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
Supportive Askrian (Combat Support)
Fensalir A Triangle Adept 3
Alternate: Fury 3
Rally Atk/Spd
Alternate: Rally Speed
B Swordbreaker 3
Alternate: Swordbreaker 2
Moonbow C Spur Spd/Def 2
Alternate: Spur Spd 3
SP1,710SSpur Spd 3

Show Explanation/Analysis
  • Weapon: Fensalir
  • Support Skill: Rally Atk/Spd / Rally Speed / Rally Attack
  • Special: Moonbow / Luna
  • A Slot: Triangle Adept / Fury
  • B Slot: SwordBreaker
  • C Slot: Spur Spd/Def / Drive Spd /Spur Spd 
  • Sacred Seal: Spur SPD / Close Def

Due to her status as an Askr unit, Sharena has no access to IVs or merges at least for the foreseeable future. This set is centered around getting the most utility out of her in an arena setting by having her take on the role of a dedicated sword check as well as buffbot.  She need to make those that she engage on count, and those that counts are the ones that she has triangle advantage on.

We could do this by focusing specifically on targeting a single class of units; swords. Intuitive, Swordbreaker and Triangle Adept are the 2 skills to go for. However, Fury might also be worthwhile to prevent a Bold Fighter Zelgius from potentially doubling Sharena. Moonbow is the preferred skill to ensure that she finish the opponent off in a single round of combat.

Due to her limited combat potential, this set focuses more on supporting the team by providing as much stats as possible solely from standing beside Sharena. The double spur speed combination allows for either more aggressive positioning for your main units due to preventing double attacks or outright doubling the opponent. The occasional Threaten ATK effect from Fensalir could also be somewhat utilised in a more support oriented build such as this one.

Askrian Wall (Enemy Phase)
Slaying Lance+ (+Def)
Alternate: Fensalir
A Steady Breath
Alternate: Fury 3
Reposition B Quick Riposte 3
Alternate: Quick Riposte 2
Alternate: Moonbow
C Drive Spd 2
Alternate: Fortify Def 3
SP1,605SClose Def 3

Show Explanation/Analysis
  • Weapon: Slaying Lance + (DEF) / Berkut Lance + (RES) / Fensalir
  • Support Skill: Reposition / Swap / Reciprocal Aid
  • Special: Bonfire / Moonbow
  • A Slot: Steady Breath / Distant Counter / Fury
  • B Slot: Quick Riposte 
  • C Slot: Varies in team
  • Sacred Seal: Close Def / Distant Def

This set focuses on playing Sharena as a enemy-phase unit.

Sharena's versatile stat distribution also enables her to run a set that focuses on being an enemy phase unit. While Fensalir is a decent weapon for such a unit, the refined Slaying Lance + provides much more utility for an enemy phase set for Sharena, allowing more flexibility in the selection of Sharena’s specials.

For any melee enemy phase unit, Quick Riposte and Steady Breath are the premium skill combination to go for, allowing Sharena to go for an retaliation Bonfire on her first hit, or Aether on the second hit with Quick Riposte. Depending on the location of Quick Riposte on Sharena, she should either go for Guard to reduce special activations, or Close Def for additional bulk.

While technically Sharena can run a mixed bulk set using Berkut Lance + and Distant Counter, it is difficult to justify such a build due to the presence of Fjorm who already comes with the innate ability to do so. 


Sharena is one of the 3 starter Askrian trio in the game, and is the middle-ground between Alfonse and Anna in terms of stat distribution; decent attack and speed with good amount of physical bulk (defence and HP). By design, she is focused on providing support while being somewhat competent in standard combat, however the age of unit is showing, as she is somewhat overshadowed by the recent releases of heroes.

The biggest issue with Sharena is that she has steep competition against another story unit which could be automatically obtained at 5-star, Fjorm.


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 meant 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 part of the 4 units of the bonus unit rotation, Sharena will never be a bad investment should anyone wish to climb the Arena ladder. With the new arena changes, Sharena also received a much needed stat bump to allow her to compete despite lacking the ability to merge.


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).

Outdated Legendary

In the current stat, Sharena’s Fensalir is as good as a refined Silver Lance+. Most weapon forges are better than Fensalir, so unless you are optimising for score or do not really care about Sharena, replacing the weapon is pretty much mandatory for optimal performance.

Lack of specialisation

Sharena is “way too balanced” in terms of distribution. The theme of “adequacy” seems to be recurring for Sharena. This meant that when faced against heavily optimised 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 RES stat, which meant 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 3-man core.

  • Green Magical Tanks: The green colour will be able to absorb blue magic, while remaining relatively competent against green magic. This could include 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.

The weapon triangle exists at least for Sharena, so green units could mostly take her down. However, due to Sharena’s average distribution and lack of merges, Sharena has many other weaknesses to exploit as well.

  • Any Green Unit: Sharena’s lack of specialisation meant that as long as you have triangle advantage, she is no issue.
  • Strong Player Phase: Any unit with a strong player phase could overcome Sharena if she is not running an enemy phase build. This includes units that utilise 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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