Table of Contents
- Default
- Attack
- Special
- Injured
| Sharena - Princess of Askr |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 19 | 8 | 10 | 7 | 5 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 43 | 32 | 32 | 29 | 22 |
| 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
Share-na (Enemy Phase Bonds)
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Fensalir | A | Atk/Spd Bond 3 Alternate: Fury 3 |
|---|---|---|---|
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Rally Atk/Spd Alternate: Reciprocal Aid |
B | Renewal 3 Alternate: Chill Def 3 |
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Luna Alternate: Aether |
C | Spur Atk Spd 2 Alternate: Drive Spd 2 |
| SP | 1,830 | S | Flashing Blade 3 |
- 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)
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Slaying Spear+ (+Spd) | A | Atk/Spd Bond 3 Alternate: Fury 3 |
|---|---|---|---|
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Reciprocal Aid Alternate: Reposition |
B | Chill Def 3 Alternate: Renewal 3 |
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Galeforce | C | Odd Atk Wave 3 Alternate: Fortify Def 3 |
| SP | 2,055 | S | Flashing Blade 3 |
- 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.
Introduction
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.
Strengths
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
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.
Weaknesses
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
Counters
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.
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Fensalir | A | Life and Death 3 |
|---|---|---|---|
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Reciprocal Aid | B | Desperation 3 |
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Moonbow | C | Threaten Spd 3 |
| S | Speed +1 | ||
With respectable attack and speed, Sharena can run a reasonably effective Desperation build. That said, her stats lag behind some others who would fill this role better, so any help she can get from buffs make a world of difference. Luckily, thanks to Fensalir and her moderate defense, she isn't quite as paper thin as some others who might run this set.
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Fensalir | A | Fury 3 |
|---|---|---|---|
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Rally Atk/Spd | B | Quick Riposte 3 |
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Moonbow | C | Fortify Def 3 |
| S | Fortify Res 1 | ||
The idea behind this Sharena is to make her a potent Enemy phase unit and letting her hang out in the back as support during Player phase. Only choosing to be initiated upon by a Sword or Lance (that doesn't have Lance breaker) when above 70% HP. As such having teammates with healing options can help her out immensely if there are multiple such enemies.
She can comfortably fulfill the role of a buffer if you don't have the Renais siblings or Delthea, as she can make use of her default Fortify Def and use Rally Atk/Spd as her buffing assist. The Fortify Res Seal also gives her buffing capabilities a little bump.
Thanks to her weapon Fensalir, she can also perform the role of a debuffer and stand in front more often, with Threaten Def and Threaten Spd being some key C skill slots. If running a debuffing build on her, you can opt for another assist skill such as Draw Back, Swap, Reposition, or keep her buff for a hybrid buff/debuff set.
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Fensalir | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Moonbow | C | Threaten Spd 3 |
| S | Speed +1 | ||
*Stats shown with Weapon, Fury 3, and Speed +1 Sacred Seal*
Optimal IV (When possible): +Spd / -Res, -HP.
Weapon: Fensalir
Assist: Reposition / Draw Back / Rally
Special: Moonbow / Bonfire
A-Slot: Fury
B-Slot: Renewal / Lancebreaker / Swordbreaker
C-Slot: Threaten Speed / Threaten Defence / Hone / Fortify
Sacred Seal: Speed +1 / HP +3 / Fortify Resistance 1
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Fensalir | A | Armored Blow 3 |
|---|---|---|---|
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Reposition | B | Lancebreaker 3 |
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Bonfire | C | Threaten Def 3 |
--Huge Thanks to MolTreZ, over at the Fire Emblem Discord for brainstorming this with me. Without his ideas and experience, this build wouldn't even be half of what it is now!
With this build, Sharena will convert defense into attacking power, and reduce the strength of her foes, allowing her to fulfill three roles simultaneously; Debuff, Player Phase Tank, and Duelist.
Fensalir: Lowers the attack of enemies within two spaces by -4, making it harder for glass cannons to one-round, and allowing Shareena as well as other members of your team to safely duel affected enemies without having to worry about suffering as much damage as they normally would.
Armored Blow: Meshes well with Fensalir, and allows Shareena to shrug off hits she takes on player phase. Combining the -4 to enemy attack from Fensalir, with the +6 to our girl's defense from Armored Blow, means you're looking at 10 less damage per hit from any enemies that are 1-2 spaces away from her at the beginning of Player Phase. Steady Blow works fine as well, being a more offense-oriented alternative. The +4 to Sharenas speed allows her to double a few more of the units that can be classified as slow, and saves her from getting doubled by a few more melee units, while still giving her a fair +4 to defense.
Lance-Breaker: It's there to give Askr's cheerful princess the edge against fellow lance wielders. With it, Sharena makes up for the lack of Weapon Triangle advantage when dueling Lances by negating their doubles, and guaranteeing herself a double, no matter how slow or fast she is compared to her opponent. Debuffs like Seal Defense are also a possible choice, however they will seriously hurt our #1 fan in combat, and applying those debuffs won't be worth much if she's defeated in the process, so it is advised you stick with a Breaker skill if possible.
Finally, for her Passive C... It's really up to you! I have set Threaten Defense in the slot, as it works for almost any duelist build... However, if you want to get more creative, i got just the skills for you! So let me break down the main three choices:
Attack Smoke: It may seem redundant when paired with Fensalir, but hear me out! Using Fensalir and Armored Blow, Sharena won't suffer much harm from whatever fight she starts, so this means that killing the enemy straight away won't be as much of a necessity. Sharena can use Attack Smoke to cripple her opponent, and any other enemies within two spaces of that opponent (which will probably be all of them, considering how cramped the maps can be, and how the AI tends to move), making for a harmless Enemy Phase. Sharena herself is fast enough to avoid doubles, and bulky enough to take hits from those debuffed enemies, leaving her in the perfect position to retaliate next Player Phase.
Threaten Speed: If you sacrificed Brave Roy to Sharena for Steady Blow, i would consider this your best choice! With their efforts combined, Threaten Speed and Steady Blow combined effectively increase your speed on initiation by 9! Considering Sharena has a base speed of 32, that's pretty nice. Adding onto this, the speed debuff will also help allies, so that's another bonus to using this! Nukes and speedy duelists especially will be hurt by this, since they'll be vulnerable to getting doubled by units in your team that go just as fast, and they won't be able to sweep as effectively, if at all!
Threaten Defense: Nothing much to say here. Lowers enemy defense, making it easier to score kills for everyone on your team that attacks defense. It's not a bad choice at all, and is by far the safest. If you're unsure of what you want to do, inherit this.
Assist: Reposition is standard issue for tanks and melee fighters, since it can be used offensively and defensively. Sharena can use this to move units behind her, and have herself serve as a shield for the repositioned friend. Her solid defense and speed allow her to live a round or two even without proccing Fensalirs debuff, so there's no reason not to choose Reposition. Alternatively, just choose what your team needs most! If you feel you want Swap, or some other assist skill, use that instead.
Bonfire: The punch-line of this build! Bonfire allows Armored Blow to also benefit Sharena in the offense department, by boosting the damage dealt based on how high her defense stat is. Easily the best choice for this build, since it rewards Sharena for playing the role of a Player Phase tank and support by compensating for the lack of attack boosting Passives.
(Optional) Quickened Pulse: Not necessary, but very nice for memes and dedication! With it equipped, Sharena can proc Bonfire in one round, as long as she doubles and takes a hit. Lance Breaker, Threaten Speed, and Steady Blow all help ensure this happens.
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Fensalir | A | HP +5 |
|---|---|---|---|
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Rally Attack | B | Seal Def 3 |
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Luna | C | Fortify Def 3 |
This build is suprisingly useful and low budget, it boosts her average tankiness a lot more increasing her soak, the seal defense allows her to finish off a unit after the enemy phase/an archer to finish them off aftrr she hits them.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Learns by default at 2 ★ Lance Users Only
|
50 | 1 | 6 |
| Unlocks at 2 ★ Lance Users Only
|
100 | 1 | 8 |
| Unlocks at 3 ★ Lance Users Only
|
200 | 1 | 11 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
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 |
|---|---|---|
| Unlocks at 1 ★ Inheritable by all units.
|
30 | A |
| Unlocks at 2 ★ Inheritable by all units.
|
60 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
120 | A |
| Unlocks at 3 ★ Inheritable by all units.
|
50 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|
Banners Featured In
None

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