Fire Emblem Heroes (FEH)

Attuned Timerra Builds and Best IVs

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This is a ranking page for the hero Timerra - Desert Warrior from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Attuned Timerra.

Heroes With the Same Name
Timerra - Desert Warrior Icon Attuned Timerra

New Heroes - New Heroes: Aided Reginn & Attuned Timerra Featured Heroes
Merrin IconMerrin
[9.0/10]
Attuned Timerra IconAttuned Timerra
[9.5/10]
Aided Reginn IconAided Reginn
[9.5/10]
Fogado IconFogado
[9.0/10]

Attuned Timerra Rating and Basic Information

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Overall Rating 9.5/10
Reroll Ranking (excluding Inherit Skill) S
(▶Reroll Ranking)
Ranking (including Inherit Skill) S
(▶FEH Tier List)

Timerra - Desert Warrior: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Weapon skill has built-in Distant Counter and Bulwark effects, grants Spd/Def bonuses and true damage reduction on foe's Special to nearby allies, grants unit bonus stats, true damage reduction on foe's Special, and neutralizes foe's bonuses during combat.
・Exclusive Special deals damage based on Def stat, grants damage reduction, and changes follow-up attack calculations.

Attuned Timerra Skills at 5★


Might: 16  Range: 1
Accelerates Special trigger (cooldown count-1).
Unit can counterattack regardless of foe's range.
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills).
For allies within 3 spaces of unit, grants Spd/Def+4 during combat, and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by 10 during that ally's combat (excluding area-of-effect Specials).
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Def at start of combat, and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by 10 during combat (excluding area-of-effect Specials).

Cooldown Count = 4
Boosts damage by 80% of unit's Def and calculates damage using 150% of unit's Def instead of the value of unit's Atk when Special triggers.
Reduces damage from attacks by percentage = 40 - current Special cooldown count value x10 during combat.
If unit's Def > foe's Def, decreases Spd difference necessary for unit to make a follow-up attack by X and increases Spd difference necessary for foe to make a follow-up attack by X during combat (X = difference between Def stats; max 10; for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).

If unit is within 3 spaces of an ally, grants Spd/Def+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Inflicts Atk-5 on foe during combat.
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat.
During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 20% of the greater of unit's Def or Res (excluding area-of-effect Specials) and neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 20% of the greater of unit's Def or Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills (resets at end of combat).

For allies within 2 spaces of unit, restores X HP to that ally as their combat begins (triggers after effects that deal damage as combat begins; if ally's Def > foe's Def, X = 20% of ally's max HP + difference between stats × 4; otherwise, X = 20% of ally's max HP; max 40% of ally's max HP + damage dealt to ally as combat begins; only highest value applied; does not stack).
For allies within 2 spaces of unit, grants Def+4 and reduces the effect of 【Deep Wounds】by 50% during combat.
If unit is within 2 spaces of an ally, restores X HP to unit as unit's combat begins (triggers after effects that deal damage as combat begins; if unit's Def > foe's Def, X = 20% of unit's max HP + difference between stats × 4; otherwise, X = 20% of unit's max HP; max 40% of unit's max HP + damage dealt to unit as combat begins; only highest value applied; does not stack).
If unit is within 2 spaces of an ally, grants Def+4 to unit and reduces the effect of【Deep Wounds】by 50% during combat.

At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
After combat, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Attuned Timerra Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (18) HP Superbane ★★★☆☆
Atk (8) No Attack IV ★★☆☆☆
Spd (14) Spd Bane ★★★★★
Def (8) Def Boon ★★★★★
Res (9) Res Bane ★★★☆☆

◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws

See the IV Checker for All Units Trait Fruits—How to Change IVs

When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.

+Def / Res

The best IVs for Attuned Timerra are +Def and -Res. Boosting Def improves Timerra's bulk and her damage output whenever Sandstorm triggers while also skewing the Spd requirement for follow-up attacks, making an investment in Spd not as necessary.

Attuned Timerra's Res is her least important stat and can be safely taken as a bane. Taking -Atk as a bane is also decent as long as Timerra can reliably trigger Sandstorm.

+Def for a +10 merge

We recommend +Def when merging Attuned Timerra up to +10 as it improves multiple areas in her performance. Boosting Spd to prevent follow-up attack isn't as necessary due to Sandstorm.

Attuned Timerra Best Builds

Omnitank / Budget Attuned Timerra

HOT
Special Skill IconSandstorm
Emblem Icon: -

How to Use, Explanation

Attuned Timerra's base kit is already perfect for her role as an Omnitank unit. Null Follow-Up isn't present on her kit, thus it has to be given to Timerra either externally or through the Sacred Seal slot. If provided externally, equip a Spd/Def boosting Sacred Seal.

Source Heroes for All Skills

Attuned Timerra Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
199
HP
HP 40 40
Rank: 489/1184
Atk
Atk 34 34
Rank: 836/1184
Spd
Spd 47 47
Rank: 7/1184
Def
Def 47 47
Rank: 10/1184
Res
Res 31 31
Rank: 337/1184

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 45 54 52 51 36 238
Lv.40 +10 45 38 52 51 36 222

HP Atk Spd Def Res Total
+HP
Lv.40 +10
47 38 51 51 35 222
+Atk
Lv.40 +10
44 41 51 51 35 222
+Spd
Lv.40 +10
44 38 54 51 35 222
+Def
Lv.40 +10
44 38 51 55 35 223
+Res
Lv.40 +10
44 38 51 51 38 222

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 40 50 47 47 31 215
5★ Lv.40 40 34 47 47 31 199

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 18 24 14 8 9 73

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
Attuned Timerra Icon Attuned Timerra
40 34 47 47 31 199
40 44 46 41 27 198
41 42 46 30 34 193
40 44 46 47 16 193
42 46 44 34 27 193
40 42 47 30 34 193
37 41 45 45 25 193
37 41 46 46 23 193
39 38 44 34 32 187
41 40 42 31 28 182
41 40 38 35 28 182
40 41 41 37 18 177
40 42 40 38 17 177
44 38 38 35 21 176
42 37 39 31 27 176
41 39 42 31 23 176
41 40 36 40 19 176
40 41 40 28 27 176
46 38 35 32 21 172
40 37 40 30 25 172
38 35 40 28 31 172
39 30 31 30 34 164
43 32 32 29 22 158
35 32 34 28 29 158
46 36 32 24 19 157
41 34 36 27 19 157

Note: Stats bonuses from skills are not taken into account.

Attuned Timerra Roles, Strengths, and Weaknesses

Attuned Timerra Roles

Timerra - Desert Warrior Roles
Close Physical Attack ImageClose-Physical Ranged Physical AttackRanged-Physical Close Magic AttackClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic WallMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

Attuned Timerra is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Def stat.

Attuned Timerra Strengths

Desert Spear is a great defensive and support weapon

Attuned Timerra Attack

Attuned Timerra's Desert Spear has built-in Distant Counter and Bulwark effects, freeing up skill slots that would be otherwise used on these effects.

During combat, Desert Spear grants allies within 3 spaces of Attuned Timerra Spd/Def+4 and 10 true damage reduction whenever their foe's Special triggers.

During combat, Desert Spear grants Attuned Timerra Atk/Spd/Def/Res bonuses equal to 5 plus 15% of her Spd, 10 true damage reduction whenever her foe's Special triggers, and neutralizes her foe's visible stat bonuses.

Desert Spear is a great weapon for both defense and support, helping the entire team survive foe's Specials and granting bonus combat stats at the same time.

Sandstorm changes follow-up calculation

Attuned Timerra's exclusive Special skill Sandstorm boosts damage by 80% of her Def and calculates damage using 150% of her Def instead of her Atk whenever it triggers.

Sandstorm also passively grants Attuned Timerra damage reduction based on her current Special cooldown count value, up to a max of 40% damage reduction.

Sandstorm also changes the follow-up attack calculation formula based on the difference between Attuned Timerra's Def and her foe's Def, up to a maximum change of 10. At maximum power, her foe would need to outspeed Attuned Timerra by ≥ 15 for them to make a follow-up attack.

Sandstorm is a powerful Special for Attuned Timerra, maximizing her very high Def stat and ensuring she takes less damage during combat at the same time.

Great Omnitank base kit

Attuned Timerra's base kit is already perfect for Omnitank units, especially the Laguz Friend 4 and Breath of Life 4 combo.

Attuned Timerra also comes with a new Attuned skill, Time Pulse Echo, which is a functional copy of Time's Pulse 4, freeing up the valuable C skill slot for other skills.

Attuned Timerra excels right out of the box and can be plugged immediately into your teams.

Attuned Timerra Weaknesses

Lack of Null Follow-Up effect

Attuned Timerra does not come with a Null Follow-Up effect on her base kit. She will be vulnerable to effects that prevent her follow-up attacks despite her high Spd stat.

Apply the Null Follow-Up effect externally or through the Sacred Seal to negate this weakness!

Low Atk

Attuned Timerra's low base 34 Atk stat makes it difficult for her to defeat her enemies if they can prevent Sandstorm from triggering.

Foes with Scowl effects can soak Timerra's attacks and prevent her from dealing significant damage.

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Timerra - Desert Warrior Only Appears as a 5 Star Hero!

Timerra - Desert Warrior only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Timerra - Desert Warrior if a 4 Star version is released!

Unlock Potential Tier List

Attuned Timerra - List of Skills

Weapons

Skill Name Might Range Effect Learned At
6 1 No Effect 5★
8 1 No Effect 5★
11 1 No Effect 5★
16 1 Accelerates Special trigger (cooldown count-1).
Unit can counterattack regardless of foe's range.
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills).
For allies within 3 spaces of unit, grants Spd/Def+4 during combat, and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by 10 during that ally's combat (excluding area-of-effect Specials).
If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + 15% of unit's Def at start of combat, and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and also, when foe's attack triggers foe's Special, reduces damage from foe's attacks by 10 during combat (excluding area-of-effect Specials).
5★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Def. 5★
(Cooldown Count = 4) Boosts damage dealt by 80% of unit’s Def. 5★
(Cooldown Count = 4) Boosts damage by 80% of unit's Def and calculates damage using 150% of unit's Def instead of the value of unit's Atk when Special triggers.
Reduces damage from attacks by percentage = 40 - current Special cooldown count value x10 during combat.
If unit's Def > foe's Def, decreases Spd difference necessary for unit to make a follow-up attack by X and increases Spd difference necessary for foe to make a follow-up attack by X during combat (X = difference between Def stats; max 10; for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).
5★

Passives

Skill Name Effect Learned At
If unit is within 3 spaces of an ally, grants Spd/Def+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Spd/Def+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Spd/Def+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Spd/Def+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 5★
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 5% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 5% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 5% of the greater of unit's Def or Res (boost resets at end of combat). 5★
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 10% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 10% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 10% of the greater of unit's Def or Res (boost resets at end of combat). 5★
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 15% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 15% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 15% of the greater of unit's Def or Res (boost resets at end of combat). 5★
Inflicts Atk-5 on foe during combat.
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat.
During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 20% of the greater of unit's Def or Res (excluding area-of-effect Specials) and neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 20% of the greater of unit's Def or Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills (resets at end of combat).
5★
If unit initiates combat, restores 3 HP to adjacent allies after combat. 5★
If unit initiates combat, restores 5 HP to adjacent allies after combat. 5★
If unit initiates combat, restores 7 HP to adjacent allies after combat. 5★
For allies within 2 spaces of unit, restores X HP to that ally as their combat begins (triggers after effects that deal damage as combat begins; if ally's Def > foe's Def, X = 20% of ally's max HP + difference between stats × 4; otherwise, X = 20% of ally's max HP; max 40% of ally's max HP + damage dealt to ally as combat begins; only highest value applied; does not stack).
For allies within 2 spaces of unit, grants Def+4 and reduces the effect of 【Deep Wounds】by 50% during combat.
If unit is within 2 spaces of an ally, restores X HP to unit as unit's combat begins (triggers after effects that deal damage as combat begins; if unit's Def > foe's Def, X = 20% of unit's max HP + difference between stats × 4; otherwise, X = 20% of unit's max HP; max 40% of unit's max HP + damage dealt to unit as combat begins; only highest value applied; does not stack).
If unit is within 2 spaces of an ally, grants Def+4 to unit and reduces the effect of【Deep Wounds】by 50% during combat.
5★
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
After combat, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
5★

Attuned Timerra as a Source Hero

Attuned Timerra Avatar

Value of Skills ★★★★★

Attuned Timerra has Spd/Def Finish 4, Laguz Friend 4, and Breath of Life 4 as inheritable options.

All of these skills are very rare and are worth inheriting onto your favorite units.

As an Attuned Hero, Attuned Timerra won't disappear from your barracks upon using her as source inheritance once.

List of Source Heroes The Best Fodder Units

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Top tier hero. Must summon. 15
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How to Get Attuned Timerra / Illustrations / Voice Actor / Quotes

How to Get Attuned Timerra

Obtain Through Regular Summon

Attuned Timerra is a limited time Attuned Hero who can be pulled from their debut banner or focus banners. They do not appear in regular summons.

Note: Not currently a featured hero in any Summon events.

Current Focuses and Which You Should Pull From

Voice Actor and Illustrator Information

Voice Actor
(English)
Dani Chambers
Illustrator so-taro
Appears In

Illustration

FEH: Related Guides

New Heroes: New Heroes: Aided Reginn & Attuned Timerra

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Heroes from New Heroes - New Heroes: Aided Reginn & Attuned Timerra
Merrin IconMerrin
[9.0/10]
Attuned Timerra IconAttuned Timerra
[9.5/10]
Aided Reginn IconAided Reginn
[9.5/10]
Fogado IconFogado
[9.0/10]

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