Spring Sharena

Overall Rating
Analysis by Cecil
Spring Sharena - Spring Princess


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 37
ATK 32
SPD 36
DEF 16
RES 30
Stat Variations
Level 1 Stat Variation
Low 17 7 9 2 5
Middle 18 8 10 3 6
High 19 9 11 4 7

Level 40 Stat Variations
Low 34 29 33 12 27
Middle 37 32 36 16 30
High 41 35 39 19 33
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.

Sharena’s offensive stats are the biggest determinant of her combat effectiveness. She works well with both Attack and Speed boons, each allowing her to edge out just a few more matchups. Her defensive stats are not overly impressive, but decent Resistance is something she would prefer to keep as it helps when fighting enemy mages.


  • +ATK: An extra three damage goes a long way, letting her KO Winter Lissa and Lucina in just one round of combat. It’s the best general choice of boon for her.

  • +SPD: Speed is second best, allowing Sharena to double attack more opponents. If you aren’t running Chill Spd on her, then Speed is just as good if not better than Attack.


  • RES: Sharena can run Ploy skills, but she’s better off using her special tome and Chill skills to debuff foes. Higher Resistance does help her vs. other mages.


  • -HP: Not of any real importance to Sharena. She does not rely on her HP to debuff or Attack foes, making this stat safe to reduce. It is second only to Defense, since it does reduce her magical bulk.

  • -DEF: She can’t survive blows from units with Distant Counter, making Defense largely useless on her. She can survive one hit from blue dragons even with the reduced defense.
Skill Sets
All-Out Attacker
Gronnblade+ A Swift Sparrow 2
Budget: Fury 3
Draw Back
Budget: Rally Atk/Spd
B Chill Res 3
Budget: Desperation 3
Glimmer C Spd Smoke 3
SP2,055SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF

  • Weapon: Gronnblade+

  • Assist: Draw Back / Rally Atk/Spd

  • Special: Glimmer

  • Passive A: Swift Sparrow / Fury

  • Passive B: Chill Res / Desperation

  • Passive C: Spd Smoke / Spur Def/Res

  • Sacred Seal: Attack +3 / Speed +3

Spring Sharena has the strongest combat potential with this set. She is a high-speed Blade tome user who is very similar in statline and purpose to Nino. Swift Sparrow as well as Attack +3 or Speed +3 boost her offenses even further. Both Attack and Speed boons work, so pick the opposite seal to correspond with Spring Sharena’s boon. Glimmer scales well due to Blade tome buffs and helps offset the special charge penalty from her Gronnblade.

Chill Res lets her hit much harder due to the debuff it provides. It’s her most effective, but expensive option. Desperation is a serviceable alternative, and if you take it, consider running Fury in her A slot. Spd Smoke is her best choice of seal, it allows her to secure many double attacks. With a dancer as a partner, she can even take advantage of the debuff herself.

Her Assist skill is largely preferential, but Draw Back works better with offensive units, and Dual Rally with defensive ones. Running a Dual Spur skill in her C slot is also a great option if you’re pairing her up with tanks that don’t really care about Speed.

Offensive Team Support
Muninn's Egg A Swift Sparrow 2
Draw Back
Budget: Rally Atk/Spd
B Chill Spd 3
Moonbow C Spur Def/Res 2
SP1,605SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF

  • Weapon: Muninn’s Egg

  • Assist: Draw Back / Rally Atk/Spd

  • Special: Glimmer / Moonbow

  • Passive A: Swift Sparrow

  • Passive B: Chill Spd / Chill Def / G Tomebreaker

  • Passive C: Spur Def/Res

  • Sacred Seal: Quickened Pulse / Speed +3

Spring Sharena is a capable team support unit thanks to her Muninn’s Egg. This set has a weaker offensive presence compared to the Blade tome set, but can support her allies in stronger ways. Once again Swift Sparrow is her strongest choice of A slot. Fury is not really an option as she wants to keep her health high to trigger debuffs.

Chill Spd provides a third debuff, and has the nice effect of letting Sharena double many foes she otherwise couldn’t. If you’re playing her alongside tanks however, consider Chill Def. Sharena can’t take advantage of it herself, but her allies certainly can, and it will give him a huge advantage.

Moonbow is a fast-charging special that combined with Quickened Pulse, lets Sharena fire it off on her first attack, provided she hits twice. Iceberg is an alternative with a lot more power, but a longer charge


Spring Sharena hops into Fire Emblem Heroes as a green infantry mage. This is the first merge-able version of the fan favourite Sharena, and she is far from useless thanks to her great unique tome and statline. Sharena herself even stated she was not expecting to receive a costume in a recent Fire Emblem Heroes Manga chapter.

With strong units like Nino in the 3-4 star unit pool, it is tough for the many green mages to carve a niche for themselves within the game. However, Spring Sharena is an excellent team support unit, providing hefty debuffs to foes for her allies to exploit. Her statline while not as strong as others, gives her a good offensive base from which she can sweep through teams.

Even with all these advantages, it is tough for her to stand out. Blade tomes are still the benchmark for offensive presence, and this means that Sharena must sacrifice some offensive potential if she wants to support allies. Being a seasonal unit makes her hard to get, and requiring Chill skills means she isn’t cheap either.


Capable of supporting allies with huge debuffs.

Muninn’s Egg is the name of Sharena’s unique tome, and aside from a handy +3 Resistance it lets her reduce the Attack and Resistance of one foe on the enemy team (the one with the lowest Speed). Coupled with a Chill skill in her B slot she provides huge debuffs just by existing on the map. Sharena’s greatest strength is that she does not even have to fight to have an impact on the match.

Decent Attack, but great Speed.

32/36 Offensive stats mean Sharena is no pushover when it comes to combat. While her Attack is on the low side for an offensive mage, it is mitigated somewhat by the use of Muninn’s Egg. 36 Speed however is excellent, and means that if she chooses to run Chill Spd, she will nearly always double attack her opponent.


Extremely low physical defense.

Having a Defense of just 16 means that Sharena can die to even blue physical damage. She is very bad at taking hits from foes with Distant Counter, and is utterly torn apart by bows and daggers. Muninn’s Egg once again helps to alleviate this by reducing an opponent’s Attack, but even an effective 21 Defense is very low.

Difficult to obtain and tough to build compared to other mages.

Sharena is a seasonal unit, meaning she cannot be summoned on a normal banner, and she even shares a color with her brother Alfonse. Chill skills are hard to obtain themselves, some coming on units arguably better than Spring Sharena. With decent, easily obtainable green mages like Soren and Nino around, she is an expensive option compared to them. Gunnthra also provides heavy debuffs and appears as a Legendary Hero, giving Spring Sharena some serious competition.

Team Options

Sharena has two primary builds: All-out offensive, and offensive debuffer. The all-out offensive build has typical team-mates, but the offensive debuffer set provides value to nearly anyone paired with her.

  • Blue Dragons: Nowi, Corrin-F, and Ninian can tank and KO many of the red units with Distant Counter that stand in Spring Sharena’s way. They can also make great use of Sharena’s Resistance debuff. Ninian’s dance is useful and can let Sharena either escape from bad situations, or launch more attacks.

  • Red Tanks: Many red tanks are weak to blue mages, a unit type that Spring Sharena eats for breakfast. She can support units like Zelgius, Ike, The Black Knight, Ryoma and Adult Tiki. Her ability to debuff Attack helps them survive hits better.

  • Other Mages: Being able to debuff Resistance is a great thing for other mages. Powerful Blade tome users such as Sanaki, Lilina, Lute, Delthea, and Mae enjoy dealing additional damage with their attacks. Reinhardt and Olwen can exploit the debuff twice with their special tomes, that allow them to strike twice.

Spring Sharena is great at enabling others to succeed, but her matchups are largely dependent on buffs (for the Blade tome set) or debuffs (for the Muninn’s Egg set). Most of her counters can exploit either a type advantage over her, or her extremely low Defense.

  • Red and Green Tanks: Distant Counter is a very common skill seen on red and green tanks. Adult Tiki, Young Tiki, Ike, Zelgius, Hector, Fallen Robin and Fae have the ability to tank and KO Spring Sharena, despite her debuffs.

  • Archers and Daggers: Units like Spring Kagero, Kagero, Felicia, Faye, and Brave Lyn can shred her to pieces with their physical damage. Most of them have high Resistance and can take hits from Spring Sharena with ease.

  • Staff-users: It’s not so much direct attacks that she fears, it’s chip damage through Pain and Savage Blow. She can be easily knocked down below 50% HP, making her unable to debuff foes with Muninn’s Egg. Lucius, Azama, and Genny are three examples of units who can exploit this technique to best Spring Sharena.

  • G Tomebreaker: Chill skills are relatively new, and many green mages run the old faithful G Tomebreaker to ensure victories against their mage brethren. It’s especially common on slower mage tanks like Julia and Deirdre, but is also seen on units such as Cecilia, Nino and Sonya.
Weapon Skills
Weapons SP Rng. Mt.
Green Tome Users Only
50 2 4
Green Tome Users Only
100 2 6
Green Tome Users Only
200 2 9
Muninn's EggGrants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Res-5 on foe on the enemy team with the lowest Spd through its next action.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Support Skills
Support Skills Rng. SP
Rally SpeedGrants Spd +4 to an adjacent ally until the end of the turn
Learns by default at 5 ★
1 150
Rally Atk/SpdGrants Atk/Spd +3 to an adjacent ally until the end of the turn.
Unlocks at 5 ★
1 300
Passive Skills
Passive Skills SP Slot
Darting Stance 1Grants Spd+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Swift Stance 1Grants Spd/Res+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Swift Stance 2Grants Spd/Res+4 during combat if foe initiates combat.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
Live for BountyIf unit survives, get 1.5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied.)
Unlocks at 5 ★
Inheritable by all units.
Res Tactic 1At start of turn, grants Res+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Res Tactic 2At start of turn, grants Res+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Res Tactic 3At start of turn, grants Res+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem Heroes

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