Table of Contents

Tier Rating

Analysis by Maskilraid
Sharena - Princess of Askr

4 Star Story

Obtainable as a 4 from story

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 32
SPD 32
DEF 29
RES 22

Stat Variations

Level 1 Stat Variation
Middle 19 8 10 7 5

Level 40 Stat Variations
Middle 43 32 32 29 22

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

Share-na (Enemy Phase Bonds)

Fensalir A Atk/Spd Bond 3
Alternate: Fury 3
Rally Atk/Spd
Alternate: Reciprocal Aid
B Renewal 3
Alternate: Chill Def 3
Alternate: Aether
C Spur Atk Spd 2
Alternate: Drive Spd 2
SP1,830SFlashing Blade 3

Show Explanation/Analysis
  • Weapon: Fensalir (+Eff)
  • Support Skill: Rally Atk/Spd / Reciprocal Aid
  • Special: Luna / Aether
  • A Slot: Atk/Spd Bond / Atk/Def Bond / Fury
  • B Slot: Renewal / Chill Spd / Chill Def
  • C Slot: Spur Atk/Spd / Drive Spd
  • Sacred Seal: Flashing Blade / Quick Riposte

Sharena’s Fensalir refinement provides her with a Spd/Def Bond effect. With that in mind, one of the more intuitive builds is to combine it with an additional Bond skill in order to further amplify Sharena’s effectiveness when she is beside an ally. The choice of Bond skill largely depends on preference, however, there are two that stand out. Atk/Spd Bond allows Sharena to reach high-Speed tiers to actually double enemies without relying on Quick Riposte, while Atk/Def Bond further increases Sharena’s bulk. 

The choice of seal also largely depends on Sharena’s choice of Bond. If a player is going for Speed, Flashing Blade is an excellent choice as Sharena can activate its requirement with relative ease. A defensively built Sharena could either opt in for either Close Def to further increase her bulk against close ranged threats, or the tried and true  Quick Riposte for more offensive presence in the Enemy Phase.

Due to her adjacency requirements, using Dual Spurs actually augments her kit very well. The Dual Rally and Dual Spur combination works extremely well in this context as Sharena can not only provide her allies with buffs but also activate her Bond skills when required. 

In context with the new Arena, Sharena would prefer to keep herself nice and healthy to take out as many opponents as possible. As such, Renewal is a common choice behind all the builds of Sharena in her  B skill slot. Other possible choices include just running Reciprocal Aid to “steal” health from her allies and run a Chill skill of your own choice. 

Sh-arena (Armor Specialist)

Slaying Spear+ (+Spd) A Atk/Spd Bond 3
Alternate: Fury 3
Reciprocal Aid
Alternate: Reposition
B Chill Def 3
Alternate: Renewal 3
Galeforce C Odd Atk Wave 3
Alternate: Fortify Def 3
SP2,055SFlashing Blade 3

Show Explanation/Analysis
  • Weapon: Slaying Spear + (SPD)
  • Support Skill: Reposition / Swap / Reciprocal Aid
  • Special: Galeforce / Glimmer
  • A Slot: ATK/SPD Bond / Fury
  • B Slot: Chill DEF / Renewal
  • C Slot: Odd ATK Wave / Varies in team
  • Sacred Seal: Flashing Blade / Close Def / Quick Riposte

This set is meant to punish armors due to the armor prevalence in the higher tiers of Arena. As the most common threats are armors, it actually makes sense for players who are aiming for a higher score to potentially swap out Fensalir for Slaying Spear+ to ensure that Sharena can take out all foes with ease.

However, many ideas behind the previous build actually apply here. As this build wants Sharena to engage into as many phases of combat as possible, Bond skills are still largely preferred to achieve that effect as it applies to both Player and Enemy phase without strict restrictions. Having flexibility in both phases allow Sharena to pick fights much better especially against armor who have extremely potent Fighter skills such as Bold Fighter and Vengeful Fighter. Fury is a decent alternative for the same reason.

As this build’s main objective is to take out opponents, offensive buffs and debuffs are largely favored. Odd Atk Wave works extremely well with effective damage as the buffs are also effectively amplified. Chill Def is also preferred for largely the same reason. As most of the non-red armors are also relatively slow, Flashing Blade will activate relatively often, and a double will open up Sharena for Galeforce, granting additional mobility. The choice of Reciprocal Aid is to ensure that Sharena has a mean to recover her health when dealing with multiple threats.

Additionally, Distant Counter could potentially net a higher arena rating, however, it is not recommended for Sharena to use the skill due to the lack of ranged units in the highest Arena scoring bracket, and her A slot should be used to augment her combat capabilities to increase her bonus score.


Sharena is one of the 3 Askrian starter units in the game, and is the middle-ground between Alfonse and Anna in terms of stat distribution; decent Attack and Speed with a good amount of physical bulk. By her original design, she is focused on providing support while being somewhat competent in standard combat; this has somewhat changed in the refinement update. When refined, her native Fensalir loses its built-in Threaten Atk in favor of negating her opponent’s field buffs whenever in combat. As most team compositions either run some form of C skill buffs or Rallies, this is a simple but effective weapon that gives Sharena a niche over her Askrian lance competitor, Fjorm.

Sharena also has the choice of gaining Spd/Def Bond on her weapon. Due to Bond skill’s positional requirements, those who opt for this refinement should run an Enemy Phase focused set to leverage on the effect. Overall, Sharena’s weapon gave her some relatively competitive options. It is neither the flashiest nor the most gimmicky but is sufficiently competent. 

With Arena bonus units becoming increasingly important to score higher in the new Arena format, it might be worthwhile to build Sharena competitively as opposed to before.


Adequate Attack and Speed

Sharena is not taking home any awards in terms of Attack and Speed, but it is relatively sufficient to deal enough damage to finish off key targets. Long story short, it’s “serviceable”.

Decent physical bulk

She does somewhat have the physical defenses and HP to back her up. This means that she will be able to take the physical damage when required. Being an infantry unit also opens her up to Steady Breath builds.

Arena Bonus

As one of the four units within the bonus unit rotation, Sharena will never be a bad investment should anyone wish to climb the Arena ladder. The bonus unit mechanic allows Sharena to receive a much-needed stat bump, enabling her to compete despite lacking the ability to merge. Furthermore, bonus units now grant an additional 3 points per foe defeated, which makes building Sharena all the more worthwhile.


Fensalir is a decently competent weapon when refined. When refined, Fensalir ignores all visible buffs on her foes, and when refined for +Eff, grants her Spd/Def Bond. While it is not a flashy refinement, Bond skills are extremely versatile due to its activity in both the Player and Enemy Phase with a relatively easy requirement to meet.


Mediocre Resistance

Her Resistance is one of her dump stats, which meant that mages have a relatively easy time taking her out. Similarly, she will struggle against dragons should she choose to initiate on them (which technically you shouldn’t).

Lack of specialization

Sharena is “way too balanced” in terms of distribution. The theme of “adequacy” seems to be recurring for Sharena. This means that when faced with heavily optimized units, Sharena will struggle quite a bit. She will never be able to outspeed a speed demon or deal enough damage on a physical tank.

Limited merging potential

For the foreseeable future, it is unlikely for Sharena to receive the ability to merge anytime soon.

Team Options

Sharena's glaring weakness is her low Resistance, which means that she is prone to getting herself killed by most blue and green mages. Hence, one would need to cover her weak spots. In a more competitive setting, however, treat Sharena as just a fall-back combat unit and have a competent three-man core.

  • Green Magical Tanks: The green color will be able to absorb blue magic, while remaining relatively competent against green magic. This can include units such as Fae, Myrrh, and Julia.
  • Red Combat Units: Green melee units could also be a problem for Sharena due to the triangle disadvantage. Strong red units that could take out green melee units are preferred. This includes Ayra, Mia, and Soleil.
  • Buffers: In the new Arena format, bonus unit kills grants additional points. Hence, there is more incentive for players to provide Sharena with as many buffs as possible. This includes Marth’s Falchion and Male Corrin’s Yato.


Due to the Weapon Triangle, Sharena struggles against bulky green units. However, due to Sharena’s average stat distribution and lack of merges, she has many other weaknesses to exploit as well. As Arena bonus stat boost only applies on the player’s side, Sharena on the enemy team usually means a free kill, so don’t mess up.

  • Any Green Unit: Sharena’s lack of specialization means that as long as you have the triangle advantage, she should be no issue.
  • Strong Player Phase:  Any unit with a strong Player Phase can overcome Sharena if she is not running an Enemy Phase build. This includes units that utilize Bold Fighter such as Zelgius and Hardin and standard ones such as Ayra and Mia.
  • Strong Enemy Phase: On the opposite end, as Sharena’s Attack is not sky-high, most Enemy Phase units will be able to wall her off with relative ease. This includes Nowi, Lukas, and Fae.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 2 ★
Lance Users Only
50 1 6
Steel Lance
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Unlocks at 3 ★
Lance Users Only
200 1 11
FensalirInflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally AttackGrants Atk+4 to an adjacent ally until the end of the turn.
Learns by default at 2 ★
1 150

Passive Skills

Passive Skills SP Slot
Speed +1Grants Spd+1
Unlocks at 1 ★
Inheritable by all units.
Speed +2Grants Spd+2
Unlocks at 2 ★
Inheritable by all units.
Speed +3Grants Spd+3
Unlocks at 4 ★
Inheritable by all units.
Fortify Def 1Grants adjacent allies Def+2 through their next actions at the start of each turn.
Unlocks at 3 ★
Inheritable by all units.
Fortify Def 2Grants adjacent allies Def+3 through their next actions at the start of each turn.
Unlocks at 4 ★
Inheritable by all units.
Fortify Def 3Grants adjacent allies Def+4 through their next actions at the start of each turn.
Unlocks at 5 ★
Inheritable by all units.

Other Info

Fire Emblem Heroes

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