- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Tana - Winged Princess |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 9 | 5 | 5 |
Middle | 17 | 8 | 10 | 6 | 6 |
High | 18 | 9 | 11 | 7 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 31 | 33 | 22 | 22 |
Middle | 36 | 34 | 36 | 25 | 25 |
High | 40 | 37 | 39 | 29 | 29 |
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
Autumnal (General Offense / Damage Focus)
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Firesweep Lance+ Alternate: Flowing Lance+ (+Spd) |
A | Life and Death (3 or 4) Alternate: Atk/Spd Solo (3 or 4) |
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Positional Assist | B | Aerobatics 3 Alternate: Chill Spd 3 |
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Luna Alternate: Moonbow |
C | Spd/Def Rein 3 Alternate: Guidance 3 |
IVs | +ATK or +SPD / -RES | S | Atk/Spd Solo 3 |
Weapon: Firesweep Lance+ / Flowing Lance (+SPD) / Ninja Yari+ / Slaying Lance+ (+SPD)
Assist: Positional Assist / Flexible
Special: Luna / Moonbow / Glimmer / Galeforce
Passive A: Life and Death / Atk/Spd Solo / Swift Sparrow / Atk/Spd Push / Impact Skills
Passive B: Aerobatics / Chill Skills / Hit and Run / Dive-Bomb
Passive C: Rein Skills / Joint Drive Skills / Odd Tempest / Guidance / Flexible
Sacred Seal: Atk/Spd Solo / Life and Death / Swift Sparrow / Death Blow
- Tana’s respectable offensive lean combined with her flexible maneuverability and other flier advantages allow her to shine on the frontline with a damage-oriented set. Increasing either of her offenses with the appropriate Asset is recommended here, though a +SPD IV is slightly preferable.
- She fortunately has a few choices as far as her weapon goes, with the best choice depending on personal preference as well as general availability. For any refineable weapons, +SPD is best for more consistent follow-ups.
- Firesweep Lance is a standard choice to fully lock her into a Player Phase playstyle, negating her foe’s counterattacks upon initiation; this makes her a much safer fighter and also lets her safely equip Life and Death. However, she will have her own counters disabled during the Enemy Phase.
- Flowing Lance is an excellent choice to break through enemy bonuses through its innate Lull Atk/Def—a skill she normally cannot equip—and adopt a more generalist approach. In a similar vein, Slaying Lance helps her damage through faster Specials.
- Ninja Yari is the scarcest of the aforementioned options, but works excellently to have Tana leverage her Speed for a quad-strike setup. This pairs especially well with Dive-Bomb if available.
- Any A skill that boosts Tana’s Attack and Speed simultaneously will work here, with Life and Death being a potential option if using Firesweep Lance since she won’t have to worry about being attacked (typically) in that case. If she is equipped with anything other than Firesweep Lance, Sturdy Impact or potentially Mirror Impact work excellently to offset the loss of counterattack negation through safer initiations.
- Chill skills help provide both a boost to her own performance and that of her allies, though movement-based skills like Aerobatics, Flier Formation, and Hit and Run are also worthwhile as they synergize perfectly with the aggressive nature of this set. For non-Firesweep sets (and especially if using Ninja Yari), Dive-Bomb is an exceptional B skill choice to immediately access a Desperation effect without needing any setup.
- Tana’s C and Sacred Seal slots are entirely flexible, with skills that help push her damage higher being highly recommended. Ultimately, though, anything that complements her team will realistically work, including her base Guidance.
Graceful Ascent (Enemy Phase Focus / Melee Tank)
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Vidofnir (+Eff) Alternate: Vidofnir (+Def) |
A | Close Def (3 or 4) Alternate: Atk/Def Solo (3 or 4) |
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Positional Assist | B | Quick Riposte 3 Alternate: Guard Bearing 3 |
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Bonfire Alternate: Sol |
C | Atk Smoke 3 Alternate: Def Smoke 3 |
IVs | +ATK or +SPD or +DEF / -RES | S | Atk/Def Solo 3 |
Weapon: Vidofnir (+EFF/+SPD/+DEF)
Assist: Positional Assist / Flexible
Special: Bonfire / Sol / Luna / Moonbow
Passive A: Close Def / Atk/Def Solo / Atk/Spd Solo / Sturdy Stance
Passive B: Quick Riposte / Guard Bearing / Mystic Boost
Passive C: Smoke Skills / Joint Drive Skills / Rein Skills / Flier Buffs / Flexible
Sacred Seal: Atk/Def Solo / Close Def / Quick Riposte / Sturdy Stance
- This set diverges from the Winged Princess’s typical playstyle and instead places an emphasis on her Enemy Phase performance to make the most of her refined Vidofnir’s effect. An enhancement to Attack or Speed will once again work well here, but Tana also appreciates receiving her four-point +DEF IV to further reduce the damage she takes from physical foes. For Vidofnir’s refinement, taking the unique option works nicely in mixed teams, but taking a +SPD or +DEF refine may also be worthwhile.
- For Tana’s Special, Bonfire scales quite well with the focus on amping up her in-combat Defense stat and comes with a reasonable cooldown to boot. However, a healing Special (i.e. Sol and Noontime) are also useful for greater longevity, or even Luna and Moonbow to burst through bulkier opponents.
- Equipping Close Def as her A skill is the natural choice given that Vidofnir already carries a similar effect built-in, further enhancing her durability against melee threats. However, other alternatives include a Solo skill (preferably either Atk/Def Solo or Atk/Spd Solo) to grant Tana some dual phase functionality, or Sturdy Stance 3 for its Guard effect during the Enemy Phase.
- Her B slot options are more than a little limited due to flier inheritance restrictions, but some good skills do still exist. Besides the obvious Quick Riposte to ensure her follow-up attack during the Enemy Phase, Guard Bearing is a powerful, albeit high investment skill to halve the first damage Tana would take during each Enemy Phase. Although she’s not able to fully leverage all of its effects, Tana can make good use of Mystic Boost’s passive healing to enhance her sustain.
- Smoke skills inherently go well with this defensive playstyle, but Tana is once again not tied to any given C skill so pretty much anything can work here. For her Sacred Seal, she should ideally equip something that augments her key stats or Quick Riposte if it is not already being used in her B slot.
Royal Litany (Aether Raids Offense / Galeforce)
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It's Curtains...+ (+Atk) | A | Heavy Blade 4 |
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Positional Assist | B | Wings of Mercy 3 Alternate: Hit and Run |
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Galeforce | C | Def Smoke 3 Alternate: Odd Tempest 3 |
IVs | +ATK / -RES | S | Quickened Pulse |
Weapon: It’s Curtains…+ (+ATK)
Assist: Positional Assist / Flexible
Special: Galeforce
Passive A: Heavy Blade 4
Passive B: Wings of Mercy / Hit and Run
Passive C: Smoke Skills / Odd Tempest / Joint Drive Skills / Flexible
Sacred Seal: Quickened Pulse
- Although this build retains an aggressive Player Phase approach, it instead assumes Tana is being used specifically within Galeforce-centric compositions for use in Aether Raids Offense—rather than general gameplay. Tana prefers a +ATK IV here over any other options to ensure her Heavy Blade activations, as this is crucial to her success.
- The main purpose of this set is to leverage Galeforce’s self-refreshing quality to have Tana and her allies quickly neutralize the opposing Defense team during the Player Phase; in turn, however, one must work around Galeforce’s lengthy cooldown.
- This can most efficiently be done through an Attack-refined It’s Curtains…, which immediately drops Galeforce’s cooldown down to three. Alongside Heavy Blade and the Quickened Pulse Sacred Seal, this lets Tana activate it in a single hit as long as Heavy Blade activates. It’s Curtains… can potentially be swapped out for a more generally useful weapon if Velouria’s Wolfpup Fang support is available.
- Wings of Mercy is a prime B skill choice to get close to the enemy team with ease, allowing Tana to bypass the need for outside assistance such as from an Assist like Smite. A displacement skill like Hit and Run may also be worth considering to quickly retreat after activating Galeforce.
- Smoke skills and, to an extent, Savage Blow are natural choices to help Tana and other allies sweep through the enemies with greater ease. Joint Drive skills also stand out to mutually buff herself and nearby allies in the Galeforce chain. Odd Tempest is an incredibly rare, but equally lucrative C skill to grant her cavalry-esque mobility with the advantage of being unhampered by terrain, though this is unnecessary if something like Duo Palla support is already available in the same team.
Strengths
Good Offensive Statline
Tana’s baseline combination of 34 Attack and 36 Speed—while perhaps not quite what it once was—remains quite solid to its own right and lends itself well for an offensively-focused role, providing her good consistency at dealing damage and both performing and avoiding doubles. This can be further accentuated through weapon choice, and her Resplendent if available.
Flying Benefits
The Winged Princess’ flying status brings numerous benefits, such as flexible mobility and strong buff support when run alongside other winged allies. Tana also appreciates access to useful abilities exclusive to the flier class, particularly Dive-Bomb and Odd Tempest (which she can access since she’s also melee) to develop her Player Phase superiority even further.
Vidofnir
Although somewhat of a dated personal weapon, Tana’s signature Vidofnir does grant her some build flexibility through its built-in Close Def effect and various refinement options, allowing her to operate as a respectable melee tank if desired on top of her innate offensive prowess. This helps her stand out a little from the bloated pool of similar lance fliers.
Weaknesses
Flying Drawbacks
Although her flying advantages are certainly welcome, Tana’s potential is also impeded notably by some of the restrictions her flying status brings, most notable of which being incredibly disappointing B skill access. Beyond Dive-Bomb (and potentially Guard Bearing for high investment Enemy Phase sets), she is sorely lacking in this department as she is unable to use powerful options like Null Follow-Up and Flashing Blade, causing her to trail behind her non-mounted counterparts. Tana must also deal with a crippling weakness to archers.
Unimpressive Base Bulk
Tana’s bulk is perfectly even on both fronts at a meager value of 61—and while this is workable within certain settings like Vidofnir sets, this will generally be insufficient to safeguard the Winged Princess from taking excessive damage from incoming foes. This can make Enemy Phase combat quite risky if she is not built with that specific purpose in mind.
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Vidofnir (+Eff) | A | Fury 4 |
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Reposition | B | Vantage 3 |
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Iceberg | C | Guidance 3 |
S | Brazen Atk/Res 3 |
SAY NO TO COOKIE CUTTER BUILDS. Niche builds are OK, too!
Ok, so Res SUPER Boon wasn't my default choice as it was the simply best of my options back before we had flaw removal on merge (mine is a +2), but it works out really well since she'll face plenty of dragons and VODIFNIR +EFF helps her counter them.
With this build Tana shines on enemy phase once she's in VANTAGE range. The only thing that could make it even better is to add an outside way to speed up her Special if possible.
FURY 3/4 enables her to reach Vantage and BRAZEN ATK/RES SEAL thresholds. Because I used a Res Boon unit I chose ICEBERG for her special, which happens to pair really, really well with BRAZEN ATK/RES, which is essentially adding +10 attack to her special when it triggers on VANTAGE.
Enabling her to engage during enemy phase is equally important, along with having an ally next to her which is why GUIDANCE is really important.
Also, BOND SEALS (like ATK/DEF or SPD/RES BOND) are also a decent alternative as they also synergism with her build, but takes away 5 damage from her special.
Tana is PERFECT for mixed comp, which means with all 4 TACTIC skills on her allies, she will have +6 to all stats making her quite a dangerous unit thanks to her mobility and Vantage setup.
On a mixed comp, you definitely want to take REPOSITION because it enables her to help allies over otherwise impassable areas and ensure they stay out of harms way but near her to activate her ally-based buffs
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Firesweep Lance+ | A | Life and Death 3 |
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Reposition | B | Chill Spd 3 |
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Luna | C | Fortify Fliers |
S | Speed +3 |
Currently:
+1 Merge
Although Cordelia ends up better due to availability (therefore extra merges), I prefer Tana a lot more as a character and also her art in the game.
She runs a pretty standard firesweep set, I don't run moonbow heavy blade because my Raven is already using the heavy blade seal. Overall, a very good lance flier.
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Vidofnir (+Eff) | A | Spd Def 2 |
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Swap | B | Atk/Spd Link 3 |
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Moonbow | C | Guidance 3 |
Previously, she was -spd, but after the merge update, I was able to replace QR with another skill. Had a spare Link skill at hand, so this is the result. She can swap with an ally to give and receive a boost to Attack and Speed, allowing her to double more and hit harder.
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Vidofnir | A | Life and Death 3 |
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Rally Def/Res | B | Desperation 3 |
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Moonbow | C | Guidance 3 |
S | Close Def 3 |
Mixed phase physical duelist. Life and Death adds extra offenses for player phase as well as raising her speed for enemy phase, while Vidofnir and Close Defense give a defense and resistance boost for baiting physical units and dragons
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Vidofnir (+Eff) | A | Fort. Def/Res 3 |
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Reposition | B | Flier Formation 3 |
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Blue Flame | C | Guidance 3 |
S | Darting Stance 3 |
DISCLAIMER! Aerobatics is the recommended b slot! However, the builder does not have aerobatics for some reason, so I put down flier formation because it is the closest thing. DO NOT ACTUALLY USE FLIER FORMATION!
Anyways, let's get to the build.
Tana is great with mixed teams and is designed for them. She has a great offensive stat spread at 34/36, and also has decent mixed bulk at 61 with an even 25/25 defenses. Vidofnir gives her a better close defense with +7 def and res.
Taking a boon in any stat is great, just as long as you have a -hp bane. Taking a boon in attack or speed is great for obvious reasons, while both defense and resistance have a superboon which raise it to 29.
Close defense is a great a slot and an alternative, but Fortress def/res 3 is the best because it works on both phases and on ranged units at the cost of only 2 attack. This raises her defense and res to 31, and all the way to 38 with vidofnir's effect.
The Aerobatics/Guidance combo is really great, and with vidofnir's special refined effect, this combo becomes even stronger. She will always be adjacent to an infantry/armored ally. This is why blue flame is also recommended, she will always get the 25 damage with it. If you don't have blue flame, then bonfire is a fine substitute.
The sacred seal slot is flexible. Close defense is definitely a great pick, Quick Ripost is great but is in high demand, and even heavy blade might be a good pick. However, I chose darting stance, as this raises her speed dramatically, preventing doubles and allowing followup attacks without using QR. With the vidofnir special effect and darting stance, she gets a whopping 46 speed at neutral.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Lance Users Only
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100 | 1 | 8 |
![]() Lance Users Only
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200 | 1 | 8 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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30 | A |
![]() Inheritable by all units.
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80 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
160 | A |
![]() Only inheritable by flier units.
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60 | C |
![]() Only inheritable by flier units.
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120 | C |
![]() Only inheritable by flier units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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