Table of Contents
- Default
- Attack
- Special
- Injured




Tharja - Dark Shadow |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 7 | 5 | 4 |
Middle | 17 | 8 | 8 | 6 | 5 |
High | 18 | 9 | 9 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Assets
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+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
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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
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-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)
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Tharja's Hex (+Eff) | A | Fury 4 Alternate: Fury 3 |
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Reposition Alternate: Draw Back |
B | Desperation 3 |
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Glimmer Alternate: Draconic Aura |
C | Joint Hone Spd |
SP | 1,725 | S | Darting Blow 3 |
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Preferred IV: +Spd or +Atk / -HP or -DEF or -RES
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Weapon: Tharja’s Hex (+Eff)
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Assist: Reposition / Draw Back
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Special: Glimmer / Draconic Aura
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Passive A: Fury 4 / Fury 3
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Passive B: Desperation
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Passive C: Joint Hone Spd
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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)
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Tharja's Hex (+Eff) | A | Close Counter |
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Reposition | B | Quick Riposte 3 Alternate: Mystic Boost 3 |
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Blue Flame Alternate: Glimmer |
C | Joint Hone Spd |
SP | 2,235 | S | Close Def 3 |
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Preferred IV: +ATK or +SPD or +RES or +DEF / -HP
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Weapon: Tharja’s Hex (+Eff)
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Assist: Reposition
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Special: Blue Flame / Glimmer
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Passive A: Close Counter
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Passive B: Quick Riposte / Mystic Boost
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Passive C: Joint Hone Spd
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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.
Team Options
Counters
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High Resistance Blues: Blue units that soak up magic damage and don’t care about Speed are threats to Tharja. Fjorm, Micaiah, Saias, and Nowi can withstand Tharja’s enhanced attacks and don’t mind the Speed drop from Tharja’s Hex.
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Bold Fighter: Armors with Bold Fighter who care little about Tharja's high Speed will make short work of her.
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Offensive Blues: Blues that can close the distance quickly and strike Tharja with high Attack are a serious threat to Tharja’s mediocre defenses, even when affected by Tharja’s Hex.
- Debuffs: Chills are a Blademage’s worst enemy as they are typical targets of Chill Atk, Chill Spd, or even Chill Res. Being struck by a Chill significantly cuts damage. Likewise, Tharja will need to avoid enemies with Ploy skills, including Panic Ploy.
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Rauðrblade+ | A | Life and Death 3 |
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Reposition | B | Atk/Res Link 3 |
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Glimmer | C | Even Spd Wave 3 |
S | Even Def Wave 3 |
Weapon is supposed to be Tharja's Hex. The new refine makes her a truly versatile character capable of nuking and supporting. I love how she relies on no one else but herself for buffing, while at the same time buffing her allies along with her. The only expensive fodder skill is Even Spd Wave, which I sacrificed a Karla for. Was a happy surprise that Atk/Res Link was coming in the Valentines free unit V!Titania. Makes the build even more solid. Seal is Even Def Wave. Stats shown are without summoner support, but with +10 merge and all 10 dragonflower buffs. Best girl Tharja is best gril <3
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Rauðrblade+ | A | Fury 3 |
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Reposition | B | Desperation 1 |
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Glimmer | C | Spur Res 3 |
Once again going for This Site's recommended builds...especially considering that I have one of the 4 best Tharjas possible in the game up until now (+ SPD / - RES, + SPD / -DEF, + ATK / - RES - My Tharja's bane / boon - and +ATK / - DEF) that was one of the reasons to gain the +1... if the previous Tharjine was not the ideal better to strenghten the best one I have...
Sadly the lack of proper Skill fodders made impossible to add the proper C skill, so the standard issue <Spur Resistance 3> had to be used...Once the required foodstuffs are available the <Odd Attack Wave> will be set...
As for the Desperation one, I had a shortage of Skill Points, but the skills are inerhited and ready to be learned...
of course as a good Tharja knowing person her Support is with Robin the Male
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Rauðrblade+ | A | Darting Blow 3 |
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Draw Back | B | Desperation 3 |
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Moonbow | C | Spur Res 3 |
Merged: +1.
Most of what Tharja comes with is pretty useful and makes her cheaper to build. The rest comes down to just giving her the common Blade build.
Spur Res helps teammates in combat to live against other mages.
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Rauðrblade+ | A | Defiant Spd 3 |
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Reciprocal Aid | B | Desperation 3 |
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Glimmer | C | Odd Atk Wave 3 |
S | Speed +3 |
*need better IVs*
hopefully i can get a +Spd/-Def Tharja so i can ditch Defiant Speed for LnD.
Otherwise, defiant skills are so good for bladetome units idk why people are sleeping on these skills
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Rauðrblade+ | A | Darting Blow 3 |
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Ardent Sacrifice | B | Vantage 3 |
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Vengeance | C | Spur Res 3 |
S | Distant Def 2 |
My first 5 star. No IV's, but still works great with buffs because of Bladetomes. Killed her in the first route of Awakening, and didn't even knew she existed until replaying the game. Oh well, Bladetomes are crazy in this game. S Supported with Fjorm.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Red Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Red Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Red Tome Users Only
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200 | 2 | 9 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Red Tome Users Only
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300 | 2 | 13 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | A |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | A |
![]() Unlocks at 3 ★ Inheritable by all units.
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50 | C |
![]() Unlocks at 4 ★ Inheritable by all units.
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100 | C |
![]() Unlocks at 5 ★ Inheritable by all units.
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200 | C |
Other Info
Origin |
Fire Emblem: Awakening
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