- Default
- Attack
- Special
- Injured




Sheena - Princess of Gra |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 20 | 7 | 5 | 11 | 6 |
Middle | 21 | 8 | 6 | 12 | 7 |
High | 22 | 9 | 7 | 13 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 42 | 26 | 22 | 33 | 30 |
Middle | 45 | 30 | 25 | 36 | 33 |
High | 48 | 33 | 29 | 39 | 36 |
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
Ranged Tank (Distant Counter)
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Crimson Axe (+Eff) | A | Distant Counter |
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Pivot | B | Vengeful Fighter 3 |
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Aether | C | Atk Smoke 3 Alternate: Pulse Smoke 3 |
IVs | +RES / -SPD | S | Fierce Stance 3 Alternate: Close Def 3 |
Preferred IV: +RES / -SPD
Weapon: Crimson Axe (+EFF)
Assist: Pivot / Swap / Reposition
Special: Aether
Passive A: Distant Counter
Passive B: Vengeful Fighter
Passive C: Attack Smoke / Pulse Smoke
Sacred Seal: Fierce Stance / Close Def / Distant Def
- With her Crimson Axe refine, Sheena can now protect herself against enemy Specials while also running Vengeful Fighter in her B slot, making her far tankier. The additional Defense and Attack boosts from her axe also means that choosing Resistance as a boon is a no-brainer, particularly if competing in higher tiers of arena where dragons are plentiful.
- Distant Counter is the obvious choice, given her mixed bulk and limited maneuverability, as well as her preference for Enemy Phase combat.
- Sheena can further utilize a Smoke skill in her C slot, like Attack Smoke, which increases her tankiness by debuffing her potential foe's attack stat. She can also run Pulse Smoke to defend against pre-charged Specials, or be the designated Armor March carrier on a team.
- Fierce Stance further helps Sheena's offenses by making her more lethal in the Enemy Phase. With Fierce stance and Crimson Axe, Sheena's Attack reaches 57 with 0 merges or dragonflowers. She can also run a more defensive skill if you're interested in turning her into even more of a bulwark.
You Move (melee tank)
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Crimson Axe (+Eff) | A | Close Def 3 Alternate: Steady Breath |
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Pivot | B | Vengeful Fighter 3 Alternate: Wary Fighter 3 |
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Noontime Alternate: Aether |
C | Atk Smoke 3 Alternate: Ward Armor |
IVs | +Def or +Res / - Spd | S | Close Def 3 |
Preferred IV: +RES or +DEF / -SPD
Weapon: Crimson Axe (+Eff)
Assist: Pivot / Swap
Special: Noontime / Aether / Bonfire
Passive A: Close Def / Steady Breath
Passive B: Vengeful Fighter / Wary Fighter
Passive C: Atk Smoke / Ward Armor / Armor March
Sacred Seal: Close Defense
- This build functions as an alternative to a Distant Counter build. By focusing on Sheena's melee encounters, she can bulk up her defenses to impressive heights and utilize her Crimson Axe to further protect her from enemy Specials.
- Stacking Close Defense in her A and S slots is more reasonable than using the rare Bracing Stance (since Crimson Axe already inflicts Guard on her opponent) or the detrimental Fort. Def/Res (since it reduces her already-low attack by 2) and still gives Sheena an impressive +12 to both her Defense and Resistance when attacked from melee range.
- Her Special is variable - Noontime is undoubtedly the best for her sustain, given that she can heal with every counterattack, whereas Aether would give her a mix of healing and damage, or Bonfire, when coupled with Steady Breath, allows her Special to reach maximum damage.
Strengths
Great Bulk
Sheena has very high mixed bulk, totalling at 36 Defense and 33 Resistance, with 45 HP to chew through after her defenses are exhausted.
Her defenses also serve to protect her long enough to activate her second hit of Quick Riposte or Vengeful Fighter, which procs her special in order to defeat her opponent.
Armored
Being an armor unit has its upsides. The most obvious is that Sheena benefits from more raw stats, allowing her to pad out her bulk and HP a little more.
She also gains access to armor-only skills, such as Vengeful, Bold, and Wary Fighter, all of which drastically increase her combat capabilities by mitigating her Speed weakness.
Weaknesses
Lower Attack
For an armor unit, Sheena has markedly low Attack, which can prevent her from securing KOs in battle. She relies on her Special activations to do more damage, and so being inflicted with a Guard status effect is difficult for her.
Outdated
While Sheena can be made relevant again, particularly due to her refine, even F2P infantry units can now score higher than her in arena modes, with a higher Base Stat Total and the ability to move 2 spaces without using a skill slot.
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Slaying Axe+ (+Spd) | A | Distant Counter |
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Swap | B | Renewal 3 |
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Iceberg | C | Fortify Armor |
S | Quick Riposte 2 |
Sheena! Honestly, I know nothing of her from her original game, but I love her in Fire Emblem Heroes. She's so tough! And recently, finally, I got my wish to earn Distant Counter for her.
The listed abilities here are what I currently have on her, however, some changes are pending.
As one may guess by my choice of weapon refine, I am actually considering trying to pull for a Speed (super)boon, and subsequently stack her Spd as high as I can. With a Spd boon, Sheena starts out at an okay 29 Spd. With weapon refine, this goes up to a better 33. Add a teammate using Hone Armor, Spd Tactic 3, or similar and now we are at 39. Add another teammate with Goad Armor, and we're already at 43 Spd. This isn't even taking into account the ability to push it further with Sacred Seals, and debuffing the enemy also helps narrow the gap. In other words, it is quite possible to ensure that Sheena earns doubles on both the Player and Enemy phase with a little investment and good positioning, and such is my goal with her. This opens up her B slot for Special Fighter, which pairs excellently with Slaying Axe.
With that all in mind, this is my plan for her:
Weapon: Slaying Axe+ (+Spd)
The Slaying Axe's effect helps get specials proccing more often, and the +Spd refine helps push Sheena that much closer to naturally doubling in both phases, as described.
Assist: Swap / Reposition
Right now I have Swap on Sheena, but I may adjust this later. Swap is better if she is not able to boost her movement, I feel.
Special: Iceberg
Iceberg or Bonfire both would probably work fine here. Any special with a cooldown of no more than 3 is preferable for a build of this kind, since thanks to Special Fighter + Slaying Axe they will then proc on every single combat.
Generally, I feel that damage that ignores Def/Res like Iceberg or Bonfire is best, since it allows Sheena to take on e.g. Red foes, against whom she would otherwise struggle to deal damage.
Passive A: Distant Counter
No explanation needed here. Distant Counter ensures Sheena can take on any foe from any range.
Passive B: Special Fighter
Special Fighter in Sheena's B slot is only worthwhile (in my opinion) if her Speed can be pushed high enough to make up for the lack of Vengeful Fighter. As noted, her weapon refine, IVs, teammate support, and Sacred Seal can all help in this regard. Anyway, paired with Slaying Axe, Special Fighter ensures that Sheena's special goes off during every combat, which is just amazing.
Passive C: Fortify Armor / etc.
Right now I have Fortify Armor, but I may change that to something that doesn't require such precise positioning. It will all depend upon her team composition.
Alternatively, something like Spd Ploy 3 (given Sheena's respectable Resistance), Threaten Spd 3, or Spd Smoke 3 could be useful too to help narrow the Spd gap that much more.
Sacred Seal: Spd/Atk Bond 3 / Spd/Res Bond 3 / etc.
Probably something that boosts Sheena's Spd or reduces the foe's Spd is what I want to go for here, though it is important to also be mindful that Sheena's attack power and defensive prowess remain intact as well.
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Silver Axe+ (+Res) | A | Distant Counter |
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Pivot | B | Vengeful Fighter 3 |
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Aether | C | Atk Ploy 3 |
S | Def Ploy 3 |
45+33+22+36+33 basic
50+47+22+36+37 weapon (slaying axe)
50+52+22+41+42 ploy
53+55+25+44+45 flower/merge
Resolve combat as if foe suffered Def/Res-50%.
Unit recovers HP=half damage dealt.
in 5 hits instead if six with slaying
with vengeful: take a hit ->1
respond -> 2/3
second hit -> 4 (not neccessary)
second respond -> 5/6
average def:32 -> 52-16=36 damage-> 18 heal every defensive turn
works at both ranges
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Slaying Axe+ (+Res) | A | Distant Counter |
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Rally Def/Res | B | Wary Fighter 3 |
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Aether | C | Drive Def 2 |
S | Def Ploy 3 |
~Great Wall of Sheena~ (merged +10) [WIP]
Arena stall tank soaking one hit from powercreeped offense. DC helpful for both score and weakening enemy.
Thinking of taking Def Ploy as C and Renewal as seal for greater longevity, or Atk Ploy if Chills can't be obtained. Special Fighter may be fun as well.
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Wo Gùn+ (+Atk) | A | Steady Breath |
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Pivot | B | Wary Fighter 3 |
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Ignis | C | Atk Tactic 3 |
S | Armored Boots |
This build takes large advantage of Sheena's incredible tanking capability. It's important to note that she's S supported with my L! Roy and that she's currently +5
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Hack-o'-Lantern+ (+Def) | A | Distant Counter |
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Swap | B | Vengeful Fighter 3 |
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Ignis | C | Atk Tactic 3 |
S | Close Def 3 |
Hack-o'-Lantern allows Sheena to keep safe from special abilities. This is essential to her survivability. Unlike other weapons that might be better for dmg output (ex: slaying axe), Hack-o'-Lantern fits perfectly since she is relatively slow rather other units, thus, this will help trigger big specials like Ignis and Glacies.
Ignis: with 46+ defense you will roast anyone that tris to stand a fight, even red foes.
(A) Distant Counter: this has no tremendous explanation, since she is a 1 movement unit, and DC allows to fight back from distance.
(B) Vengeful Fighter: BEST skill for this unit, since this skill will help her to trigger Ignis and Glacies as she will be fighting faster units.
(C) Attack Tactic: This is flexible, and I choose this skill because of my main team composition. You can try another one if you like.
(S) Close Defense: I like more Close than Distant Def, because it's more likely to fight melee high tier units rather than mage and bow units (that will probably get killed in 1 hit). You can switch this skill with DF combined with Glacies to maximize dmg.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 7 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
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300 | 1 | 11 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Restricted to melee units.
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100 | 3 |
![]() Unlocks at 4 ★ Restricted to melee units.
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200 | 2 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Only inheritable by armor units.
Unlocks at 3 ★ |
200 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Only inheritable by armor units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
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