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Tier Rating

Analysis by Naz
Anna - Commander

4 Star Story

Obtainable as a 4 from story

Hero Stats

Max Avg Total Stats at Lvl 40
158
HP 41
ATK 29
SPD 38
DEF 22
RES 28

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 19 7 10 5 6
High

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 41 29 38 22 28
High

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

This unit has no access to IVs.

Skill Sets

Mage Checking Account (Distant Counter Magic Tank)

Recommended
Slaying Axe+ (+Spd) A Distant Counter
Reposition B Wrath 3
Alternate: Vantage 3
Glimmer C Atk Smoke 3
SP1695SDistant Def 3

Show Explanation/Analysis
  • Weapon: Slaying Axe+ (+Spd)

  • Assist: Reposition / Swap

  • Special: Glimmer / Moonbow

  • Passive A: Distant Counter

  • Passive B: Wrath / Vantage / Dull Ranged

  • Passive C: Atk Smoke  / Def Smoke / Flexible

  • Sacred Seal: Distant Def / Atk Smoke / Attack +3 / Speed +3

With the exception of heavily buffed Blade Tomes, Anna’s impressive magical bulk of 69 allows her to survive at least one attack from any mage. Coupled with a refined weapon and Speed high enough to avoid most follow-up attacks, Anna performs extremely well as a mage combatant with the skill Distant Counter.

Slaying Axe is the perfect fit for this role. By bringing the cooldown of Glimmer and Moonbow to only 1, Anna will be able to activate her Special on every single counterattack. Glimmer is especially potent when combating mages due to them having lower physical bulk on average. Meanwhile, Moonbow is an alternative that gives Anna more longevity against bulkier units.

Wrath makes for a very potent B skill. Not only will her Specials come more frequently, but the +10 damage on activation will make them more potent. This allows Anna to swing even more matchups in her favor, specifically against bulkier opponents. Dull Ranged is another great option that grants her immunity to Blade Tomes by ignoring her opponent’s Hone/Fortify buffs. Lastly, Anna’s native Vantage makes for a good budget alternative by giving her the potential to take out multiple opponents in the Enemy Phase assuming her Special is ready to activate.

As for C skills, Atk Smoke makes Anna a better overall tank by reducing the damage output of opponents around her after combat while Def Smoke will increase her own damage output against the affected targets. If neither is available, the C slot can be replaced with anything that will accommodate her team such as a Spur or a Hone.

Anna has several choices when it comes to Sacred Seals. Distant Def compliments this Enemy Phase oriented playstyle, as it will reduce damage taken from all ranged opponents when initiated on. For the aforementioned reasons, Atk Smoke also makes for a great choice here if not already being run in the C slot. Finally, Attack +3 and Speed +3 are solid picks by further increasing Anna’s damage output and ability to avoid follow-up attacks respectively.

Stock Market Crash (Offensive/Special Activation)

Wo Gùn+ (+Spd) A Swift Sparrow 2
Alternate: Fury 3
Reposition B Wrath 3
Alternate: Desperation 3
Moonbow C Spd Ploy 3
SP1605SFlashing Blade 3

Show Explanation/Analysis
  • Weapon: Wo Gùn+ (+Spd) / Giant Spoon+ (+Spd)

  • Assist: Reposition / Swap

  • Special: Luna / Moonbow

  • Passive A: Swift Sparrow / Death Blow / Fury

  • Passive B: Wrath / Desperation

  • Passive C: Spd Ploy / Def Ploy / Flexible

  • Sacred Seal: Flashing Blade / Def Ploy / Quick Riposte / Attack +3

This offense-oriented build aims to maximize Anna’s damage when activating her Special. Wo Gùn is the choice weapon in order to achieve this, as it grants Anna an additional +10 damage on the activation of her Special. Luna and Moonbow are chosen for the Special itself, as Anna’s Attack is too low to make a consistent and reliable use of Glimmer. Luna makes for an especially effective choice with the Flashing Blade Sacred Seal, as it allows Anna to potentially activate her Special every single round of combat.

Moving on to Anna’s main skills, Swift Sparrow gives Anna a massive boost to her Player Phase damage output by increasing her Attack and Speed by 4 on initiation. If one wishes to focus solely on increasing her raw damage, Death Blow makes for a suitable cheaper alternative. In particular, the +2 Attack difference compared to Swift Sparrow is the deciding factor in her matchup against Hector. Fury is another choice to consider; not only will it increase Anna’s combat ability in both Player and Enemy Phase, the 6 damage recoil taken after combat synergizes well with skills such as Wrath and Desperation.

On the topic of Wrath and Desperation, both are solid choices for the B slot. Wrath will increase the frequency of Anna’s Special activations as well as the punch that they deliver. This makes Anna’s Specials devastatingly powerful, as the combination of Wo Gùn and Wrath give her an astonishing +20 damage on activation. Trading raw power for a safer initiation, Desperation is an alternative that allows Anna to perform follow-up attacks without the risk of getting KO’d.

At a base value of 28, Anna’s Resistance is just high enough to make effective use of Ploy skills. When successfully landed, Spd Ploy allows makes it easier for Anna to perform a follow-up attack against her opponent while Def Ploy significantly increases her damage output against the affected target. thanks to her high Speed, Anna makes very effective use of the Flashing Blade Sacred Seal, allowing her to activate her Special more frequently. If not already being utilized in the C slot, Def Ploy can also be moved to the Sacred Seal slot. Quick Riposte is another option that can be used to give Anna longevity against opponents that are too fast for her to double. In particular, this allows Anna to take out Raven and Mia in the Enemy Phase. Last but not least, Attack +3 is a great choice if one wants to further increase Anna’s damage output.

Budget Cuts (Support/Mobility)

Nóatún (+Eff) A Fury 3
Rally Atk/Def
Alternate: Reposition
B Desperation 3
Moonbow C Drive Spd 2
SP1610SDef Ploy 3

Show Explanation/Analysis
  • Weapon: Nóatún (+Eff)

  • Assist: Rally Atk/Def / Reposition / Flexible

  • Special: Moonbow / Luna

  • Passive A: Fury 

  • Passive B: Desperation

  • Passive C: Drive Spd / Flexible

  • Sacred Seal: Def Ploy / Atk Ploy / Def Tactic / Drive Def

For those that aren’t looking to heavily invest, this build combines cheap utility skills with mobility in order to turn Anna into an effective support. Dual Rallies pair very well with Anna’s native weapon, as she will be able to apply them anywhere on the map once Nóatún is active. This also makes it very effective to run Fury; on top of it increasing Anna’s chance of surviving at least one attack by improving her overall bulk, it indirectly makes it easier to get into the Escape Route range of Nóatún thanks to the 6 damage recoil taken after combat.

In addition to allowing Anna to warp when she herself is low on health, Nóatún can also be refined for the effect of Wings of Mercy allowing Anna to warp when her teammates are low on health. This gives her amazing leverage as a team support, as she will be able to move around the map more easily than ever. Moving on, Drive Spd is both an effective and affordable option for the C slot. Otherwise, it can be replaced with whatever is needed for Anna’s team.

Finally, the Sacred Seal slot has many options for team utility. Def Ploy and Atk Ploy can benefit her team both offensively and defensively, as landing them will increase damage output against affected targets as well as reducing enemy damage output respectively. For a more consistent option, Anna can run basic buffs such as Drive Def or Hone Speed. In particular, Def Tactic makes for an especially potent option when running Anna on mixed team compositions.

Introduction

In contrast to most axe units, Anna’s statline bares closer resemblance to the Myrmidon archetype found in sword units. She sports very high Speed with relatively low Attack and poor Defense. One thing that separates Anna is her above average Resistance. Not only does this make her a better combatant against both mages and dragons, it also makes an effective user of Ploy skills. Anna can also take on the role of a support unit by utilizing her personal weapon Nóatún, as it grants her a tremendous mobility advantage when active.

However, Anna has several glaring weaknesses. At a relatively low value of 29, Anna has trouble hitting hard with just her base Attack. In order to do any real damage, Anna is heavily reliant on activating her Special. Her low physical bulk of 63 also makes her very susceptible to physical attacks, often being taken out in only one or two hits. In addition to this, Anna cannot hone her strengths through IVs or merges due to her status as a free Askr unit.

Despite these issues, Anna is a solid investment for any player but may require some heavy investment to reach her full potential. In addition, she faces heavy competition both offensively and defensively from other infantry axe units such as Dorcas and Raven due to their more optimized statlines. Luckily, Anna’s status as an Arena bonus unit always on rotation as well as her utility through the use of Ploys keep her relevant.

Strengths

Very High Speed

At a base value of 38, Anna can easily be built to double most units as well as avoid most doubles herself. This also allows her to make effective use of Flashing Blade. 

Above Average Resistance

In addition to having better damage soak again both mages and dragons, Anna is able to make effective use of Ploy skills. This increases her longevity as both a support and as a standalone unit.

Versatile

Anna can perform with a variety of builds and take on the role of an offensive, defensive, and even support unit.

Weaknesses

Poor Physical Bulk

Anna’s low physical bulk of 63 causes her to get massively chunked, if not outright killed in one hit by physical opponents.

Relatively Low Attack

At a base value of 29, Anna has trouble putting a dent into her opponents through just her raw Attack alone. This makes her highly reliant on activating her Specials to do damage.

Special Reliant

Since Anna’s low Attack makes her reliant on activating her Specials, any opponents running the skill Guard will completely nullify Anna’s ability to do any real damage.

Cannot have IVs or Merges

Anna’s potential is severely limited by her lack of access to IVs and merges. Not only does this hurt her combat ability by not allowing her to capitalize on her strengths through a boon, it also puts her at a major disadvantage in Arena and Arena Assault.

Team Options

Anna benefits greatly from teammates that can provide her with support through buffs, especially in Attack due to her naturally low base value. Since she is reliant on her Specials, Anna also pairs well with allies that can provide her with Infantry Pulse support by making activation more frequent. Finally, Anna enjoys having blue allies that can cover her Weapon Triangle disadvantage.

  • Buffers: Ephraim, Eirika, Delthea, and Brave Lucina can all provide fantastic buff support to Anna’s key stats. Delthea deserves a special mention, as she can provide a massive +6 to Anna’s Attack.

  • Infantry Pulse Wielders: Infantry allies with high HP pools such as Lon’qu, Lukas, and Fae all make for great teammates by accelerating Anna’s Special cooldown through the skill Infantry Pulse. This allows Anna to run Specials with a higher cooldown, further boosting her damage output.

  • Blue Units: Fallen Hardin, Nowi, Effie, Fjorm, and Micaiah can all perform well in covering both physical and magical reds that may pose a threat to Anna.

Counters

Due to her rather low Attack, Anna runs into issues combatting physically bulky units. This is especially true to those that have the Weapon Triangle advantage over her. In addition to this, opponents running the skill Guard can completely neuter Anna’s damage output due to her reliance on activating her Special. In addition to this, Anna’s low physical bulk makes her very susceptible to strong physical damage dealers. Finally, Anna struggles against opponents that can match her Speed, as she is reliant on doubling in order to secure the KO.

  • Physically Bulky Opponents: Zelgius, Arden, Adult Tiki, and Eldigan can easily brush aside Anna’s attacks thanks to their high physical bulk and Weapon Triangle advantage. In addition to this, any opponents utilizing the skill Guard can prevent Anna from doing any significant damage whatsoever due to her reliance on activating her Special.

  • Powerful Physical Units: Ayra, Mia, Soleil, Raven, as well as any armored unit running Bold Fighter can easily break through Anna’s meager physical bulk.

  • Very Fast Units: Units such as Cordelia, Brave Lucina, and Tana can all pose a problem for Anna despite her Weapon Triangle advantage. This is due to Anna’s reliance on doubling her opponents in order to activate her Special and secure the KO.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 2 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
NóatúnUnit may move adjacent to any ally when HP ≤ 40%
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 2 ★
Non-inheritable by Staff-wielding units.
100 3
AstraBoosts damage dealt by 150%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Vantage 1Unit counterattacks first when attacked at HP ≤ 25%
Inheritable by all units.
Unlocks at 3 ★
50
B
Vantage 2Unit counterattacks first when attacked at HP ≤ 50%
Inheritable by all units.
Unlocks at 4 ★
100
B
Vantage 3Unit counterattacks first when attacked at HP ≤ 75%
Inheritable by all units.
Unlocks at 5 ★
200
B
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
50
C
Spur Res 2Grants adjacent allies Res+3 during combat
Inheritable by all units.
Unlocks at 2 ★
100
C
Spur Res 3Grants adjacent allies Res+4 during combat
Inheritable by all units.
Unlocks at 4 ★
200
C

Other Info

Origin
Fire Emblem Heroes

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