Table of Contents

Tier Rating

Analysis by Adonyx
Marisa - Crimson Flash

Hero Stats

Max Avg Total Stats at Lvl 40
HP 46
ATK 30
SPD 36
DEF 30
RES 21

Stat Variations

Level 1 Stat Variation
Middle 18 8 10 6 6

Level 40 Stat Variations
Middle 46 30 36 30 21

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.

This unit has no access to IVs.

Skill Sets

Femme Fatale (Distant Counter)

Wo Dao+ (+Spd) A Distant Counter
Reposition B Quick Riposte 3
Moonbow C Infantry Pulse 3
SP1,575SPanic Ploy 3

Show Explanation/Analysis
  • Preferred IV: N/A
  • Weapon: Wo Dao+ (+Spd)
  • Assist: Reposition
  • Special: Moonbow
  • Passive A: Distant Counter
  • Passive B: Quick Riposte / Swordbreaker / Vantage / Wrath
  • Passive C: Infantry Pulse / Panic Ploy / Varies
  • Sacred Seal: Panic Ploy / Quick Riposte

Marisa’s high Speed (particularly with a +Spd refine on her weapon) combined with her strong mixed bulk makes her an excellent user of Distant Counter. While her Defense and Resistance stats may not be incredibly high, her large HP pool constitutes the majority of her bulk. With a refined Wo Dao, Marisa has 81 physical and 72 magical bulk; this makes her very difficult to KO, as her high Speed allows her to also avoid being doubled. In addition, her high HP allows her to utilize skills that are based on HP, such as her base Infantry Pulse as well as Panic Ploy.

Moonbow is chosen over Glimmer because it is a significantly more consistent and reliable option, as Marisa’s Attack is too low for Glimmer to be able to deal enough damage on a regular basis. The low cooldown synergizes well with Wo Dao, as it maximizes the damage output from its effect.

Despite Marisa’s high Speed, she can still struggle to land doubles against other high Speed units. With a +Spd refine, she can still only double units with 34 Speed or less -- Quick Riposte in her B slot will allow her to secure doubles on Enemy Phase. Swordbreaker is an alternative option, as it helps protect her against powerful speed demons such as Ayra and Mia.

Vantage and Wrath are both very strong options if running the Quick Riposte seal. With her Special active, Marisa is capable of dealing significant damage thanks to Wo Dao; increasing this damage with Wrath or allowing her to unleash it before dying with Vantage will help secure a lot of matchups.

For choice of seal or C slot, Panic Ploy makes very strong usage of her high HP pool. She can land it on all but the highest HP units, which are typically armors and dragons with refined weapons. Alternatively, running the Quick Riposte seal allows Marisa to have more options for her B slot; in particular, Vantage and Wrath are both strong options.

Crimson Swordmaster (Offensive Generalist)

Wo Dao+ (+Spd) A Life and Death 3
Alternate: Fury 3
Reposition B Desperation 3
Moonbow C Infantry Pulse 3
SP1,365SPanic Ploy 3

Show Explanation/Analysis
  • Preferred IV: N/A
  • Weapon: Wo Dao+ (+Spd)
  • Assist: Reposition
  • Special: Moonbow
  • Passive A: Life and Death / Fury
  • Passive B: Desperation / Wrath
  • Passive C: Infantry Pulse / Threaten Def / Panic Ploy / Varies
  • Sacred Seal: Panic Ploy / Threaten Spd / Speed +3

Outside of Distant Counter, Marisa can also supercharge her offensive power. Life and Death is the A slot of choice, as her high mixed bulk allows her to safely run it without too much impact on her survivability. With a refined Wo Dao and Life and Death, Marisa has 76 physical and 67 magical bulk, making it highly unlikely that she will be KO'd in a single hit. Fury is also a strong option; the recoil damage will help ensure Marisa enters Desperation or Wrath range, and the extra bulk will help keep Marisa alive if she is running Wrath.

As this is an offensive build, Desperation is a strong choice since it allows Marisa to land follow-up attacks without risking being KO'd in the process. For a more high risk high reward playstyle, Wrath is a strong option that will make Marisa’s Special activations devastatingly powerful. However, the lack of Desperation will mean that she is at risk of being KO'd if she can’t net the KO in one hit. Generally, Fury is a safer choice than Life and Death if running Wrath as it provides a boost to Marisa's defensive stats, but Life and Death + Wrath is a very strong, albeit risky combination.

Marisa’s base Infantry Pulse skill as well as the Panic Ploy seal (or C slot) both make great use of her large HP pool to achieve their effects. However, one can favor combat ability over utility by replacing them with skills such as Threaten Def and Threaten Spd seal, which can combo into a devastating debuff that will allow Marisa to make short work of anyone afflicted with them. Her C slot can be changed as desired to suit the team. When in doubt, Speed+3 is always a strong choice of seal.


As a Tempest Trials reward unit, Marisa is incredibly similar to Joshua. The only significant difference is that Joshua has higher Resistance, while Marisa has higher HP. Both stat spreads have their own specific niches, but the end result is that both are essentially identical in terms of performance.

Although she is a strong unit, Marisa’s lack of both IVs and access to merges severely limit her potential. Her offensive stats are easily outshined by many other offensive sword units -- but she does, however, have a strong defensive statline that allows her to excel as a defensive Distant Counter unit.

Overall, Marisa is a solid unit that is unfortunately held back by her limitations. In addition, she is also heavily outshined by the likes of Ayra and Mia. Fortunately, Marisa has her own niche in the form of her solid defenses and high HP, which allow her to provide more utility to her team while still retaining strong combat capability.


Strong Mixed Bulk

With a refined weapon, Marisa has 81 physical and 72 magical bulk, making her extremely difficult to KO. 

This also makes her an excellent user of Distant Counter.

High Speed

At 36 base Speed, Marisa can easily built to allow her to double many units as well as easily avoid being doubled.

Large HP Pool

With a refined weapon, Marisa sits at 51 HP, allowing her to easily utilize skills like Panic Ploy and her base Infantry Pulse to great effect.


No IVs, Limited Merges

Marisa is seriously hampered by both her lack of IVs and access merges.

While she is a decent unit on her own, she desperately wants access to a +SPD IV to focus on her strengths.

This seriously limits her potential, in addition to her already limited potential as a result of not being able to be highly merged.

Outclassed as a Sword Unit

As a sword unit, Marisa has to compete with the likes of Ayra and Mia for a spot on a team.

While Marisa has her own niche in the form of her high HP pool, she is incredibly outclassed in combat ability.

Team Options

With her large HP pool, Marisa can provide strong team support via Infantry Pulse and Panic Ploy; in particular, infantry units with lower HP will benefit greatly from having Marisa on the team. Due to her balanced stats, she strongly appreciates buff support from her teammates to supplement her roles. With an offensive build, she greatly benefits from refresher support. Finally, Marisa appreciates having strong green allies that can handle the blue threats that she will struggle against.

  • Infantry Units: Brave Ike, Nowi, and Nephenee can all greatly benefit from Marisa’s ability to provide Infantry Pulse support.
  • Buffers: Brave Lucina, Delthea, Ephraim, and Performing Azura all provide vital buffs for Marisa that let her perform her role significantly better.
  • Refreshers: Performing Azura, Ninian, and New Year Azura all significantly increase Marisa’s versatility, particularly if she is running an offensive set. In particular, Performing Azura can buff while singing, while New Year Azura can provide additional support in the form of Guidance.
  • Strong Greens: Brave Ike, Myrrh, and Nino all help cover Marisa’s weakness to blues.


Marisa has issues damaging physically bulky units, particularly blue ones that have weapon triangle advantage on top of their high bulk. Her low Attack means that she is reliant on Special activations for the majority of her damage, which means that any unit running Guard will shut her down hard. Marisa’s low Attack also means that she is reliant on landing doubles for her damage, so any unit with very high Speed or some other way of preventing doubles will stop her in her tracks. Despite her mixed bulk, Marisa is still vulnerable to hyper-offensive units, particularly blue ones.

  • High Physical Bulk Units: Xander, Zelgius, Nowi, Lukas, and Gwendolyn are all very difficult for Marisa to deal any damage to. In particular, any physically bulky units running Guard will completely shut down Marisa’s offenses.
  • Units Who Prevent Doubles: Foes who are able to do this cripple Marisa’s damage output, so units possessing Swordbreaker, Wary Fighter, or High Speed will be highly effective against her. Some examples include Effie, Female Corrin, Tana, Brave Lucina, and Winter Chrom.
  • Hyper Offensive Units: Mia, Ayra, Cordelia, Reinhardt, Summer Corrin (F), Ephraim, and Tana can overpower Marisa’s strong mixed bulk (mainly due to her limited potential).

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Wo DaoGrants +10 to damage when Special triggers.
Learns by default at 4 ★
Only Inheritable by Sword Units.
200 1 9
Wo Dao+Grants +10 to damage when Special triggers.
Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 13
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

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

Passive Skills

Passive Skills SP Slot
HP +3Grants +3 to max HP.
Inheritable by all units.
HP Def 1Grants HP+3, Def+1.
Inheritable by all units.
HP Def 2Grants HP+4, Def+2.
Unlocks at 4 ★
Inheritable by all units.
Infantry Pulse 1Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills.)
Infantry Units Only
Infantry Pulse 2Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills.)
Unlocks at 4 ★
Infantry Units Only
Infantry Pulse 3Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills.)
Unlocks at 5 ★
Infantry Units Only

Other Info

Fire Emblem: The Sacred Stones

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