Overall Rating
Analysis by Cecil
Tharja - Dark Shadow


Obtainable as a 4 - 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 39
ATK 32
SPD 34
DEF 23
RES 20
Stat Variations
Level 1 Stat Variation
Low 16 7 7 5 4
Middle 17 8 8 6 5
High 18 9 9 7 6

Level 40 Stat Variations
Low 35 29 31 20 17
Middle 39 32 34 23 20
High 42 35 37 26 23
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.

Tharja wants ATK first and foremost: Many of Tharja's targets are slow, and she will double them naturally. Additionally, she wants more attack to attempt a OHKO vs. Mia and Ayra. SPD is not bad however, easily being her second best boon. For use outside the Arena or at low to medium tiers, SPD will work just as nicely as ATK. The rest of Tharja's stats are relatively worthless, but she prefers having RES lowered to DEF or HP, as these let her survive Distant Counter more effectively.

Skill Sets
Blade Tome
Rauðrblade+ A Fury 3
Budget: Life and Death 2
Draw Back B Swordbreaker 3
Budget: Swordbreaker 2
Draconic Aura
Budget: Glimmer
C Atk Smoke 3
Budget: Threaten Res 3
SP1,785SAttack +3

Show Explanation/Analysis

Tharja's flagship set utilizes her Blade Tome to devastating effect. Generally speaking, ATK is optimized over SPD in this build. She only needs basic ATK and SPD buffs to OHKO Hector, Dorcas and Brave Ike. Swordbreaker lets her score guaranteed KO's on quick swordies such as Ryoma, Ayra, Mia and Lyn. However, Ayra and Mia with Distant Counter can kill Tharja on retaliation, and must be OHKO'd.

Draconic Aura gives Tharja even more power, and lets her OHKO a large percentage of blue units. If you'd prefer a faster-charging special Glimmer is the best choice as it scales very well of Tharja's high ATK.

All-Out Attacker
Rauðrblade+ A Brazen Atk/Spd 3
Budget: Life and Death 3
Ardent Sacrifice B Desperation 3
Moonbow C Spd Smoke 3
Budget: Threaten Res 3
SP1,845SAttack +3

Show Explanation/Analysis

This set is less reliable than the above set, but much stronger once it gets going. The goal here is to get to Desperation's threshold and sweep. Ardent Sacrifice is perfect, getting Tharja to the exact amount of HP she needs with neutral HP or worse. Moonbow is the special of choice, as Tharja is so strong when buffed that the only things who can survive are high-resistance foes.

The Brash Assault seal is an excellent alternative to Attack+3. It allows Tharja to beat many of the blue mages that normally counter her, provided she initiates combat.



  • Solid ATK and SPD
  • Good physical defense for an offensive mage
  • Strong vs. typical antimage units


  • Lacks attack and resistance compared to her peers
  • Weak to the most common type of mage

In a world where most offensive mages are either green or blue lives Tharja: One of only three red mages considered to be fast. In many ways, she is your typical offensive mage, but her statline deviates from the normal in a few ways. Cheap to build and strong, Tharja is an excellent candidate for investment across the board. Her ability to defeat most typical mage counters and survive strong hits from Distant Counter units makes her a viable alternative to traditional mages. However, she loses to many common Arena threats, meaning she requires more support than most Blade tome users to function well.


Solid attack and speed.

  • Tharja’s offensive role is largely determined by her ATK and SPD stats. 32/34 offenses make her tied with Katarina, and be the fastest red mage in the game (not counting Celica’s Ragnarok stat boosts). While her ATK isn’t quite as high as some of her peers, her use of a Blade tome easily makes the difference largely trivial thanks to its awesome power.

Good physical defense for an offensive mage.

  • Where Tharja deviates from the norm is in her defensive stats. 23 DEF is rather high for a mage, and coupled with 39 HP makes her surprisingly sturdy against physical damage. Most swords find it very tough to one shot Tharja thanks to her SPD. With many top red units having Distant Counter, Tharja finds herself in a unique position in surviving their counterattacks. However s, e must beware of variants that use Glimmer or Moonbow in conjunction with Quickened Pulse.

Strong vs. typical anti-mage units.

  • Distant Counter is often run as a countermeasure to ranged units, and Tharja is the best quick mage to survive their attacks. Green and red units are the most common to be seen with the ability, giving Tharja an advantage. She can easily KO mage killers such as Dorcas, Camilla and Titania thanks to her color.

Lacks attack and resistance compared to her peers.

  • Tharja’s 32/34 offensive stats are no doubt good, but fall somewhat short compared to many of her peers. Linde, Nino, Delthea and Lute all have much better offensive stat spreads, making them better at their job. Tharja’s lack of RES is also a problem, making her weak to enemy mages (who very commonly run Ploy skills). Katarina has the same offensive stats but an enormous resistance of 32, making her a stronger choice in many situations.

Weak to the most common type of mage.

  • Unfortunately, one of her biggest disadvantages is simply being a red mage. The reason green units are the most common mage killers is that the most common mages are blue. Reinhardt is one of the most common units seen in the Arena, and other mages such as Linde, Delthea ad Lute are also common. These units can destroy Tharja easily with their type advantage and strong attacks. Tharja will need an ally to handle these threats if she is to be used.
Team Options

Tharja is a powerful unit, but only with the right support can she shine. Firstly, she requires someone to provide her with strong buffs for her Blade tome. She also needs an ally who can handle blue mages and remove them for Tharja to sweep. She is an excellent partner for classic Distant Counter greens such as Hector, Dorcas, Camilla, Titania, and Amelia. Dancers let Tharja score more KO’s and are a great choice of partner. Performing Azura is her best team-mate, providing the full trifecta of benefits to Tharja provided she has Distant Counter. Green Blade tome users such as Nino and Soren are also good partners to Tharja. They can handle blue mages for her and together, form a deadly offensive core.


She fears sources of magic damage, especially from blue units. Unfortunately, blue mages are extremely common and tear Tharja to pieces. Reinhardt, Linde, Delthea, Lute, Olwen, Ursula, Tailtiu, Mae and others all easily tank Tharja’s attacks and destroy her. Blue units with Distant Counter are rare, but effective against her. Camus is rare, but Effie is occasionally seen with Distant Counter. Brave Lyn can easily outspeed Tharja and ignore her buffs thanks to Mulagir. Corrin(F) and Nowi can easily survive Tharja’s offenses and decisively KO back with their specials.

Weapon Skills
Weapons SP Rng. Mt.
Red Tome Users Only
50 2 4
Red Tome Users Only
100 2 6
RauðrbladeSlows Special Trigger (cooldown count +1). Adds total bonuses on unit to damage dealt.
Learns by default at 4 ★
Red Tome Users Only
200 2 9
Rauðrblade+Slows Special Trigger (cooldown count +1). Adds total bonuses on unit to damage dealt.
Learns by default at 5 ★
Unlocks at 5 ★
Red Tome Users Only
300 2 13
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
RetributionGrants bonus to damage dealt equal to 30% of damage suffered.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 3
VengeanceGrants bonus to damage dealt equal to 50% of damage suffered.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Passive Skills
Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Darting Blow 2Grants Spd+4 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Darting Blow 3Grants Spd+6 during combat if unit initiates the attack.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Spur Res 2Grants adjacent allies Res+3 during combat
Unlocks at 4 ★
Inheritable by all units.
Spur Res 3Grants adjacent allies Res+4 during combat
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem: Awakening

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