Table of Contents
- Default
- Attack
- Special
- Injured
| Anna - Commander |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 19 | 7 | 10 | 5 | 6 |
| High |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
This unit has no access to IVs.
Skill Sets
Mage Checking Account (Distant Counter Magic Tank)
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Slaying Axe+ (+Spd) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Wrath 3 Alternate: Vantage 3 |
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Glimmer | C | Atk Smoke 3 |
| SP | 1,695 | S | Distant Def 3 |
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Weapon: Slaying Axe+ (+Spd)
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Assist: Reposition / Swap
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Special: Glimmer / Moonbow
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Passive A: Distant Counter
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Passive B: Wrath / Vantage / Dull Ranged
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Passive C: Atk Smoke / Def Smoke / Flexible
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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)
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Wo Gùn+ (+Spd) | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 Alternate: Desperation 3 |
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Moonbow | C | Spd Ploy 3 |
| SP | 1,605 | S | Flashing Blade 3 |
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Weapon: Wo Gùn+ (+Spd) / Giant Spoon+ (+Spd)
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Assist: Reposition / Swap
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Special: Luna / Moonbow
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Passive A: Swift Sparrow / Death Blow / Fury
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Passive B: Wrath / Desperation
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Passive C: Spd Ploy / Def Ploy / Flexible
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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)
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Nóatún (+Eff) | A | Fury 3 |
|---|---|---|---|
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Rally Atk/Def Alternate: Reposition |
B | Desperation 3 |
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Moonbow | C | Drive Spd 2 |
| SP | 1,610 | S | Def Ploy 3 |
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Weapon: Nóatún (+Eff)
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Assist: Rally Atk/Def / Reposition / Flexible
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Special: Moonbow / Luna
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Passive A: Fury
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Passive B: Desperation
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Passive C: Drive Spd / Flexible
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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
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.
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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.
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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.
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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.
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Nóatún (+Spd) | A | Fury 3 |
|---|---|---|---|
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Rally Atk/Def | B | Desperation 3 |
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Galeforce | C | Def Ploy 3 |
| S | Flashing Blade 3 | ||
A quite investment build, but works really good on Anna.
With flashing blade when Anna initiate combat, she will guaranteed activate the galeforce to either kill the enemy in case they didn't die (with desperation she'll most likely to secure a kill) or run away with her Noatun if she's in danger. Fury helps a lot to make sure she reaches that 50% health. With her high res, Def ploy is better C skill slot to increase her damage output.
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Nóatún (+Def) | A | Fury 2 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Rising Thunder | C | Fortify Def 3 |
| S | Hone Spd 3 | ||
I wanted to increase Anna's physical damage as well as the damage she takes. She's very fast, however her defense and attack are lacking in comparison to Sharena and Alfonse with their attacks and defences.
Fury was given to her to increase her damage output to 47-48, fury also provides stat boosts in her spd, def and res, definitely benefiting her speed prowess.
I gave her an AoE like Rising Thunder as I wanted her to be able to finish them off faster now that they're at lower hp and with her vantage active, she could be able to accomplish this.
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Nóatún | A | Atk/Spd Bond 3 |
|---|---|---|---|
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Rally Spd/Def | B | Wings of Mercy 3 |
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Glacies | C | Spd Ploy 3 |
| S | Flashing Blade 3 | ||
A tricky, high-SP gimmick build designed to exploit the new Askr weapon refines to the max. In this build, she has three ways to catch the opponent off guard: warp next to a nearby ally at high HP, warp next to any ally below 50% HP, or, if she drops below 50% HP, warp next to any ally.
This build requires an infantry pulse or Ostia's Pulse and expects the opponent to counterattack. The point is to show up when the opponent does not expect her, double, and fire a 22+ damage glacies, knocking out an unsuspecting and vulnerable opponent or putting a good dent in a strong one so that a teammate can finish the job. Ideally, the teammate that she warps next to has some spur buffs equipped - spd is probably best, followed by atk and res.
The practicality of this build is probably greatest on an arena defense team with a singer or dancer. Anna's ability to warp all over the map can make very difficult for an opposing team to keep all of its members safe.
Alternate skills:
- atk/res bond: for those extremely confident in her spd. The extra res will add 4 damage to the glacies.
- wrath: giving up one of the gimmick routes for maximum explosive damage
- galeforce: probably not very reliable, but eliminates the need for infantry pulse. The idea here is that she attacks some some melee or close counter opponent, activates galeforce, and probably has low enough HP to appear next to any ally, which may enable her to pick off some other enemy unit or, on arena defense, weaken that unit sufficiently that a teammate can follow up and KO.
- def ploy: for those confident in her spd. Has the potential to increase her damage, which is helpful given her relatively low atk.
- quickened pulse: for stacking on additional infantry pulses to have glacies charged before the battle even begins, or for leaving the flashing blade seal for a teammate
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Nóatún | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Glimmer | C | Atk Smoke 3 |
| S | Distant Def 3 | ||
W: ALT: Slaying Axe+ (+Spd)
Assist: ALT: Rally Atk/Def
Sp: ALT: Moonbow
A: ALT: Swift Sparrow 2 | Fury 3
B: ALT: Vantage 3 | Desperation 3 | Wings of Mercy 3
C: ALT: Spd Ploy 3 | Drive Spd 2
Seal: ALT: Def Ploy 3
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Nóatún | A | Triangle Adept 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Moonbow | C | Threaten Def 3 |
| S | Close Def 3 | ||
Triangle Adept 3 makes her into a Blue Counter making the blue enemies fear her but makes her a mouse to reds.
Vantage 3 helps her so just in case she can counter some greens and have a chance to KO a unit.
Threaten Def 3 helps her debuff the blues/greens around her to make sure she secure the KO.
Close Def 3 is they to help her so she can survive against dragons, lances and Axes easier so she doesn't take as much damage
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Learns by default at 2 ★ Inheritable by Axe users only.
|
50 | 1 | 6 |
| Unlocks at 2 ★ Inheritable by Axe users only.
|
100 | 1 | 8 |
| Unlocks at 3 ★ Inheritable by Axe users only.
|
200 | 1 | 11 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Inheritable by all units.
|
50 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
| Inheritable by all units.
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50 | C |
| Unlocks at 2 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|
Banners Featured In
None

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