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Table of Contents

Tier Rating

Analysis by kujiiiii
Tharja - Dark Shadow

3-4

Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
148
HP 39
ATK 32
SPD 34
DEF 23
RES 20

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 7 7 5 4
Middle 17 8 8 6 5
High 18 9 9 7 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Assets

  • +SPD: Always the best Asset for a Blademage - increasing Tharja’s decent Speed helps her double the faster threats in the meta.

  • +ATK: Thanks to a decent Speed stat, Fury, and the Darting Blow Sacred Seal, a +Attack Asset is a viable option providing Tharja with additional damage output.

Neutral

  • DEF: 23 Defense is a workable amount, especially considering Tharja’s Hex indirectly increases her Defense by 4. For niche Close Counter builds, definitely avoid a Defense Flaw.

  • RES: As with Defense, Tharja’s 20 base Resistance is indirectly boosted by her tome. Along with Tharja’s solid Speed and its boost from Tharja’s Hex, Tharja can avoid doubles from almost any attacker, adding value to her Resistance tanking capabilities.

Flaw

  • -HP: An HP Flaw with Fury is a classic strategy of reaching Desperation range. As Fury/Desperation is without a doubt Tharja’s most effective offensive build, an HP Flaw is sought out above Def or Res. Even for Close Counter builds utilizing Tharja’s Hex, an HP Flaw is ideal.

Skill Sets

A Unique Blademage (Player Phase)

Recommended
Tharja's Hex (+Eff) A Fury 4
Alternate: Fury 3
Reposition
Alternate: Draw Back
B Desperation 3
Glimmer
Alternate: Draconic Aura
C Joint Hone Spd
SP1725SDarting Blow 3

Show Explanation/Analysis
  • Preferred IV: +Spd or +Atk / -HP or -DEF or -RES

  • Weapon: Tharja’s Hex (+Eff)

  • Assist: Reposition / Draw Back

  • Special: Glimmer / Draconic Aura

  • Passive A: Fury 4 / Fury 3

  • Passive B: Desperation

  • Passive C: Joint Hone Spd

  • Sacred Seal: Darting Blow

The tried and true standard Bladetome kit yet again serves its purpose for Tharja. Tharja’s Hex’s debuffing capabilities further boosts Tharja’s offenses by providing her an indirect +4 Speed boost during combat. A Speed Asset is ideal for any Blademage, further increasing their doubling potential. Reposition is typically the go-to Assist skill providing the most map control, though Draw Back functions similarly and is a budget option.

Thanks to Tharja’s Hex effectively providing Tharja with +4 Def/Res during combat, along with the stat boost from Fury, Tharja should be able to withstand blows from all but the most powerful blue opponents. After a single combat, Tharja should easily reach Desperation range with the help of Fury. Little more needs to be said about the Fury/Desperation combo for Blademages. It’s easy to use and extremely effective, with no exception for Tharja.

Joint Hone Spd boosts Tharja’s most important stat by 5, so long as she’s adjacent to an ally, while also providing team support. Odd or Even Atk Wave are both acceptable options for C Skills to make Tharja self-sufficient, though typically it’s more useful to consider team options and provide applicable team support with C Slot Skills. Skills such as Tactic, Hone, or Fortify skills all should be considered when building a team with Tharja.

Darting Blow is the clear winner for Blademages, granting them a whopping +6 Speed when initiating combat, synergizing perfectly with Desperation. With a Speed Asset, Fury 3, Darting Blow seal, and Tharja’s Hex, Tharja has effectively 50 Speed on initiation, doubling any target that is not running follow-up prevention skills.

The set rounds out with Glimmer, providing an ample boost to Tharja’s bladetome power. Tharja’s Hex does not come with the typical Bladetome penalty of a -1 Special Charge, so Special options such as Draconic Aura also work well.

Anathema Mage (Enemy Phase)

Tharja's Hex (+Eff) A Close Counter
Reposition B Quick Riposte 3
Alternate: Mystic Boost 3
Blue Flame
Alternate: Glimmer
C Joint Hone Spd
SP2235SClose Def 3

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

  • Weapon: Tharja’s Hex (+Eff)

  • Assist: Reposition

  • Special: Blue Flame / Glimmer

  • Passive A: Close Counter

  • Passive B: Quick Riposte / Mystic Boost

  • Passive C: Joint Hone Spd

  • Sacred Seal: Close Def / Atk/Def Bond

Tharja’s workable mixed bulk boosted by Tharja’s Hex allows her to fill a solid mixed tank role that few red mages can take advantage of. With Tharja’s Hex effectively boosting Tharja’s Speed, Defense, and Resistance by 4, she can become quite difficult to take down. Her high Speed will prevent most doubles, especially when boosted by Speed buffs and spurs.

Because of Anathema’s unique debilitating effect, Tharja can run almost any Asset and perform effectively well with it. A Speed Asset further ensures that Tharja will block enemy doubles, while a Defense or Resistance Asset can be taken should Tharja need to fill a specific role on a carefully crafted team. Because of this, HP is the ideal Flaw.

Close Counter is the A skill of choice, allowing Tharja to stand up to most threats thanks to her incredible Speed. As Tharja’s Hex is a bladetome, Tharja should always be buffed by supporting units, able to withstand even the most brutal attacks from red and green opponents, and then retaliate with incredible damage.

Quick Riposte is set in the B skill to ensure Tharja doubles her attackers. Though with her incredible Speed, Quick Riposte may not be required, opening up sustain options such as Renewal and Mystic Boost. Reposition is the Assist of choice, allowing Tharja to safely move her allies around the battlefield.

Joint Hone Spd increases Tharja’s Speed, her teammate’s Speed, and her Bladetome damage, making it the perfect self-sustaining skill for almost any build. Other options include Hone, Fortify, and Tactic skills for team support.

Blue Flame, while expensive, is an exceptional special for Close Counter Tharja, and synergizes extremely well with Sacred Seals such as Atk/Def Bond or Atk/Spd Bond. As Blue Flame is a 3 turn Special, it’s typically easy to get off. Due to the mechanics of Tharja’s Hex, Tharja herself doesn’t actually gain any direct boost to her Defense or Resistance from her weapon during combat, ruling out options such as Iceberg and Bonfire. Glimmer is a workable, budget option that’s guaranteed to fire every combat when running Quick Riposte, and will bring a considerable damage boost when Tharja’s Hex has been fully buffed.

Introduction

Tharja is back and better than ever thanks to Tharja’s Hex, a red bladetome with xx might that has no Special cooldown reduction penalty. Similar to one of her innate skills in Fire Emblem Awakening, Tharja’s Hex’s refine provides a debilitating effect to enemies within 2 spaces during combat, essentially granting Tharja and all other nearby allies +4 Atk/Spd.

This weapon brings incredible utility for the current state of the Fire Emblem Heroes meta. Firstly, it’s the next-level Rauorblade upgrade for current Tharja users who wish to continue using her as a Red Blademage powerhouse. Second, it’s refinement allows her to also fulfill an extremely solid support role for Arena. Finally, Close Counter builds appreciate Tharja’s decent mixed bulk, which is further boosted by her new weapon.

Tharja’s great offensive stat spread remains relevant. At 32/34 Atk/Spd, which can be further boosted by Assets, she fits the bill for an offensive mage. Her bulk is workable thanks to Tharja’s Hex. With 66 physical bulk and 63 magical bulk, along with boosts from a relevant Asset and Dragonflowers, Tharja can pull off a prominent Enemy Phase tank build.

Strengths

Solid Offenses

With 32 base Attack and 34 base Speed, Tharja is ready to perform the Blademage role admirably. With her Speed boosted further by buffs, Sacred Seals, and Tharja’s Hex, Tharja will have no trouble pulling off doubles against most opponents.

Tharja’s Hex

Reducing the Attack and Speed of all enemies within 2 tiles by 4 is an enormous effect, essentially boosting Tharja’s Speed by 4 and both her Defense and Resistance by 4. This effect allows Tharja to perform even better as an offensive unit, while also opening potential as a mixed bulk Enemy Phase unit.

Excellent Arena Support

Her tome also turns Tharja into a superb support unit for Arena. With the inevitable introduction of R Duel Infantry, Tharja will be able to safely reduce the Attack and Speed of enemies attacking Arena combat units. She can further boost the combat unit with Drives and buff skills.

Great Availability

Tharja is found in the 3 and 4 star pool. She is one of the two easiest red tome mages to obtain, making her easy to merge. She is also a Gen 1 Infantry, gaining the full potential of Dragonflower bonuses.  

Weaknesses

Heavy Red Competition

While Tharja is a solid candidate for Arena Assault, modes like Aether Raids frown upon Infantry units, especially when there are readily available alternatives. Valentine’s Titania is a free red tome Cavalry unit with a comparable stat spread and Cavalry mobility. Likewise, Aversa is a flying red mage that performs just as well as Tharja. Additionally, Lilina is available as a 3 and 4 star Infantry unit. As a red support unit she also faces heavy competition from Male Corrin and Marth. 

Outclassed Amongst the Best

Tharja is an excellent mage though unfortunately she lacks the stats and abilities that make a top-tier competitor. Tailtiu is a prime example of a comparable 3 and 4 star mage that has what it takes to sit at the top. Premium mages such as Ishtar, Ophelia, and Lewyn all outclass Tharja.

Limited Offensive Builds

Tharja has little room outside of Fury/Desperation for offensive builds. She’ll be unable to survive more than one offensive combat without Desperation. Premium skills like Special Spiral and the Blazing specials will find better use on higher-tier casters.

Weapon Skills

Weapons SP Rng. Mt.
Flux
Red Tome Users Only
50 2 4
Ruin
Learns by default at 3 ★
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 ★
Unlocks at 3 ★
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
Tharja's HexAdds total bonuses on unit to damage dealt.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
RetributionBoosts damage dealt to foe by 30% of damage dealt to unit.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
VengeanceBoosts damage dealt to foe by 50% of damage dealt to unit.
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.
50
A
Darting Blow 2Grants Spd+4 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
100
A
Darting Blow 3Grants Spd+6 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Unlocks at 3 ★
50
C
Spur Res 2Grants adjacent allies Res+3 during combat
Inheritable by all units.
Unlocks at 4 ★
100
C
Spur Res 3Grants adjacent allies Res+4 during combat
Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem: Awakening

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