Dislyte Esper Guides: Narmer (Ra)

Dislyte Esper Narmer

Originating from Ra, the Egyptian god of the sun, Narmer is one of the most powerful Fighter Espers in Dislyte when it comes to the damage a single hit can deal. Being a Legendary Esper, he’s not the easiest to come by, but he’s incredibly useful if you do get him and know how best to build him.

Narmer Details

  • Max Level Stats
  • ATK: 1,332
  • HP: 11,728
  • DEF: 795
  • SPD: 96
  • C. RATE: 10%
  • C. DMG: 150%
  • ACC: 0%
  • RESIST: 20%
  • General Information
  • Role: Fighter
  • Element: Inferno
  • Rarity: Legendary
  • Affiliation: Scion
  • Origins: Egyptian
  • Deity: Ra
  • Captain Ability: Yes
  • Availability: Echo

Is Narmer a Good Esper in Dislyte?

Narmer is quite underrated, and I think this is mostly because of a lack of focus on putting him in the right teams. While he can be powerful if you invest in him, he requires some time and buffing in order to use his most powerful attack at its best, and being a 5* Esper he can be quite difficult to upgrade.

Despite this, if he’s on a team that allows this attack to be taken advantage of, he’s incredibly effective and outweighs pretty much any other Fighter Esper in my opinion. Though he can’t do much else other than powerful damage, and he’s pretty difficult to acquire, making use of him can be fun when you get it right! Especially in Point War where his Captain Ability takes effect.

Narmer Abilities

In battle, an Esper will utilize their abilities in order to deal damage to the enemy and support their team. All Dislyte Esper Abilities start at Level 1 and can be increased further depending on the ability. Each additional level will improve the ability in a certain way. For more details on improving an Esper’s abilities, check out our Dislyte Esper Guide.

Full details on all of Narmer’s abilities can be seen below.


  • Level 1: Attacks 1 enemy. Deals 100% ATK damage. Steals 1 buff, 50% chance of gaining ATK Up for 2 turns
  • Level 2: Damage increased to 110%
  • Level 3: Trigger Chance increased to 75%
  • Level 4: Damage increased to 120%
  • Level 5: Trigger Chance increased to 100%
  • Level 6: Damage increased to 130%.

Wheel of Fate (PASSIVE)

  • Level 1: At the start of Ra’s turn, gains 1 Burning Sun stack. For each buff gained, gains 1 Burning Sun stack. Max: 8 stacks. Following Ascension 3, 2 stacks of Burning Sun are gained instead

Emblazoned Strike

  • Level 1: Attacks all enemies. Deals 70% ATK damage. Consumes all Burning Sun stacks. Each stack increases damage by 7%. When Burning Sun stacks equal 5 or more, ignores 40% DEF. When Burning Sun stacks equal 8, reduces this ability’s cooldown by 1 turn. Cooldown: 4 turns
  • Level 2: Damage increased to 75%
  • Level 3: Damage increased to 80%
  • Level 4: Damage increased to 90%
  • Level 5: Damage increased to 100%
  • Level 6: Cooldown reduced by 1 turn

Narmer Captain Ability

Increases ally ATK in Point War by 40%

Narmer Ascension

All Espers in Dislyte can be further ascended to improve their stats starting from level 1. They can then be ascended again at levels 10/20/30/40/50 up to a total of 6 Ascensions. For more details on Ascending your Espers, check out our Dislyte Esper Guide.

Full details on the boost gained by Narmer at each level of Esper Ascension can be seen below.

  • Phase 1: ATK +70
  • Phase 2: DEF +70
  • Phase 3: Upgraded Wheel of Fate (PASSIVE)
  • Phase 4: ATK +10%
  • Phase 5: C. RATE +10%
  • Phase 6: ATK +20%

Narmer Resonance

Each Esper can conduct up to 6 Resonances. Each Resonance unlocks Divine Gates that boost an Esper’s powers through higher stats or stronger abilities. You can learn more about this feature in our Dislyte Esper Guide. See below for this Esper’s Resonance buffs.

Divine GateDescription
OverloadEmblazoned Strike: Final Damage +10%.
MorphWheel of Fate (Passive): Max stacks of Burning Sun increased to 12. Upon casting Emblazoned Strike, gains 2 Burning Sun stacks.
BlessingBase ATK, Base DEF, and Base HP +15%.
Preemptive StrikeFor the 1st active ability Narmer casts in battle, its damage +15%.
AuraBase ATK, Base DEF, and Base HP +20%.
MorphWheel of Fate (Passive): When Burning Sun reaches max stacks, casts Emblazoned Strike.

Narmer Equipment

Narmer’s main focus is the massive amount of damage he can do in one hit, and this can be enhanced in several ways. While many other DPS Espers focus on hitting several times in a row, making self-healing most viable, Narmer is far more about making him a fast glass cannon of sorts.

Making sure that his attacks deal as much base damage as possible is, of course, vital, but speeding him up so that he can get this hit in before being targeted and increasing the likelihood of this hit being critical is also important. How you do this is up to you, but I’d look to apply the following sets:

  • War: +30% ATK
  • Wind: +25% SPD
  • Fiery: +20% Crit Rate

Lastly, Narmer’s Equipment characteristics should prioritize C. DMG, ATK, and SPD.

For more details on finding and determining the best Equipment for your Espers, check out our Dislyte Equipment Guide.

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