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This is a ranking page for the hero Emmeryn - Selfless Exalt 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 Young Emmeryn.
Heroes With the Same Name | |
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Young Emmeryn
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List of Contents
Special Heroes - Double Vision Featured Heroes | |||
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Young Robin (M) [9.0/10] |
Young Robin (F) [9.5/10] |
Young Lissa [9.0/10] |
Young Emmeryn [9.0/10] |
Overall Rating | 9.0/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill allows allies to warp to spaces near unit, grants bonus stats to allies within 3 spaces and grants them post-combat healing, grants Atk/Res+6, a guaranteed follow-up attack, and bonus damage based on Res during combat. |
Might: 14 Range: 2 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit's HP ≤ 60% or if unit has entered combat or used an Assist skill during the current turn, allies can move to a space within 2 spaces of unit. Grants Atk/Spd/Def/Res+4 to allies within 3 spaces of unit during their combat and restores 7 HP to those allies after their combat. If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit, unit makes a guaranteed follow-up attack, and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials). |
Range: 1 Restores HP = 50% of unit's Atk (min: 8 HP) to target ally and grants the following effects to target ally for 1 turn: Atk/Res+6 and "neutralizes penalties on unit during combat." If used on turn 2 onward, also grants another action to unit and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action. (Effects that can trigger on turn 2 will not trigger again for 2 turns after triggering. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. This skill is treated as a Rally Assist skill.) |
Cooldown Count = 2 If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.) If this Special is triggered during combat, inflicts Special cooldown count+1 and 【Guard】 on target and foes within 2 spaces of target after combat (cannot exceed the foe's maximum Special cooldown). |
Calculates damage from staff like other weapons. Inflicts Spd-4 on foe during combat and unit deals damage = 15% of foe's attack. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.) |
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Res+3 to unit during combat. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (18) | ★★★☆☆ | |
Atk (8) | ★★★★★ | |
Spd (6) | ★★☆☆☆ | |
Def (6) | ★★☆☆☆ | |
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 Young Emmeryn are +Res and -Def. Young Emmeryn's Res is among the best in the game at base 47, and increasing it further with a boon allows her to also function as a magic tank in addition to her supportive capabilities.
Both Young Emmeryn's Spd and Def are lackluster and can be safely taken as a bane. We chose Spd as it will impact less matchups compared to lowering her Def.
We recommend a +Res IV when merging Young Emmeryn to +10. This is for the same reasons as above.
HOT | |
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Young Emmeryn excels as a magic tank with some offensive potential due to her high Atk and Res stats. Boosting them further with Still Water allows her to excel at her role. Still Water is used to ensure Emmeryn wins Res checks against most debuffing skills.
Neutral Stats at Lv. 40 (5★) | ||
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182 | ||
HP |
40 |
Rank: 489/1200 |
Atk |
47 |
Rank: 11/1200 |
Spd |
25 |
Rank: 938/1200 |
Def |
23 |
Rank: 826/1200 |
Res |
47 |
Rank: 3/1200 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 45 | 66 | 29 | 27 | 52 | 219 | Lv.40 +10 | 45 | 52 | 29 | 27 | 52 | 205 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 47 | 51 | 29 | 27 | 51 | 205 |
+Atk Lv.40 +10 | 44 | 55 | 29 | 27 | 51 | 206 |
+Spd Lv.40 +10 | 44 | 51 | 33 | 27 | 51 | 206 |
+Def Lv.40 +10 | 44 | 51 | 29 | 30 | 51 | 205 |
+Res Lv.40 +10 | 44 | 51 | 29 | 27 | 54 | 205 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 40 | 61 | 25 | 23 | 47 | 196 |
5★ Lv.40 | 40 | 47 | 25 | 23 | 47 | 182 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 18 | 22 | 6 | 6 | 14 | 66 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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40 | 43 | 40 | 18 | 47 | 188 | |
44 | 48 | 31 | 20 | 45 | 188 | |
38 | 47 | 31 | 21 | 46 | 183 | |
Young Emmeryn
|
40 | 47 | 25 | 23 | 47 | 182 |
37 | 40 | 44 | 16 | 40 | 177 | |
40 | 40 | 17 | 32 | 43 | 172 | |
39 | 34 | 25 | 30 | 38 | 166 | |
39 | 27 | 28 | 20 | 34 | 148 | |
32 | 35 | 25 | 21 | 34 | 147 |
Note: Stats bonuses from skills are not taken into account.
Young Emmeryn 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.
Young Emmeryn's exclusive weapon Exalt's War Staff allows her allies to warp to a space within 2 spaces of Emmeryn if either Emmeryn's HP ≤ 60% or if Emmeryn entered combat or used an Assist skill during the current turn.
This effect is the most important part of Exalt's War Staff, as with it, Young Emmeryn can act as a beacon unit for allies to warp in and sweep the entire enemy team using multiple actions through Duo Skills or effects like Galeforce.
More importantly, allies can warp to spaces near Young Emmeryn no matter where they are on the map. This effect opens up sweeping strategies without the need for prior setup, unlike Wings of Mercy teams where the beacon unit needs to have their HP reduced below a certain threshold. It's as simple as having Emmeryn act and then moving her nearby the enemy team using the extra action granted by Magic Shield+ or by Smiting her into the enemy team.
Exalt's War Staff also grants Atk/Spd/Def/Res+4 during combat and 7 HP post-combat healing to allies within 3 spaces of Young Emmeryn.
In her own combat, Exalt's War Staff grants Young Emmeryn Atk/Res+6, a guaranteed follow-up attack, and bonus damage equal to 20% of her Res, making Emmeryn a formidable unit on her own as well.
Young Emmeryn's Spd and Def are quite lackluster at only base 25 and 23 respectively, leaving her vulnerable to physical damage, especially from faster foes.
Young Emmeryn excels at tanking magic damage; keep her away from foes that deal physical damage to ensure her survival.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Emmeryn - Selfless Exalt only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Emmeryn - Selfless Exalt if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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10 | 2 | Restricted to units that use a Staff. | 5★ | |
14 | 2 | Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit's HP ≤ 60% or if unit has entered combat or used an Assist skill during the current turn, allies can move to a space within 2 spaces of unit. Grants Atk/Spd/Def/Res+4 to allies within 3 spaces of unit during their combat and restores 7 HP to those allies after their combat. If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit, unit makes a guaranteed follow-up attack, and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials). |
5★ |
Skill Name | Range | Effect | Learned At |
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1 | Restores 5 HP. | 5★ | |
1 | Restores 10 HP. | 5★ | |
1 | Restores 8 HP to target ally and grants the following effects to target ally for 1 turn: grants Atk/Res+4 and "neutralizes penalties on unit during combat." (Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. This skill is treated as a Rally Assist skill.) | 5★ | |
1 | Restores HP = 50% of unit's Atk (min: 8 HP) to target ally and grants the following effects to target ally for 1 turn: Atk/Res+6 and "neutralizes penalties on unit during combat." If used on turn 2 onward, also grants another action to unit and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action. (Effects that can trigger on turn 2 will not trigger again for 2 turns after triggering. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. This skill is treated as a Rally Assist skill.) |
5★ |
Skill Name | Effect | Learned At |
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(Cooldown Count = 5) If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. | 5★ | |
(Cooldown Count = 1) When healing an ally with a staff, restores an additional 10 HP to target ally. | 5★ | |
(Cooldown Count = 2) If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.) If this Special is triggered during combat, inflicts Special cooldown count+1 and 【Guard】 on target and foes within 2 spaces of target after combat (cannot exceed the foe's maximum Special cooldown). | 5★ |
Skill Name | Effect | Learned At |
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If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. | 5★ | |
If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons. | 5★ | |
Damage from unit’s staff will be calculated the same as other weapons. | 5★ | |
Calculates damage from staff like other weapons. Inflicts Spd-4 on foe during combat and unit deals damage = 15% of foe's attack. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.) | 5★ | |
At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 for 1 turn. | 5★ | |
At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 for 1 turn. | 5★ | |
At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn. | 5★ | |
At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." If unit is within 2 spaces of an ally, grants Atk/Res+3 to unit during combat. | 5★ |
Value of Skills | ★★★★★ |
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Young Emmeryn has Magic Shield+, Light's Restraint, Poetic Justice, and Atk/Res Oath 4 as inheritable options.
Magic Shield+ is the key skill to acquire when using Young Emmeryn as source material for inheritance.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Young Emmeryn 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) |
Wendee Lee |
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Illustrator | 8ichibi8 |
Appears In |
Heroes from Special Heroes - Double Vision | |||
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Young Robin (M) [9.0/10] |
Young Robin (F) [9.5/10] |
Young Lissa [9.0/10] |
Young Emmeryn [9.0/10] |
▶︎Return to the Colorless Heroes Page
Close-Range | Ranged |
---|---|
Colorless Breath | Colorless Dagger |
Colorless Beast | Colorless Bow |
Colorless Tome | Staff |
Young Emmeryn Builds and Best IVs
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