- Default
- Attack
- Special
- Injured




Marisa - Crimson Flash |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 9 | 5 | 5 |
Middle | 18 | 8 | 10 | 6 | 6 |
High | 19 | 9 | 11 | 7 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 43 | 26 | 33 | 27 | 18 |
Middle | 46 | 30 | 36 | 30 | 21 |
High | 49 | 33 | 39 | 33 | 24 |
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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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Blooming Flame Undulation (Mixed Phase Generalist)
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Shamshir (+Eff) | A | Distant Counter |
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Positional Assist | B | Spurn 3 Alternate: Null Follow-Up 3 |
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Moonbow Alternate: Ruptured Sky |
C | Pulse Smoke 3 Alternate: Joint Drive Spd |
IVs | +SPD or +ATK / -RES | S | Atk/Spd Solo 3 |
Weapon: Shamshir (+Eff)
Assist: Positional Assist / Flexible
Special: Moonbow / Ruptured Sky / Noontime
Passive A: Distant Counter
Passive B: Spurn / Null Follow-Up
Passive C: Smoke Skills / Joint Drive Skills / Flexible
Sacred Seal: Atk/Spd Solo / Mystic Boost / Flashing Blade
- This build emphasizes the flexibility of Marisa’s refined Shamshir and the consistent damage boost it adds to her Special activations to make her shine in both phases. Increasing either of her offensive stats with an Asset works well, though +SPD is generally preferred over +ATK as it brings more overall boosts to her performance.
- Specials with a two-turn cooldown are ideal here as refined Shamshir’s effects grants Marisa immediate access to her Special activation at the start of each turn, allowing her to bypass otherwise pesky Guard effects. Further, assuming a Guard effect isn’t in play, such Specials can easily activate twice in a single round of combat and fully exploit the benefits of her weapon’s flat +7 damage boost upon each activation.
- Among those available to her, either Moonbow or Ruptured Sky should be equipped for maximum damage potential as they aid her greatly against bulky and high Attack foes respectively. Marisa’s base Glimmer is generally not quite as good due to her mediocre base Attack, though it certainly becomes a much more attractive option at higher levels of investment.
- Noontime is another option if a more defensive playstyle is preferred, providing a consistent source of sustain while still letting her obtain a baseline +14 damage thanks to Shamshir (assuming it activates twice). However, using Noontime does come with the drawback of making Marisa more reliant on receiving support to her Attack to consistently take down foes.
- Distant Counter is her A skill of choice here for greater versatility and constitutes the primary component of her Enemy Phase capabilities through the crucial ability to counterattack regardless of range.
- For her B skill, Spurn complements her playstyle beautifully by further supplementing the power of her Special activations while also imparting her with an appreciable degree of tankiness; her good base Speed and Shamshir’s +5 Speed boost makes maintaining its maximum effect pretty simple with enough support.
- One may also consider using Null Follow-Up to ensure that Marisa can fight without fear of having her second Special activation denied by follow-up denial or being potentially shut down by foes with automatic doubles. Although the loss of Spurn’s damage reduction does make her squishier, this can be partially offset by using Noontime and/or the Mystic Boost Sacred Seal.
- Marisa has a flexible C slot, but her best options are either Smoke skills (to improve her performance when baiting multiple foes) or Joint Drive skills (to build upon her stat values). Self-buffing skills are also worthwhile considerations, but come with the risk of making her susceptible to Panic and Lull effects.
- The Atk/Spd Solo Sacred Seal is Marisa’s go-to for a substantial offensive boost in both phases. Alternatively, for a defensive lean, one may use Mystic Boost instead for consistent healing and a negation of Wrathful Staff effects. Although this may seem unnecessary, the Flashing Blade seal is an option to break through Guard and help Marisa consistently activate her Special twice.
Blazing Universe (Offensive Nuke)
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Shamshir (+Eff) | A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Solo (3 or 4) |
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Positional Assist | B | Lull Spd/Def 3 Alternate: Null Follow-Up 3 |
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Moonbow Alternate: Ruptured Sky |
C | Spd Smoke 3 Alternate: Rouse Atk/Spd 3 |
IVs | +SPD or +ATK / -RES | S | Swift Sparrow 2 |
Weapon: Shamshir (+Eff)
Assist: Positional Assist / Flexible
Special: Moonbow / Ruptured Sky / Luna
Passive A: Swift Sparrow / Atk/Spd Solo / Atk/Spd Push 4 / Death Blow
Passive B: Lull Spd/Def / Null Follow-Up / Wrath / Desperation
Passive C: Smoke Skills / Wave Skills / Rouse Atk/Spd / Time’s Pulse / Flexible
Sacred Seal: Swift Sparrow / Atk/Spd Solo / Blow Skills
- Marisa can also opt for a more traditional Player Phase role, obtaining a higher damage ceiling (mainly from equipping a standard stat boosting A skill over Distant Counter) and more aggressive playstyle. Once more, taking a +SPD or +ATK IV is ideal to complement her offensive focus.
- Moonbow and Ruptured Sky are again Marisa’s best Special choices in most cases, letting her make fantastic use of Shamshir’s effects thanks to their low cooldown. Luna is another option here if aiming to go for a more OHKO-heavy approach when using Time’s Pulse in her C slot, as this immediately charges the Special at the start of each turn.
- Marisa can realistically put most standard offensive A skills that enhance both Attack and Speed to good work, though her most standout options include Swift Sparrow, Atk/Spd Solo, and Atk/Spd Push 4. Although she generally wants some form of Speed boosts for consistent follow-ups, Death Blow is a potential candidate for those opting for OHKO sets.
- She has several options to pick from for her B skill, with the choice largely boiling down to personal preference and skill availability:
- Lull Spd/Def is a particularly compelling skill that helps the Crimson Flash break through enemy bonuses and enhances her overall damage output considerably, inflicting an appreciable in-combat debuff on her foe’s Speed and Defense.
- Null Follow-Up is always an option as well to make Marisa more overall consistent by shutting down effects that would otherwise impede her offensive capabilities, namely those that would negate her follow-up. This also grants some defensive utility by nullifying skills that guarantee her foe's double.
- Wrath is somewhat dated, but nonetheless synergizes well with Shamshir’s primary specialization with acceleration and boosting her Special triggers.
- If nothing else, Desperation is a decent budget skill that helps Marisa consistently engage in combat without added risk at low HP via its consecutive follow-up effect; this pairs well nicely with skills that self-inflict chip damage like Fury and Atk/Spd Push 4.
- Smoke skills are excellent filler for Marisa’s C slot if refresher support is available to improve the quality of her subsequent matchups. Besides this and Time’s Pulse as previously mentioned, skills that automatically provide buffs (e.g. Rouse Atk/Spd and Attack or Speed-increasing Wave skills) are solid for increased firepower and self-sufficiency.
- Any Sacred Seal that enhances her key stats is recommended; this includes Atk/Spd Solo, Swift Sparrow, Sturdy Blow, and many more.
Unknowing Fire (Aether Raids Offense Galeforce)
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Shamshir (+Eff) | A | Swift Sparrow 3 Alternate: Flashing Blade 4 |
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Positional Assist | B | Wings of Mercy 3 |
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Galeforce | C | Time's Pulse 3 Alternate: Odd Tempest 3 |
IVs | +SPD or +ATK / -RES | S | Flashing Blade 3 Alternate: Quickened Pulse |
Weapon: Shamshir (+Eff)
Assist: Positional Assist / Flexible
Special: Galeforce
Passive A: Swift Sparrow / Flashing Blade 4
Passive B: Wings of Mercy / Hit and Run
Passive C: Time’s Pulse / Odd Tempest / Smoke Skills / Joint Drive Skills / Flexible
Sacred Seal: Flashing Blade / Quickened Pulse / Swift Sparrow / Atk/Spd Solo
- Although perhaps seemingly counterintuitive given her miniature Wo Dao effect, Marisa does make for a solid choice of Galeforce unit for Aether Raids Offense thanks to her ability to quickly reduce her own cooldown. This makes her somewhat similar to Navarre, but trades his Scarlet Sword’s advantage of reducing his charge by an additional turn for an appreciable offensive boost upon initiation.
- Galeforce is the centerpiece of this build, with the primary goal being to utilize its self-refreshing quality to have Marisa and her allies quickly sweep down the defending team in quick succession.
- Since Shamshir comes with both a Slaying effect and innate Time’s Pulse, Marisa can equip either Time’s Pulse in her C slot or the Quickened Pulse Sacred Seal to reduce Galeforce to a two-turn cooldown; this lets her activate Galeforce in a single hit when paired with Flashing Blade.
- One may even use both Time’s Pulse AND the Quickened Pulse seal to further reduce Galeforce’s cooldown to a single turn. This gives her the flexibility of either being able to equip an A skill of one’s choice or using Flashing Blade 4 to break through Guard effects for maximum consistency.
- Swift Sparrow is an excellent A skill to enhance Marisa’s key stats during the Player Phase and is generally her best choice if using a stat-boosting A skill is desired. However, one can also use Flashing Blade 4 to free up space for the Quickened Pulse Sacred Seal as previously mentioned.
- Wings of Mercy is a standard B skill choice in AR-O Galeforce strategies, but for good reason as this enables Marisa to get close to the enemy team without needing outside assistance (such as from an Assist like Smite). She may also get decent mileage out of a displacement skill like Hit and Run to potentially escape if necessary after activating Galeforce.
- For her C slot, Marisa benefits greatly from Time’s Pulse to reduce Galeforce’s base cooldown even more, but she does have a few other options if this is deemed unnecessary (or if it's simply unavailable). For instance, Odd Tempest helps massively in increasing her maneuverability by granting cavalry-esque movement, but may be unnecessary if Duo Ephraim support is available. Smokes and Joint Drives carry a great deal of usefulness within Galeforce strategies as well.
- If not using the Flashing Blade or Quickened Pulse Sacred Seal, Marisa should instead be equipped with any available option that builds upon her Attack and/or Speed like Atk/Spd Solo.
Strengths
Shamshir
Marisa’s signature Shamshir massively improves her overall viability and comes packed with numerous Special-based mechanics: a permanent cooldown reduction, a flat +7 damage boost upon each activation, and a Time’s Pulse effect. This offers Marisa considerable burst damage potential that is also hard to shut down when equipped with two-turn cooldown Specials, as Guard does not affect Specials that are already fully charged. Shamshir also has other uses like Galeforce strategies within Aether Raids Offense, making it a very versatile weapon.
As an added bonus, Shamshir also grants Marisa a solid boost to both her Attack and Speed with an extremely simple activation requirement, improving her initially underwhelming offensive statline of 30/36 to a more competitive 35/41.
Good Speed and Physical Bulk
Although her overall statline definitely shows its age when compared to more recent entries, Marisa’s base Speed of 36 isn’t too shabby and provides a solid foundation for both performing and avoiding follow-up attacks. Her physical bulk is also surprisingly high at a base value of 76, though this is in large part due to her shockingly beefy HP pool of 46. These qualities can be further enhanced through merges, Dragonflowers, her refined Shamshir, and Trait Fruit.
Infantry Benefits
As an infantry unit, Marisa comfortably enjoys the benefits of amazing skill access; with the ability to equip numerous complementary skills like Spurn, Time’s Pulse, and Null Follow-Up, she can more easily develop her overall potential compared to her mounted counterparts and boasts a good deal of build flexibility.
Weaknesses
Unimpressive Resistance
Like many of her peers, Marisa suffers from a terrible base Resistance stat. Sitting at a low value of 21, she will struggle considerably against sustained magical pressure at lower levels of investment and/or support, though her good HP pool and F2P status does assist in remedying this.
Strong Competition
The pool of infantry sword units is infamous for being extremely bloated and this will only continue to grow. This makes it difficult for Marisa to actually merit a slot on a given team since while she may certainly be a solid combatant to her own right, she faces stiff competition from numerous units like Young Eirika, Mareeta, and Ayra that far outstrip her—and at times, with far less investment required.
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Shamshir (+Eff) | A | Distant Counter |
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Reposition | B | Close Call 3 / Repel 3 |
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Aether | C | Time's Pulse 3 |
S | Spd/Res Solo 3 |
Marisa gained a massive jump in viability and her overall flexibility has further increased thanks to her amazing refine, Shamshir. With faster cooldown, a Wo Dao effect (albeit weaker), a +5 Boost to her Atk/Spd if she initiates combat or is within two spaces of an ally and the rare and coveted Times Pulse effect, it allows Marisa to fire off specials quicker or instantly and it makes her stronger offensively and defensively. This build focuses on taking advantage of her faster specials and Times Pulse effect, the effect stacks with the Times Pulse in the C slot so Aether becomes a 2 cooldown Special, down from 4. With Marisa's great bulk due to her massive HP, Repel/Close Call/Spurn damage reduction and Spd/Res solo, she will not be easy to take down and her Aether is really gonna hurt thanks to the +7 true damage from Shamshir. (+12 with Spurn). There are so many ways to build Marisa already and Shamshir just makes that much easier and much more potent, no longer will you have to pick between Wo Dao or Slaying Edge, you got a mix of both in a 16mt package from the get go.
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Wo Dao+ (+Spd) | A | HP/Def 2 |
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Reposition | B | Renewal 3 |
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Glimmer | C | Infantry Pulse 3 |
Mostly base build, except for Renewal 3. I wanted to build her, but didn't know how.
Summoned on ???, 5 starred on ???
(Currently LV. 40 with no Dragon Flowers and C-Ranked with S!Marisa)
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Wo Dao+ (+Spd) | A | Distant Counter |
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Reposition | B | Wrath 3 |
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Sol | C | Panic Ploy 3 |
S | Flashing Blade 3 |
Pseudo-legendary build. Made to use with any team.
Distant Counter to raise matchup versatility. With her high HP, Panic Ploy would take care of the buffed enemy units in cardinal directions, as long as they aren't tanky blue units.
Wrath complements damage and healing when reaching HP threshold.
Flashing Blade Seal to make Sol activate in every fight, considering she has Spd enough to double attack the target.
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Slaying Edge+ (+Atk) | A | Life and Death 4 |
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Reposition | B | Repel 3 |
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Dragon Fang | C | Odd Spd Wave 3 |
S | Flashing Blade 3 |
The main idea of this build is to increase Marisa low Attack and average speed and to turn her into a Offensive Monster. while also allowing her to maintain a decent defense. Keep in mind this build Works best if you fully invest her with dragon Flowers.
Life and Death 4( you can use Life and death 3 as a F2P alternative) main purpose is to increase her Attack and speed to 37ATK and 43SPD respectively(without factoring in dragon flowers). Marisa is one of the few F2P unit that can make good use of this skill with her high hp she can take the reduction to her DEF and RES without suffering to much
Slaying edge+ is chosen over Wo Dao+ mainly to make it easier to proc Dragon Fang.The ATK refine is chosen over SPD refine in order to bring Marisa to 53ATK(55 with dragon flowers)
Dragon Fang main use is to further increase her attack 50% so that she will destroy her enemies however it is best if you invest dragon flowers in her so she can get full use of this special. You can use luna as an alternative if your attack is lower than 55.
Repel 3 main purpose is to compensate for her reduced DEF and RES as a result of Life and Death 4. if her speed is greater than her foe damage is reduce 4% for ever stat above her foe up to 40%. With 45SPD(including dragon flowers) their are no hero will higher speed at base(Not factoring weapon effects).
Odd Speed Wave mainly used to further increase her speed in the event that her enemy is faster than her.
Flashing blade 3 is used to make it easier to proc Dragon Fang and as I stated earlier with 45 speed(51 during odd turns) there will be few faster than her at base.
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Wo Dao+ (+Spd) | A | Steady Breath |
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Reposition | B | Wrath 3 |
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Blue Flame | C | Infantry Pulse 3 |
S | Atk/Def Bond 3 |
The general gimmick of this build is to spam Blue Flame as much as possible during the enemy phase. Within the get-go of a battle, Infantry Pulse will activate and Marisa will be able to retaliate with a +35 true damage special thanks to Steady Breath's special cooldown reduction and Wao Dao's +10 to special. With Wrath active the damage will be boosted to +45 with an additional bonus from whatever Marisa would have dealt. With her high HP and decent defense, Marisa is generally safe when being used to bait out physical duelist.
Due to her low natural attack, Marisa's fatal counters with this build are enemies that incorporate Guard, Firesweep, and Wary Fighter.
If Marisa is partnered with B!Lucina with the new refine, the flexibility of the A slot for Marisa can be switched around freely to fit your needs. It should be mentioned that Steady Stance 4 increases the potential of the build, as a lot of units will fail to even fatally wound Marisa. Despite this, skills like DC or any Brazen variants can work well.
For the choice of C Slot, if you have another Infantry Pulse unit, Panic Ploy works very well with her high HP stat. The only units that will ignore it will more than likely be armors. As for the seal choice, it can easily be replaced with anything.
If the +3 to Speed isn't important to you from the refinement to her weapon, then it would be better to opt for Defense to make her bulkier. You can also give her DC and Distant Defense for her Seal if you opt for a +3 to Resistance, but she will be much more squishier as a unit.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Only Inheritable by Sword Units.
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200 | 1 | 9 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Sword Units.
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300 | 1 | 13 |
![]() Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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40 | A |
![]() Inheritable by all units.
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100 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | A |
![]() Infantry Units Only |
60 | C |
![]() Infantry Units Only Unlocks at 4 ★ |
120 | C |
![]() Infantry Units Only Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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Banners Featured In
None