Sharla (Japanese: カルナ, Karuna, Carna; English dub: /ˈʃɑːrlə/) is one of the seven playable characters in Xenoblade Chronicles, and a medic of the Colony 6 Defence Force. She uses an ether rifle to fight, and her specialty is healing.

Powers and Stats

Tier: High 8-C | 5-C

Name: Sharla

Origin: Xenoblade

Gender: Female

Age: 21

Classification: Homs

Powers and Abilities: Superhuman Physical Characteristics, Marksmanship, Has an ether rifle (Can heal, shoot electricity, create a shield, extend aura, cause daze, decrease aggro and shoot tranquilizers)

Attack Potency: Large Building level (Her rifle can kill and hurt mid-level Mechons which can take artillery fire head on and survive) | Moon level (Wounded Dickson)

Speed: Superhuman with Supersonic+ reactions (Can react to the Faced Mechons which can make sonic booms) | FTL+ (Comparable to Shulk)

Lifting Strength: Unknown

Striking Strength: Large Building Class | Moon Class

Durability: Large Building level (Can survive attacks from mid level Mechon) | Moon level (Survived attacks from Dickson)

Stamina: High

Range: Standard melee range. Hundreds of meters with her rifle.

Standard Equipment: Ether rifles

Intelligence: Average

Weaknesses: Bad at close combat, her weapon overheats.

Notable Attacks/Techniques:

  • Cool Off: Releases the built-up heat from using other arts, emptying the talent gauge.
  • Heal Bullet: Restores some HP to a single party member.
  • Thunder Bullet: Two-hit combo, increased critical chance against flying enemies.
  • Shield Bullet: Absorbs a set amount of damage.
  • Cure Bullet: Removes debuffs from a single target and grants temporary debuff immunity.
  • Drive Boost: Reduces cooldown of all arts except Drive Boost, no auto-attack or movement.
  • Heal Blast: Restores a large amount of HP to a single party member.
  • Heal Round: Restores a medium amount of HP to all party members.
  • Head Shot: Guaranteed crit, may instantly kill a dazed enemy.
  • Metal Blast: Causes Break in a straight line, increased critical against flying enemies.
  • Aura Bullet: Extends duration of auras.
  • Heat Bullet: Increases tension of party members in a circle around the target.
  • Head Shaker: Dazes a toppled enemy.
  • Covert Stance: Decreases aggro permanently and nullifies aggro gain for the duration.
  • Heal Counter: Restores HP to the targeted party member each time he/she gets attacked.
  • Tranquiliser: Makes the enemy fall asleep.
  • Cure Round: Clears the entire party of debuffs and grants temporary debuff immunity.

Key: Mid Game | End Game


Notable Victories:

Notable Losses:

Inconclusive Matches: