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This is a ranking page for the hero Baldr - Celestial Sun God 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 Baldr.
| Heroes With the Same Name | |
|---|---|
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List of Contents
| Mythic Heroes - Double Mythic Heroes: Baldr & Höðr Featured Heroes | |||
|---|---|---|---|
Legendary Ayra[9.5/10] |
Elm[9.9/10] |
Baldr[9.5/10] |
Athos[9.5/10] |
Nuibaba[9.0/10] |
Höðr[9.5/10] |
Legendary Robin (M)[9.0/10] |
Legendary Corrin (M)[9.0/10] |
Heiðrún[9.5/10] |
Mythic Gotoh[8.5/10] |
Legendary Alear (M)[9.0/10] |
Rune[9.5/10] |

| Overall Rating | 9.5/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
| Color / Weapon Type / Move Type | |
|---|---|
| Rarity | |
| What Kind of Character Are They? | ・Sun Sword neutralizes flying weakness, applies a Panic effect on multiple foes at start of enemy phase, grants Baldr bonus stats, bonus Special charges per attack, bonus true damage, true DR, and applies 【Divine Vein (Flame)】 when Baldr initiates combat. ・Justice Enforcer destroys Safety Fence, inflicts 【Exposure】 on multiple foes at start of turn, inflicts stat penalties on foes, grants Baldr bonus true damage, true DR, a Null Follow-Up effect, and a Potent Follow-Up attack. |
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Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). Neutralizes "effective against flying" bonuses. After start-of-turn effects trigger on enemy phase, converts bonuses on closest foes and foes within 2 spaces of those foes into penalties (does not convert bonuses applied at the same time). If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), grants Special cooldown charge +1 per attack (only highest value applied; does not stack), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's attacks by X during combat (if foe is red, green, or colorless, X = 50% of unit's Spd; otherwise, X = 20% of unit's Spd; excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by an additional X (excluding area-of-effect Specials). If unit initiates combat, applies 【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. |
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Cooldown Count = 3 Boosts damage by X% of unit's Spd when Special triggers (if any space within 2 spaces of unit or foe has a Divine Vein effect applied, is defensive terrain, or counts as difficult or impassable terrain for units other than flying, X = 60; otherwise, X = 40). 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 Spd ≥ foe's Spd-4 or any space within 2 spaces of unit or foe has a Divine Vein effect applied, is defensive terrain, or counts as difficult or impassable terrain for units other than flying, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
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Enables 【Canto (2)】. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+8 to unit, unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat (X = number of allies within 3 rows or 3 columns centered on unit x 2, + 2; max 8; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
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If defending in Aether Raids during Dark or Chaos season, after combat for unit or allies on the map, destroy's foe's Safety Fence (O) structure (triggers even if unit or ally is defeated in combat). At start of turn, if unit's HP ≥ 25%, inflicts 【Exposure】 on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, unit deals +Y damage (max 15; excluding area-of-effect Specials; Y = number of foes within 3 rows or 3 columns centered on unit x 5), reduces damage from foe's attacks by 7 (excluding area-of-effect Specials), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of combat, if unit's HP ≥ 25%, if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if 【Exposure】 if active on foe, X = 100; otherwise, X = 40). |
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Allies within 2 spaces of unit can move to any space within 2 spaces of unit. Unit can move to a space within 2 spaces of any ally within 2 spaces. Inflicts Atk/Spd-4 on foes within 3 spaces of unit during combat. |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (19) |
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★★★☆☆ |
| Atk (12) |
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★★★★☆ |
| Spd (9) |
|
★★★★★ |
| Def (6) |
|
★★☆☆☆ |
| 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 Baldr are +Spd and -Res. Spd is a superboon and boosts Baldr's Spd from base 48 to base 52, keeping up with all the fast metagame units.
Additionally, Spd is the basis for Sun Sword's true damage reduction effects. Boosting Spd greatly improves Baldr's overall bulk on top of improving her offenses, and is the ideal boon to take.
Res is Baldr's least important stat and can be safely taken as a bane.
We recommend +Spd when merging Baldr up to +10 for similar reasons above.
| HOT | |
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| Updated on 07/29/2025 | |
Baldr makes great use of both Brutal Tempest and Emblem Celica Ring to extend her range and trigger the Defense Team to attack right away. Having Brutal Tempest is insurance against anti-warp effects. With this build, Baldr becomes a great frontline unit with her multiple true damage reduction effects.
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| Updated on 07/29/2025 | |
Baldr's base kit also functions well as an offensive unit along with mobility support for her allies through A/S Hold Guide.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 194 | ||
| HP |
41 |
Rank: 372/1317 |
| Atk |
47 |
Rank: 50/1317 |
| Spd |
48 |
Rank: 2/1317 |
| Def |
30 |
Rank: 561/1317 |
| Res |
28 |
Rank: 545/1317 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +10 Merges W/ Skill Bonuses | 46 | 68 | 53 | 34 | 32 | 233 | Lv.40 +10 | 46 | 52 | 53 | 34 | 32 | 217 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +HP Lv.40 +10 | 48 | 51 | 52 | 34 | 32 | 217 |
| +Atk Lv.40 +10 | 45 | 54 | 52 | 34 | 32 | 217 |
| +Spd Lv.40 +10 | 45 | 51 | 56 | 34 | 32 | 218 |
| +Def Lv.40 +10 | 45 | 51 | 52 | 37 | 32 | 217 |
| +Res Lv.40 +10 | 45 | 51 | 52 | 34 | 36 | 218 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★- Adjusted for Skills | 41 | 63 | 48 | 30 | 28 | 210 |
| 5★ Lv.40 | 41 | 47 | 48 | 30 | 28 | 194 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 19 | 28 | 9 | 6 | 9 | 71 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
| 39 | 43 | 47 | 27 | 39 | 195 | |
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41 | 47 | 48 | 30 | 28 | 194 |
| 40 | 45 | 48 | 36 | 25 | 194 | |
| 40 | 45 | 47 | 37 | 25 | 194 | |
| 43 | 45 | 34 | 47 | 20 | 189 | |
| 38 | 43 | 46 | 35 | 27 | 189 | |
| 40 | 45 | 47 | 23 | 34 | 189 | |
| 37 | 40 | 45 | 26 | 40 | 188 | |
| 37 | 39 | 45 | 21 | 41 | 183 | |
| 44 | 42 | 24 | 44 | 28 | 182 | |
| 41 | 36 | 40 | 32 | 28 | 177 | |
| 38 | 38 | 42 | 33 | 25 | 176 | |
| 41 | 42 | 21 | 41 | 28 | 173 | |
| 37 | 35 | 39 | 27 | 34 | 172 | |
| 43 | 37 | 21 | 35 | 31 | 167 | |
| 36 | 33 | 42 | 25 | 30 | 166 | |
| 42 | 38 | 20 | 30 | 36 | 166 | |
| 41 | 38 | 36 | 27 | 24 | 166 | |
| 40 | 32 | 37 | 26 | 28 | 163 | |
| 42 | 38 | 19 | 36 | 27 | 162 | |
| 35 | 31 | 38 | 27 | 31 | 162 | |
| 41 | 32 | 36 | 36 | 17 | 162 | |
| 41 | 34 | 39 | 28 | 20 | 162 | |
| 40 | 33 | 35 | 31 | 23 | 162 | |
| 38 | 34 | 37 | 27 | 26 | 162 | |
| 42 | 31 | 31 | 28 | 26 | 158 | |
| 35 | 34 | 36 | 24 | 27 | 156 | |
| 36 | 25 | 37 | 24 | 34 | 156 |
Note: Stats bonuses from skills are not taken into account.
Baldr 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.

Baldr's exclusive weapon Sun Sword neutralizes her flying weakness and has multiple effects that directly or indirectly impact combat.
Below is a summary of these effects:
| Condition(s) | Effect |
|---|---|
| Always | Accelerates Special trigger (cooldown count-1). |
| Always | Neutralizes "effective against flying" bonuses. |
| After start-of-turn effects trigger on enemy phase | Converts bonuses on closest foes and foes within 2 spaces of those foes into penalties. |
| Baldr initiates combat or is within 2 spaces of an ally | Grants Baldr bonus Atk/Spd/Def/Res equal to 5 + number of foes within 3 rows or 3 columns x 3 (up to Atk/Spd/Def/Res+14). |
| Baldr initiates combat or is within 2 spaces of an ally | Grants Baldr Special cooldown charge +1 per attack during combat. |
| Baldr initiates combat or is within 2 spaces of an ally | Grants Baldr bonus true damage equal to 20% of her Spd. |
| Baldr initiates combat or is within 2 spaces of an ally | Grants Baldr bonus true damage reduction equal to: ・If facing Red, Green, or Colorless foes: 50% of Baldr's Spd ・If facing Blue foes: 20% of Baldr's Spd |
| Baldr initiates combat or is within 2 spaces of an ally Foe's attack triggers foe's Special |
Grants Baldr bonus true damage reduction equal to: ・If facing Red, Green, or Colorless foes: 50% of Baldr's Spd ・If facing Blue foes: 20% of Baldr's Spd |
| Baldr initiates combat | Applies 【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. |
Sun Sword is a loaded weapon that heavily improves Baldr's combat, granting her multiple sources of true damage reduction and making her mitigate a large amount of damage against non-Blue foes.
Baldr's exclusive B skill Justice Enforcer destroys the foe's Safety Fence (O) after the first combat on the current map, whether Baldr herself or her allies are involved in that combat.
This effect is a direct counter to the current Aether Raids Offense metagame of abusing Safety Fence (O) by defeating key enemies and then retreating back to the range of Safety Fence (O) to prevent the Defense from acting.
At the start of each turn, Justice Enforcer inflicts 【Exposure】 on closest foes and foes within 2 spaces of those foes, further weakening them for Baldr and her allies.
In combat, Justice Enforcer inflicts Atk/Spd/Def-5 on Baldr's foe, grants Baldr up to +15 bonus true damage, +7 true damage reduction on all attacks, and a Null Follow-Up effect.
Justice Enforcer also grants Baldr 【Potent Follow X%】 if Baldr can generate a follow-up attack after a modified Spd check, and the Potent Follow-Up attack damage is set at 100% if her foe has the 【Exposure】 status active (and 40% otherwise).
Justice Enforcer is a powerful B skill that improves Baldr's combat and counters the Aether Raids Offense metagame by destroying Safety Fence (O), making it a must-equip skill.
Sun Sword's true damage reduction effect being calculated at 50% of Baldr's Spd against non-Blue foes is incredibly powerful, making her one of the bulkiest units in the game.
Using an unmerged, +Spd IV Baldr with no other investment, she can reach up to 52 true damage reduction on regular attacks and 89 true damage reduction on foe's Specials.
First, we compute for Baldr's Spd stat in combat:
Just from these easy-to-meet conditions, Baldr can reach 74 Spd. Sun Sword's true damage reduction effect against non-Blue units is set at 50%, giving Baldr 37 true damage reduction to start.
Baldr will receive 52 true damage reduction from regular attacks. If the non-Blue enemy triggers their Special, add on another +37 true damage reduction, giving Baldr 89 true damage reduction in total. This doesn't even include Celestial Form's 40% true damage reduction, an equipped Sacred Seal boosting Spd, Dragonflowers, Merges, or Aide's Essence!
Attacking Baldr with non-Blue units will rarely even damage her, making her one of the bulkiest units in the entire game.
Baldr's Sun Sword grants massive damage reduction equal to 50% of her Spd against Red, Green, and Colorless foes, but only 20% against Blue foes.
Attack Baldr with Blue units to minimize her damage reduction effects and reduce her survivability during combat!
Despite having a massive amount of true damage reduction, Baldr still takes damage from the best nukers in the game like Young Camilla and Emblem Eirika. Young Camilla equipped with Emblem Eirika Ring can outright defeat her, and Emblem Eirika herself can also defeat her with her brave attacks.
Baldr is not a pure tank unit, and shouldn't be used as such.
Baldr's true damage reduction effects do not apply against area-of-effect damage, leaving her vulnerable to damage done outside combat.
By reducing her HP to a low amount using these effects, it becomes significantly easier to defeat Baldr in combat.
| Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
|---|
Baldr - Celestial Sun God only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Baldr - Celestial Sun God 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★ | |
| 16 | 1 | Accelerates Special trigger (cooldown count-1). Neutralizes "effective against flying" bonuses. After start-of-turn effects trigger on enemy phase, converts bonuses on closest foes and foes within 2 spaces of those foes into penalties (does not convert bonuses applied at the same time). If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), grants Special cooldown charge +1 per attack (only highest value applied; does not stack), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), and reduces damage from foe's attacks by X during combat (if foe is red, green, or colorless, X = 50% of unit's Spd; otherwise, X = 20% of unit's Spd; excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by an additional X (excluding area-of-effect Specials). If unit initiates combat, applies 【Divine Vein (Flame)】 on 5 spaces in a line centered on foe's space and on the 5 spaces behind those spaces (based on direction unit is facing) for 1 turn after combat. |
5★ |
| This Hero has no Assist skills that can be learned. |
| Skill Name | Effect | Learned At |
|---|---|---|
| (Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ | |
| (Cooldown Count = 4) Boosts damage dealt by 150%. | 5★ | |
| (Cooldown Count = 3) Boosts damage by X% of unit's Spd when Special triggers (if any space within 2 spaces of unit or foe has a Divine Vein effect applied, is defensive terrain, or counts as difficult or impassable terrain for units other than flying, X = 60; otherwise, X = 40). 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 Spd ≥ foe's Spd-4 or any space within 2 spaces of unit or foe has a Divine Vein effect applied, is defensive terrain, or counts as difficult or impassable terrain for units other than flying, 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 initiates combat or is within 2 spaces of an ally, grants Atk/Spd+2 to unit, unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat (X = number of allies within 3 rows or 3 columns centered on unit; max 2; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). | 5★ | |
| If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+4 to unit, unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat (X = number of allies within 3 rows or 3 columns centered on unit × 2; max 4; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). | 5★ | |
| If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit, unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat (X = number of allies within 3 rows or 3 columns centered on unit × 2; max 6; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). | 5★ | |
| Enables 【Canto (2)】. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+8 to unit, unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat (X = number of allies within 3 rows or 3 columns centered on unit x 2, + 2; max 8; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). |
5★ | |
| If defending in Aether Raids during Dark or Chaos season, after combat for unit or allies on the map, destroy's foe's Safety Fence (O) structure (triggers even if unit or ally is defeated in combat). At start of turn, if unit's HP ≥ 25%, inflicts 【Exposure】 on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Def-5 on foe, unit deals +Y damage (max 15; excluding area-of-effect Specials; Y = number of foes within 3 rows or 3 columns centered on unit x 5), reduces damage from foe's attacks by 7 (excluding area-of-effect Specials), and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. At start of combat, if unit's HP ≥ 25%, if decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if 【Exposure】 if active on foe, X = 100; otherwise, X = 40). |
5★ | |
| Inflicts Atk/Spd-2 on foes within 2 spaces during combat. | 5★ | |
| Inflicts Atk/Spd-3 on foes within 2 spaces during combat. | 5★ | |
| Inflicts Atk/Spd-4 on foes within 2 spaces during combat. | 5★ | |
| Allies within 2 spaces of unit can move to any space within 2 spaces of unit. Unit can move to a space within 2 spaces of any ally within 2 spaces. Inflicts Atk/Spd-4 on foes within 3 spaces of unit during combat. |
5★ |

| Value of Skills | ★★★★★ |
|---|
Baldr has Celestial Form, Blue Skies 4, and A/S Hold Guide as inheritable options.
Baldr is one of the most powerful heroes in the entire game. Consider keeping a copy of her in your barracks before foddering her off.
| List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Baldr is a limited time Hero who can be pulled from a Mythic Hero Summoning event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
| Voice Actor (English) |
Sam Slade |
|---|---|
| Illustrator | Maeshima Shigeki |
| Appears In |
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| Heroes from Mythic Heroes - Heimdallr: God of Foresight | |||
|---|---|---|---|
Emblem Ike[9.0/10] |
Anniversary Marth[9.5/10] |
Baldr[9.5/10] |
Emblem Sigurd[9.9/10] |
Heimdallr[9.5/10] |
Höðr[9.5/10] |
Heiðrún[9.5/10] |
Melíai[9.5/10] |
Attuned Leif[9.0/10] |
Eikþyrnir[9.5/10] |
Legendary Sakura[9.5/10] |
Emblem Micaiah[9.5/10] |
▶︎Return to the Red Heroes Page
| Close-Range | Ranged |
|---|---|
Sword |
Red Tome |
Red Breath |
Red Dagger |
Red Beast |
Red Bow |
Baldr on her Hero Battle map and on the Story isn't exactly difficult to defeat. It's in PvP modes where she'll be formidable, especially when she's given support from heroes like Legendary Black Knight and has debuffing allies like Mythic Loki to cripple her foes. As for Aether Raids, we've gone from a Turn One meta to a Turn Three meta. Use the first two turns to clear structures/traps, then attack on Turn Three and clear as many foes as you can.
Baldr Builds and Best IVs



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She barely lasted just over a month at 9.9 lol Emblem Sigurd and Emblem Lyn shouldn't be at 9.9 any longer either tbh. Emblem Micaiah already got demoted to 9.9 and she was definitely superior to Lyn in combat Yes Sigurd and Lyn have insane threat range but neither of them can scratch the sturdiest tanks. If they are still this high then Tea Felix also needs to be 9.9 because he has ans even longer threat range than Sigurd, and his True Damage is significantly better than either of them