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This is a ranking page for the hero Dagr - Sunny Bloom 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 Aided Dagr.
Heroes With the Same Name | |
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Aided Dagr
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List of Contents
New Heroes - New Heroes: Aided Dagr & Rearmed Marianne Featured Heroes | |||
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Rearmed Marianne [9.5/10] |
Aided Dagr [9.5/10] |
Dorothea [8.5/10] |
Ashe [9.0/10] |
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 visible bonus stats and a Null Follow-Up effect to unit and allies, grants bonus stats, true damage, and true damage reduction to unit, neutralizes unit's penalties, and neutralizes Guard effects. ・Exclusive B skill grants Pathfinder to unit and to one ally, inflicts stat debuffs and an in-combat Panic effect onto foe, and grants unit 50% damage reduction piercing and 7 HP post-combat healing. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). At start of turn, if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd+6 and 【Null Follow-Up】 to unit and allies within 3 rows or 3 columns centered on unit for 1 turn. If unit initiates combat or 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 allies within 3 rows or 3 columns centered on unit × 3 (max 14), neutralizes unit's penalties, neutralizes effects that inflict "Special cooldown charge -X" on unit, unit deals +X damage, and reduces damage from foe's first attack by 50% of X during combat (X = highest total bonuses among unit and allies within 3 rows or 3 columns centered on unit; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when foe's attack triggers foe's Special, reduces Special damage by 50% of X (excluding area-of-effect Specials). |
Range: 1 Target ally moves to opposite side of unit. If unit uses an Assist skill on the current turn, enables 【Canto (1)】. |
If unit or foe initiates combat after moving to a different space, grants Atk/Spd+6 and Atk/Spd+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials). |
Effect: 【Pathfinder】 At start of turn, if unit is on a team with only 1 support partner, grants 【Pathfinder】 to support partner for 1 turn. At start of turn, if unit is not on a team with support partner and if there is only 1 ally who has the highest Def, grants 【Pathfinder】 to that ally for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts penalty on foe's Atk/Spd/Def = 5 + current bonus on each of foe's stats × 2 (calculates each stat penalty independently; example: if foe has a +7 bonus to Atk, inflicts Atk-19, for a net penalty of Atk-12), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat. |
If foe within 4 spaces of this unit triggers Canto, inflicts 【Canto Control】 on that foe. Prevents "after start-of-turn skills trigger, action ends immediately" status effects from being inflicted on unit and allies within 3 spaces of unit. For unit and allies within 3 spaces of unit, neutralizes effects that would end their action as a result of foe's skills or the "after start-of-turn skills trigger, action ends immediately" status (does not neutralize effects from Aether Raid structures or the special slot). |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★☆☆ | |
Atk (13) | ★★★★☆ | |
Spd (9) | ★★★★★ | |
Def (12) | ★★★☆☆ | |
Res (9) | ★★☆☆☆ |
◯ = 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 Aided Dagr are +Spd and -Res. Aided Dagr's base 48 Spd, raised to 52 with a superboon, is among the highest in the entire game. With her built-in Null Follow-Up effect, Aided Dagr can maximize her high Spd stat to generate follow-up attacks and prevent her foe's own follow-up attacks.
Aided Dagr's Res stat is her least important stat and can be safely taken as a bane as it won't impact any of her matchups.
We recommend a +Spd IV when merging Aided Dagr up to +10 to ensure she maintains her Spd advantage against her foes.
HOT | |
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-
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This is a standard Godsword build utilizing Dagr's high Spd to reliably trigger Godlike Reflexes.
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Glimmer
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-
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-
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Aided Dagr's base kit is already good enough to function as a high Spd offensive unit. An offensive build is better for Dagr to maximize her Pathfinder support; however, a Godsword build is also viable.
Neutral Stats at Lv. 40 (5★) | ||
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204 | ||
HP |
41 |
Rank: 342/1171 |
Atk |
46 |
Rank: 45/1171 |
Spd |
48 |
Rank: 1/1171 |
Def |
38 |
Rank: 128/1171 |
Res |
31 |
Rank: 337/1171 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 46 | 67 | 52 | 43 | 35 | 243 | Lv.40 +10 | 46 | 51 | 52 | 43 | 35 | 227 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 48 | 50 | 52 | 42 | 35 | 227 |
+Atk Lv.40 +10 | 45 | 53 | 52 | 42 | 35 | 227 |
+Spd Lv.40 +10 | 45 | 50 | 56 | 42 | 35 | 228 |
+Def Lv.40 +10 | 45 | 50 | 52 | 45 | 35 | 227 |
+Res Lv.40 +10 | 45 | 50 | 52 | 42 | 38 | 227 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 41 | 62 | 48 | 38 | 31 | 220 |
5★ Lv.40 | 41 | 46 | 48 | 38 | 31 | 204 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 29 | 9 | 12 | 9 | 78 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
Aided Dagr
|
41 | 46 | 48 | 38 | 31 | 204 |
40 | 47 | 48 | 35 | 29 | 199 | |
46 | 44 | 47 | 36 | 24 | 197 | |
42 | 43 | 47 | 37 | 24 | 193 | |
40 | 46 | 45 | 35 | 27 | 193 | |
40 | 44 | 45 | 34 | 30 | 193 | |
41 | 45 | 47 | 33 | 27 | 193 | |
41 | 43 | 46 | 31 | 32 | 193 | |
40 | 43 | 46 | 43 | 21 | 193 | |
42 | 43 | 47 | 35 | 25 | 192 | |
41 | 41 | 45 | 29 | 32 | 188 | |
43 | 43 | 46 | 28 | 28 | 188 | |
40 | 44 | 47 | 32 | 25 | 188 | |
40 | 46 | 46 | 31 | 25 | 188 | |
40 | 43 | 46 | 32 | 26 | 187 | |
40 | 44 | 45 | 33 | 25 | 187 | |
42 | 44 | 46 | 34 | 21 | 187 | |
40 | 41 | 45 | 29 | 32 | 187 | |
43 | 43 | 43 | 33 | 25 | 187 | |
40 | 40 | 43 | 34 | 25 | 182 | |
40 | 43 | 41 | 36 | 22 | 182 | |
43 | 37 | 42 | 32 | 28 | 182 | |
40 | 41 | 40 | 35 | 26 | 182 | |
40 | 39 | 43 | 32 | 28 | 182 | |
41 | 41 | 43 | 32 | 25 | 182 | |
44 | 38 | 41 | 36 | 22 | 181 | |
41 | 40 | 41 | 36 | 23 | 181 | |
40 | 36 | 43 | 30 | 28 | 177 | |
43 | 37 | 42 | 30 | 24 | 176 | |
43 | 39 | 41 | 30 | 23 | 176 | |
40 | 37 | 40 | 30 | 25 | 172 | |
40 | 35 | 40 | 23 | 34 | 172 | |
41 | 36 | 37 | 32 | 26 | 172 | |
41 | 36 | 40 | 30 | 25 | 172 | |
41 | 35 | 42 | 31 | 23 | 172 | |
42 | 33 | 41 | 29 | 23 | 168 | |
40 | 34 | 40 | 33 | 21 | 168 |
Note: Stats bonuses from skills are not taken into account.
Aided Dagr is a close physical attacker (range = 1). 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.
Aided Dagr's Veðrfölnir's Edge grants her and all allies within 3 rows or 3 columns a visible Atk/Spd+6 bonus and 【Null Follow-Up】 at the start of each turn.
In combat, Veðrfölnir's Edge grants Aided Dagr up to Atk/Spd/Def/Res+14 based on ally proximity, neutralizes penalties on Dagr, a Null Guard effect, bonus true damage and true damage reduction on first attack based on highest total bonuses among Dagr or nearby allies, and 50% damage reduction piercing effect whenever her foe triggers an offensive Special.
While these effects are all helpful, they are all effects already found on most modern units. Still, having multiple effects tied to one weapon skill allows Aided Dagr to excel in her role as a speedy Sword infantry unit.
Aided Dagr's exclusive Veðrfölnir's Wing has built-in 【Pathfinder】 and grants the 【Pathfinder】 status to either her support partner or the ally with the highest Def at the start of each turn.
In combat, Veðrfölnir's Wing inflicts an Atk/Spd/Def penalty on her foe based on her foe's visible stat bonuses, applies a 50% damage reduction piercing effect to Dagr's attacks, and grants Dagr 7 HP post-combat healing.
This skill improves both mobility and combat performance at once and can set up battle conditions that not many other skills could.
Aided Dagr is yet another speedy Sword Infantry unit in a game filled with top tier heroes of a similar archetype.
What sets apart Aided Dagr is Veðrfölnir's Wing's 【Pathfinder】 effects, giving Dagr a niche that can encourage her use over other Sword Infantry units.
She will need 【Pathfinder】 to consider using her above other Sword Infantry units, notably Brave Felix who is miles ahead of the other Sword Infantry units in the game.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Dagr - Sunny Bloom only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Dagr - Sunny Bloom if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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16 | 1 | Accelerates Special trigger (cooldown count-1). At start of turn, if there is an ally within 3 rows or 3 columns centered on unit, grants Atk/Spd+6 and 【Null Follow-Up】 to unit and allies within 3 rows or 3 columns centered on unit for 1 turn. If unit initiates combat or 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 allies within 3 rows or 3 columns centered on unit × 3 (max 14), neutralizes unit's penalties, neutralizes effects that inflict "Special cooldown charge -X" on unit, unit deals +X damage, and reduces damage from foe's first attack by 50% of X during combat (X = highest total bonuses among unit and allies within 3 rows or 3 columns centered on unit; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, when foe's attack triggers foe's Special, reduces Special damage by 50% of X (excluding area-of-effect Specials). |
5★ |
Skill Name | Range | Effect | Learned At |
---|---|---|---|
1 | Moves adjacent ally to opposite side of unit. | 5★ | |
1 | Target ally moves to opposite side of unit. If unit uses an Assist skill on the current turn, enables 【Canto (1)】. |
5★ |
This Hero has no Special skills that can be learned. |
Skill Name | Effect | Learned At |
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If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants Atk/Spd+6 and Atk/Spd+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials). |
5★ | |
Effect: 【Pathfinder】 At start of turn, if unit is on a team with only 1 support partner, grants 【Pathfinder】 to support partner for 1 turn. At start of turn, if unit is not on a team with support partner and if there is only 1 ally who has the highest Def, grants 【Pathfinder】 to that ally for 1 turn. At start of combat, if unit's HP ≥ 25%, inflicts penalty on foe's Atk/Spd/Def = 5 + current bonus on each of foe's stats × 2 (calculates each stat penalty independently; example: if foe has a +7 bonus to Atk, inflicts Atk-19, for a net penalty of Atk-12), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat. |
5★ | |
If foe within 2 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe. 【Canto Control】 Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers. |
5★ | |
If foe within 3 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe. 【Canto Control】 Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers. |
5★ | |
If foe within 4 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe. 【Canto Control】 Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers. |
5★ | |
If foe within 4 spaces of this unit triggers Canto, inflicts 【Canto Control】 on that foe. Prevents "after start-of-turn skills trigger, action ends immediately" status effects from being inflicted on unit and allies within 3 spaces of unit. For unit and allies within 3 spaces of unit, neutralizes effects that would end their action as a result of foe's skills or the "after start-of-turn skills trigger, action ends immediately" status (does not neutralize effects from Aether Raid structures or the special slot). |
5★ |
Value of Skills | ★★★★★ |
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Aided Dagr has Reposition Gait, Atk/Spd Excel, and Firm Canto Curb as inheritance options.
Reposition Gait is a new premium skill that grants mobility in Arena without sacrificing score, and is the best skill released on Aided Dagr's debut banner. Ensure you inherit it from her when using Dagr 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!
Aided Dagr is a limited time Aided Hero who can be pulled from their debut banner or focus banners. 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) |
Alex Cazares |
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Illustrator | Yamada Kotaro |
Appears In |
Heroes from New Heroes - New Heroes: Aided Dagr & Rearmed Marianne | |||
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Rearmed Marianne [9.5/10] |
Aided Dagr [9.5/10] |
Dorothea [8.5/10] |
Ashe [9.0/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
u would think, if u prioritized survival, that gust would be better, by your explanation, since it would not need the special to trigger to get the damage reduction. GLR needs to trigger to get the DR, so if the opponent can prevent the special from triggering, dagr won't get the DR. Gust would have the DR at all times, from my understanding of your explanation.
Aided Dagr Builds and Best IVs
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After playing around with her a while, she doesn't seem like a 9.5 unit, to me. Definitely an S for inheritance (for now since she's tye only source of reposition gait), but Eikþyrnir is rated a 9.0 & i prefer him over this dagr, tbh. Maybe if i added a specific support partner, she would be better, but with all of the other movement options available, pathfinder doesn't seem that useful anymore, to me. Supplying NFU & stats at a distance is great, but in combat, she's not that great, IMO.