There is no official bio released for this unit
- Life: 5
- Move: 6
- Range: 1
- Attack: 2
- Defense: 3
- Point Value: 110
- Arcane Bolt Special Attack: Range 5 + Special. Attack 3.
The first target of Arcane Bolt Special Attack must be within a Range of 5. After attacking with Arcane Bolt Special Attack, if the defending figure receives at least 1 wound, you may choose a figure that was adjacent to the defending figure at the beginning of that attack and attack that chosen figure with Arcane Bolt Special Attack. You may continue attacking with Arcane Bolt Special Attack in this manner until you fail to inflict a wound. A figure cannot be attacked more than once in a turn with Arcane Bolt Special attack.
- Arcane Riposte:
When Sharwin Wildborn rolls defense dice against a normal attack, all excess shields count as unblockable hits on the attacking figure.
- Shocking Grasp:
When rolling attack dice for a normal attack, Sharwin Wildborn always adds 1 automatic skull to whatever is rolled.
- As a follower of Ullar, Sharwin may benefit from Acolarh's Ullar Amulet ability.
- As Sharwin has a "Tricky" personality, he may offer a speed bonus to Otonashi.
Height is the word that comes to mind when using this figure. More defense means longer life and more chance to use Arcane Riposte, which is basically a more useful counterstrike. Also, 3 melee dice plus one automatic skull... Not something to be laughed at. Her arcane bolt is devastating against low defense figures. Use it to plow through massive low defense armies, for example, masses of Gruts or Greenscales. For 110 points, she has her uses. If there's a map with a lot of elevation change, or lots of squads, she's for you. Otherwise, have her hit the bench.