Analysis by Wecondo12
Anna - Commander

4 Star Story

Obtainable as a 4 from story

Hero Stats

Max Avg Total Stats at Lvl 40
HP 41
ATK 29
SPD 38
DEF 22
RES 28

Stat Variations

Level 1 Stat Variation
Low 18 6 9 4 5
Middle 19 7 10 5 6
High 20 8 11 6 7

Level 40 Stat Variations
Low 37 25 35 19 24
Middle 41 29 38 22 28
High 44 32 41 25 31

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.

This unit requires use of the Trait Fruits to get access to IVs

Skill Sets

Anna Bad. (Player Phase Bonus)

Build by Wecondo12
Deck Swabber+ (+Spd) A Swift Sparrow 3
Alternate: Atk/Spd Solo 4
Rally Atk/Spd+
Alternate: Positional Assist
B Null Follow-Up 3
Galeforce C Joint Drive Atk


SFlashing Blade 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

Weapon: Deck Swabber(+Spd/+Atk) / Slaying Hammer(+Spd/+Atk)

Assist: Rally Atk/Spd+ / Positional Assist

Special: Galeforce / Aether / Moonbow

Passive A: Swift Sparrow 3 / Atk/Spd Solo 4

Passive B: Null Follow-Up / Wings of Mercy

Passive C: Joint Drive Atk / Preference

Sacred Seal: Flashing Blade / Swift Sparrow

  • Due to her inability to acquire merges and lackluster stats all around outside of Speed, Anna’s main niche is as a rotating bonus unit.
  • The Deck Swabber is one of Anna’s best options, granting her some much needed damage output and survivability by debuffing the foe’s Attack and Defense by 5 in addition to negating their Attack and Defense buffs, provided she isn’t adjacent to an ally. She can also utilize a Slaying Hammer to gain effective damage against the plethora of Armors that frequent Arena, although in Aether Raids the Deck Swabber is more useful overall.
  • For scoring as well as possible, high SP skills such as Galeforce, Aether, Rally Atk/Spd+, and Joint Drive Atk are ideal. Galeforce is also a solid special for Anna overall, although ally assistance in the form of Infantry Pulse can help make her Galeforces more consistent. Joint Drive Atk is also helpful in general, as it gives her a much needed boost to her damage output while also buffing her allies. 
  • Offensive A slot skills such as Swift Sparrow 3 and Atk/Spd Solo 4 give her some much needed attacking power and extra Speed to secure follow-up attacks with.
  • For Anna’s B slot, Null Follow-up is a standout option, as it handily counters all forms of follow-up negation, such as Brave Hector’s refined Maltet, in addition to stopping the foe’s guaranteed follow-up attacks. Wings of Mercy can also be used to give Anna some extra mobility.
  • Finally, Flashing Blade and Swift Sparrow allow Anna to activate her Specials more quickly if she outspeeds the foe, or simply give her another offensive boost when attacking, respectively.

You Get What You Pay For. (Enemy Phase Bonus)

Build by Wecondo12
Deck Swabber+ (+Spd)
Alternate: Deck Swabber+ (+Res)
A Distant Counter
Positional Assist B Null C-Disrupt 3
Alternate: Null Follow-Up 3
Alternate: Aether
C Joint Drive Atk

+ATK or +SPD / -DEF

SAtk/Def Solo 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Weapon: Deck Swabber(+Spd/+Res)

Assist: Positional Assist

Special: Luna / Aether

Passive A: Distant Counter

Passive B: Null C-Disrupt / Null Follow-Up / Spurn

Passive C: Joint Drive Atk / Preference

Sacred Seal: Atk/Def Solo / Mirror Stance / Spd/Res Solo

  • Anna can also utilize an Enemy Phase build to some success due to the strength of inheritable axes such as the Deck Swabber.
  • Luna allows Anna to reduce her foe’s defense by 50% when it triggers, giving her a much easier time breaking through bulky opponents. Aether remains ideal for scoring, however.
  • Distant Counter scores highly and also gives Anna the ability to counterattack at range, letting her counterattack and KO frail ranged units.
  • Null C-Disrupt gives Anna the ability to nullify counterattack prevention skills such as Firesweep and Dazzling Staff, although Anna can still make good use of other B slots such as Null Follow-Up and Spurn(due to her high Speed).
  • Joint Drive Atk gives Anna a much needed Attack boost when within two spaces of an Ally, as well as granting an Attack boost to allies within 2 spaces during combat.
  • Finally, Sacred Seals such as Mirror Stance and Atk/Def Solo are good options for her due to the additional stats they provide.


She's Free?

As a free rotating bonus unit, she can be invested in as a consistently available bonus if desired?


Lackluster Statline Outside of Speed

Aside from her great Speed, Anna’s stats are incredibly lacking. In particular, her poor Attack means she will struggle to deal considerable damage to physically bulky opponents including blue foes she has an advantage against such as Legendary Chrom and Brave Hector, although this can be alleviated to some extent if one is willing to give her an Attack asset via Trait Fruit. In addition, her poor Defense leaves her unlikely to survive more than one hit from physical foes without additional support from allies.

No Merges

Another one of her biggest flaws is her inability to attain merges unlike most other units, meaning she's permanently stuck at +0 and cannot merge to remove her bane if she gains an asset with trait fruit, in addition to having a low score ceiling as a bonus and being unable to improve her lackluster statline outside of Dragonflowers.

Severely Outclassed

Aside from her status as a bonus unit, Anna is thoroughly outclassed by nearly every Axe infantry unit in the game due to her lack of access to merges, underwhelming statline, and terrible exclusive weapon, and other Axe infantry units outperform her through either a good exclusive weapon(Barst/Arthur) a solid statline(Echidna/Ross/Mustafa) or go for a home run and outperform her statwise in addition to having better exclusive weapons(Osian/Rinkah/Annette/Raven). With all this considered, there is very little reason to use Anna as anything but a bonus unit outside of character bias(in which case, have fun and don’t let anyone stop you).

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 2 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11

Unit may move adjacent to any ally when HP ≤ 40%

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Þrima
Arcane Downfall
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

Learns by default at 2 ★
Non-inheritable by Staff-wielding units.
100 3

Boosts damage dealt by 150%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Vantage 1

Unit counterattacks first when attacked at HP ≤ 25%

Inheritable by all units.
Unlocks at 3 ★
Vantage 2

Unit counterattacks first when attacked at HP ≤ 50%

Inheritable by all units.
Unlocks at 4 ★
Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%

Inheritable by all units.
Unlocks at 5 ★
Spur Res 1

Grants Res+2 to adjacent allies during combat.

Inheritable by all units.
Spur Res 2

Grants Res+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
Spur Res 3

Grants Res+4 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 4 ★

Other Info

Fire Emblem Heroes

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