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Mt: 12. Rng: 2. Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes
Bow. Can be refined. Can be inherited.
Assist: Dance (150 SP)
Grants another action to target ally. (Cannot target an ally with Sing or Dance.)
Cannot be inherited
Special: None
A: Caldera Dance 2 (240 SP)
If Sing or Dance is used, grants Atk+3 and Def+4 to target.
Can be inherited.
B: None.
C: Spd Tactic 3 (240 SP)
At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Can be inherited.
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Analysis
Dancer Nephenee comes as an offensive refreshing unit, which means she will be able to provide support to her team in the form of dancing and even buffing, while also being able to pull her own weight on the front lines even. With 35 Atk and 36 Spd, Dancer Nephenee beats the once feared Bridal Cordelia by a single point in Spd, but she also has the dancing utilty on top, so it’s safe to say Dancer Nephenee is one of the best infantry archers in the game, and also one of the most versatile units even: she can stick to her role as support if she were to receive an unfavorable flaw/bane, or make her an hyper-offensive unit with a Brave Bow or a Firesweep Bow build.
Dancer Nephenee also had the luck of being introduced in 2019, meaning that her min-maxed statline eclipses almost the entire roster of colorless infantry archers’s. While she may lack a PRF weapon and a better movement type like Brave Lyn or Claude have, Dancer Nephenee is still a very strong offensive unit that can support in a way no other archer can do. She also can have a rather decent Def/Res stat: they are sitting at a lowly 24/25 respectively at base, but with the correct asset/boon (super asset/boon in Def’s case) she can rise either of them to 28, throw in refine and an A skill that boosts her stats like Fury and she can become quite bulky. Her being a colorless archer also helps her, since she will have no color disadvantages bar Raven tomes and it will be way easier to stick her into most teams without having to adjust to color-balancing issues.
Dancer Nephenee prefers an asset/boon in Atk and Spd, while she prefers a flaw/bane in HP and Res (keep in mind both of these are super flaws/banes, meaning she will lose 4 points instead of 3).
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Similar Units
Cordelia: Perfect Bride (36/35/35/19/22)
Nephenee: Sincere Dancer (+1/+0/+1/+5/+3)
Takumi: Empty Vessel (37/31/34/25/24)
Nephenee: Sincere Dancer (+0/+4/+2/-1/+5)
Lyn: Brave Lady (35/33/35/18/28)
Nephenee: Sincere Dancer (+2/+2/+1/+6/-3)
Claude: The Schemer (39/33/37/20/21)
Nephenee: Sincere Dancer (-2/+2/-1/+4/+4)
Jamke: Prince of Verdane (38/36/32/29/17)
Nephenee: Sincere Dancer (-1/-1/+4/-5/+7)
Noire: Shade Seeker (36/32/36/27/20)
Nephenee: Sincere Dancer (+1/+3/+0/-3/+5)
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Builds
Budget/Low Investment
If D!Nephenee’s role is desired as a support unit, then she can keep her base kit, unless she is on a team where Tactic skills won’t work, then she can replace Spd Tactic with a Drive skill, or even Close Guard since it works well with her Fiddlestick Bow.
A Spd refine and Fury boosts D!Nephenee’s Spd quite nicely, rising it up to 41, 44 Spd with an asset/boon. It’s recommended to swap Caldera Dance with Wings of Mercy since the latter provides global support and it can be used in a clutch in a GHB/LHB.
Offensive
Having one of the best offensive statlines for infantry archers in the game, it’s not a bad idea at all to make D!Nephenee a frontliner bruiser despite being a dancer. With 35 Atk and 36 Spd, D!Nephnee has a lot of offensive bow options: Brave, Firesweep, Slaying, Bouquet, Big-Catch, etc.
For the Brave Bow build, a +Atk/Spd asset/boon is recommended, but not required. While 38 Spd may seem good, in today’s standards it’s a bit low to reliably quad, so she may require team support. If she was unfortunate to get a Spd flaw/bane, she can always ditch her Spd completely and focus completely on Atk, and instead of going with Life and Death/Desperation she can use Death Blow 3/4 and either Chill Def or Spd.
The Bouquet Bow build is a player phase offensive set, since D!Nephenee shouldn’t really be tanking on enemy phase anyways. With a Spd refined Bouquet Bow and Swift Sparrow 3 (SS2 can work as well), D!Nephenee gets a massive boost to her offenses without even taking IVs or buffs into account: if she initiates combat, her Atk raises to 59 and her Spd to 51, which is way too good for a dancer.
Def Smoke is chosen as her C skill as a way to support her allies, but also for herself if she is ever used along with 3 other dancers to clear a GHB/LHB map (just remember to take off her dance skill so other dancers can, well, dance her.).
Ranged Tank
With the right asset/boon, D!Nephenee can also become quite bulky, and thanks to Guard Bow, she can be an excellent ranged tank in a similar way like Faye does, but the difference is that D!Nephenee provides the dancing utility to the team, while Faye does not.
Combine Guard Bow with Distant Defense on her A skill and as her Sacred Seal she gets +18 to her Def/Res when in combat against a ranged unit, so she would have a total of 42 Def and 43 Res before any IVs, buffs or refines.
Since a lot of characters have gotten a Raventome refine, Cancel Affinity is chosen as her B skill so she won’t have to fear the likes of Boey, Cecilia or Sophia. Atk Smoke is useful for the occasion she has to tank more than one character at once.
Arena Support/Heavy Investment
With C Duel Infantry, D!Nephenee can also be used on the higher tiers of Arena either as an offensive refresher or a full support dancer.
While she has a rather limited pool of supportive bows, the ones currently in the game are great (Fiddlestick Bow and Kabura Ya). She can use her native bow along with drive skills, or run a triple chill build with Kabura Ya, Chill Atk on her Sacred Seal, and either Chill Def or Chill Res, depending on what type of damage a bonus unit deals.
To further boost her score in Arena, a Def asset/boon is chosen, though it may not be necessary provided she has C Duel Infantry. Aether is also there merely for Arena points, and Hone Atk 4 is there both as an extra support skill and for Arena scoring.
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🦇 Gosh it’s been a bit hasn’t it! Hello again! We got some new folks since I’ve last been here! Please feel free to look around and ask the characters stuff!
Mt: 10. Rng: 2. After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions.
Staff. Can be inherited. Can be refined.
Assist: Martyr+ (300 SP)
Rng: 1. Restores HP = damage dealt to unit +50% of Atk. (Minimum of 7 HP.)
Restores HP to unit = half damage dealt to unit.
Can be inherited.
Special: Miracle (200 SP)
CD: 5. If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Can be inherited.
A: AR-D Spd/Res 3 (240 SP)
If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)
Can be inherited.
B: None.
C: Odd Res Wave 3 (240 SP)
At start of odd-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Can be inherited.
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Analysis
Despite being a unit released in 2019 and receiving extra BST, Mercedes is a very underwhelming healer with an awkward statline and lack of a PRF staff, making several other infantry healers outclass her right from her introduction. Her offenses leave a lot to be desired, 33 Atk and 30 Spd is awful in today’s standards, even for healers. Being an infantry unit also means she lacks the mobility of a flying or cavalry healer, but it also means she gets access to infantry exclusive support skills like Infantry Pulse or Infantry Rush.
Mercedes’ skill set doesn’t help her case either: she does not bring any new or rare staff like Flash+; her A skill is useless on literally any mode that isn’t Aether Raids, and even there she is far from the best hero to use in defense, and while Odd Res Wave helps her boost her decent Res, she prefers other support C skills or even other Wave skills.
Despite all of this, Mercedes can still find herself useful thanks to the powerful combination of Wrathful Pain and Dazzling Staff, a set that is impossible for a healer to be bad at. Mercedes also has a decent Res stat sitting at 33, which with enough investment, can allow Mercedes to use Ploys or serve as a Res tank, but its better for her to stay true to her title and stay devoted to supporting others.
Mercedes prefers an asset/boon in Atk and Res, while she prefers a flaw/bane in HP and Def (keep in mind that HP is a superflaw/bane, meaning she will lose 4 points of HP rather than 3).
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Similar Units
Brady: Daunting Priest (41/33/32/23/28)
Mercedes: Kindly Devotee (-2/+0/-2/-1/+5)
Lucius: The Light (37/32/30/13/35)
Mercedes: Kindly Devotee (+2/+1/+0/+9/-2)
Mikoto: Caring Mother (38/35/32/20/26)
Mercedes: Kindly Devotee (+1/-2/-2/+2/+7)
Sakura: Loving Priestess (36/28/30/24/30)
Mercedes: Kindly Devotee (+3/+2/+0/-2/+3)
Serra: Outspoken Cleric (33/31/30/21/33)
Mercedes: Kindly Devotee (+6/+2/+0/-2/+0)
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Builds
Budget
While Mercedes comes with a very lacking skill set, due to nature of being a healer she doesn’t need much inheritance to fill her role. It is prefered to refine Gravity with Dazzling Staff rather than Wrathful since Mercedes’ Atk is nothing to write home about, so it’s better for her to support her team via inflicting negative status on her foes while not fearing enemy counterattacks.
Replacing AR-D Spd/Res is extremely recommended, since she won’t benefit from it at all outside of Aether Raids. Due to healer’s limited A skill options, even moreso in a budget set, she is better off with a simple stat boosting skill like Atk +3 or Res +3. Her B slot can vary, it can be Wings of Mercy on a tight budget, or maybe a Chill skill or Live to Serve. Since its a low investment set. Odd Res Wave can be kept because it boosts Mercedes’ decent Res a bit, and with a seal like Even Def Wave, she can also support her allies when alternating turns.
Mercedes’ sacred seals options are: Atk +3, Atk/Res 2, Atk/Res Bond, Renewal, Live to Serve, Chill Atk and Chill Spd.
Savage Blow Pain+
Even with all of her downsides, Mercedes does have a saving grace: the Savage Blow Pain Build, that is impossible for any healer to be bad at since having an Atk or a Spd stat doesn’t matter for this build to work. With Pain and double Savage Blow, Mercedes deals 10 true damage to her foe and 24 to any foes around them. Add the infamous Dazzling Staff to be extra annoying.
With some investment, Mercedes can actually become a powerful offensive staff unit, but it requires an asset/boon in either Atk or Spd, and another A skill like Atk/Spd Bond or Atk/Spd Solo; the former was given for free on Tempest Trial unit Louise: Eternal Devotion, while the later is still locked to 5 star exclusive units.
Ranged Tank
Mercedes does have a decent Atk and Res stats, and with some investment and an asset/flaw on either of them, she can fill the role of a Magic tank or even a general Ranged tank.
The first set is more on the budget side and focuses on Mercedes’ Atk and Res, boosting them with a double Atk/Res Bond so she can get +10 Atk/Res when adjacent to an ally, but Atk/Res Solo can work as well. Dull Ranged is there so Mercedes won’t have to fear Bladetome mages who would ORKO her otherwise. Odd Res Wave can be kept to further boost her Res, but it can be replaced by an Atk Wave skill.
The second set is a rather expensive one, requiring 2 5 star exclusive units and probably a preferable asset/boon. This build also turns Mercedes in a mixed ranged tank, being able to tank mages easily and also withstand attacks from daggers and bows, though far less reliable. With Distant Defense 4 and the Distant Defense sacred seal, Mercedes gets +14 Def/Res when in combat agains a ranged unit on top of neutralizing enemy buffs, meaning she can be a little though for them to kill even if they double her. Null-C Disrupt is for her to be able to retaliate against other healers, who will most likely deal no damage against her at all.
Arena Support
Thanks to Colorless Duel Infantry, infantry healers can now be used in the higher tiers of Arena. Mercedes’ low Atk actually benefits her a lot here since she will likely deal very little damage to her foes and thus is not prone to stealing kills from the bonus unit. And for all of the Mercedes fans out there who wish to use her as a support unit, she has a wide range of staves to choose from, but most of them come from seasonal units, so these builds are rather expensive.
The first one makes use of the Ovoid Staff to passively heal her allies every turn, and even she can heal the non-bonus unit that was damaged tanking something so they don’t die. Dual Savage Blow is used as chip damage to help the bonus unit secure kills, and Chill Atk is there for general support.
The second build makes Mercedes a Def/Res buffer with the Toasty Skewer, which grants her allies within 2 spaces +3 Def/Res during combat, which, combined with 2 Drives on her C slot and Sacred Seal, can turn Mercedes into either an Omni-Drive unit like Marth, or grant +6 Def/Res to her allies when they are in combat. Both of these options are equally great for support, but its up to personal preference and the team’s needs.