Inflicts Spd/Def-4 on foe during combat, and if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP. |
If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat. |
Duo Skill |
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Grants Special cooldown count-1 to unit. Grants "unit can move 1 extra space (that turn only; does not stack)" and "neutralizes foe's bonuses during combat" to unit for 1 turn. Once used, Duo Skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again. (Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.) |
Duel |
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If unit is 5★ and level 40 and unit's stats total less than 200, treats unit's stats as 200 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) |
Stat | Superboon/Superbane | IV Recommendation |
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HP (17) | ★★★★☆ | |
Atk (10) | ★★★★★ | |
Spd (15) | ★★★★★ | |
Def (3) | ★☆☆☆☆ | |
Res (4) | ★★☆☆☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
The best IVs for Wind Tribe Kagero are +Spd and -Def. Kagero's Spd is very high at base 45, and boosting it ensures she can keep up with the fastest units in the metagame while maximizing her chances to create a follow-up attack enhanced by the bonus damage reflection from Brightwind Fans.
Kagero's Def is a clear dump stat at only base 20 and reducing it won't change the result of most of her matchups.
We recommend +Spd when merging Wind Tribe Kagero up to +10 to ensure she can create follow-up attacks through outspeeding her foes.
HOT | |
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This is an offensive kit aimed at maximizing Wind Tribe Kagero's Brightwind Fans. Spd Smoke 4 adds another layer of damage reduction to ensure her survival on enemy phase. Disarm Trap 4 has the partial Null Follow-Up effect which is important to allow Kagero to create a follow-up attack with a Spd check.
Neutral Stats at Lv. 40 (5★) | ||
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178 | ||
HP |
43 |
Rank: 184/1160 |
Atk |
47 |
Rank: 3/1160 |
Spd |
45 |
Rank: 100/1160 |
Def |
20 |
Rank: 925/1160 |
Res |
23 |
Rank: 805/1160 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 48 | 66 | 50 | 24 | 27 | 215 | Lv.40 +10 | 48 | 52 | 50 | 24 | 27 | 201 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 50 | 51 | 49 | 24 | 27 | 201 |
+Atk Lv.40 +10 | 47 | 54 | 49 | 24 | 27 | 201 |
+Spd Lv.40 +10 | 47 | 51 | 53 | 24 | 27 | 202 |
+Def Lv.40 +10 | 47 | 51 | 49 | 27 | 27 | 201 |
+Res Lv.40 +10 | 47 | 51 | 49 | 24 | 31 | 202 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 43 | 61 | 45 | 20 | 23 | 192 |
5★ Lv.40 | 43 | 47 | 45 | 20 | 23 | 178 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 17 | 24 | 15 | 3 | 4 | 63 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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40 | 47 | 21 | 31 | 46 | 185 | |
40 | 47 | 31 | 30 | 32 | 180 | |
39 | 43 | 47 | 21 | 30 | 180 | |
40 | 46 | 16 | 33 | 45 | 180 | |
Wind Tribe Kagero
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43 | 47 | 45 | 20 | 23 | 178 |
35 | 42 | 45 | 16 | 35 | 173 | |
40 | 43 | 39 | 31 | 16 | 169 | |
43 | 36 | 39 | 27 | 23 | 168 | |
38 | 37 | 43 | 18 | 32 | 168 | |
50 | 20 | 35 | 31 | 27 | 163 | |
38 | 35 | 41 | 17 | 25 | 156 | |
39 | 33 | 37 | 17 | 24 | 150 | |
36 | 36 | 34 | 16 | 28 | 150 | |
35 | 38 | 25 | 16 | 35 | 149 | |
34 | 33 | 37 | 18 | 22 | 144 | |
33 | 34 | 35 | 16 | 26 | 144 |
Note: Stats bonuses from skills are not taken into account.
Wind Tribe Kagero is a ranged physical attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Def stat.
Wind Tribe Kagero's exclusive weapon Brightwind Fans grants her 【Canto (Dist.; Max 3)】, which is a Canto effect equal to the number of spaces she moved this turn (capped at 3).
In combat, Brightwind Fans grants Kagero Atk/Spd/Def/Res+5, an Atk/Spd bonus equal to 20% of her Spd, and neutralizes effects that slow down her Special cooldown charges.
Additionally, if Kagero initiates combat, Brightwind Fans grants her 50% damage reduction on her foe's first attack, and Kagero's next attack deals damage equal to the total damage reduced. This effect allows her to survive attacks she otherwise wouldn't have, and the additional burst damage can heavily dent even sturdy tank units.
Wind Tribe Kagero's Duo Skill grants Special cooldown count-1, +1 movement, and neutralizes foe's bonuses during combat
to Kagero for 1 turn.
These effects allow Kagero to reach enemies she previously couldn't and burst them down with a faster Special trigger.
Additionally, unlike traditional Duo Skills, Kagero's Duo Skill can be used every third turn.
Wind Tribe Kagero takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, and one blow from this type of weapon will deal significant damage. Make sure you know what weapons you are up against before hopping too far into the line of battle!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Kagero - Bond Unwavering only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Kagero - Bond Unwavering if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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3 | 2 | After combat, inflicts Def/Res -3 on foe through its next action. | 5★ | |
5 | 2 | After combat, inflicts Def/Res -3 on foe through its next action. | 5★ | |
7 | 2 | After combat, inflicts Def/Res -5 on foe through its next action. | 5★ | |
14 | 2 | Enables 【Canto (Dist.; Max 3)】. Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit, grants Atk/Spd+X to unit (X = 20% of unit's Spd at start of combat), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat, and also, if unit initiates combat, reduces damage from foe's first attack by 50% during combat, and unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat). Effect: 【Dagger (7)】 【Canto (Dist.; Max 3)】 After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position unit moved prior to taking action (max 3). |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. | 5★ | |
(Cooldown Count = 3) Treats foe's Def/Res as if reduced by 50% during combat. | 5★ | |
(Cooldown Count = 4) When Special triggers, treats foe's Def/Res as if reduced by 75% during combat. Disables non-Special skills that "reduce damage by X%". | 5★ |
Skill Name | Effect | Learned At |
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If unit initiates combat, grants Atk +2 during combat. | 5★ | |
If unit initiates combat, grants Atk/Spd +2 during combat. | 5★ | |
If unit initiates combat, grants Atk/Spd +4 during combat. | 5★ | |
If unit initiates combat, grants Atk/Spd+7 during combat and reduces damage from foe's first attack during combat by 30%. | 5★ | |
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect. | 5★ | |
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect. | 5★ | |
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap’s effect. | 5★ | |
Inflicts Spd/Def-4 on foe during combat, and if unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or Heavy Trap, cancels trap's effect; if unit ends movement on a space with a Hex Trap, reduces trap's trigger condition by 10 HP. | 5★ | |
If in combat against a colorless foe, disables skills of all foes, excluding foe in combat. During combat, disables skills of all colorless foes, excluding foe in combat. | 5★ | |
If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat. | 5★ | |
If in combat against a colorless foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all colorless foes, excluding foe in combat. | 5★ |
Value of Skills | ★★★★★ |
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Wind Tribe Kagero has Lethality, Remote Sparrow, Disarm Trap 4, and C Feud 3 as inheritable options.
Disarm Trap 4 is a new skill introduced by Wind Tribe Kagero upon her release.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Wind Tribe Kagero is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Sarah Blandy with Fria Coleman |
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Illustrator | ekao |
Appears In |
Heroes from Special Heroes - Winds Offered | |||
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Wind Tribe Dagr [9.0/10] |
Wind Tribe Catria [8.5/10] |
Wind Tribe Claude [9.5/10] |
Wind Tribe Kagero [9.5/10] |
▶︎Return to the Colorless Heroes Page
Close-Range | Ranged |
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Colorless Breath | Colorless Dagger |
Colorless Beast | Colorless Bow |
Colorless Tome | Staff |
Wind Tribe Kagero Builds and Best IVs
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She has canto; distance, so she doesn't really need damage resistance, IMO. U should have a C skill that helps her get her special ready sooner, so she can take out an enemy on her 1st attack, especially in AR, where she's most useful.