Tier Rating
Analysis by RedFerrari1998
Titania - Mighty Mercenary


Obtainable as a 3 - 4 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 37
ATK 28
SPD 34
DEF 25
RES 30
Stat Variations
Level 1 Stat Variation
Low 17 5 7 5 7
Middle 18 6 8 6 8
High 19 7 9 7 9

Level 40 Stat Variations
Low 34 24 31 22 26
Middle 37 28 34 25 30
High 41 31 37 29 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.


  • +SPD: A Speed boon works very well on Titania, helping her to avoid double attacks from all but the fastest of units.

  • +ATK: Similarly, an Attack boon will help raise Titania to a more respectable 31 Attack which helps nicely with her ability to deal damage and overall offensive potential.

  • +RES: A Resistance boon also works well to push Titania’s magical defenses even further from 30 to 33, allowing her to tank green mages easier.


  • HP: HP is a good option for a boon if you want to optimize Titania for arena scoring. As HP is a superboon, Titania will be boosted from a BST of 154 to a BST of 155 assuming her bane is not Attack or Resistance, placing her into a higher scoring bin for arena. Not only will this help her score more in arena, it’ll help her in a anti-mage role due to the increased HP. However, if arena scoring is not of concern, a different boon will most likely be more beneficial.


  • -DEF: Defense is the ideal bane for a mage counter Titania as Defense doesn’t help Titania with tanking magical hits.

  • -RES: For a generalist Titania, you may want a Resistance bane since she’ll be fighting more physical units. While Resistance is a superbane for her, meaning she’ll lose 4 points instead of 3, this does not affect her arena scoring since she won't move BST bins.

Skill Sets
Crimson Commander (Anti-Mage)
Emerald Axe+ A Distant Counter
Reposition B Quick Riposte 3
Iceberg C Def Ploy 3
SP1,695SDistant Def 3

Show Explanation/Analysis
  • Preferred Nature: +SPD or +RES / -DEF

  • Weapon: Emerald Axe+

  • Assist: Reposition / Player Preference

  • Special: Iceberg

  • A Slot: Distant Counter

  • B Slot: Quick Riposte / G Tomebreaker

  • C Slot: Def Ploy / Cavalry Buff / Player Preference

  • Sacred Seal: Distant Defense / Atk Ploy / Def Ploy / Quick Riposte / Speed +3

This set focuses to maximize on Titania’s magical fighting capabilities, allowing for her to be an effective counter to both blue and green mages.

With Distant Counter, Emerald Axe and the Distant Defense Sacred Seal, Titania will absolutely wall blue mages with no trouble at all. She will also be quite resistive to green mages as well, though the lack of color advantage does make her weaker in this regard. A Speed boon helps Titania to avoid double attacks from other units, particularly Nino, Summer Elise and Rhajat, though Nino can still double with the right investment and Rhajat can OHKO if she has her Keen Gronnwolf tome.

The B slot is a toss between Quick Riposte and Green Tomebreaker with both being perfectly viable options. Quick Riposte will allow Titania to ensure KO’s against blue magic users such as Corrin and Ninian who can avoid getting doubled by Titania as well as +Spd Fury Nowi who also avoids Titania’s double while still being effective against green mages and having the benefits of a guaranteed double against any physical unit on enemy initiation. Meanwhile, Green Tomebreaker ensures safety against the faster green mages such as Nino and Summer Elise who will no longer be able to double and potentially KO Titania while also allowing Titania to consistently KO Gunnthrá and Soren. Rhajat will remain a threat regardless thanks to her Keen Gronnwolf.

Iceberg as the Special will allow Titania to play off of her high Resistance, making it a good choice in Special. Defense Ploy can make for a good C slot thanks to Titania’s good Resistance allowing her to utilize it quite well, though in a cavalry setting however, you may want to use a cavalry boost instead. The Assist is completely open with pretty much anything working.

Alternative Sacred Seals to Distant Defense include both Attack and Defense Ploy which can both help out Titania either by reducing the power of incoming attacks or reducing the defenses of the enemies, thus increasing her own power. She can also run the Quick Riposte Sacred Seal, freeing up her B slot for another skill such as her default Guard or even Green Tomebreaker for the best of both worlds. A simple Speed boost will also help Titania to avoid double attacks, such as +SPD Fury Nino.

Scarlet Paladin (Generalist)
Slaying Axe+ (+Spd)
Alternate: Emerald Axe+
A Fury 3
Reposition B Guard 3
Iceberg C Threaten Def 3
SP1,325SSpeed +3

Show Explanation/Analysis
  • Preferred Nature: +SPD or +ATK / -RES

  • Weapon: Slaying Axe+ (+Spd) / Giant Spoon+ (+Spd) / Emerald Axe+

  • Assist: Reposition / Player Preference

  • Special: Iceberg

  • A Slot: Fury

  • B Slot: Guard / Desperation / Quick Riposte / Renewal

  • C Slot: Threaten Def / Cavalry Buff / Player Preference

  • Sacred Seal: Speed +3 / Attack +3

This set focuses more on general combat, making Titania into an effective axe fighter.

With Fury, Titania becomes a good duelist with Fury granting an all-round boost in combat effectiveness which helps greatly with Titania’s lackluster damage output and with a Speed boon, Titania can reach a very sweet 40 Speed, giving her great doubling potential. This can be further boosted with a weapon forge and Sacred Seal, allowing Titania to potentially reach 46 Speed if you go all-in on Speed, allowing her to double pretty much any blue unit while also avoiding almost any double attack against her unless the enemy is using a skill that gives them a guaranteed follow-up such as Axebreaker.

The Slaying Axe makes for a great choice of weapon, having good might and reducing the cooldown on Titania’s Special, not to mention being improvable in the weapon forge. The Giant Spoon is another great choice of weapon, allowing Titania to get more damage out of her Special attack which helps her with her damage output. Regardless of if one picks the Slaying Axe or Giant Spoon, a Speed forge or Attack forge will both work well to help Titania offensively. Even a Defense forge could potentially work, taking Titania to 29 Defense naturally (32 with Fury). On a budget, Emerald Axe can be used which helps Titania against blue units, but do note that the Emerald Axe cannot be forged and she'll be easily defeated by red units.

The B slot has a wide range of options available. Titania's default B skill Guard works fine, preventing opponents from charging their Special though they can still use it if Titania attacks when it is already charged. Desperation can also work, allowing Titania to make any follow-up attack immediately when she attacks and is below 75% HP. Quick Riposte works too if you want to play more defensively with this Titania and Renewal grants Titania some self-sustainability with the 10 HP healing every other turn.

The Assist and C skill slot are open to player preference. A cavalry boost is recommended for this build if you’re running a cavalry team, though if not, a skill such as Threaten Defense will work well.


Titania joins the fight as an axe cavalry unit, one of only three in the game, the other two being Frederick and Gunter. Unlike those two who focus on Attack and Defense, Titania has a focus on Speed and Resistance. While Titania will perform fine on a cavalry focused team, She will struggle to perform compared to other axe unit available such as Hector, Brave Ike or Dorcas outside of a cavalry setting.

On her upsides, her good Speed of 34 and great Resistance of 30, combined with her default Emerald Axe and green colour makes her a great candidate for an effective magical wall, being able to completely wall blue magical attacks like it’s nothing and effectively fighting green magic too. Red magic will still hurt due to her TA weapon, but even then her Resistance can potentially allow her to survive one attack from mages such as Katarina and Tharja, though Celica can easily acquire a OHKO and the two mentioned before will KO if they double attack, so tanking red mages with Titania is not advised unless you ditch the Emerald Axe for another weapon.

Titania definitely has her downsides though. Her Attack of 28 is poor and she will only reach 40 Attack with the Emerald Axe. She will hardly damage any red she comes across, if she even damages them at all and she can often struggle to damage popular physical greens such as Hector and Brave Ike as well. Her HP and Defense are also both average at 37 HP and 25 Defense. While this is not bad by any means, this makes it easy for Titania to be KO’d by any physical red or green, as well as some archers such as Brave Lyn and Bride Cordelia. She can resist physical blues quite well thanks to her Emerald Axe, but some of the hardest blue hitters such as Effie can still do some damage to her, though not a lot.

All in all, Titania is an overall alright axe fighter. Her Speed and Resistance are good, but her Attack leaves a lot to be desired. She can make for a very effective mage counter, though this unfortunately requires heavy investment in the form of Distant Counter in order for her to be an maximum effectiveness as a mage counter. Still, Titania can certainly serve you well as your green unit on a cavalier team.


Great Resistance

At 30 Resistance, Titania is capable of effectively tanking both blue and green magic users. With her default Emerald Axe, popular blue magic users such as Reinhardt, Nowi and Linde will struggle to even damage her.

Good Speed

At 34 Speed, Titania is the fastest green cavalier and tied for the second fastest cavalier overall with Brave Lyn, SM Eirika, and Siegbert being faster. With a Speed boon taking her to 37, she can avoid double attacks relatively well which further adds to her magical tankiness. The fastest of mages such as Nino may still be able to double with the right setup, but you can run a skill like G Tomebreaker or a Speed Sacred Seal to help avoid this.


Low Attack

At 28 Attack, Titania has the lowest Attack of any axe unit and the tied second lowest for green units in general with only Merric having less Attack. Without her Emerald Axe, Titania struggles to deal damage, even to some of the tankier blues. She is practically useless against the majority of reds, even without the Emerald Axe and will struggle against physical greens too.

Average Physical Defenses

Her 37 HP and 25 Defense is not bad, but she is still fairly frail from the physical side. Physical reds such as Ayra, Mia, Ryoma, and Black Knight will have no trouble with Titania. Physical greens such as Hector, Brave Ike, and Dorcas will also fair extremely well against her thanks to their solid defenses. She does fine against physical blues thanks to the Emerald Axe, but removing this axe will make her take quite a bit of damage from powerful blues such as Ephraim and Effie.

Team Options

Being a cavalier, Titania benefits the most from being around other cavalry units who can provide her with the powerful cavalry boosts. Outside of cavalry teams, Titania will require mostly the same support as she would in a cavalry team.

  • Blue Cavaliers: For a cavalry team, you will want a strong blue cavalier to protect Titania from the reds who would destroy her. Reinhardt makes for an excellent choice with his powerful Dire Thunder. L’Arachel and Olwen can also both function well with a Blarblade setup. Legendary Ephraim also makes for a very strong lance cavalier while Camus is another strong option with natural Distant Counter.

  • Red Cavaliers: Titania also struggles with green units, namely physical greens such as Hector and Brave Ike, so having a strong red cavalier is also advised. Brave Roy, Exalt Chrom, and Sigurd all make for great options as a sword cavalier. SM Eirika also makes for a strong magical option with great offensive potential.

  • Red counters: Strong melee fighters like Nowi, Ephraim, Tana, and Brave Lucina are all strong when it comes to fighting sword units. Brave Lucina also has the benefit of being able to boost Titania’s offenses with her weapon and Drive Speed skill. Delthea and Linde are also great at fighting reds and both can possess the Dark Aura which can boost Titania’s Attack by the same amount as a Hone Cavalry boost but without the Speed bonus.

  • Green counters: Sword units such as Ayra, Mia, and Legendary Ike can fight effectively against the green units which threaten Titania. Celica and Winter Tharja are also strong red mages who can fight effectively against these threats.

  • Sword Fighters: With her average HP and Defense, Titania will be easily defeated by almost any sword unit, even without her Emerald Axe. Her low Attack also makes it difficult for her to even damage some of the more tankier sword fighters. Units such as Ayra, Zelgius, Sigurd and Elincia are just a few examples of common sword units, all of which can easily deal with Titania.

  • Red Mages: While Titania has great Resistance, her weapon triangle disadvantage still leaves her vulnerable to red mages. Celica is capable of a OHKO against her quite easily, while Tharja, SM Eirika, and Katarina can ORKO her should they be able to double. Winter Tharja can also resist Titania’s attacks easily and KO her in return if Titania initiates on her.

  • Defensive Green Units: units such as Hector, Brave Ike, Myrrh, Fallen Robin, and Dorcas have great defenses and can resist Titania easily. Common Brave Axe units such as Cherche and Frederick also have enough damage output to ORKO Titania fairly easily.

  • Archers: Strong archers such as Brave Lyn, Bride Cordelia, Innes, and Leon will be able to make quick work of Titania’s defenses if they’re wielding a Brave Bow. Even without a Brave Bow, Brave Lyn and Bride Cordelia can quite easily double and KO Titania.

Weapon Skills
Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Inheritable by Axe users only.
100 1 8
Emerald AxeGives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 8
Emerald Axe+Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Learns by default at 5 ★
Inheritable by Axe users only.
300 1 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Support Skills
Support Skills Rng. SP
Reciprocal AidSwap HP with adjacent ally (neither unit can go above their max HP).
Learns by default at 4 ★
Unlocks at 3 ★
1 150
Passive Skills
Passive Skills SP Slot
Armored Blow 1Grants Def+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Armored Blow 2Grants Def+4 during combat if unit initiates the attack.
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
Armored Blow 3Grants Def+6 during combat if unit initiates the attack.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
Guard 1If unit's HP is ≥ 100% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Unlocks at 3 ★
Inheritable by all units.
Guard 2If unit's HP is ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Unlocks at 4 ★
Inheritable by all units.
Guard 3If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1. (If using similar skill, only highest value applied.)
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn

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