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This is a ranking page for the hero Nephenee - Festival Harmony 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 Hoshidan Summer Nephenee.
Heroes With the Same Name | |
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Hoshidan Summer Nephenee
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List of Contents
Special Heroes - Timidity Trials Featured Heroes | |||
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Hoshidan Summer Nephenee [9.5/10] |
Hoshidan Summer Lucia [9.5/10] |
Hoshidan Summer Mia [9.5/10] |
Hoshidan Summer Leo [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 grants bonus stats, Special skipping before first attack and before first follow-up attack, Special bonus true damage, and a Sweep effect to unit, and grants Null Guard, Special skipping before first attack, and Special bonus true damage to allies. ・Harmonized Skill grants bonus Atk/Spd, +1 movement, and Penalty neutralization to unit and allies from similar titles. |
Might: 14 Range: 2 Accelerates Special trigger (cooldown count-1). If there is an ally within 3 rows or 3 columns centered on unit, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 14) and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack and Special cooldown count-1 to unit before unit's first follow-up attack during combat, and also, if unit's HP ≤ 99% when triggering their Special, unit deals +10 damage. If there is an ally within 3 rows or 3 columns centered on unit and if unit's Spd > foe's Spd, foe cannot counterattack. For allies within 3 rows or 3 columns centered on unit, if ally's attack can trigger ally's Special, neutralizes effects that inflict "Special cooldown charge -X" on ally and grants Special cooldown count-1 to ally before ally's first attack during their combat, and also, if ally's HP ≤ 99% when triggering their Special, ally deals +10 damage. |
Cooldown Count = 2 Treats foe's Def/Res as if reduced by 30% during combat. |
If unit has entered combat during the current turn, enables 【Canto (2)】. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+7 to unit during combat, and also, if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, grants Atk/Spd+4 to unit during combat. |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "Max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Inflicts Spd/Res-4 on foe during combat. Unit deals damage = unit's HP at start of combat - current HP, x 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, x 10 during combat (max 60%, min 30%; excludig area-of-effect Specials). |
Inflicts Spd/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat. |
Harmonized Skill |
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Grants Atk/Spd+6, 【Resonance: Blades】, and "unit can move 1 extra space (that turn only; does not stack)" to unit and allies from the same titles as unit for 1 turn and neutralizes any 【Penalty】 on unit and allies from the same titles as unit. (Harmonized Skills can be used by tapping the Harmonized button. Harmonized Skills cannot be used by units deployed using Pair Up.) |
Path of Radiance / Fates |
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Increases scores in Resonant Battles. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★★☆ | |
Atk (10) | ★★★★☆ | |
Spd (8) | ★★★★★ | |
Def (6) | ★★☆☆☆ | |
Res (7) | ★★☆☆☆ |
◯ = 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 Hoshidan Summer Nephenee are +Spd and -Def. Spd is a superboon and boosts Nephenee's Spd from base 47 to base 51, allowing her to keep up with all the fastest metagame units with similar investment. Boosting Spd helps prevent her foe's follow-up attacks while also generating follow-up attacks against slower foes.
Both Def and Res are quite low at only base 21 and 20 respectively. Since Res is a superbane, we opt for taking Def as a bane instead. Boosting either of these stats won't help Nephenee survive combat if she gets hit, thus, taking either as a bane is appropriate.
We recommend a +Spd IV when merging Hoshidan Summer Nephenee up to +10 to ensure she can keep up against the fastest foes in the metagame.
HOT | |
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:
Moonbow
:
-
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Deadly Miasma can easily set up Atk/Spd Mastery through the Divine Veins effect, allowing Hoshidan Summer Nephenee to easily get Atk/Spd+11 and 【Canto (2)】 just from her A slot. This opens up her other skill slots for more useful skills instead of having to equip a Far Trace skill or Far Trace Echo.
:
Moonbow
:
-
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:
-
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Hoshidan Summer Nephenee's base kit already functions well as an offensive unit while providing support with Fluttering Fan. The Atk/Spd Push 3 deals recoil damage to Nephenee, activating the bonus damage effect of Fluttering Fan, and is thus the Sacred Seal of choice.
Neutral Stats at Lv. 40 (5★) | ||
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178 | ||
HP |
45 |
Rank: 107/1171 |
Atk |
45 |
Rank: 95/1171 |
Spd |
47 |
Rank: 7/1171 |
Def |
21 |
Rank: 912/1171 |
Res |
20 |
Rank: 1003/1171 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 50 | 64 | 52 | 25 | 24 | 215 | Lv.40 +10 | 50 | 50 | 52 | 25 | 24 | 201 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+HP Lv.40 +10 | 52 | 49 | 51 | 25 | 24 | 201 |
+Atk Lv.40 +10 | 49 | 52 | 51 | 25 | 24 | 201 |
+Spd Lv.40 +10 | 49 | 49 | 55 | 25 | 24 | 202 |
+Def Lv.40 +10 | 49 | 49 | 51 | 28 | 24 | 201 |
+Res Lv.40 +10 | 49 | 49 | 51 | 25 | 27 | 201 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 45 | 59 | 47 | 21 | 20 | 192 |
5★ Lv.40 | 45 | 45 | 47 | 21 | 20 | 178 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★ Lv.1 | 19 | 24 | 8 | 6 | 7 | 64 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
37 | 46 | 40 | 16 | 45 | 184 | |
40 | 43 | 47 | 22 | 26 | 178 | |
Hoshidan Summer Nephenee
|
45 | 45 | 47 | 21 | 20 | 178 |
38 | 43 | 19 | 32 | 40 | 172 | |
41 | 40 | 44 | 23 | 24 | 172 | |
38 | 40 | 19 | 36 | 34 | 167 | |
39 | 42 | 35 | 16 | 35 | 167 | |
39 | 42 | 40 | 17 | 29 | 167 | |
40 | 38 | 43 | 20 | 25 | 166 | |
40 | 36 | 42 | 16 | 21 | 155 | |
36 | 37 | 30 | 17 | 30 | 150 | |
42 | 33 | 34 | 17 | 24 | 150 | |
35 | 33 | 36 | 20 | 25 | 149 | |
34 | 34 | 32 | 20 | 27 | 147 |
Note: Stats bonuses from skills are not taken into account.
Hoshidan Summer Nephenee 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.
Hoshidan Summer Nephenee's Fluttering Fan grants her bonus Atk/Spd/Def/Res equal to 5 plus 3x the number of foes within 3 rows or 3 columns of Nephenee (max 14), or if any space within 2 spaces of Nephenee has a Divine Vein effect or counts as difficult terrain, grants Atk/Spd/Def/Res+14 instead.
Fluttering Fan also neutralizes her foe's visible bonuses to Spd/Res, and prevents her foe from counterattacking if there is an ally within 3 rows or 3 columns of Nephenee and she wins a Spd check.
More importantly, if Nephenee has an offensive Special equipped, grants Special cooldown count -1 before Nephenee's first attack and before her first follow-up attack. This Special skipping effect ensures that Nephenee can easily trigger her Special skills even through her foe's Scowl effects.
Fluttering Fan also grants +10 damage whenever Nephenee triggers her Special and her HP isn't at its maximum value, further improving her nuking power.
Finally, Fluttering Fan also grants Nephenee's allies within 3 rows or 3 columns a Tempo effect, Special cooldown count -1 before her ally's first attack, and +10 damage to her ally's attack when they can trigger their offensive Special and aren't at maximum HP. This effect makes Hoshidan Summer Nephenee an excellent support unit, ensuring her allies can trigger their Specials through Scowl effects and even improves their damage output too.
Hoshidan Summer Nephenee's Harmonized Skill grants Atk/Spd+6, 【Resonance: Blades】, +1 movement, and Penalty neutralization to Nephenee and allies from similar titles.
Activating this Harmonized Skill on a critical turn can help the team reach enemies they otherwise couldn't and improves their damage output, allowing the team to mount a quick offensive to defeat as many enemies as possible.
Despite Fluttering Fan's Special skipping effect reducing her Special cooldown count before her attack, if her foe has both a Scowl effect and a Guard effect active, Hoshidan Summer Nephenee will not be able to pre-charge her Special skill due to the lack of a Tempo effect on her kit. Thus, she cannot activate the +10 damage effect without outside assistance.
If her foe lacks one or both, Nephenee will do fine in combat, as she can pre-charge her Special either through the Special skipping effect or through natural charges from attacks, and then be able to trigger the +10 damage effect on at least one of her attacks.
As a flying unit, Hoshidan Summer Nephenee takes 1.5x damage from bows and weapons effective on flying units. Be sure to keep them out of the range of archers and leave them to other units.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Nephenee - Festival Harmony only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Nephenee - Festival Harmony 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★ | |
14 | 2 | Accelerates Special trigger (cooldown count-1). If there is an ally within 3 rows or 3 columns centered on unit, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14; if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, value is treated as 14) and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat, and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack and Special cooldown count-1 to unit before unit's first follow-up attack during combat, and also, if unit's HP ≤ 99% when triggering their Special, unit deals +10 damage. If there is an ally within 3 rows or 3 columns centered on unit and if unit's Spd > foe's Spd, foe cannot counterattack. For allies within 3 rows or 3 columns centered on unit, if ally's attack can trigger ally's Special, neutralizes effects that inflict "Special cooldown charge -X" on ally and grants Special cooldown count-1 to ally before ally's first attack during their combat, and also, if ally's HP ≤ 99% when triggering their Special, ally deals +10 damage. |
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 = 2) Treats foe's Def/Res as if reduced by 30% during combat. | 5★ |
Skill Name | Effect | Learned At |
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At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
If unit has entered combat during the current turn, enables 【Canto (2)】. At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+7 to unit during combat, and also, if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, grants Atk/Spd+4 to unit during combat. |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, × 4 during combat (max 24%, min 12%; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, × 7 during combat (max 42%, min 21%; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "Max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Inflicts Spd/Res-4 on foe during combat. Unit deals damage = unit's HP at start of combat - current HP, x 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, x 10 during combat (max 60%, min 30%; excludig area-of-effect Specials). |
5★ | |
Inflicts Spd/Res-2 on foes within 2 spaces during combat. | 5★ | |
Inflicts Spd/Res-3 on foes within 2 spaces during combat. | 5★ | |
Inflicts Spd/Res-4 on foes within 2 spaces during combat. | 5★ | |
Inflicts Spd/Res-4 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat. | 5★ |
Value of Skills | ★★★★★ |
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Hoshidan Summer Nephenee has Atk/Spd Mastery, Resonance 4, and Spd/Res Crux as inheritable options.
Atk/Spd Mastery is unique to Hoshidan Summer Nephenee as of the time of her release, and can be inherited using only 1 out of 5 inheritance options by acquiring Atk/Spd Catch 3 beforehand using other sources.
List of Source Heroes | The Best Fodder Units |
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Hoshidan Summer Nephenee 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) |
Julie Ann Taylor with Brianna Knickerbocker |
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Illustrator | Yoshiro Ambe |
Appears In |
Heroes from Special Heroes - Timidity Trials | |||
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Hoshidan Summer Nephenee [9.5/10] |
Hoshidan Summer Lucia [9.5/10] |
Hoshidan Summer Mia [9.5/10] |
Hoshidan Summer Leo [8.5/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
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Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
Hoshidan Summer Nephenee Builds and Best IVs
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