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Anna
Awakening/FatesHeroes

Anna Fire Emblem Heroes
Think I have a familiar face? Hmm. How curious.

Annany
Starting a new year together with all my troops makes me a happy commander!

Summary

Anna is a character in Fire Emblem Heroes. She is the commander of the Order of Heroes, and the superior to Alfonse and Sharena. She looks remarkably like her sisters, and shares their love for money. While being pursued by Emblian soldiers, she preformed a ceremony with the Breidablik, which ended up summoning Kiran to their world, who later summoned a version of Takumi to help her defeat the soldiers.

Powers and Stats

Tier: 2-A, higher with a Weapon Refine | At least 2-A, possibly Low 1-C, higher with a Weapon Refine | At least 2-A, possibly Low 1-C, higher with a Weapon Refine | Low 1-C, higher with a Weapon Refine

Key: Book I | Book II | Book III | Book IV+

Name: Anna

Origin: Fire Emblem

Gender: Female

Age: Likely in her early adulthood

Classification: Human, Commander of the Order of Heroes

Powers and Abilities:

Abilities: Superhuman Physical Characteristics, Weapon Mastery (Axes), Limited Law Manipulation, Fate Manipulation and Mind Manipulation (Can create Contracts, which makes it impossible for beings to disobey their master, and can be put under control at any time[1]. Contracts also bind beings by fate, and can alter their destiny[2]. However, she cannot forcibly bind others to contracts), Statistics Amplification (via Spur Res), Empowerment (via Vantage), Damage Boost (via Astra), Teleportation (Can teleport to an ally when her HP is ≤ 50% via Nóatún), Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis) ㅤ

With Sacred Seals: Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely), Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly), Healing (via Mystic Boost, and Breath of Life), Regeneration (Low-Mid. Renewal passively heals Anna, which can heal stab wounds through the torso[3]), Can prevent opponents from moving through spaces near her via Obstruct, Can passively convert the foe's bonuses into penalties via Panic Ploy, Poison Manipulation (via Poison Strike), Power Bestowal (via Close Guard) ㅤ

Resistances: Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[4]), Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos[5]. The Tempest distorts space-time, causality[6], and reality[7]), possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes[8]. Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind), possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will[9], making it impossible to opose her), Soul Manipulation (Can survive Surtr's flames, which burns the soul.[10] She is capable of surviving without her soul), Empathic Manipulation (Can resist the effects of Plumeria's lewd dream[11])

Weapons: Effective Damage (Against Armor, and Cavalry Units), Power Nullification (Can nullify an enemy's bonuses to certain stats. Can prevent the enemy from making follow-up attacks, and counterattacking)

Skills/Specials/Assists: Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely. Capable of also doubling said amplifications), Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly), Damage Boost (Has various specials that boosts her damage), Status Effect Inducement, Can counterattack regardless of range via Close Counter, Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent her own), limited Teleportation (Can instantly move next to an ally when she, or the ally is injured via Escape Route, and Wings of Mercy), Damage Reduction (Has various skills and specials that passively reduces the damage she receives), Enhanced Healing, Poison Manipulation (via Poison Strike), Enhanced Regeneration (Low-Mid. via Renewal), Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke, Can convert her allies penalties into bonuses via Harsh Command+, Regeneration Negation (via Fatal Smoke), Fire Manipulation, Ice Manipulation, Light Manipulation, Electricity Manipulation, Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability), Can always survive with 1 HP via Miracle

Abilities: Superhuman Physical Characteristics, Weapon Mastery (Axes), Limited Law Manipulation, Fate Manipulation and Mind Manipulation (Can create Contracts, which makes it impossible for beings to disobey their master, and can be put under control at any time[1]. Contracts also bind beings by fate, and can alter their destiny[2]. However, she cannot forcibly bind others to contracts), Statistics Amplification (via Spur Res, Rally Def/Res+, and Atk/Spd Gap), Statistics Reduction (via Fortune Bow+, and Sabotage Atk), Empowerment (via Vantage), Damage Boost (via Astra), Effective Damage (Against flying opponents), Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis)

With Sacred Seals: Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely), Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly), Healing (via Mystic Boost, and Breath of Life), Regeneration (Low-Mid. Renewal passively heals Anna, which can heal stab wounds through the torso[3]), Can prevent opponents from moving through spaces near her via Obstruct, Can passively convert the foe's bonuses into penalties via Panic Ploy, Poison Manipulation (via Poison Strike), Power Bestowal (via Close Guard)

Resistances: Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[4]), Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos[5]. The Tempest distorts space-time, causality[6], and reality[7]), possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes[8]. Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind), possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will[9], making it impossible to opose her), Soul Manipulation (Can survive Surtr's flames, which burns the soul.[10] She is capable of surviving without her soul), Empathic Manipulation (Can resist the effects of Plumeria's lewd dream[11])

Weapons: Power Nullification (Can prevent the foe from making counterattacks, and follow-up attacks)

Skills/Specials/Assists: Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely. Capable of also doubling said amplifications), Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly), Damage Boost (Has various specials that boosts her damage), Status Effect Inducement, Can counterattack regardless of range via Distant Counter, Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent her own), limited Teleportation (Can instantly move next to an ally when she, or the ally is injured via Escape Route, and Wings of Mercy), Damage Reduction (Has various skills and specials that passively reduces the damage she receives), Enhanced Healing, Poison Manipulation (via Poison Strike), Enhanced Regeneration (Low-Mid. via Renewal), Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke, Can convert her allies penalties into bonuses via Harsh Command+, Regeneration Negation (via Fatal Smoke), Fire Manipulation, Ice Manipulation, Light Manipulation, Electricity Manipulation, Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability), Can always survive with 1 HP via Miracle

Attack Potency: Multiverse level+ (Fought Ike[12], who was stated to be the strongest hero in all the worlds[12], placing him well above the likes of Marth), higher with a Weapon Refine | At least Multiverse level+, possibly Low Complex Multiverse level (Fought Surtr[13]), higher with a Weapon Refine | At least Multiverse level+, possibly Low Complex Multiverse level (Somewhat comparable to Alfonse, who traded blows with Hel, and even overpowered her[14]), higher with a Weapon Refine | Low Complex Multiverse level (Fought Freyja[15]), higher with a Weapon Refine

Speed: Superhuman travel speed with Massively Hypersonic+ combat speed and reactions (Can keep up enemies in Lost Lore, who can dodge lightning attacks), higher with a Weapon Refine | Superhuman travel speed with Massively Hypersonic+ combat speed and reactions, higher with a Weapon Refine | Superhuman travel speed with Massively Hypersonic+ combat speed and reactions, higher with a Weapon Refine | Superhuman travel speed with Massively Hypersonic+ combat speed and reactions, higher with a Weapon Refine

Lifting Strength: Superhuman (Swings around axes like it's nothing)

Striking Strength: Multiverse level+, higher with a Weapon Refine | At least Mutiverse level+, possibly Low Complex Mulitverse level, higher with a Weapon Refine | At least Multiverse level+, possibly Low Complex Multiverse level, higher with a Weapon Refine | Low Complex Multiverse level, higher with a Weapon Refine

Durability: Multiverse level+, higher with a Weapon Refine | At least Multiverse level+, possibly Low Complex Multiverse level, higher with a Weapon Refine | At least Multiverse level+, possibly Low Complex Multiverse level, higher with a Weapon Refine | Low Complex Multiverse level, higher with a Weapon Refine

Stamina: High

Range: Extended Melee Range with Axes, Tens of Meters with AoE Specials, Can counterattack regardless of range via Distant Counter | Tens of Meters with Bows and AoE Specials, Can counterattack regardless of range via Close Counter

Standard Equipment:

  • Nóatún

  • Fortune Bow+

Intelligence: High. Is a veteran fighter, and the commander of the Order of Heroes

Weaknesses: Like all of her sisters, she is obsessed with money.

Notable Attacks/Techniques:

Base:

  • Nóatún: Anna's personal Axe. If unit's HP ≤ 50%, unit can move to a space adjacent to any ally. If unit's HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.

With Inheritance:

  • Carrot Axe+: If unit initiates combat, restores 4 HP after combat.
  • Deck Swabber: If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
  • Firesweep Axe+: Unit and foe cannot counterattack. But the effect on the user is negated by Null-C Disrupt.
  • Giant Spoon+: Deals +10 damage when Special triggers.
  • Guard Axe+: Inflicts Special cooldown charge -1 on foe per attack during combat, meaning it will take longer for the foe to activate their special attack. (Only highest value applied. Does not stack.)
  • Slaying Hammer+: Effective against armored foes.
  • Instant Axe+: If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
  • Slaying Axe+: Accelerates Special trigger, meaning it will take less time to activate the user's special. (cooldown count-1).
  • Legion's Axe: After combat, if unit attacked, converts bonuses on foe into penalties through its next action.
  • Ninja Masakari+: Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
  • Poleaxe+: Effective against cavalry foes.
  • Springy Axe+: At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.

Base:

N/A

With Inheritance:

  • Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
  • Reposition: Target ally moves to opposite side of unit.
  • Smite: Pushes target ally 2 spaces away.
  • Swap: Unit and target ally swap spaces.

Base:

  • Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
  • Spur Res: Grants Res+4 to adjacent allies during combat.

With Sacred Seals:

  • Armored Blow: If unit initiates combat, grants Def+6 during combat.
  • Death Blow: If unit initiates combat, grants Atk+6 during combat.
  • Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
  • Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
  • Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
  • Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
  • Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
  • Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
  • Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
  • Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
  • Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
  • Infantry Rush: Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
  • Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
  • Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
  • Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
  • Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
  • Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
  • Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
  • Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
  • Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
  • Renewal: At start of odd-numbered turns, restores 10 HP.

With Inheritance:

  • Bonus Doubler: Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
  • Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
  • Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
  • Distant Counter: Unit can counterattack regardless of foe's range.
  • Frenzy: If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
  • Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
  • Deflect Melee: If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%.
  • Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
  • Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
  • Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
  • Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
  • Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
  • Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
  • Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
  • Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.

Base:

  • Astra: Boosts damage dealt by 150%.

With Inheritance:

  • Aegis: If foe is 2 spaces from unit, reduces damage from foe's attack by 50%.
  • Pavise: Reduces damage from an adjacent foe's attack by 50%.
  • Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
  • Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
  • Galeforce: If unit initiates combat, grants unit another action after combat. (Once per turn.)
  • Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.

Base:

  • Fortune Bow+: Anna carries this bow during the New Year's Festival. It spreads envelopes upon a hit. Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action.

With Inheritance:

  • Brave Bow+: Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice.
  • Budding Bow+: Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
  • Firesweep Bow+: Effective against flying foes. Unit and foe cannot counterattack. But the effect on the user is negated by Null-C Disrupt.
  • Instant Bow+: Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
  • Slaying Bow+: Accelerates Special trigger (cooldown count-1). Effective against flying foes.
  • Monstrous Bow+: Effective against flying foes. After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
  • Ninja Yumi+: Effective against flying foes. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice, and also, if unit's Spd > foe's Spd, deals damage = 50% of difference between stats. (Maximum bonus of +4 damage.)
  • Short Bow+: Effective against flying foes. Deals +10 damage when Special triggers.
  • Spendthrift Bow+: Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit, meaning it will take longer for the foe to activate their special attack. (Cannot exceed the unit's maximum Special cooldown.)

Base:

  • Rally Def/Res+: Grants Def/Res+6 to target ally for 1 turn.

With Inheritance:

  • Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
  • Reposition: Target ally moves to opposite side of unit.
  • Smite: Pushes target ally 2 spaces away.
  • Swap: Unit and target ally swap spaces.

Base:

  • Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
  • Spur Res: Grants Res+4 to adjacent allies during combat.
  • Sabotage Atk: At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
  • Atk/Spd Gap: At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)

With Sacred Seals:

  • Armored Blow: If unit initiates combat, grants Def+6 during combat.
  • Death Blow: If unit initiates combat, grants Atk+6 during combat.
  • Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
  • Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
  • Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
  • Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
  • Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
  • Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
  • Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
  • Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
  • Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
  • Infantry Rush: Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
  • Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
  • Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
  • Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
  • Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
  • Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
  • Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
  • Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
  • Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
  • Renewal: At start of odd-numbered turns, restores 10 HP.

With Inheritance:

  • Bonus Doubler: Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
  • Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
  • Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
  • Distant Counter: Unit can counterattack regardless of foe's range.
  • Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
  • Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
  • Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
  • Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
  • Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
  • Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
  • Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
  • Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
  • Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.

Base:

  • Astra: Boosts damage dealt by 150%.

With Inheritance:

  • Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
  • Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
  • Galeforce: If unit initiates combat, grants unit another action after combat. (Once per turn.)
  • Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.

Note: In versus threads, it should be specified which version of Anna is being used.

  • Anna: Wealth-Wisher can only be used in Book II+ keys.

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

References

  1. 1.0 1.1 Fire Emblem Heroes - Xenologue 1: Detached Princess
  2. 2.0 2.1 Fire Emblem Heroes - Tempest Trials: To Die on the Battlefield
  3. 3.0 3.1 Fire Emblem Fates: Revelation - Chapter 26: The Vallite King
  4. 4.0 4.1 Fire Emblem Heroes - Book III Movie
  5. 5.0 5.1 Fire Emblem Heroes - Xenologue 2: The Brink of Chaos
  6. 6.0 6.1 Fire Emblem Heroes - Tempest Trials: Invisible Ties
  7. 7.0 7.1 Fire Emblem Heroes - Tempest Trials: Mirage Vortex
  8. 8.0 8.1 Fire Emblem Heroes - Tempest Trials: Resonating Fangs
  9. 9.0 9.1 Fire Emblem Heroes: Book III - Chapter 13-1: Obey Me
  10. 10.0 10.1 Fire Emblem Heroes - Forging Bonds: The Sworn Oath
  11. 11.0 11.1 Fire Emblem Heroes - Book IV - Chapter 8-1: Nectar's Sweet Scent
  12. 12.0 12.1 Fire Emblem Heroes: Book I - Chapter 10-1: Radiant Mercenaries
  13. Fire Emblem Heroes: Book II - Chapter 13-5: Ruler of Flame
  14. Fire Emblem Heroes - Book III Ending Movie
  15. Fire Emblem Heroes: Book IV - Chapter 13-3: Facing Reality

Discussions

Discussion threads involving Anna
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