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Quick Hero Info
Type
Icon Move Flying Icon Class Blue Lance
Stats
39 / 30 / 35 / 25 / 29
Exclusive skills

Dueling Sword Optimal
Dueling Crest Arena
Orb Very high investment
Mixed Phase
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In the new age of bold armors and dragons, it has it made it hard to focus only on 1 phase for a unit. To adapt to this, Shanna makes use of her speed to run a mixed phase build which makes use of her decent defenses.

Weapon of choice is her own lance as combining the effects of wo dao and slaying lance is very potent.

For our special we run blue flame as it is the strongest special to go off in 1 combat. You can opt for moonbow/glimmer for instant special counters but without wrath access, its hard to play like an infantry going for double special procs in 1 combat so blue flame's flat 10/25 damage is more appealing to me.

A skill is Distant counter as if you want to have an enemy phase, you want to be able to deal with the enemy ranged units. However if you do not see red mages much, you can opt to drop distant counter for a skill to buff her enemy or player phase or run a brazen skill to buff her combat after her first one.

B skill is either chill def or chill speed. Both perform well and will be combo'd with speed ploy or def ploy so the goal is have both debuffs. This is important because Shanna wants to have quick riposte seal so that she always can enemy phase the absolute fastest red units who might be too fast to player phase even after debuffing their speed.
Build Icon Alternative Alternative
Build Icon Allpurpose All-purpose
Hero Feather High investment
Icon Move Flying Flying
Budget Shanna
Special Damage W Shanna's Lance (Skill)
Traits: +Spd/-hp
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Shanna is one of those fortunate heroes to come with a good kit right off the bat. While it may not be the optimal kit, it has its own playstyle which can warrant consideration over using firesweep lance. This build focuses on having 1 enemy phase then reverting to full player phase with desperation procs. Why consider this build? For players who prefer to have both enemy and player phase on a hero, this is worthwhile consideration over brave or firesweep lance as those weapons are pure player phase only. Because this build is focusing on being budget, the weapon of choice is the one she comes with.

IVs will always have to be +speed as that is the niche Shanna has. Your bane is either –hp as it makes tanking a 2nd hit more feasible, or –def for maximum effective HP to survive 1 hit, or –Res for a more balanced defensive stat line but taking away her niche of above average resistance.

Moonbow is our special of choice as it’s a special that procs during the double attack of desperation, enabling much stronger double hits that can killer tankier reds in desperation mode.

A slot of choice is fury. Fury has 2 reasons for being picked. 1 it gives Shanna boost in all her stats that she needs a bruiser. 2nd is the synergy it has with desperation. The HP loss matters little to Shanna as after 1 combat, she becomes a pure player phase hero after 1 combat.

B slot is what she comes with, desperation, which is what allows this build to function at its core as an enemy phase to player phase fighter.

C slot is either threaten speed or a flier buff, depending on your team composition. Threaten speed can be considered as it enables Shanna to double faster melee reds like Ryoma. However, if Shanna’s speed is being buffed via hone or multiple goad fliers, threaten speed is not needed and she can just use a buff C skill to help enable her team as well.
Dueling Sword Optimal
Build Icon Allpurpose All-purpose
Orb Very high investment
Icon Move Flying Flying
Distant Counter
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This build focuses on building Shanna into a mage counter while allowing her to maintain the ability to bait melee reds. You have 2 sets to consider, quick riposte with close defense to have higher defenses when baiting the more popular melee reds or having guard with quick riposte 3 to stop both qp moonbow Reinhardt and specials from fast reds like Ayra's regnal astra. Tannenboom! is a very powerful weapon as it gives Shanna every single stat and she needs all of them. Berkut's lance focuses more on making Shanna much more tankier but it lowers her offensive power compared to using tannenboom, but is not as limited to obtain. Why use Shanna with distant counter over other units? She flies. Why is this a big deal? This allows her to bait from areas no other blue unit can bait from (besides Clair). This also means she has access to flier buffs making her a great support unit for flier emblem for your green fliers who need support against red units. Outside of flier emblem, she provides flier mobility and works as a good support unit with the niche of killing blue mages not named Reinhardt. This is mainly because lancebreaker is a popular Reinhardt skill which means Shanna would be have to tank a quad from him. So all in all, Shanna can handle all reds with this build and bait blue mages while having enough speed to avoid doubles from speed blue mages unless they run life and death. If they run life and death, you have the power to 1 shot them then, especially if they went with a -def IV. This build works best with flier support in the end, so best used with flier synergy but can work in a mixed team to provide guidance support.
Dueling Sword Optimal
Build Icon Allpurpose All-purpose
Hero Feather High investment
Icon Move Flying Flying
Quad
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This build works BEST in the environment of at least running duo fliers where both fliers are running hone fliers. Now that this disclaimer is out there, this build works due to Shanna's naturally high speed stat allowing her to quad units. Normally you'd ask why not run the quad build on Cordelia? The answer to that is because Shanna is 1, more tankier, and 2, needs more hits so procs galeforce more reliably. Though really, the main reason someone would build this is because they decided to invest into Shanna and want to just put a player phase build on her and gave her a spare brave lance+. This is by far Shanna's best build for Tempest Trials. The build can work in arena however, but its not Cordelia's level of crazy power but she will still kill squishy units that need to be killed in 2 hits and quad tankier units and kill them as well. The main thing is, she won't be hurting greens outside of low defense mages. Blue units to be worried about are Effie and blue melee running moonbow or killer/quicken pulse 3 cooldown specials. The main thing is if you don't 2 shot them, then you'll eat a counter and probably die especially if you are using life and death. This is the biggest selling perk of swift sparrow, allowing you to be more tanky and survive more encounters. All red units die with luna, but only the tankiest ones will live when you aren't using a special. (Draug and fortify cav buffed Eldigan/Xander)

Desperation is great as after you tank a hit, you can just get all 4 hits off in a row without worrying about eating counter hits anymore. Also lets you reliably use wings of mercy on allies. Hit and run is good for safety to get out of danger.

Your C passive skill should be a flier buff, I really wouldn't recommend using this build without a flier partner to buff each other.
Dueling Sword Optimal
Build Icon Allpurpose All-purpose
Orb Very high investment
Icon Move Flying Flying
Anti-Mage Shanna

A description has not been written for this build yet.

Dueling Sword Optimal
Build Icon Allpurpose All-purpose
Hero Feather High investment
Icon Move Flying Flying
Tanky Quad

A description has not been written for this build yet.

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