- Default
- Attack
- Special
- Injured




Flame Tana - Soothing Warmth |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 8 | 11 | 3 | 7 |
Middle | 17 | 9 | 12 | 4 | 8 |
High | 18 | 10 | 13 | 5 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 36 | 39 | 22 | 29 |
Middle | 39 | 39 | 42 | 26 | 32 |
High | 42 | 43 | 46 | 29 | 35 |
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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Skill Sets
Frolicking Flames - I mean, Soothing Warmth (Player Phase)
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Kindling Taiko | A | Atk/Spd Catch 4 Alternate: Sturdy Impact |
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Positional Assist | B | Windsweep 3 Alternate: Watersweep 3 |
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Ruptured Sky Alternate: Glimmer |
C | Spd/Def Hold |
IVs | +Atk or +Spd / -Def or -Res | S | Blade Session 3 Alternate: Heavy Blade 3 |
Weapon: Kindling Taiko
Assist: Positional Assist / Flexible
Special: Ruptured Sky / Glimmer / Lethality / Flexible
IVs: +Atk or +Spd / -Def or -Res
Passive A: Atk/Spd Catch 4 / Sturdy Impact / Mirror Impact / Flexible
Passive B: Windsweep / Watersweep / Flexible
Passive C: Spd/Def Hold / Flexible
Sacred Seal: Blade Session / Heavy Blade / Flexible
- This is a relatively standard player phase build that focuses on boosting Tana’s Atk and Spd to deal high damage and follow-up against fast foes, with the option to include a skill that improves her survivability like Sturdy Impact or Mirror Impact.
- A 2-cooldown Special like Ruptured Sky or Glimmer is generally the best option, as Tana can activate it against foes that cannot counterattack due to her Windsweep or Watersweep effect.
- Atk/Spd Catch 4 provides a great boost of up to +9 Atk and Spd if Tana’s foe is both debuffed and at 100% HP. Tana can optionally switch it out for Sturdy Impact or Mirror Impact to improve her Def or Res significantly and deny a foe follow-up attack. Sturdy Impact is best paired with Watersweep to improve her Def against the physical foes that can counter her, while Mirror Impact is best paired with Windsweep.
- Both Windsweep and Watersweep are viable choices of B skill, depending on which units you want to avoid counterattacks from, physical or magical. It may be worth considering your Tana’s boon and bane and other changes to her stats from effects such as the stat boost from Legendary or Mythic Heroes.
- Atk and Spd are both good boons that improve Tana’s damage and ability to follow-up attack. Def or Res is the ideal bane, with the optimal choice being whichever corresponds to the Sweep she is using: Def bane for Windsweep, Res bane for Watersweep.
- The seal is flexible. Blade Session provides the largest potential boost to Atk and Spd at the time of writing, up to +9 if two allies have ended their turn before Tana. Heavy Blade is also a good option to allow her to activate a Special even against foes with Special-slowing effects like Guard or Special Fighter. Since Kindling Taiko boosts her own Atk by 20% and reduces her foe’s Atk by 20% against blue, green, or colorless enemies, it is generally easy to activate against any non-red foes.
The Big Finish (Lethality)
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Kindling Taiko | A | Atk/Spd Catch 4 Alternate: Sturdy Impact |
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Positional Assist | B | Guard 3 Alternate: A/D Far Trace 3 |
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Lethality | C | Spd/Def Hold Alternate: Atk/Spd Rein 3 |
IVs | +Atk or +Spd / -Def or -Res | S | Heavy Blade 3 |
Weapon: Kindling Taiko
Assist: Positional Assist / Flexible
Special: Lethality
IVs: +Atk or +Spd / -Def or -Res
Passive A: Atk/Spd Catch 4 / Sturdy Impact / Mirror Impact / Flexible
Passive B: Guard 3 / A/D Far Trace / Flexible
Passive C: Spd/Def Hold / Atk/Spd Rein / Flexible
Sacred Seal: Heavy Blade / Flexible
- While she does not have every effect she would like, Tana is in a solid position to use the extremely powerful Lethality against unsuspecting foes.
- In particular, Kindling Taiko boosts her actual Atk by 20% and reduces her foe’s Atk by 20% in combat, which makes activating Heavy Blade much easier in order to gain Special charge. Lethality is reduced to 3 cooldown by Kindling Taiko, so Tana needs to charge it by 3 either prior to or during combat, ideally to activate it on the second hit to avoid effects like Hardy Fighter. Against foes that do not have any effect that slows Special cooldown, such as Mirror Stance 3 or Guard, Tana can gain 2 cooldown from her first attack as long as her Atk is greater than her foe’s, and 1 cooldown from her foe’s counterattack, allowing her to fully charge Lethality for her follow-up attack. Against foes with Guard, Tana will only gain 1 charge from her attack and no charge from her foe’s Atk even if Heavy Blade activates, so she benefits from support from a unit like Velouria and her Wolfpup Fang (+Eff) or Legendary Byleth (F) for her Professorial Guide, which prevents any effect that would slow the Special charge of allies within 2 spaces.
- Other than the effects mentioned above, Tana prefers to boost her Atk and Spd in order to deal more damage and gain a follow-up attack, while also reducing her damage taken. Guard is a surprisingly solid choice of B slot to this end, as it will generally prevent any foe from activating a Special on their first counterattack against her. In order to fully charge Lethality, Tana wants to be counterattacked, so Windsweep and Watersweep are not desirable for this build. Skills like A/D Far Trace can also provide a small debuff to her foe’s stats, but the Canto effect is largely redundant with Kindling Taiko. The reduction to her foe’s Atk also improves her ability to activate Heavy Blade.
- The C skill is flexible, with Spd/Def Hold reducing her foe’s Spd and Def by 4, improving Tana’s damage and ability to follow-up. Swapping it out for another skill like Atk/Spd Rein or Atk/Def Rein can provide an easier Heavy Blade check by reducing her foe’s Atk further, which also improves Tana’s ability to survive a counterattack.
- Heavy Blade can also be used in the A slot instead of the seal, with another seal like Blade Session or Atk/Spd Solo to boost stats. However, A skills generally provide a larger potential stat boost than seals as well as more other desirable effects like Impacts so it is generally more useful to use Heavy Blade seal.
Strengths
Kindling Taiko
Tana’s unique weapon, Kindling Taiko, provides a variety of useful effects. In addition to accelerating her Special trigger, it also grants Canto 1 to herself and allies within 2 spaces at the start of her turn, allowing them to move 1 space after combat. In combat, so long as her HP is at least 25%, it provides a stat boost, neutralizes any effects like Wary Fighter that prevent her follow-up attacks, and boost her Atk and reduce her foe’s Atk by 20% in combat with any foe that isn’t red, improving her damage and decreasing her damage taken. These effects combine to give her strong combat and great team support with Canto.
Harmonic Skill
Tana’s Harmonic Skill with Peony functions similarly to Dance, granting another action to the ally with the highest HP within two spaces that is originally from either Fire Emblem Sacred Stones or Fire Emblem Heroes, including units using variants of Dance. It also grants Resonance: Blades to Tana and any allied units from those games, boosting their Atk and Spd by 4 in combat.
Green Dagger Flier
Tana’s status as a green dagger flier allows her to use great skills like Sturdy Impact, Lethality, and Spd/Def Hold.
Great Atk and Spd
Tana’s base 39 Atk and 42 Spd allow her to deal high damage and gain a follow-up attack against most foes.
Decent HP, Def, and Res
Tana’s base 39 HP, 26 Def, and 32 Res are decent. In combination with the 20% reduction to her foe’s Atk so long as that foe is blue, green, or colorless, she can survive counterattacks surprisingly well against any non-red foe.
Weaknesses
Ranged Flier
We all know that ranged fliers are in a rough position when it comes to inheritable skills, particularly in the B slot. Tana’s Kindling Taiko does allow her to make use of good options like Windsweep and Watersweep, but other than those and Trace skills the options are generally mediocre.
Red Units
The 20% Atk boost and Atk reduction of Kindling Taiko does not work against any red foe, meaning that Tana does little damage and is KO’d easily. However, this is not necessarily a large drawback since those matchups were generally bad to begin with.
Competition
Tana has a variety of strong effects, but competes with other powerful green units like Pirate Hinoka and New Year Dagr for a similar offensive role. Her ability to confer Canto to allies is unique at the time of writing, but may compete for a team slot with other useful support effects.
Harmonized Skill
Grants【Resonance: Blades】to unit and allies from the same titles as unit.
Grants another action to ally with the highest HP that is within 2 spaces, has already acted, and is from the same titles as unit (excluding unit). (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.)
【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() After combat, inflicts Def/Res-3 on foe through its next action. Learns by default at 1 ★ Unlocks at 1 ★ Dagger users only.
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50 | 2 | 3 |
![]() After combat, inflicts Def/Res-3 on foe through its next action. Learns by default at 2 ★ Unlocks at 2 ★ Dagger users only.
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100 | 2 | 5 |
![]() After battle, inflicts Def/Res-5 on foe through its next action. Learns by default at 4 ★ Unlocks at 3 ★ Dagger users only.
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200 | 2 | 7 |
![]() Accelerates Special trigger (cooldown count-1). At start of turn, grants【Canto (1)】to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat, neutralizes effects that prevent unit's follow-up attacks, and also, if unit initiates combat against a blue, green, or colorless foe, grants bonus to unit's Atk during combat = 20% of unit's Atk at start of combat and inflicts penalty on foe's Atk during combat = 20% of foe's Atk at start of combat. Effect:【Dagger 7】 【Canto (1)】 After an attack, Assist skill, or structure destruction, unit can move 1 space(s). (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).) 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Atk/Spd Catch 1 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 2 ★ |
60 | A |
Atk/Spd Catch 2 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 3 ★ |
120 | A |
Atk/Spd Catch 3 At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 4 ★ |
240 | A |
Atk/Spd Catch 4 At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Cavalry & Flying Only
Unlocks at 5 ★ |
300 | A |
![]() If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 5, foe can’t counterattack. Non-inheritable by Staff-wielding units.
Unlocks at 1 ★ |
50 | B |
![]() If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 3, foe can’t counterattack. Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
100 | B |
![]() If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, or beast damage, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | B |
![]() Inflicts Spd/Def-2 on foes within 2 spaces during combat. Only inheritable by flier units.
Unlocks at 2 ★ |
60 | C |
![]() Inflicts Spd/Def-3 on foes within 2 spaces during combat. Only inheritable by flier units.
Unlocks at 3 ★ |
120 | C |
![]() Inflicts Spd/Def-4 on foes within 2 spaces during combat. Only inheritable by flier units.
Unlocks at 4 ★ |
240 | C |
![]() Inflicts Spd/Def-4 on foes within 3 spaces during combat. Flying Only
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
Fire Emblem Heroes
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