Table of Contents
- Default
- Attack
- Special
- Injured
| Sheena - Princess of Gra |
|---|
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Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 20 | 7 | 5 | 11 | 6 |
| Middle | 21 | 8 | 6 | 12 | 7 |
| High | 22 | 9 | 7 | 13 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 42 | 26 | 22 | 33 | 30 |
| Middle | 45 | 30 | 25 | 36 | 33 |
| High | 48 | 33 | 29 | 39 | 36 |
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 |
|---|---|---|---|---|
Sheena is F2P-friendly armor unit who is defensively stacked to the point of being incredibly difficult to OHKO. Her IV should ideally increase her bulk while mitigating her largely-irrelevant Speed stat.
Boons
- +DEF: With a boon in Defense, Sheena hits a massive 39- when combined with her HP, this requires 84 neutral damage to KO her, which isn’t happening any time soon. Increasing her Defense turns her into a bit more specialized physical tank, so it should be done if you have another Resistance tank on your team.
- +RES: Her best boon by far, Resistance allows Sheena to become an incredible mixed tank and nigh unkillable in a single turn with her 36/36 defenses.
Neutral
- HP: Shedding HP would be a poor choice for a unit designed to tank, and this should be kept if possible.
- ATK: Not only is Sheena’s Attack already middling, but it is also a superbane, meaning that decreasing it will give her very poor damage overall. Damage isn’t the main focus of what Sheena brings to the table so not looking for a boon in it is okay, but it should be kept neutral to avoid hurting her offenses too much.
Banes
-
-SPD: As a small note, Speed is a superboon on Sheena and the only way she can reach the 170 BST bin. If you’re highly invested in scoring, taking a Speed boon is optimal with a bane in HP. If scoring is only a secondary concern of yours, Speed is essentially Sheena’s dump stat and hardly matters much to her. She’ll likely always be doubled anyway, and she has the bulk to withstand it.
Skill Sets
Ranged Tank (Distant Counter)
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Slaying Axe+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Aether | C | Atk Ploy 3 |
| SP | 2,145 | S | Def Ploy 3 |
- Preferred IV: +RES / -SPD
- Weapon: Slaying Axe (+Res) / Slaying Axe (+Def) / Handbell or Sack O’ Gifts (+Res/Def)
- Assist: Pivot / Swap / Reposition
- Special: Aether
- Passive A: Distant Counter
- Passive B: Vengeful Fighter
- Passive C: Attack Ploy / Ward Armor / Armor March
- Sacred Seal: Defense Ploy / Panic Ploy / Armored Boots
Sheena’s impressive ability to tank through both physical and magical damage makes her a valuable unit to have in your party, particularly if you’re running a team that has a lot of sustain. This build allows her to counter units from any range and use the opponent’s Speed against them to build cooldowns for her expensive Specials, before hitting them incredibly hard for a KO while she heals herself in the process.
Vengeful Fighter is the key component in this build, working in conjunction with Slaying Axe to help Sheena proc Aether on her second retaliation. She starts with a cooldown of 4, her opponent attacks and turns it to 3, Sheena attacks and with Vengeful Fighter, turns it to 1- her opponent attacks it again and primes it at 0, before Sheena strikes with her Special.
Distant Counter is an obvious choice due to her massive Resistance Stat, which will be 40 unbuffed, given her axe refine. This makes her the top choice in units when it comes to fighting mages and dragons alike. Her Resistance also helps her to proc her Ploy skills, allowing her to reduce both her opponent’s Attack and Defense by -5 in order to cripple them as she baits them into her.
If run in an armor team, Sheena may need to sacrifice her C slot for some armor support, such as Armor March or Ward Armor- in that case, Panic Ploy may also be a good option for her, as her HP reaches 50 with her refine and will climb even higher with heavy merging. Other armor units such as Effie will have higher HP pools than Sheena however, and so consider your team options carefully when deciding where to allocate Panic Ploy.
Steady Tank (Steady Breath)
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Handbell+ (+Res) Alternate: Slaying Axe+ (+Res) |
A | Steady Breath |
|---|---|---|---|
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Pivot | B | Quick Riposte 3 Alternate: Wary Fighter 3 |
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Aether Alternate: Bonfire |
C | Atk Ploy 3 Alternate: Ward Armor |
| SP | 2,055 | S | Def Ploy 3 |
- Preferred IV: +RES or +DEF / -SPD
- Weapon: Handbell/Sack O’ Gifts (+Res) / Handbell/Sack O’ Gifts (+Def) / Slaying Axe (+Res/Def)
- Assist: Pivot / Swap
- Special: Aether / Bonfire
- Passive A: Steady Breath / Warding Breath
- Passive B: Quick Riposte / Wary Fighter / Vengeful Fighter
- Passive C: Attack Ploy / Ward Armor / Armor March
- Sacred Seal: Defense Ploy / Panic Ploy / Armored Boots
If you don’t have a Distant Counter to invest into Sheena, or if her teammate already covers ranged tanking, she also does well with Steady or Warding Breath and is one of the few units who benefits well from both due to her defensive stats being neck and neck. If you have a Defense refine on her weapon, then Warding Breath will even the numbers out and vice versa. This is optimal as it gives her a mixed bulk capable of taking on any threat.
Steady Breath mitigates the cooldown for each tick of combat, giving Sheena -2 on her Special every time she or her opponent attacks. This ameliorates the need for an expensive skill like Vengeful Fighter and she can instead use the more-accessible Quick Riposte to ensure that she double attacks during the Enemy Phase, during which she will still activate Aether. However, if you have a spare Vengeful Fighter, it is still the superior skill due to the fact that it’s HP threshold is 50%, as opposed to Quick Riposte’s 70%.
When using Steady Breath, it’s also possible to run a Bonfire/Wary Fighter build with a Slaying Axe. With this, Sheena can proc Bonfire every time an enemy unit initiates on her while she protects herself from doubles. If you’re going this route you’ll want to focus on maximizing her Defense with IVs, forges, and Steady Breath, so that she can try to OHKO her opponent and shut down any potential Wings of Mercy support for them.
Attack Ploy and Defense Ploy remain staples of her C and Seal slots due to her ability to proc them with ease by baiting her opponents into attacking her.
The Urchin (Bold Fighter)
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Slaying Axe+ (+Def) | A | Steady Breath |
|---|---|---|---|
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Pivot | B | Bold Fighter 3 |
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Ignis | C | Def Ploy 3 |
| SP | 1,605 | S | Quick Riposte 3 |
- Preferred IV: +RES or +DEF / -SPD
- Weapon: Slaying Axe (+Def) / Slaying Axe (+Res)
- Assist: Pivot / Swap
- Special: Ignis / Bonfire / Aether
- Passive A: Steady Breath / Distant Counter
- Passive B: Bold Fighter
- Passive C: Def Ploy / Ward Armors / Armor March
- Sacred Seal: Quick Riposte
This set was made popular by Zelgius and other DC weapon users, and while it’s a bit less effective on Sheena due to either not having a range counter or having to sacrifice her A slot to run Distant Counter instead of Steady Breath, it’s still a nightmare to defeat if one isn’t properly equipped.
The theory behind this build is simple: Bold Fighter ensures that Sheena will always attack twice when initiating on an opponent, meaning that baiting out her attack will lead to a world of hurt, particularly if she has Ignis equipped. Conversely, the Quick Riposte seal means that she will always counter twice when initiated on, guaranteeing her doubles no matter what Phase it is. Steady Breath reduces her Enemy Phase cooldowns further so that Bonfire can instantly proc on her first retaliation, or Ignis can proc on her second.
Unfortunately, there isn’t a Special that integrates perfectly with this build- Aether or Bonfire will not waste any cooldowns in Enemy Phase combat, whereas Ignis doesn’t waste any cooldowns in Player Phase combat. It’s best to decide her Special based on what phase of combat you’re most likely to use her in.
Introduction
Easy to merge, expensive to build, and extremely difficult to kill, Sheena has become a staple in Free to Play armor emblem due to her availability and incredible mixed bulk. She is considered to be one of the best mixed green tanks in the game and is a welcome addition to any armor emblem team, provided one is willing to part with a few expensive A and B slot skills.
While at one point she was considered a pity breaker with a questionable taste in armor color, Sheena is among the units who benefitted immensely from the addition of the Bold and Vengeful fighter skills, transforming her from an underrated Enemy Phase tank to a more flexible unit, capable of unleashing a world of hurt no matter when she’s attacked.
Strengths
Incredible Bulk
Sheena currently has the highest bulk in the game, totalling at 36 Defense and 33 Resistance, with 45 HP to chew through after her defenses are exhausted. The runners up are Hardin, Winter Tharja, and Winter Lissa, all with 1-3 fewer stats in combined Defense/Resistance/HP pools.
This makes Sheena into a monster of a tank as she is capable of enduring almost any non-specialized threat against her.
Her defenses also serve to protect her long enough to activate her second hit of Quick Riposte or Vengeful Fighter, which is generally where her Special comes into play and KOs her opponent.
Armor Unit
Being an armor unit has its upsides. The most obvious is that Sheena benefits from more raw stats, allowing her to pad out her bulk and HP a little more.
She also gains access to armor-only skills, such as Vengeful, Bold, and Wary Fighter, all of which drastically increase her combat capabilities.
While she is forced to either equip Armor March, have a partner with it equipped, or use Armored Boots in order to move 2 spaces, Sheena can ignore forest terrain when this buff is active, giving her superior mobility to infantry units.
Weaknesses
Lower Attack
With a neutral Attack stat of 30, Sheena has the lowest Attack among green armors and is tied for the lowest armored Attack stat with Gwendolyn and Draug.
While it’s not criminally low, it can prevent her from securing kills without a Special proc. Luckily this is easier with the new Fighter skills.
Limited Movement
The tradeoff for her increased stats is being locked to 1 movement.
It’s possible to increase her movement to 2 through Armor March and Armored Boots, but this is not without its drawbacks as well.
With March, Sheena (or an armored partner) must sacrifice a C slot skill and position near one another all the time. With Boots, Sheena sacrifices a valuable seal slot.
Team Options
Counters
On top of her color counter, Sheena generally shares armor weaknesses due to never wanting to run Svalinn Shield in her A slot.
- Armor Counters: Units who can be seen with armor crushing weapons, such as Tobin, Cherche, Caeda, and Selena.
- Powerful Red Units: It takes a very sturdy, yet powerful red unit to topple Sheena, but it can be done by units such as Adult Tiki, Ayra, and Elincia.
- Axebreaker: Units who come with Axebreaker can circumvent Sheena’s Fighter skills. Laslow and Eliwood both naturally have it, but it can be inherited to any other non-blue unit.
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Sack o' Gifts+ (+Def) | A | Distant Counter |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Ignis | C | Ward Armor |
| S | Fortress Res 3 | ||
The Great Wall of Sheena
This girl is arguably one of the most powerful tanks Heroes has to offer when built right. Standard thoroughfare for assist skill is Swap, especially when Sheena is in an Armor Emblem team. She can benefit from any Speed bane IVs since her main objective is to tank hits, even a neutral can be used to great effect. While she does rely on her specials to deal damage, that doesn't mean Sheena should be overlooked.
Sheena is incredibly versatile when it comes to tanking, so her weapon is pretty much what suits your tastes. Her native Slaying Axe+ speeds up the charge time for Aether, Winter Chrom/Lissa's weapon adds to her stats during the enemy phase, a refined Carrot Axe+ gives her more tanking power thanks to the constant healing that goes on and removing the need to run Aether, and she can be a surprisingly good support unit for Armor Emblem teams if she is given a Hagoita+ which can stack with her Ward Armor. All of her weapons should be Defense refined unless she has a Defense boon, in which case a Resistance refine is needed to keep her incredibly balanced.
Her A-skill is Distant Counter, which will allow her to deal with any long-range threats that aren't Axebreaker units or Brave Lyn. Even with neutral Resistance and Speed IVs, it is possible for her to take a hit from Sanaki and be able to KO her on the counterattack.
Sheena's B-skill is Vengeful Fighter, which combined with Distant Counter makes her a nightmare to face in battle. Because of the faster charge time VF3 gives, it will allow her Ignis/Glacies/Aether to be fired off every time she is attacked provided her opponent isn't faster than her or has Axebreaker as their B-skill.
The C-skill is incredibly flexible and depends on what team she's being placed in; Ward Armor is for Armor Emblem teams or mixed teams with at least one other armor, Threaten Atk 3 increases her survival chances, and Threaten Def 3 to make her specials hit with a lot of force.
Her Sacred Seal is Fortress Res 3 which may seem odd given her already low Attack, but it's a fair trade off for her to be able to survive even red mages.
Sheena can be run on any mixed team so long as there is one more Armor unit on it, but she thrives in Armor Emblem. At neutral IVs and full Summoner Support alone, she can hit 54 Defense and 52 Resistance with no merges(if a Winter weapon is used, Def becomes 56 and Res 54 at neutral IVs and on enemy phase).
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Slaying Axe+ (+Def) | A | Warding Breath |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Luna | C | Fortify Armor |
| S | Close Def 3 | ||
+1 merged. I don't have any Vengeful Fighter fodder rn, so QR+Warding Breath will have to do. Slaying Axe lowers Luna's cooldown to 2, and with Warding Breath and QR she'll have 2 Luna procs even in her first combat. She'll also be highly resistant to most nonred damage, as she'll have 47/46 defenses in the enemy phase if attacked from 1 space away, and 41/40 defenses if attacked from 2 spaces away. Great counter for a lot of meta blues -- +10 Rein only just scratches her, +10 Nowi gets obliterated, if someone somehow manages to get a +10 Ephraim in either of his forms, he'll barely scratch her. And don't even get me started on when she's on a defense tile. I could also use -Spd instead of -HP, but oh well.
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Slaying Axe+ (+Def) | A | Steady Breath |
|---|---|---|---|
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Pivot | B | Guard 3 |
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Bonfire | C | Atk Ploy 3 |
| S | Quick Riposte 3 | ||
With Slaying Axe and Steady Breath, Sheena can fire off Bonfires in every counter. A Def or Res Boon will work. However, a Spd Bane is a must to be doubled, allowing two Bonfires in combat. Guard allows Sheena to win out against characters that rely on specials. In fact, Sheena can duel with Sword Units such as Ayra, Black Knight, or Mia because of Guard. Quick Riposte Seal allows Sheena to become an Enemy Phase monster.
An alternative take is to have Quick Riposte on the B slot and have Close Defense. This creates a bulkier Sheena. However, one runs the risk of losing to Special Oriented Units.
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Slaying Axe+ (+Def) | A | Fortress Def 3 |
|---|---|---|---|
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Pivot | B | Wary Fighter 3 |
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Ignis | C | Threaten Atk 3 |
| S | HP +3 | ||
**TAKEN FROM OPTIMAL BUILD ON SHEENA PAGE**
Preferred Nature: +Defense / -Speed
Weapon: Killer Axe+
Support Skill: Pivot
Special: Ignis / Bonfire
A Slot: Fortress Def 3 / Earth Boost 3
B Slot: Wary Fighter 3 / Guard 3
C Slot: Threaten Att 3 / Varies on team
Sacred Seal: HP +3
With this build, Sheena becomes a physical green tank that can duel with sword users. Fortress Def 3 works well in combination with Threaten Att 3 and Ignis to lower the damage of incoming units as well as boost outgoing special damage. Wary Fighter 3 prevents double attacks as long as Sheena is above 50%. Killer Axe+ is the most preferred weapon because her damage will come almost entirely from her special attacks.
If inside an armored team, Sheena's defense has the potential to reach staggering new heights. In that situation, Guard becomes quite an attractive alternative to Wary Fighter, as it prevents sword users and most other other physical attackers from easily accessing their special attacks which often deal damage by ignoring a percentage of Sheena's armor. Earth Boost 3 works well with Wary Fighter to keep Sheena's HP higher than her enemy's HP.
With a defense boon and Fortress Def 3, she reaches 44 DEF. Inside an armored team, it's possible to obtain up to +14 DEF/RES which pushes the bar to 58 DEF. And if she somehow finds herself with terrain advantage, this boosts her DEF/RES up by 30%, placing her at 73 DEF (an extra 55+ damage from Ignis). And all this is before considering Threaten Att 3 affecting the enemy team. If you are looking for a good, sturdy wall to hide behind, you've found her.
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Slaying Axe+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Pavise | C | Ward Armor |
| S | Distant Def 3 | ||
Victory through attrition. Between Slaying Axe+ and Shield Pulse, even red enemies will have a tough time hitting double digits. A sturdy, reliable armor buffer. Pair with heals, a Goad Armor and a Marcher for a well rounded, fortified armor team. Stay away from poison daggers, defense / resist ignoring specials and defense / resist break C skills.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Inheritable by Axe users only.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Inheritable by Axe users only.
|
200 | 1 | 7 |
| Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
|
300 | 1 | 11 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
BucklerReduces damage inflicted by attacks from adjacent foes by 30%.Learns by default at 4 ★ Unlocks at 3 ★ Restricted to melee units.
|
100 | 3 |
EscutcheonReduces damage inflicted by attacks from adjacent foes by 30%.
Unlocks at 4 ★ Restricted to melee units.
|
200 | 2 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Only inheritable by armor units.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Only inheritable by armor units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: Mystery of the Emblem
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Banners Featured In
None

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