Community Posts with Keyword Thrasir All
Analysis by lordhelpme
Thrasir - Omnicidal Witch


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 33
SPD 39
DEF 23
RES 27

Stat Variations

Level 1 Stat Variation
Low 17 8 8 5 4
Middle 18 9 9 6 5
High 19 10 10 7 6

Level 40 Stat Variations
Low 36 30 36 20 23
Middle 40 33 39 23 27
High 43 36 43 26 30

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 significant amount of Thrasir’s overall functionality comes from her ability to consistently perform follow-up attacks, so increasing her Speed stat further with an Asset is ideal. An Asset in this stat is especially remarkable due to it granting her a four-point boost (as opposed to the typical three), bolstering its viability even further. 
  • +ATK: While typically inferior to an increase to her Speed, Thrasir can make great use of an Attack Asset to strengthen her raw damage output. This pairs particularly well with her PRF’s built-in dragon effectiveness, and helps improve her matchups against bulkier foes with low Speed whom she may have otherwise failed to KO. 


  • -HP / DEF / RES: Thanks to Killing Intent’s unique effect of granting consecutive follow-up attacks without the need for her to take damage beforehand, Thrasir’s bulk is mostly inconsequential so she can safely take any Flaw that detracts from it. However, it should be noted that -HP and -RES IVs are slightly less preferable than -DEF as this results in a four-point reduction, which can leave her at a higher risk of being OHKO’d should she fail to kill her opponent with her first two strikes. 

Skill Sets

Power Conflagration (Offensive Nuke)

Build by
Ífingr A Flashing Blade 4
Alternate: Swift Sparrow (2 or 3)
Reposition B Killing Intent
Alternate: Ruptured Sky
C Panic Smoke 3
Alternate: Res Smoke 3
IVsSDarting Blow 3

Show Explanation/Analysis

Preferred IV: +SPD or +ATK / -HP or -DEF or -RES

Thrasir’s exceptional offensive statline, in conjunction with the aggressive nature of her two exclusive skills, allows her to shine on the frontline as a powerful Player Phase nuke; improving either one of her offensive stats is thusly ideal to build upon her astounding offensive capabilities. Also, it’s worth noting that although alterations can always be made, much of this build consists of Thrasir’s base kit as it is already quite effective, meaning that she can simply be left in her present condition if aiming to invest as minimally as possible. 

Weapon:  Ífingr 

  • A rather unique component of her kit, Ífingr provides Thrasir with a rather substantial improvement to her overall potential through its various effects: a +4 in-combat boost to all her stats, negation of all skills that ensure her opponent’s follow-up attack (such as Quick Riposte and Vengeful Fighter), and the ability to deal effective damage against dragon foes. This amalgam of effects allows her to present a fearsome offensive threat with relative ease, sporting a fairly simple activation requirement. 

  • While Ífingr does help improve her offensive capabilities quite a bit, it’s notable for a few other reasons as well. For instance, its defensive stat boosts and negation of skills that guarantee enemy follow-up attacks grants Thrasir with a great deal of survivability in the sense that if she fails to ORKO an opposing foe, her likelihood of being easily KO’d in retaliation is quite low. Also, since her ability to benefit from her PRF’s effects is not contingent upon who initiates combat, Thrasir has immense flexibility in the sense that she can retain her offensive presence in the Enemy Phase if necessary.

  • The main consideration to keep in mind while using Ífingr is that after each round of combat, it will apply a sizeable -4 debuff on all the stats of the nearest ally if its activation requirement was fulfilled. Although somewhat unwieldy at first glance, this can typically be worked around with smart play, or potentially rendered inconsequential entirely when utilizing refreshers. 

Assist: Reposition / Flexible

Special: Moonbow / Glimmer / Ruptured Sky

  • Specials with a two-turn cooldown are Thrasir’s best options; combined with Flashing Blade (either in her A slot or as a seal) and Killing Intent, such Specials will consistently activate in each round of combat on her follow-up attack, assuming her opponent isn’t equipped with a skill like Guard. Her native Moonbow is a fantastic choice to shred through particularly bulky foes, but Glimmer can make for a strong candidate as well if providing her with enough support to her Attack. Alternatively, Ruptured Sky can be considered for its elevated performance against beast and dragon foes. 

Passive A: Flashing Blade / Atk/Spd Solo / Swift Sparrow 3

  • Thrasir’s base Flashing Blade 4 works amazingly with this build’s intended playstyle, increasing her overall damage output markedly through accelerated Special cooldown and an additional +5 damage per hit when her Speed exceeds that of her opponent’s. Keep in mind that this skill happens to deal true damage, meaning that it ignores her opponent’s Resistance stat; this can be quite useful in the (admittedly unlikely) instance that she is unable to otherwise damage an opponent. 

  • Atk/Spd Solo and Swift Sparrow 3 can be considered to obtain a slightly higher damage ceiling (since utilizing Flashing Blade 4 and the Darting Blow seal instead is technically a bit worse), but the fact that both of these options are somewhat scarce and only offer a marginal improvement means that opting for them is usually unnecessary; they do, however, have the merit of opening up her seal slot for other alternatives. 

Passive B: Killing Intent

  • Killing Intent is a phenomenal Player Phase skill that further builds upon her destructive potential, granting her the ability to deal consecutive follow-up attacks and apply a meaningful -5 in-combat debuff on her foe’s Speed and Resistance stats. However, unlike Desperation (which boasts a similar effect), Killing Intent does not require that Thrasir herself take damage beforehand to benefit from its impact -- instead, her opponent must either be less than 100% HP or afflicted by a status ailment. 

  • Combined with Ífingr’s various in-combat boosts and the ease with which this activation requirement can be met, Killing Intent makes Thrasir an incredibly potent magical nuke who can excel at her role while remaining entirely unscathed. However, the fact that she actually can incur significant amounts of damage and still leverage this effect serves to differentiate her from other units like Lewyn (who are also able to benefit from a Desperation effect at full HP), as they only function while above a certain HP threshold. 

Passive C: Panic Smoke / Res Smoke / Spd Smoke / Savage Blow / Flexible

  • Her native Panic Smoke is an excellent C slot skill to instantly activate her B slot skill against any foes unfortunate enough to be nearby as well as convert any bonuses they may possess into penalties. Alternatively, should one find that they do not run into enemy team compositions that carry visible buffs all that frequently, Res Smoke, Spd Smoke, and (to a lesser extent) Savage Blow are great substitutes that also pair nicely with Killing Intent. 

Sacred Seal: Darting Blow / Flashing Blade / Sturdy Blow

  • The Darting Blow seal is by far Thrasir’s strongest option if equipped with her base Flashing Blade 4, enabling her to make the most of its effect and perform follow-up attacks much more frequently. 

  • If using a different A slot skill (such as Atk/Spd Solo or Swift Sparrow 3), however, she should either be taking the Flashing Blade seal to make up for the loss of accelerated Special cooldown, or something like the Sturdy Blow seal to build upon her offensive statline further. 

Nevermore (Aether Raids Defense)

Build by
Ífingr A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Push 4
Rally Assist B Killing Intent
Dragon Fang
Alternate: Luna
C Panic Smoke 3
Alternate: Time's Pulse 3
IVsSSturdy Blow 2

Show Explanation/Analysis

Preferred IV: +SPD or +ATK / -HP or -DEF or -RES

As an Anima Mythical Hero, Thrasir naturally finds her place in Aether Raids Defense team compositions. This is an alternative set that aims to optimize her performance for such a setting, specifically Infantry Pulse setups where she fits in perfectly thanks to her status as an infantry mage; when assembled correctly, these teams can prove to be some of the most challenging to face without the necessary tools. However, since her intended playstyle within such compositions remains entirely offensive, an Asset to either one of her offensive stats is recommended once again to maximize her combat prowess. 

Weapon: Ífingr / Spectral Tome+ (+SPD)

  • Ífingr will generally be her best choice of weapon, but Spectral Tome can be taken instead solely if one is utilizing a second copy of Thrasir in the same team. Otherwise, don’t swap out her PRF. While Spectral Tome may seem unnecessary given that she comes with Panic Smoke in her base kit, it’s still useful to further debilitate the opposing team and differs in one crucial way: even if Thrasir is KO’d in her first round of combat, Spectral Tome will still apply the Panic debuff on her target and anyone else within two spaces (whereas Panic Smoke won’t as it requires that she survive). 

Assist: Rally Assist / No Assist

  • In contrast to the previous build, Thrasir’s Assist slot is of much more importance here and can be particularly tricky because one must account for the order in which the AI prioritizes turn order. Equipping a Rally is recommended if attempting to set up a “Rally Trap” for an expansion of Thrasir’s range and to potentially catch challengers off-guard, though one can also choose to not select an Assist at all to avoid potential mishaps. The decision will ultimately boil down to a matter of personal preference and the strategy one wishes to utilize. 

Special: Dragon Fang / Luna 

  • Thrasir’s ideal choice of Special varies depending on the amount of Infantry Pulse support that she is receiving. At maximum investment, Dragon Fang is a powerful option that provides her with the greatest raw firepower of those available to her; combined with the various boosts she can obtain from her PRF skills, an instantly charged Dragon Fang can pack a serious punch, heavily damaging if not outright killing her opponent. Luna is an acceptable alternative if a lesser amount of Infantry Pulse support is available.

Passive A: Swift Sparrow / Atk/Spd Push 4 / Fury 

  • Since Thrasir should already have her Special fully charged at the start of the first turn, her base Flashing Blade 4 should be swapped out for a standard offensive stat-boosting skill to heighten her overall damage output as much as possible. Swift Sparrow 3 is a particularly stellar candidate that both increases her combat prowess massively and pairs well with this build’s intended playstyle, granting a +6+6/+7 Atk/Spd in-combat boost upon initiation. 

  • Another high investment option, Atk/Spd Push 4 is also an outstanding choice that slightly edges out Swift Sparrow 3 in terms of raw firepower (+7/+7 Attack/Speed compared to +6/+7); it also comes with the benefit of not being locked to a specific phase, making it more difficult for opposing foes to attempt to KO her before she can move. However, its inability to actually do anything once she falls below 25% HP does pose a notable drawback as she may potentially incur a significant amount of damage (either from an opponent, Lightning Trap, Bolt Tower, etc.), so keep this in mind. 

  • Although considerably weaker offensively than either of the aforementioned skills, Fury (3 or 4) makes for a worthwhile consideration thanks to the appreciable boost it provides to Thrasir’s overall bulk. This helps lessen her likelihood of being OHKO’d outright by foes she fails to kill with her first two strikes considerably, while still supplementing her offensive capabilities to a reasonable extent. 

Passive B: Killing Intent

  • Killing Intent remains Thrasir’s ideal B slot skill to help finish up opponents capable of surviving the full brunt of her fully charged Special through an immediate follow-up attack; the in-combat debuffs it can apply to her foe’s Speed and Resistance stats are greatly useful in elevating her offensive might here as well. 

Passive C: Panic Smoke / Spd Smoke / Res Smoke / Time’s Pulse / Flexible

  • Smoke skills are quite formidable choices to quickly hamper the opposing team’s overall potential and ensure Thrasir’s ability to activate Killing Intent against several enemies at once. Panic Smoke is especially powerful in Aether Raids Defense given how frequently visible buffs are used across many different strategies, but Spd Smoke and Res Smoke can be used as well if another source of Panic already exists (such as on a second Thrasir equipped with Spectral Tome). 

  • Time’s Pulse is an option for those who wish to lessen the amount of Infantry Pulse support necessary to fully charge Thrasir’s Special. 

Sacred Seal: Sturdy Blow / Darting Blow / Quickened Pulse

  • The Sturdy Blow and Darting Blow seals are recommended to bolster her performance as an offensive nuke by heightening her raw stat values, but the Quickened Pulse seal is also noteworthy to decrease her reliance on Infantry Pulse support (which may be desirable if one does not have it readily available in large quantities).


An enemy general with a strangely familiar appearance, Thrasir: Omnicidal Witch makes a surprise debut as the game’s second Anima Mythical Hero, possessing an assortment of valuable strengths that undoubtedly make her one of the strongest mages around. Her statline alone is impressive; a 33/39 offensive statline and access to a four-point Speed Asset make her well adept at dealing damage, and her overall bulk is generally decent enough to withstand a single hit from an opposing foe. 

Her tome, Ífingr, further solidifies her position, granting her dragon effectiveness, a substantial +4 in-combat boost to all of her stats, and nullification of skills that ensure her opponent’s follow-up attack when within three spaces of an ally. Each effect individually is quite solid, but incorporating them all into a single weapon allows Thrasir to boast combat prowess that is both widely applicable and fearsome; it does apply a debuff on the nearest ally after combat, but this can generally be maneuvered around with smart play. Furthermore, the fact that Ífingr’s applications are not restricted to a specific phase enables the Omnicidal Witch to be quite flexible (arguably more so than many of her contemporaries), as she can maintain a reasonable offensive presence in the Enemy Phase when necessary.

Her exclusive B slot skill, Killing Intent, only adds onto Thrasir’s devastating potential in the Player Phase, providing increased damage output and a built-in Desperation effect against weakened opponents. When set up properly (which is fairly simple to do), this skill combined with all her aforementioned attributes makes Thrasir a phenomenal and consistent source of damage output who cannot easily be stopped.

This is not to mention her merits as one of the only defensive Mythical Heroes released thus far with the means of actually excelling in the mode they were designed for: Aether Raids Defense. In addition to providing various stat boosts to allies equipped with the corresponding Blessing during Anima season, Thrasir’s sheer offensive power and status as an infantry mage enable her to fit right at home in numerous defense team compositions, though none more notably than Infantry Pulse setups that revolve around instant Special activations. However, while Thrasir outstrips many other units when it comes to Player Phase capabilities, her performance in the Enemy Phase does leave much to be desired, though Ífingr’s flexible activation requirement does mediate this to an extent. 

Overall, Thrasir: Omnicidal Witch is a remarkable offensive unit whose distinct strengths set her apart from many of her direct competitors and allow her to make for an excellent finishing touch to one’s Aether Raids Defense team -- just don’t question why most of her body is made of jelly. 



Thrasir’s unique personal weapon, Ífingr, pairs quite nicely with her offensively oriented playstyle, and enables her to establish a formidable presence in the Player Phase without being overly reliant on support to function properly. While certainly something to consider, the -4 debuff it applies on all the stats of the nearest ally after combat will generally prove relatively straightforward to work around. 

Killing Intent

Supplying her with a significant boost to her follow-up and damage potential as well as a Desperation effect against weakened opponents, Killing Intent comprises much of Thrasir’s Player Phase prowess and lets her easily tear through enemy defenses -- all while potentially remaining entirely unscathed. 

Excellent Offensive Stats

Thrasir’s standout offensive statline of 33/39 allows her to make wonderful use of her PRF skills’ primarily aggressive playstyle and distinguish herself as a terrifying offensive force. Her Speed is especially noteworthy as it can be raised from an already strong base value of 39 to an exceptional 43 thanks to her four-point Asset in the stat. 


Thrasir’s status as an infantry unit allows her to benefit from the support of numerous powerful skills like Infantry Pulse, heightening her overall potential considerably when utilized properly. 

Mythical Hero

As a Mythical Hero, Thrasir can grant special stat boosts (+5 HP and +5 Defense) to any ally equipped with an Anima Blessing in Aether Raids and can decrease one’s potential Lift loss substantially, making her a worthwhile option for those concerned with their Defense team’s performance. 


Poor Enemy Phase

Thrasir’s overspecialization in maximizing her combat prowess in the Player Phase renders her performance in the Enemy Phase to pale in comparison, making any investment toward improving her defensive capabilities rather futile. 

Weapon Skills

Weapons SP Rng. Mt.
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Learns by default at 3 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
ÍfingrEffective against dragon foes. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+4 and neutralizes effects that guarantee foe's follow-up attacks during combat, but after combat, if unit attacked, inflicts Atk/Spd/Def/ Res-4 on nearest ally through its next action.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Flashing Blade 1If unit’s Spd - foe’s Spd ≥ 5, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 2 ★
Flashing Blade 2If unit’s Spd - foe’s Spd ≥ 3, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 3 ★
Flashing Blade 3If unit’s Spd - foe’s Spd ≥ 1, unit gains Special cooldown charge +1 per attack. (If using another similar skill, only highest value applied.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 4 ★
Flashing Blade 4If unit's Spd > foe's Spd. grants Special cooldown charge +1 and deals +5 damage per unit's attack. (Only highest value applied. Does not stack.)
Excludes Flying, Cavalry, and Staff Units
Unlocks at 5 ★
Killing IntentAt start of combat, if foe's HP < 100% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.   【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).
Non-Inheritable skill.
Unlocks at 5 ★
Panic Smoke 1If unit initiates combat, inflicts【Panic】 on target and foes within 1 space of target after combat.   【Panic】 Converts bonuses on target into penalties through its next action.
Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
Panic Smoke 2If unit initiates combat, inflicts【Panic】 on target and foes within 2 spaces of target after combat.   【Panic】 Converts bonuses on target into penalties through its next action.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
Panic Smoke 3Inflicts【Panic】on target and foes within 2 spaces of target after combat.   【Panic】 Converts bonuses on target into penalties through its next action.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★

Other Info

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