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This is a ranking page for the hero Tharja - Shadow Ninja 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 Ninja Tharja.
Heroes With the Same Name | |
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Ninja Tharja
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List of Contents
Special Heroes - Family Ninja Class Featured Heroes | |||
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Ninja Tharja [9.5/10] |
Ninja Céline [9.0/10] |
Ninja Diamant [9.5/10] |
Ninja Lucina [9.9/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Scroll of Curses enables 【Canto (Dist.; Max 3)】, grants Atk/Spd+6, 【Anathema】 , and bonus Special charges per attack to Ninja Tharja and nearby allies at start of turn, grants a Brave effect, a Desperation effect, and bonus Atk/Spd during combat. |
Might: 9 Range: 2 Accelerates Special trigger (cooldown count-1). Enables 【Canto (Dist.; Max 3)】. At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6, 【Anathema】, and the following status to unit and allies within 2 spaces for 1 turn: "Grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)." If unit initiates combat, unit attacks twice, and unit can make a follow-up attack before foe can counterattack. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd during combat = 6 + 20% of unit's Spd at start of combat. 【Anathema】 Inflicts Spd/Def/Res-4 on foes within 3 spaces of unit during combat. |
Cooldown Count = 3 Treats foe's Def/Res as if reduced by 50% during combat. |
If unit initiates combat, grants Atk/Spd+8 to unit and unit makes a guaranteed follow-up attack during combat, and also, if number of 【Bonus】 effects active on unit ≥ 2, excluding stat bonuses, or if number of 【Penalty】 effects active on foe ≥ 2, excluding stat penalties, unit deals +5 damage during combat (including when dealing damage with an area-of-effect Special; excluding Røkkr area-of-effect Specials). |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "Max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Inflicts Spd/Res-4 on foe during combat. Unit deals damage = unit's HP at start of combat - current HP, x 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, x 10 during combat (max 60%, min 30%; excludig area-of-effect Specials). |
After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, grants Atk+6 to unit and allies within 2 spaces of unit for 1 turn, and grants 【Pathfinder】 to unit for 1 turn. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★★☆ | |
Atk (7) | ★★★★☆ | |
Spd (12) | ★★★★★ | |
Def (5) | ★☆☆☆☆ | |
Res (6) | ★★☆☆☆ |
◯ = 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.
The best IVs for Ninja Tharja are +Atk and -Res. Boosting Atk improves Ninja Tharja's damage output significantly with Scroll of Curses's brave effect. Ninja Tharja can also rely on Sly Swift Sparrow to generate a follow-up attack in case she fails to outspeed her foe.
Both -Def and -Res are viable banes to take due to Ninja Tharja being a glass cannon. We opted for -Def as Ninja Tharja is more likely to receive damage from ranged foes over melee foes.
We recommend a +Atk IV when merging Ninja Tharja up to +10 to maximize her damage output.
HOT | |
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Luna
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-
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-
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Ninja Tharja's base kit already functions well as an offensive unit. She uses her high HP stat to effectively maximize Resonance 4 and deal as much damage as possible.
Neutral Stats at Lv. 40 (5★) | ||
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179 | ||
HP |
45 |
Rank: 107/1184 |
Atk |
46 |
Rank: 45/1184 |
Spd |
47 |
Rank: 7/1184 |
Def |
20 |
Rank: 955/1184 |
Res |
21 |
Rank: 949/1184 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 50 | 60 | 52 | 24 | 25 | 211 | Lv.40 +10 | 50 | 51 | 52 | 24 | 25 | 202 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 52 | 50 | 51 | 24 | 25 | 202 |
+Atk Lv.40 +10 | 49 | 54 | 51 | 24 | 25 | 203 |
+Spd Lv.40 +10 | 49 | 50 | 54 | 24 | 25 | 202 |
+Def Lv.40 +10 | 49 | 50 | 51 | 27 | 25 | 202 |
+Res Lv.40 +10 | 49 | 50 | 51 | 24 | 28 | 202 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 45 | 55 | 47 | 20 | 21 | 188 |
5★ Lv.40 | 45 | 46 | 47 | 20 | 21 | 179 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 16 | 12 | 5 | 6 | 58 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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Ninja Tharja
|
45 | 46 | 47 | 20 | 21 | 179 |
40 | 46 | 47 | 24 | 17 | 174 | |
40 | 44 | 47 | 17 | 26 | 174 | |
40 | 47 | 24 | 16 | 47 | 174 | |
40 | 45 | 46 | 20 | 22 | 173 | |
37 | 44 | 45 | 16 | 27 | 169 | |
38 | 42 | 45 | 19 | 25 | 169 | |
40 | 46 | 35 | 23 | 24 | 168 | |
40 | 41 | 25 | 18 | 38 | 162 | |
41 | 36 | 27 | 20 | 34 | 158 | |
39 | 39 | 25 | 30 | 25 | 158 | |
39 | 42 | 21 | 16 | 40 | 158 | |
38 | 39 | 25 | 17 | 38 | 157 | |
39 | 37 | 40 | 24 | 17 | 157 | |
35 | 30 | 33 | 17 | 30 | 145 | |
39 | 29 | 22 | 25 | 30 | 145 | |
36 | 31 | 35 | 20 | 22 | 144 |
Note: Stats bonuses from skills are not taken into account.
Ninja Tharja is a ranged magic attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Res stat.
Ninja Tharja's exclusive tome Scroll of Curses enables 【Canto (Dist.; Max 3)】, giving her impressive post-combat mobility to reposition herself after attacking.
At the start of each turn, Scroll of Curses grants Atk/Spd+6, 【Anathema】, and a Special cooldown charge +1 per attack
status to Ninja Tharja and nearby allies.
【Anathema】 is a new status that is essentially a Spd/Def/Res Hold effect. However, since it is a status effect, it can apply multiple times if allies with 【Anathema】 are near a foe.
Scroll of Curses also has a Brave effect and a Desperation effect if Ninja Tharja initiates combat, and grants her Atk/Spd bonuses if she either initiates combat or her foe has HP ≥ 75%.
This weapon provides great offensive pressure, post-combat mobility, and good support with the 【Anathema】 status effect being granted to multiple allies.
A good situation for the 【Anathema】 status is on an Aether Raids Defense team. With multiple heroes with the 【Anathema】 status effect grouped up, players will find it difficult to engage a Defense team using a player phase strategy.
As a glass cannon unit, Ninja Tharja's Def and Res stats are very poor at only base 20 and 21 respectively.
Ensure that Ninja Tharja can defeat her foe before she attacks, as she is likely to die to a counterattack.
Ninja Tharja takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, and one blow from this type of weapon will deal significant damage. Make sure you know what weapons you are up against before hopping too far into the line of battle!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Tharja - Shadow Ninja only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Tharja - Shadow Ninja if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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4 | 2 | No Effect | 5★ | |
6 | 2 | No Effect | 5★ | |
9 | 2 | No Effect | 5★ | |
9 | 2 | Accelerates Special trigger (cooldown count-1). Enables 【Canto (Dist.; Max 3)】. At start of turn, if unit's HP ≥ 25%, grants Atk/Spd+6, 【Anathema】, and the following status to unit and allies within 2 spaces for 1 turn: "Grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack)." If unit initiates combat, unit attacks twice, and unit can make a follow-up attack before foe can counterattack. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd during combat = 6 + 20% of unit's Spd at start of combat. 【Anathema】 Inflicts Spd/Def/Res-4 on foes within 3 spaces of unit during combat. |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. | 5★ | |
(Cooldown Count = 3) Treats foe's Def/Res as if reduced by 50% during combat. | 5★ |
Skill Name | Effect | Learned At |
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If unit initiates combat, grants Atk +2 during combat. | 5★ | |
If unit initiates combat, grants Atk/Spd +2 during combat. | 5★ | |
If unit initiates combat, grants Atk/Spd +4 during combat. | 5★ | |
If unit initiates combat, grants Atk/Spd+8 to unit and unit makes a guaranteed follow-up attack during combat, and also, if number of 【Bonus】 effects active on unit ≥ 2, excluding stat bonuses, or if number of 【Penalty】 effects active on foe ≥ 2, excluding stat penalties, unit deals +5 damage during combat (including when dealing damage with an area-of-effect Special; excluding Røkkr area-of-effect Specials). | 5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, × 4 during combat (max 24%, min 12%; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Unit deals damage = unit's HP at start of combat - current HP, × 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, × 7 during combat (max 42%, min 21%; excluding area-of-effect Specials). |
5★ | |
Deals damage to unit as combat begins = 20% of X (X = unit's max HP before entering battle - 20; "Max HP before entering battle" means unit's max HP excluding HP increases from Legendary Effects, Mythic Effects, Bonus Heroes, etc.; activates only when unit can attack in combat; effects that reduce damage "during combat" do not apply; will not reduce unit's HP below 1). Inflicts Spd/Res-4 on foe during combat. Unit deals damage = unit's HP at start of combat - current HP, x 2 during combat (max 12, min 6; excluding area-of-effect Specials) and reduces the percentage of foe's non-Special "reduce damage by X%" skills by percentage = unit's HP at start of combat - current HP, x 10 during combat (max 60%, min 30%; excludig area-of-effect Specials). |
5★ | |
After combat, inflicts Res -3 on foes within 2 spaces of target through their next actions. | 5★ | |
After combat, inflicts Res -5 on foes within 2 spaces of target through their next actions. | 5★ | |
After combat, inflicts Res -7 on foes within 2 spaces of target through their next actions. | 5★ | |
After combat, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, grants Atk+6 to unit and allies within 2 spaces of unit for 1 turn, and grants 【Pathfinder】 to unit for 1 turn. | 5★ |
Value of Skills | ★★★★★ |
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Ninja Tharja has Sly Swift Sparrow, Resonance 4, and Def/Res Smoke 3 as inheritable options.
All of these skills are quite good and worth inheriting onto your favorite units.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Ninja Tharja is a limited time Hero who can be pulled from a Special Heroes Summoning Event. 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 (English) |
Stephanie Sheh |
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Illustrator | Alan Smithee |
Appears In |
Heroes from Special Heroes - Family Ninja Class | |||
---|---|---|---|
Ninja Tharja [9.5/10] |
Ninja Céline [9.0/10] |
Ninja Diamant [9.5/10] |
Ninja Lucina [9.9/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
Ninja Tharja Builds and Best IVs
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