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This is a ranking page for the hero Tharja - Gloomy Mage 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 Tharja.
| Heroes With the Same Name | |
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List of Contents
| New Heroes - New Heroes: Attuned Tharja & Rearmed Noire Featured Heroes | |||
|---|---|---|---|
Rearmed Noire[9.5/10] |
Grima (M)[9.0/10] |
Attuned Tharja[9.5/10] |
Grima (F)[9.0/10] |

| Overall Rating | 9.5/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
| Color / Weapon Type / Move Type | |
|---|---|
| Rarity | |
| What Kind of Character Are They? | ・Kindred Tome grants bonus Atk/Spd, true damage, and neutralizes Atk/Spd penalties to allies, grants Tharja bonus stats, neutralizes Atk/Spd penalties, grants up to +25 bonus true damage, +15 true DR, neutralizes foe's guaranteed follow-up attacks, and has 50% DR piercing. ・Already Dead grants bonus visible stats, grants 【Anathema】 and 【Charge】 to Tharja and nearby allies, grants Tharja Special jumping, true DR, and disables foe's Specials. |
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Might: 14 Range: 2 Accelerates Special trigger (cooldown count-1). For allies on the map with 【Anathema】 active and allies within 3 spaces of unit, grants Atk/Spd+5, neutralizes penalties to Atk/Spd, and ally deals +7 damage during combat (excluding area-of-effect Specials). If unit initiates combat or is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit x 3, + 5 (max 14), neutralizes penalties to unit's Atk/Spd, unit deals +X x 5 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by X x 3 (excluding area-of-effect Specials; X = number of 【Bonus】 effects active on unit, excluding stat bonuses + number of 【Penalty】 effects active on foe, excluding stat penalties; max 5), neutralizes effects that guarantee foe's follow-up attacks, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat. |
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Cooldown Count = 4 Boosts damage by 70% of unit's Res when Special triggers. If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Res ≥ foe's Res-10, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
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Grants Atk/Spd/Def/Res+9. At start of player phase or enemy phase, if unit is within 3 spaces of an ally, grants 【Anathema】 and 【Charge】 to unit and allies within 3 spaces of unit for 1 turn. If unit initiates combat or is within 3 spaces of an ally, grants Special cooldown count-X to unit before unit's first attack, reduces damage from attacks by X x 20% (excluding area-of-effect Specials), and reduces damage from attacks by an additional X x 3 during combat (excluding area-of-effect Specials), and also, if X ≥ 2, foe cannot trigger Specials during combat (excluding area-of-effect Specials; X = number of allies on the map with 【Anathema】 active, excluding unit; max 3). |
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At start of player phase or enemy phase, inflicts Spd/Res-7, 【Sabotage】, and 【Schism】 on foes with Res < unit's Res that are within 2 spaces of another foe through their next actions. After start-of-turn skills trigger on unit's player phase, if the number of foes with the 【Sabotage】 effect active on the map ≥ 2, grants 【Canto (1)】 to unit for 1 turn. Inflicts Spd/Res-4 on foe and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials). |
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If unit initiates combat, inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and after combat, deals 7 damage to target and foes within 2 spaces of target and applies 【Divine Vein (Haze)】 on target's space and on each space within 2 spaces of target space for 1 turn. 【Divine Vein (Haze)】 Applies the following effects on space: Inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
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Inflicts Atk/Spd/Def/Res-3 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat. |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (13) |
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★☆☆☆☆ |
| Atk (11) |
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★★★★☆ |
| Spd (8) |
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★★★★★ |
| Def (3) |
|
★☆☆☆☆ |
| Res (16) |
|
★★★★☆ |
◯ = 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 Attuned Tharja are +Spd and -Def. Tharja's Spd is among the highest in the game at base 47, and a superboon brings that up to base 51. Boosting Spd improves her matchups against the fastest metagame foes by denying their follow-up attacks, ensuring Tharja only takes one attack at most.
Def is Tharja's least important stat and can be safely taken as a bane.
We recommend a +Spd IV when merging Attuned Tharja up to +10 for similar reasons above.
| HOT | |
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| Updated on 06/06/2025 | |
Attuned Tharja's base kit already functions well as an offensive unit. Just equip an offensive Sacred Seal like Blade Session. Emblem Lyn Ring is her best Ring as it allows her to defeat foes from long distances without placing herself in danger.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 184 | ||
| HP |
35 |
Rank: 1189/1322 |
| Atk |
44 |
Rank: 219/1322 |
| Spd |
47 |
Rank: 27/1322 |
| Def |
16 |
Rank: 1177/1322 |
| Res |
42 |
Rank: 90/1322 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +10 Merges W/ Skill Bonuses | 40 | 72 | 60 | 29 | 56 | 257 | Lv.40 +10 | 40 | 49 | 51 | 20 | 47 | 207 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +HP Lv.40 +10 | 42 | 48 | 51 | 20 | 46 | 207 |
| +Atk Lv.40 +10 | 39 | 51 | 51 | 20 | 46 | 207 |
| +Spd Lv.40 +10 | 39 | 48 | 55 | 20 | 46 | 208 |
| +Def Lv.40 +10 | 39 | 48 | 51 | 23 | 46 | 207 |
| +Res Lv.40 +10 | 39 | 48 | 51 | 20 | 49 | 207 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★- Adjusted for Skills | 35 | 67 | 56 | 25 | 51 | 234 |
| 5★ Lv.40 | 35 | 44 | 47 | 16 | 42 | 184 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 13 | 25 | 8 | 3 | 16 | 65 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
| 42 | 49 | 48 | 24 | 25 | 188 | |
|
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35 | 44 | 47 | 16 | 42 | 184 |
| 40 | 43 | 47 | 24 | 30 | 184 | |
| 40 | 47 | 16 | 30 | 46 | 179 | |
| 40 | 45 | 46 | 22 | 25 | 178 | |
| 40 | 42 | 45 | 21 | 25 | 173 | |
| 38 | 46 | 25 | 20 | 44 | 173 | |
| 37 | 41 | 29 | 30 | 31 | 168 | |
| 39 | 39 | 42 | 25 | 22 | 167 | |
| 40 | 42 | 41 | 23 | 20 | 166 | |
| 40 | 39 | 41 | 19 | 22 | 161 | |
| 36 | 37 | 28 | 17 | 37 | 155 | |
| 38 | 33 | 27 | 15 | 37 | 150 | |
| 38 | 35 | 36 | 16 | 25 | 150 | |
| 35 | 36 | 30 | 16 | 33 | 150 | |
| 36 | 33 | 38 | 17 | 25 | 149 | |
| 38 | 38 | 16 | 31 | 26 | 149 | |
| 39 | 35 | 25 | 30 | 19 | 148 |
Note: Stats bonuses from skills are not taken into account.
Attuned 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.

Attuned Tharja's exclusive weapon Kindred Tome grants allies within 3 spaces and allies with the 【Anathema】 status Atk/Spd+5, +7 bonus true damage per attack, and neutralizes their Atk/Spd penalties. This effect works mapwide with the 【Anathema】 status, allowing Tharja to provide support from far distances.
In combat, Kindred Tome grants Tharja up to Atk/Spd/Def/Res+14, up to +25 bonus true damage and +15 bonus true damage reduction based on non-stat 【Bonus】 effects on Tharja and non-stat 【Penalty】 effects on her foe, 50% damage reduction piercing, 7 HP post-combat healing, and neutralizes her foe's guaranteed follow-up attacks.
Kindred Tome is a complete weapon, providing long distance support on top of great in-combat effects that allow Attuned Tharja to hold her own in battle.
Attuned Tharja's exclusive A skill Already Dead carries the bulk of her strength as a unit.
Already Dead grants Tharja a flat Atk/Spd/Def/Res+9 visible stat bonus, grants 【Anathema】 and 【Charge】 to herself and allies within 3 spaces at the start of each phase, and grants Special cooldown jumping, damage reduction, and true damage reduction based on the number of allies with 【Anathema】.
More importantly, if there are 2 or more allies on the map with 【Anathema】, Already Dead disables her foe's Specials in combat. This isn't limited to defensive Specials - it disables all Specials.
Modern day Specials have multiple effects built-in, the most important of which is true damage reduction. Already Dead disabling Specials prevents those effects from triggering while also crippling her foes' effectiveness in combat.
Attuned Tharja's base 35 HP and 16 Def leave her extremely vulnerable to physical damage. Even a halfway decent physical attacker can defeat her in one round of combat.
Keep Tharja away from physical attackers to ensure her survival.
As a flying unit, Attuned Tharja takes 1.5x damage from bows and weapons effective on flying units. Be sure to keep them out of the range of archers and leave them to other units.
| Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
|---|
Tharja - Gloomy Mage only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Tharja - Gloomy Mage if a 4 Star version is released!
| Skill Name | Might | Range | Effect | Learned At |
|---|---|---|---|---|
| 4 | 2 | No Effect | 5★ | |
| 6 | 2 | No Effect | 5★ | |
| 9 | 2 | No Effect | 5★ | |
| 14 | 2 | Accelerates Special trigger (cooldown count-1). For allies on the map with 【Anathema】 active and allies within 3 spaces of unit, grants Atk/Spd+5, neutralizes penalties to Atk/Spd, and ally deals +7 damage during combat (excluding area-of-effect Specials). If unit initiates combat or is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit x 3, + 5 (max 14), neutralizes penalties to unit's Atk/Spd, unit deals +X x 5 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by X x 3 (excluding area-of-effect Specials; X = number of 【Bonus】 effects active on unit, excluding stat bonuses + number of 【Penalty】 effects active on foe, excluding stat penalties; max 5), neutralizes effects that guarantee foe's follow-up attacks, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat. |
5★ |
| This Hero has no Assist skills that can be learned. |
| Skill Name | Effect | Learned At |
|---|---|---|
| (Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Res. | 5★ | |
| (Cooldown Count = 4) Boosts damage dealt by 80% of unit’s Res. | 5★ | |
| (Cooldown Count = 4) Boosts damage by 70% of unit's Res when Special triggers. If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Res ≥ foe's Res-10, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
5★ |
| Skill Name | Effect | Learned At |
|---|---|---|
| Grants Atk/Spd/Def/Res+9. At start of player phase or enemy phase, if unit is within 3 spaces of an ally, grants 【Anathema】 and 【Charge】 to unit and allies within 3 spaces of unit for 1 turn. If unit initiates combat or is within 3 spaces of an ally, grants Special cooldown count-X to unit before unit's first attack, reduces damage from attacks by X x 20% (excluding area-of-effect Specials), and reduces damage from attacks by an additional X x 3 during combat (excluding area-of-effect Specials), and also, if X ≥ 2, foe cannot trigger Specials during combat (excluding area-of-effect Specials; X = number of allies on the map with 【Anathema】 active, excluding unit; max 3). |
5★ | |
| At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action. | 5★ | |
| At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action. | 5★ | |
| At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action. | 5★ | |
| At start of player phase or enemy phase, inflicts Spd/Res-7, 【Sabotage】, and 【Schism】 on foes with Res < unit's Res that are within 2 spaces of another foe through their next actions. After start-of-turn skills trigger on unit's player phase, if the number of foes with the 【Sabotage】 effect active on the map ≥ 2, grants 【Canto (1)】 to unit for 1 turn. Inflicts Spd/Res-4 on foe and deals damage = 20% of unit's Res during combat (excluding area-of-effect Specials). |
5★ | |
| If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. | 5★ | |
| If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. | 5★ | |
| If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. | 5★ | |
| If unit initiates combat, inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and after combat, deals 7 damage to target and foes within 2 spaces of target and applies 【Divine Vein (Haze)】 on target's space and on each space within 2 spaces of target space for 1 turn. 【Divine Vein (Haze)】 Applies the following effects on space: Inflicts Atk/Spd/Def/Res-5 on foe and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.) |
5★ | |
| Inflicts Atk/Spd/Def/Res-3 on foes within 3 rows or 3 columns centered on unit, and those foes suffer guaranteed follow-up attacks during combat. | 5★ |

| Value of Skills | ★★★★★ |
|---|
Attuned Tharja has Ice Wall, Spd/Res Havoc, Deadly Miasma, and Crux Echo as inheritable options.
All of these options are worth inheriting onto your favorite units.
As an Attuned Hero, Attuned Tharja won't disappear from your barracks upon using her as inheritance fodder once.
| List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Attuned Tharja 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 (English) |
Takada Yuuki |
|---|---|
| Illustrator | Mai Okuma |
| Appears In |
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| Heroes from Emblem Heroes - Emblem Corrin & Mythic Lyn | |||
|---|---|---|---|
Legendary Black Knight[9.9/10] |
Machyua[9.0/10] |
Emblem Corrin (F)[9.5/10] |
Mythic Lumera[9.0/10] |
Hræsvelgr[9.5/10] |
Athos[9.5/10] |
Ancient Tiki (Young)[9.0/10] |
Attuned Tharja[9.5/10] |
Mythic Lyn[9.9/10] |
Mythic Loki[9.5/10] |
Ancient Naga[9.0/10] |
Grima (F)[9.0/10] |
▶︎Return to the Green Heroes Page
| Close-Range | Ranged |
|---|---|
Axe |
Green Tome |
Green Breath |
Green Dagger |
Green Beast |
Green Bow |
Attuned Tharja Builds and Best IVs



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