- Default
- Attack
- Special
- Injured




Karla - Sword Vassal |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 6 | 9 | 5 | 6 |
Middle | 18 | 7 | 10 | 6 | 7 |
High | 19 | 8 | 11 | 7 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 32 | 37 | 20 | 19 |
Middle | 42 | 35 | 40 | 23 | 22 |
High | 45 | 38 | 44 | 26 | 25 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
The Most Original Build Ever (Aether Raids)
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Vassal's Blade (+Eff) | A | Distant Counter |
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Positional Assist | B | Spurn 3 |
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Sol Alternate: Luna |
C | Pulse Smoke 3 Alternate: Time's Pulse 3 |
IVs | +ATK or +SPD / -RES | S | Atk/Spd Solo 3 Alternate: Mystic Boost 3 |
Weapon: Vassal's Blade (+Eff)
Assist: Positional Assist
Special: Sol / Luna / Noontime / Moonbow
A Passive: Distant Counter
B Passive: Spurn
C Passive: Pulse Smoke / Time’s Pulse
Sacred Seal: Atk/Spd Solo / Spd/Res Solo / Mystic Boost
- Vassal’s Blade’s ability to not only act as a conditional Null Follow-Up weapon, but also grant additional Atk and Spd means Karla can make for a fantastic Spurn tank, since not only does she gain more Spd from her weapon, but also has the ability to run both Null Follow-Up and Damage Reduction in her kit, effectively reducing the amount of damage she takes. Starting at a base of 40 Spd, Vassal’s Blade only further increases the potency of Damage Reduction skills thanks to the 10 potential Spd it can grant.
- Due to the Slaying effect in Vassal’s Blade, Karla is able to run a variety of 2 CD and 3 CD Specials of her choice. For Aether Raids, some of the most common choices end up being healing Specials such as Sol or Noontime. However, if you want to run damaging Specials, you can go with Luna or Moonbow. Depending on the support of your choice, you might be able to run a 3 CD Special.
- Distant Counter is fairly standard by this point. Since a good majority of Aether Raids Defense teams are made up of ranged units, she’ll want to have the ability to counter them during the Enemy Phase, especially if she’s being run as a Spurn tank.
- Spurn is going to be the best option of the three Damage Reduction skills as it can grant additional True Damage if the threshold is met. This means Karla can easily get upwards of 15 points of True Damage per hit as Vassal’s Blade grants a good percentage of True Damage based on her Spd. That being said, you can’t go wrong with any of the three options.
- Depending on the support units at hand, Karla can either run Pulse Smoke or Time’s Pulse. Pulse Smoke allows Karla to shut down instant Specials and Area-of-Effects, even if the latter doesn’t dent her as much. Time’s Pulse as Karla’s C Passive is to help synergize with 3 CD Specials. The Slaying in Vassal’s Blade means she can retaliate with a 3 CD Special with Time’s Pulse, as long as there aren't any Guard effects present.
- The Sacred Seal is flexible depending on what stats you want to prioritize. Atk/Spd Solo can help with her damage output, but if you feel that it’s already high enough, you can give her Spd/Res Solo instead to help deal with mages that continue to fester Aether Raids. Likewise, if you want to run a damaging Special, you can run Mystic Boost as her Sacred Seal, but as a result, she won’t heal nearly as much.
Galeforce Mommy Unga Bunga Ooga Booga Wahoooooooooooo (General Use / Aether Raids)
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Vassal's Blade (+Eff) | A | Flashing Blade (3 or 4) Alternate: Fury (3 or 4) |
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Positional Assist | B | Wings of Mercy 3 Alternate: Windsweep 3 |
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Galeforce | C | Time's Pulse 3 Alternate: Def Smoke 3 |
IVs | +ATK or +SPD / -RES | S | Quickened Pulse Alternate: Heavy Blade 3 / Flashing Blade 3 |
Weapon: Vassal's Blade (+Eff)
Assist: Positional Assist
Special: Galeforce
A Passive: Flashing Blade (3 or 4) / Fury (3 or 4) / Heavy Blade (3 or 4)
B Passive: Wings of Mercy / Windsweep
C Passive: Time’s Pulse / Def Smoke
Sacred Seal: Quickened Pulse / Atk/Spd Solo / Atk/Spd Bond / Flashing Blade / Heavy Blade
- The innate Slaying and Null Follow-Up in Vassal’s Blade means there’s not much stopping her from running a competent Galeforce set beyond Guard skills. And even then, given that Guard skills are rare, you’ll find that in most cases Karla will be able to get her Galeforce off with relative ease. This is especially true if you run skills that accelerate her cooldown such as Quickened Pulse and Flashing Blade.
- Karla’s high Spd stat, combined with Vassal Blade’s True Damage, means she’d make perfect use of Flashing Blade 4. Flashing Blade 4 being able to grant an additional five True Damage means that her damage output can still be relatively high, even without a damaging Special. For budget purposes, you can also run Fury as that can make Flashing Blade checks easier and Heavy Blade checks more obtainable.
- Karla having innate Null Follow-Up means she can run Windsweep without the follow-up negation penalty. This, on top of the additional 10 Spd she can gain from her weapon, means most melee units are going to struggle to beat the Windsweep effect. Likewise, if you want to run her in Aether Raids, you can run her with Wings of Mercy and act as part of a chain in a Galeforce comp.
- Karla’s C Passive is relatively flexible for the most part. If you want to lower her cooldown as much as possible to make Galeforce easier to trigger, you can give her Time’s Pulse. Time’s Pulse, combined with Quickened Pulse as her Sacred Seal, puts Galeforce at 2 CD, and so long as there aren’t any Guard effects and she can make her Flashing/Heavy Blade check, which shouldn’t be an issue whatsoever, she’ll be able to trigger Galeforce on the first hit. However, if Time’s Pulse is out of the budget, she can run Def Smoke, so her next combat allows her to deal with foes more easily.
- The Sacred Seal of choice will completely depend on what Karla is already running in her kit. Flashing Blade and Heavy Blade are going to be the most desired choices if she isn’t running those skills as her A Passive. If she is, then you can either increase her damage output with Atk/Spd Bond or Atk/Spd Solo depending on her B Passive. Finally, if she’s running Time’s Pulse as her C Passive, she can run Quickened Pulse to accelerate her Galeforce even more.
If It Ain’t Broke, Don’t Fix It (General Use)
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Vassal's Blade (+Eff) | A | Flashing Blade (3 or 4) Alternate: Swift Sparrow (2 or 3) |
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Positional Assist | B | Desperation 3 Alternate: Close Call 3 |
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Luna Alternate: Moonbow |
C | Odd Tempest 3 Alternate: Def Smoke 3 |
IVs | +ATK or +SPD / -RES | S | Atk/Spd Solo 3 Alternate: Heavy Blade 3 / Flashing Blade 3 |
Weapon: Vassal's Blade (+Eff)
Assist: Positional Assist
Special: Luna / Moonbow / Glimmer / Galeforce
A Passive: Flashing Blade (3 or 4) / Fury (3 or 4) / Swift Sparrow / Atk/Spd Push / Heavy Blade (3 or 4)
B Passive: Desperation / Close Call / Hit and Run
C Passive: Def Smoke / Odd Tempest / Time’s Pulse / Even Tempest
Sacred Seal: Atk/Spd Solo / Flashing Blade / Heavy Blade
- There are a lot of Specials at her disposal that she can make great use of. If she wants to prioritize damage output, she can run all sorts of damaging Specials such as Luna, Moonbow, and Glimmer. Likewise, because her weapon has innate Slaying, she can run Galeforce. It’s rather flexible at the end of the day, so it’ll all come down to preference.
- There are a lot of skills you can give Karla depending on what you have available. Anything that raises Atk and Spd should realistically be fine in the grand scheme of things. However, Swift Sparrow and Atk/Spd Push are some of the best options available to her. Likewise, you can give her Flashing Blade or Heavy Blade for the CD acceleration.
- Her B Passive is going to be the determinant for what Karla runs in the rest of her kit. Desperation as her B Passive means she can run a variety of damaging Specials such as Luna and Moonbow. Running Desperation means she can also reliably run Flashing Blade and Heavy Blade, either as her Sacred Seal or A Passive, and run 3 CD Specials or even Galeforce. However, I would recommend the latter with Hit and Run or Close Call with Odd Tempest or Even Tempest as she can enter combat and leave the enemy range afterward.
- Because Karla is an Infantry unit, she is able to access the Tempest line of skills. This can be nice for Hit and Run strategies with skills such as Galeforce and Close Call or Hit and Run. The reason Close Call is an option over the other Damage Reduction skills is because of the movement that applies after combat, and since Karla has a fantastic Spd stat, she can live more combat and avoid enemy phase damage if her Galeforce triggers.
- Karla’s Sacred Seal can be interchanged depending on what the rest of her kit entails. If she’s running Flashing Blade or Heavy Blade as her A Passive, she can run Atk/Spd Solo and vice versa if the opposite applies.
Strengths
Vassal’s Blade
Slaying, Null Follow-Up, 5/10 additional Atk/Spd, and True Damage based on 15% of her Spd stat. Vassal’s Blade is unbelievably overloaded with amazing effects that shoot Karla’s viability as a unit from passable to undeniably one of the best in her respective class.
Incredibly Offensive
Assuming that every condition is met on Vassal’s Blade, Karla’s offensive stat spread goes from 35/40 Atk/Spd at base to a total of 40/50 Atk/Spd before any skills, blessings, buffs, merges, and so on. This makes her one of, if not, the best Spurn tanks in the entire game thanks to the unprecedented amount of Spd she ends up gaining.
Flexible Playstyle
Since the first half of Vassal’s Blade’s effects are locked behind either initiating combat or being within two spaces of an ally, and the other half is locked behind the foe’s HP being equal to or above 75% HP, Karla is able to take on a role for either phase.
Weaknesses
Competition
It goes without saying that there are a lot of swords in the game, and Karla being one means she has to compete with the likes of Ayra, Mareeta, Ryoma, and so on. This isn’t to say she’s bad by any means, but with more available options at your disposal, you may find that she’s not the desired option of choice.
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Armorsmasher+ (+Eff) | A | Atk/Spd Solo 4 |
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Reposition | B | Null Follow-Up 3 |
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Moonbow | C | Rouse Spd/Def 3 |
S | Quickened Pulse |
In essence, this build is designed to make Karla an exceptional armor-killer while also preserving her high damage output.
For boons, one could either go speed or attack. Having a speed boon allows Karla to keep up with other speedsters, such as Mareeta, Lilith, and Fallen Ike, while an attack boon makes her hard-hitting specials hurt even more.
As for banes, HP is the only one simply because it can be used for activating wrath. Having too low of a resistance makes Karla more susceptible to blue magic units and having too low of a defense makes taking down armored units a little more challenging because of how hard they hit back. However, it's not the end of the world to have a Karla with a defense or resistance bane so long as she has the attack or speed boon; her naturally high speed reliably protects her from getting doubled and she can hit as hard-- if not harder-- than her attacker on the enemy phase, too.
Armorsmasher+ (+eff) is basically what runs this build. Though it has a might of 14, Karla's sheer strength and speed allow her to simply run over most units alone. The bonus of having the effect negates pesky buffs, such as Sutr's menace, rallies, or fortify/hone armor, further increasing Karla's effectiveness against armors.
Her skill is largely up to player preference. Reposition is a great staple. Smite is a good choice if one plans on using solo or rouse skills. Rally atk/spd+ is another great choice if one plans on running her alongside a galeforce sweeper or with a partner.
Moonbow is super great in this build. Karla recharges is practically every fight and it cuts through armored units like butter. However, it's somewhat lackluster when dueling most other heavy hitters, like the aforementioned Mareeta.
Glimmer is an alternative for consistent damage output, as Karla will be able to do more damage in crucial duels at the expense of lowering damage against armors.
Luna is an option that's good for annihilating every armored unit under the sun, though it should be run alongside a cooldown skill (like time's pulse) or seal (like flashing blade) since it won't reliably recharge otherwise. This is the option for those who truly hate armored units.
The A skill of choice is atk/spd solo (3 or 4). Though it's a somewhat pricey skill, it drastically improves Karla's kill potential, oftentimes skewing duels in her favor as well as giving her just enough attack to crack open high defense armors.
If that skill is not readily available, swift sparrow 2 and brazen atk/spd 3 are fine alternatives that allow Karla to perform better alongside her teammates, because sometimes the solo skill requirement is hard to achieve in claustrophobic maps. Swift sparrow is good for player phase centered teams while brazen atk/spd 3 is good for Karla's wrath build.
Null follow-up 3 is the optimal B skill. It basically allows Karla to dumpster foes that rely on their fighter skill to get follow-ups or skills to deny speedsters from doubling.
Wrath 3 is a good alternative and is already in her kit. Its activation is easy for Karla to achieve, and its special cooldown and additional 10 damage are really good.
The C skill slot is incredibly flexible and is mostly up to player preference.
The rouse skills are pretty good. Unfortunately, rouse atk/spd hasn't been released yet. For now, rouse spd/def 3 and spd/res3 are going to have to cut it. They both pair up very well with the solo skill and make Karla more bulky.
Odd and even speed wave are also good skills, though the reliance on turns to get the boost is somewhat hit-or-miss. It's not worth running the waves as the sacred seal since it cuts off other very powerful seals.
Time's pulse is ideal for activating harder hitting specials. The only problem is that this skill is fairly rare.
Karla is one of the premier quickened pulse users. It practically starts her off with her special since she's most likely going to double. It synergizes so well with most of her specials that there's almost no reason to run any other seal, except if she runs more expensive specials.
In which case one uses flashing blade. Just to reiterate, Karla is so fast that she's going to reliably activate flashing blade no matter what skills one chooses.
There really isn't much need for any other seal since these two (unless one really wants to run heavy blade).
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Vassal's Blade | A | Flashing Blade 4 |
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Reposition | B | Desperation 3 |
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Galeforce | C | Even Spd Wave 3 |
S | Brazen Atk/Spd 3 |
This high investment build is meant to turn Karla into an incredible player phase warrior who can sweep through teams with the help of her bonkers stats and skills.
Vassal's Blade and Flashing Blade 4 combined give Karla +12 true damage per attack, which is incredibly helpful against units with high defense. Flashing Blade also helps Karla activate Galeforce in two hits due to the faster special activation it provides. Desperation is the best choice of a B-skill since Karla is rather squishy and will likely be unable to take more than a hit or two. Her C-skill is flexible for your team's needs, but her default Spd Wave is a fine enough choice as it has good synergy with the rest of the kit. Finally, I chose Brazen Atk/Speed for her seal to maximize her offensive stats when in Desperation range, however other seals such as Atk/Spd 2, Darting Blow 3, or potentially even Spd Smoke 3 can be used just as effectively.
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Vassal's Blade | A | Fury 4 |
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Reposition | B | Wrath 3 |
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Sol | C | Even Spd Wave 3 |
S | Quickened Pulse |
Build Name: Princess of Blades
With the power of her blade... Fueled with rage... Ready to unleash her wrath... She will kill all that stand in her way.
Her speed allows her to deal 7 dmg no matter what, fury boosts her power levels, which in turn activates her wrath (+10 special dmg and -1 cooldown) and Sol heals any major wounds that need quick addressing.
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Vassal's Blade | A | Life and Death 3 |
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Reposition | B | Shield Pulse 3 |
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Pavise | C | Even Spd Wave 3 |
S | Flashing Blade 3 |
seal: flashing blade 3
Looking for +spd -hp IVs. After getting traumatised by the L!Tiki banner, I dedicated myself to aiming to +10 a single 5 star unit. I was pitybroken by her in the L!Tiki banner, and I loved her Shield Pulse playstyle, believing it truly makes her a 'duelist' (in the very definition of that term). No longer wanting to +10 her any more though.
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Firesweep Sword+ | A | Fury 3 |
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Reposition | B | Wrath 3 |
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Draconic Aura | C | Even Spd Wave 3 |
S | Brazen Atk/Res 3 |
IV: +spd +atk -res
This fun build shines in a triple dancers team composition, while each dancer has wings of mercy equipped and karla's hp is below 50%. The build works the best in chain challenge and tempest trial.
Firesweep sword+ provides good damage as well as safety from any counterattack. Since this build performs best at <50%hp.
Reposition is necessary for relocation of units, because Karla more likely to have 1hp after the second battle in a chain challenge.
Fury provides +3 stats as well as helping to drop hp to below 50%.
B and C skills: Karla base kit. Wrath synergy well with this build and play style. C skill can be flexible, even speed wave is good.
Seal: flashing blade, heavy blade, or brazen atk/res
special: draconic aura (for consistent damage) / vengeance ( best when karla's hp drops to 1.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 9 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Melee, Infantry, and Armored Only
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60 | B |
![]() Melee, Infantry, and Armored Only
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120 | B |
![]() Melee, Infantry, and Armored Only
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
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60 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Blazing Blade
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