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This is a ranking page for the hero Diamant - Gallant 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 Diamant.
Heroes With the Same Name | |
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Ninja Diamant
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List of Contents
Special Heroes - Family Ninja Class Featured Heroes | |||
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Ninja Tharja [9.5/10] |
Ninja Céline [9.0/10] |
Ninja Diamant [9.5/10] |
Ninja Lucina [9.9/10] |
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? | ・Bold Kusarigama grants a Brave effect and a Null Follow-Up effect, bonus stats, bonus damage, and bonus damage reduction all based on Ninja Diamant's Def, neutralizes non-Special damage reduction, increases the follow-up attack Spd requirement, and Special cooldown -1 before Ninja Diamant's first attack. |
Might: 11 Range: 1 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, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Def at start of combat + 5, deals damage = 25% of unit's Def (excluding area-of-effect Specials), reduces damage from foe's attacks by 25% of unit's Def (including from area-of-effect Specials; excluding Røkkr area-of-effect Specials), neutralizes "reduces damage by X%" effects from unit's and foe's non-Special skills (excluding area-of-effect Specials), neutralizes effects that guarantee unit's and foe's follow-up attacks, and increases the Spd difference necessary for unit or foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills). If unit initiates combat, grants Special cooldown count-1 to unit before unit's first attack during combat. |
Cooldown Count = 3 Boosts Special damage by 50% of unit's Def when Special triggers. If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Def ≥ foe's Def-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
If unit is within 3 spaces of an ally, grants Atk/Def+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) |
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Def-4 on foe, deals damage = 15% of the greater of unit's Def or Res (excluding area-of-effect Specials), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. |
At start of turn, unit can move 1 extra space (that turn only; does not stack). If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of whoever initiated combat (max 3) and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (18) | ★★★☆☆ | |
Atk (9) | ★★★★★ | |
Spd (12) | ★★★☆☆ | |
Def (15) | ★★★★★ | |
Res (3) | ★★☆☆☆ |
◯ = 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 Diamant are +Def and -Res. Boosting Def improves the checks on DIamant's Bold Kusarigama, allowing him to both deal more damage and receive less damage in combat.
Ninja Diamant's Res is his least important stat at only base 25 and can be safely taken as a bane. As a frontline melee unit, Diamant is expected to enter combat against melee foes, making his Def the key stat to improve and Res a less important stat to focus on.
We recommend a +Def IV when merging Ninja Diamant up to +10 to maximize the effects of Bold Kusarigama.
HOT | |
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:
Boulder
:
-
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:
-
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Ninja Diamant's base kit already functions well as a frontline bruiser unit.
Neutral Stats at Lv. 40 (5★) | ||
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199 | ||
HP |
40 |
Rank: 489/1171 |
Atk |
48 |
Rank: 2/1171 |
Spd |
38 |
Rank: 399/1171 |
Def |
48 |
Rank: 3/1171 |
Res |
25 |
Rank: 668/1171 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+10 Merges W/ Skill Bonuses | 45 | 63 | 43 | 53 | 29 | 233 | Lv.40 +10 | 45 | 52 | 43 | 53 | 29 | 222 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+HP Lv.40 +10 | 47 | 52 | 42 | 52 | 29 | 222 |
+Atk Lv.40 +10 | 44 | 56 | 42 | 52 | 29 | 223 |
+Spd Lv.40 +10 | 44 | 52 | 45 | 52 | 29 | 222 |
+Def Lv.40 +10 | 44 | 52 | 42 | 55 | 29 | 222 |
+Res Lv.40 +10 | 44 | 52 | 42 | 52 | 32 | 222 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 40 | 59 | 38 | 48 | 25 | 210 |
5★ Lv.40 | 40 | 48 | 38 | 48 | 25 | 199 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★ Lv.1 | 18 | 20 | 12 | 15 | 3 | 68 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
Ninja Diamant
|
40 | 48 | 38 | 48 | 25 | 199 |
42 | 46 | 30 | 45 | 30 | 193 | |
43 | 47 | 31 | 40 | 32 | 193 | |
42 | 47 | 16 | 42 | 46 | 193 | |
40 | 47 | 17 | 47 | 42 | 193 | |
45 | 46 | 20 | 47 | 35 | 193 | |
46 | 45 | 31 | 40 | 30 | 192 | |
46 | 47 | 33 | 42 | 24 | 192 | |
48 | 43 | 33 | 36 | 21 | 181 | |
47 | 42 | 24 | 37 | 31 | 181 | |
46 | 41 | 36 | 30 | 23 | 176 | |
47 | 41 | 30 | 36 | 19 | 173 | |
47 | 37 | 27 | 40 | 21 | 172 | |
46 | 33 | 32 | 30 | 17 | 158 | |
43 | 32 | 29 | 30 | 24 | 158 | |
49 | 36 | 25 | 33 | 13 | 156 |
Note: Stats bonuses from skills are not taken into account.
Ninja Diamant is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.
List of Source Heroes | The Best Fodder Units |
Ninja Diamant's Bold Kusarigama has a built-in Brave effect and grants him bonus Atk/Spd/Def/Res equal to 5 plus 15% of his Def, bonus true damage equal to 25% of his Def, true damage reduction equal to 25% of his Def, and a Null Follow-Up effect.
Bold Kusarigama also neutralizes non-Special percentage-based damage reduction effects for both Ninja Diamant and his foe, and increases the Spd threshold for follow-up attacks by 20, now requiring Spd ≥ 25 to make a follow-up attack in combat.
These effects make Ninja Diamant a formidable frontline unit, walling off enemies and making it difficult for them to bring him down.
Bold Kusarigama also grants Ninja Diamant Special cooldown count -1 before his first attack if he initiates combat, providing that small boost to help him trigger his Special faster.
Ninja Diamant's Res is quite low at only base 25, making him reliant on Bold Kusarigama's defensive effects to survive against magic damage.
Have Ninja Diamant focus on enemies that deal physical damage and only have him enter combat against magical foes if necessary.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Diamant - Gallant Ninja only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Diamant - Gallant Ninja if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
---|---|---|---|---|
6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
11 | 1 | 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, grants bonus to unit's Atk/Spd/Def/Res = 15% of unit's Def at start of combat + 5, deals damage = 25% of unit's Def (excluding area-of-effect Specials), reduces damage from foe's attacks by 25% of unit's Def (including from area-of-effect Specials; excluding Røkkr area-of-effect Specials), neutralizes "reduces damage by X%" effects from unit's and foe's non-Special skills (excluding area-of-effect Specials), neutralizes effects that guarantee unit's and foe's follow-up attacks, and increases the Spd difference necessary for unit or foe to make a follow-up attack by 20 during combat (Spd must be ≥ 25 to make a follow-up attack; stacks with similar skills). If unit initiates combat, grants Special cooldown count-1 to unit before unit's first attack during combat. |
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 Def. | 5★ | |
(Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Def. | 5★ | |
(Cooldown Count = 3) Boosts Special damage by 50% of unit's Def when Special triggers. If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Def ≥ foe's Def-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
5★ |
Skill Name | Effect | Learned At |
---|---|---|
If unit is within 3 spaces of an ally, grants Atk/Def+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Atk/Def+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Atk/Def+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat. | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat. | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat. | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Def-4 on foe, deals damage = 15% of the greater of unit's Def or Res (excluding area-of-effect Specials), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. |
5★ | |
At start of even-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ | |
At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ | |
At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ | |
At start of turn, unit can move 1 extra space (that turn only; does not stack). If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of whoever initiated combat (max 3) and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. |
5★ |
Value of Skills | ★★★★★ |
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Ninja Diamant has Boulder, Atk/Def Finish 4, A/D Spiked Wall, and Endless Tempest as inheritable options.
All of these skills are powerful and worth giving to your favorite units.
If you have feedback about this hero page, let us know in the comments section below!
Ninja Diamant is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.
Event Name | Focus |
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Family Ninja Class Special Heroes Summon |
Ninja Diamant
Starts:11/05/2024 Ends:12/05/2024 |
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Stephen Fu |
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Illustrator | Suekane Kumiko |
Appears In |
Heroes from Special Heroes - Family Ninja Class | |||
---|---|---|---|
Ninja Tharja [9.5/10] |
Ninja Céline [9.0/10] |
Ninja Diamant [9.5/10] |
Ninja Lucina [9.9/10] |
▶︎Return to the Green Heroes Page
Close-Range | Ranged |
---|---|
Axe | Green Tome |
Green Breath | Green Dagger |
Green Beast | Green Bow |
Ninja Diamant Builds and Best IVs
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If u click the hyperlink on the word "rank" next to the Defense stat in the graph, instead of going to the stat rankings like the speed does (& presumably the others), it goes to a page titled, "Chapter 4: Part 3 - Big Ambush (Normal)."