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This is a ranking page for the hero Sanaki - Dawnsworn Ninja 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 Ninja Sanaki.
Heroes With the Same Name | |
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Ninja Sanaki
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List of Contents
Special Heroes - Our Path Ahead Featured Heroes | |||
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Ninja Sanaki [9.5/10] |
Ninja Zelgius [9.0/10] |
Ninja Heather [9.0/10] |
Ninja Reina [8.5/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
S (▶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 attacks twice, grants 【Canto (Rem.)】 and bonus damage to unit, inflicts Atk/Res penalties onto foe and cuts the effectiveness of foe's non-Special damage reduction skills. ・Duo Skill grants unit an extra action. |
Might: 8 Range: 2 Enables 【Canto (Rem.)】. Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Res-6 on foe during combat, deals damage = Y during combat (excluding area-of-effect Specials), and reduces the effect of foe's non-Special "reduces damage by X%" skills by percentage = Y x 4 during combat (Y = highest total penalties among target and foes within 2 spaces of target; example: if Y x 4 = 64, a foe with a "reduces damage by 45%" skill would reduce damage by 17% instead.) |
Cooldown Count = 3 Boosts damage dealt by 50% of unit’s Res. |
If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage "during comabt" do not apply; will not reduce foe's HP below 1), grants Atk+7, Res+10 to unit during combat, and applies 【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat. 【Divine Vein (Flame)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; movement cost cannot exceed unit's allowed movement; "cannot be slowed by terrain" effects do not apply). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
At start of turn, if any foe's Res is less than unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Atk/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently). |
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Def/Res-7, 【Ploy】, and 【Exposure】 on those foes through their next actions. 【Ploy】 Neutralizes 【Bonus Doubler】, 【Treachery】, and 【Grand Strategy】 effects active on unit during combat through unit's next action. |
Duo Skill |
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Grants unit another action. (May be used only if unit has already entered combat during the current turn.) (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 205, treats unit's stats as 205 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 (18) | ★★★☆☆ | |
Atk (8) | ★★★★★ | |
Spd (5) | ★★☆☆☆ | |
Def (3) | ★☆☆☆☆ | |
Res (14) | ★★★★★ |
◯ = 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 Ninja Sanaki are +Atk and -Def. Atk is a superboon and boosts Sanaki's already high Atk stat up even further, allowing her to nuke down her foes with ease.
Ninja Sanaki's Def is only at base 16 and no amount of investment can save her from physical damage. It is a safe bane to take.
We recommend +Atk when merging Ninja Sanaki up to +10 to maximize her nuking power and allow her to overwhelm tank units with her massive damage output.
HOT | |
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:
Iceberg
:
-
|
Ninja Sanaki's base kit is already good enough for her to defeat her foes in one round of attacks. Sabotage A/R 3 and Def/Res Ploy 3 even help support the team from afar. If on a budget, Death Blow Echo can be removed.
Neutral Stats at Lv. 40 (5★) | ||
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174 | ||
HP |
40 |
Rank: 489/1184 |
Atk |
47 |
Rank: 11/1184 |
Spd |
24 |
Rank: 980/1184 |
Def |
16 |
Rank: 1099/1184 |
Res |
47 |
Rank: 3/1184 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+10 Merges W/ Skill Bonuses | 45 | 60 | 28 | 20 | 52 | 205 | Lv.40 +10 | 45 | 52 | 28 | 20 | 52 | 197 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+HP Lv.40 +10 | 47 | 51 | 28 | 20 | 51 | 197 |
+Atk Lv.40 +10 | 44 | 55 | 28 | 20 | 51 | 198 |
+Spd Lv.40 +10 | 44 | 51 | 32 | 20 | 51 | 198 |
+Def Lv.40 +10 | 44 | 51 | 28 | 23 | 51 | 197 |
+Res Lv.40 +10 | 44 | 51 | 28 | 20 | 54 | 197 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 40 | 55 | 24 | 16 | 47 | 182 |
5★ Lv.40 | 40 | 47 | 24 | 16 | 47 | 174 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★ Lv.1 | 18 | 16 | 5 | 3 | 14 | 56 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
45 | 46 | 47 | 20 | 21 | 179 | |
40 | 46 | 47 | 24 | 17 | 174 | |
40 | 44 | 47 | 17 | 26 | 174 | |
Ninja Sanaki
|
40 | 47 | 24 | 16 | 47 | 174 |
40 | 45 | 46 | 20 | 22 | 173 | |
37 | 44 | 45 | 16 | 27 | 169 | |
38 | 42 | 45 | 19 | 25 | 169 | |
40 | 46 | 35 | 23 | 24 | 168 | |
40 | 41 | 25 | 18 | 38 | 162 | |
41 | 36 | 27 | 20 | 34 | 158 | |
39 | 39 | 25 | 30 | 25 | 158 | |
39 | 42 | 21 | 16 | 40 | 158 | |
38 | 39 | 25 | 17 | 38 | 157 | |
39 | 37 | 40 | 24 | 17 | 157 | |
35 | 30 | 33 | 17 | 30 | 145 | |
39 | 29 | 22 | 25 | 30 | 145 | |
36 | 31 | 35 | 20 | 22 | 144 |
Note: Stats bonuses from skills are not taken into account.
Ninja Sanaki is a ranged magic 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 Res stat.
Ninja Sanaki's exclusive weapon Radiant Scrolls attacks twice on both phases, inflicts Atk/Res-6 on her foe during combat, and deals bonus damage equal to the highest total penalties among her foe and all foes closest to the target foe.
Radiant Scrolls also cuts the effectiveness of non-Special damage reduction effects based on the highest total penalties among her foe and all foes closest to the target foe. As more penalties get applied onto her foes, their damage reduction effects get even weaker, allowing Ninja Sanaki's high Atk stat and brave attacks to nuke them down.
Ninja Sanaki's base Res is also quite high at base 47, allowing her to fulfill a secondary role as a magic tank if necessary. Her primary role should always be as an offensive nuker, bringing down enemy units in one round of attacks.
Similar to previously released Ninja Duos like Ninja Lyn, Ninja Corrin (F), and Ninja Laegjarn, Ninja Sanaki has a Duo Skill which grants her an extra action.
This is arguably one of the best Duo Skills in the game and opens up a lot of possibilities for Ninja Sanaki.
Ninja Sanaki's base Spd and Def stats are quite low at only base 24 and 16 respectively. Most of her foes will be able to double her in combat, and any half-decent physical attacker can bring her down in one hit.
Keep Ninja Sanaki away from foes that deal physical damage to ensure her survival.
Ninja Sanaki 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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Sanaki - Dawnsworn Ninja only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Sanaki - Dawnsworn Ninja if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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4 | 2 | No Effect | 5★ | |
6 | 2 | No Effect | 5★ | |
9 | 2 | No Effect | 5★ | |
8 | 2 | Enables 【Canto (Rem.)】. Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Res-6 on foe during combat, deals damage = Y during combat (excluding area-of-effect Specials), and reduces the effect of foe's non-Special "reduces damage by X%" skills by percentage = Y x 4 during combat (Y = highest total penalties among target and foes within 2 spaces of target; example: if Y x 4 = 64, a foe with a "reduces damage by 45%" skill would reduce damage by 17% instead.) |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Res. | 5★ | |
(Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Res. | 5★ |
Skill Name | Effect | Learned At |
---|---|---|
Grants Res +2 during combat when unit initiates combat. | 5★ | |
Grants Atk/Res +2 during combat if unit initiates combat. | 5★ | |
Grants Atk/Res +4 during combat if unit initiates combat. | 5★ | |
If unit initiates combat, deals 7 damage to foe as combat begins (effects that reduce damage "during comabt" do not apply; will not reduce foe's HP below 1), grants Atk+7, Res+10 to unit during combat, and applies 【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space (oriented left to right based on the direction unit is facing) for 1 turn after combat. 【Divine Vein (Flame)】 Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; movement cost cannot exceed unit's allowed movement; "cannot be slowed by terrain" effects do not apply). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
5★ | |
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Res-3 on that foe through its next action. | 5★ | |
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Res-5 on that foe through its next action. | 5★ | |
At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Res-7 on that foe through its next action. | 5★ | |
At start of turn, if any foe's Res is less than unit's Res and that foe is adjacent to another foe, inflicts Atk/Res-6 on that foe through its next action. At start of combat, if unit's Res > foe's Res, inflicts Atk/Res-X on foe during combat (X = 3 + highest penalty on each stat between target and foes within 2 spaces of target; calculates each stat penalty independently). | 5★ | |
At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit’s Res through their next actions. | 5★ | |
At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit’s Res through their next actions. | 5★ | |
At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit’s Res through their next actions. | 5★ | |
At start of player phase or enemy phase, if any foes within 3 rows or 3 columns centered on unit have Res < unit's Res+5, inflicts Def/Res-7, 【Ploy】, and 【Exposure】 on those foes through their next actions. 【Ploy】 Neutralizes 【Bonus Doubler】, 【Treachery】, and 【Grand Strategy】 effects active on unit during combat through unit's next action. |
5★ |
Value of Skills | ★★★★★ |
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Ninja Sanaki has Flared Mirror, Sabotage A/R 3, and Def/Res Ploy 3 as inheritable options.
It is possible to acquire multiple skills at once by inheriting their pre-requisite skills first prior to using Ninja Sanaki as inheritance fodder.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Ninja Sanaki 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) |
Sara Cravens with Veronica Taylor |
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Illustrator | Kita Senri |
Appears In |
Heroes from Special Heroes - Our Path Ahead | |||
---|---|---|---|
Ninja Sanaki [9.5/10] |
Ninja Zelgius [9.0/10] |
Ninja Heather [9.0/10] |
Ninja Reina [8.5/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
Ninja Sanaki Builds and Best IVs
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