Fire Emblem Heroes (FEH)

List of Special Skills

★ Latest Banner - New Heroes: Rearmed Þjazi & Rearmed Lilina
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This page contains a list of all of the special skills that appear in the game Fire Emblem Heroes (FEH). Read on to find out which specials your heroes can acquire!

List of Skills by Type
Weapon Skill IconWeapon Skills Assist Skill IconAssist Skills Special Skill IconSpecial Skills
Passive A Skill IconPassive A Skills Passive B Skill IconPassive B Skills Passive C Skill IconPassive C Skills
Sacred Seal IconSacred Seals Attuned Skill IconAttuned Skills Emblem IconEmblems

Explanation of Each Type of Special

List of Special Categories

Bonfire / Iceberg Increases damage dealt by a portion of unit's Def or Res.
Moonbow / Luna Lowers foe's Def/Res during combat.
Draconic Aura /
Dragon Fang
Increases damage dealt by a portion of unit's Atk.
Glimmer / Astra Damage delat increases by 50% or 150%.
Reprisal /
Vengeance
Deals more damage the less HP a unit has.
Noontime / Sol Recover HP while dealing damage.
Area Damage Deals damage to all enemies within a specific area.
Damage Reduction Reduces the damage taken.
Unique Special skills with a unique effect.
Staff Specials Skills only learnable by staff-wielding units.
Exclusive Skills only learnable by specific units.

Bonfire / Iceberg-Type Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 4)
Boosts damage dealt by 50% of unit’s Def.
100 -
(Cooldown = 3)
Boosts damage dealt by 50% of unit’s Def.
200 9.0
(Cooldown = 4)
Boosts damage dealt by 80% of unit’s Def.
200 8.5
(Cooldown = 4)
Boosts damage dealt by 50% of unit’s Res.
100 -
(Cooldown = 3)
Boosts damage dealt by 50% of unit’s Res.
200 9.0
(Cooldown = 4)
Boosts damage dealt by 80% of unit’s Res.
200 8.5
(Cooldown = 3)
Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.
500 9.0
(Cooldown = 3)
Boosts Special damage by 40% of unit's Def. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 3)
Boosts Special damage by 40% of unit's Def when Special triggers. If foe's Range = 1 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 3)
Boosts Special damage by 40% of unit's Res. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 3)
Boosts Special damage by 40% of unit's Res when Special triggers. If unit's or foe's Special is ready, or if unit's or foe's Special triggered before or during this combat, and also, if unit's Res ≥ foe's Res-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 3)
Boosts damage by X% of unit's Def when Special triggers (if transformed, X = 50; otherwise, X = 40).
If both of the following conditions are met, reduces damage from foe's next attack by 40% during combat:
- Unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat.
- Unit is transformed or unit's Def ≥ foe's Def-4. (Once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 3)
Boosts Special damage by 50% of unit's Def when Special triggers.
If unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat, and also, if unit's Def ≥ foe's Def-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5

Moonbow / Luna-Type Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 3)
Resolve combat as if foe suffered Def/Res -30%.
100 -
(Cooldown = 2)
Treats foe's Def/Res as if reduced by 30% during combat.
200 9.5
(Cooldown = 3)
Treats foe's Def/Res as if reduced by 50% during combat.
200 9.0
(Cooldown = 2)
Boosts Special damage by 30% of the greater of foe's Spd or Def.
If unit's or foe's Special is ready or unit's or foe's Special triggered before or during this combat and if unit can attack during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5

Draconic Aura / Dragon Fang-Type Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 4)
Boosts Atk by 30%.
100 -
(Cooldown = 3)
Boosts Atk by 30%.
200 8.5
(Cooldown = 4)
Boosts Atk by 50%.
200 8.5
(Cooldown = 2)
Boosts damage by 20% of foe's Atk. If in combat against a dragon foe or beast foe, boosts damage by 40% instead of 20%.
500 9.5
(Cooldown = 3)
Boosts damage by X% of unit's Atk when Special triggers (if foe is armored, X = 40; otherwise, X = 30). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills.
500 9.5
(Cooldown = 2)
Boost Special damage by X% of unit's Atk when Special triggers (if transformed, X = 25; otherwise, X = 20).
If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills.
500 9.0

Glimmer / Astra-Type Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 3)
Boosts damage dealt by 50%.
100 -
(Cooldown = 2)
Boosts damage dealt by 50%.
200 9.0
(Cooldown = 4)
Boosts damage dealt by 150%.
200 8.0
(Cooldown = 3)
Doubles damage dealt. Disables non-Special skills that "reduce damage by X%."
500 9.5
(Cooldown = 4)
When Special triggers, treats foe's Def/Res as if reduced by 75% during combat. Disables non-Special skills that "reduce damage by X%".
500 9.5
(Cooldown = 2)
Boosts damage by 30% of unit's Spd. If unit's Special is ready and unit's Spd > foe's Sod, reduces damage from area-of-effect Specials by percentage = difference between stats x 3 (max 30%). At the start of combat, if unit's Special is ready and unit's Spd > foe's Spd, reduces damage from attacks during combat by percentage = difference between stats x 3 (max 30%). (Damage-reduction effects like above are considered non-Special effects, so skills like Deadeye still apply.)
500 9.5
(Cooldown = 3)
Boosts Special damage by 50% of unit's Spd when Special triggers.
If unit's or foe's Special is ready or if unit's or foe's Special triggered before or during this combat, and if unit's Spd ≥ foe's Spd-4, reduces damage from foe's next attack during combat by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 3)
Boosts damage by X% of unit's Spd when Special triggers (if transformed, X = 50; otherwise, X = 40).
If both of the following conditions are met, reduces damage from foe's next attack by 40% during combat:
- Unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat.
- Unit is transformed or unit's Spd ≥ foe's Spd-4. (Once per combat; excluding area-of-effect Specials).
500 9.5

Reprisal / Vengeance-Type Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 3)
Boosts damage dealt to foe by 30% of damage dealt to unit.
100 -
(Cooldown = 2)
Boosts damage dealt to foe by 30% of damage dealt to unit.
200 8.0
(Cooldown = 3)
Boosts damage dealt to foe by 50% of damage dealt to unit.
200 7.5

Noontime / Sol-Type Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 3)
Restores HP = 30% of damage dealt.
100 -
(Cooldown = 2)
Restores HP = 30% of damage dealt.
200 8.0
(Cooldown = 3)
Restores HP = 50% of damage dealt.
200 8.0
(Cooldown = 5)
Resolve combat as if foe suffered Def/Res -50%. Unit recovers HP = half damage dealt.
500 9.0

Area Damage-Type Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 4)
Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res).
150 -
(Cooldown = 4)
Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res).
150 -
(Cooldown = 4)
Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res).
150 -
(Cooldown = 4)
Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res).
150 -
(Cooldown = 4)
Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).
300 8.0
(Cooldown = 4)
Before combat this unit initiates, foes in an area near target take damage equal to 1. 5x (unit’s Atk minus foe’s Def or Res).
300 8.0
(Cooldown = 4)
Before combat this unit initiates, foes in an area near target take damage equal to 1. 5x (unit’s Atk minus foe’s Def or Res).
300 8.0
(Cooldown = 4)
Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit’s Atk minus foe’s Def or Res).
300 8.0
(Cooldown = 4)
Before combat this unit initiates, foes in a wide area around target take damage equal to (unit’s Atk minus foe’s Def or Res).
300 8.0
(Cooldown = 4)
Before combat this unit initiates, foes in a wide area around target take damage equal to (unit’s Atk minus foe’s Def or Res).
300 8.0
(Cooldown = 4)
Before combat this unit initiates, foes in a wide area around the target take damage equal to (unit’s Atk minus foe’s Def or Res).
300 8.0
(Cooldown = 4)
Before combat this unit initiates, foes in a wide area around the target take damage equal to (unit’s Atk minus foe’s Def or Res).
300 8.0

Damage Reduction Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 3)
Reduces damage inflicted by attacks from adjacent foes by 30%.
100 -
(Cooldown = 2)
Reduces damage inflicted by attacks from adjacent foes by 30%.
200 7.5
(Cooldown = 3)
Reduce damage inflicted by attacks from adjacent foes by 50%.
200 7.5
(Cooldown = 3)
Reduces damage inflicted by attacks from foes 2 spaces away by 30%.
100 -
(Cooldown = 2)
Reduce damage inflicted by attacks from foes 2 spaces away by 30%.
200 7.5
(Cooldown = 3)
Reduces damage inflicted by attacks from foes 2 spaces away by 50%.
200 7.5
(Cooldown = 3)
If unit's Spd ≥ foe's Spd-4 and unit's Special is ready or unit's Special triggered during combat, deals damage = 15% of unit's Spd. When Special triggers, reduces damage from foe's attack by 40%. (Special triggers only if unit's Spd ≥ foe's Spd-4.)
500 9.5

Unique-Type Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 3)
If unit's HP ≥ 70% when Special triggers, boosts damage by 60% of foe's Res. If unit's HP < 70% when Special triggers, boosts damage by 40% of foe's Res and restores 30% of unit's maximum HP.
500 9.5
(Cooldown = 5)
If unit initiates combat, grants unit another action after combat. (Once per turn. )
500 9.5
(Cooldown = 5)
If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP.
200 8.0

Staff-Type Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 1)
When healing an ally with a staff, restores an additional 10 HP to target ally.
50 6.5
(Cooldown = 2)
When healing an ally with a staff, all other allies recover 10 HP.
150 8.0
(Cooldown = 1)
When healing an ally with a staff, grants Atk+4 to all allies for 1 turn.
150 7.0
(Cooldown = 1)
When healing an ally with a staff, grants Spd +4 to all allies for 1 turn.
150 7.0
(Cooldown = 1)
When healing an ally with a staff, grants Def +4 to all allies for 1 turn.
150 7.0
(Cooldown = 1)
When healing an ally with a staff, grants Res +4 to all allies for 1 turn.
150 7.0
(Cooldown = 1)
When healing an ally with a staff, grants Atk/Spd +4 to all allies for 1 turn.
200 -
(Cooldown = 1)
When healing an ally with a staff, grants Atk/Spd +6 to all allies for 1 turn.
300 8.5
(Cooldown = 1)
When healing an ally with a staff, grants Atk/Def+4 to all allies for 1 turn.
200 -
(Cooldown = 1)
When healing an ally with a staff, grants Atk/Def+6 to all allies for 1 turn.
300 8.0
(Cooldown = 1)
When healing an ally with a staff, grants Atk/Res+4 to all allies for 1 turn.
200 -
(Cooldown = 1)
When healing an ally with a staff, grants Atk/Res+6 to all allies for 1 turn.
300 8.0
(Cooldown = 1)
When healing an ally with a staff, grants Spd/Res+6 to all allies for 1 turn.
300 8.0
(Cooldown = 1)
When healing an ally with a staff, grants Spd/Res+4 to all allies for 1 turn.
200 -
(Cooldown = 1)
When healing an ally with a staff, grants Def/Res +4 to all allies for 1 turn.
200 -
(Cooldown = 1)
When healing an ally with a staff, grants Def/Res +6 to all allies for 1 turn.
300 8.5
(Cooldown = 3)
If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 45% of foe's Res. (Calculates damage from staff after combat damage is added.) If this Special is triggered during combat, inflicts 【Gravity】 on target and adjacent foes after combat.
500 9.5
(Cooldown = 2)
If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.) If this Special is triggered during combat, inflicts Special cooldown count+1 and 【Guard】 on target and foes within 2 spaces of target after combat (cannot exceed the foe's maximum Special cooldown).
500 9.5
(Cooldown = 2)
If an Assist skill is used, unit's Special cooldown does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.) If Special is triggered during combat, inflicts Atk/Spd-6 and【Panic】on target and foes within 2 spaces of target after combat.
500 9.5
(Cooldown = 1)
When healing an ally with a staff, grants Spd/Def+4 to all allies for 1 turn.
200 -
(Cooldown = 1)
When healing an ally with a staff, grants Spd/Def+6 to all allies for 1 turn.
300 8.0
(Cooldown = 3)
If an Assist skill is used, unit's Special cooldown count does not go down. When Special triggers, boosts damage by 45% of foe's Res (calculates damage from staff after combat damage is added). If this Special is triggered during combat, after combat, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions.
500 9.0

Exclusive Special Skill List

Bonfire-type Moonbow-type Draconic Aura-type Glimmer-type
Reprisal-type Noontime-type Area Damage Damage Reduction
Unique Staff Specials Exclusive
Skill Name Effect SP Rating
(Cooldown = 3)
Treats foe's Def/Res as if reduced by 80% during combat.
(Skill cannot be inherited.)
500 9.5
(Cooldown = 2)
Boosts damage dealt by 40% of unit’s Spd. (Skill cannot be inherited. )
500 9.0
(Cooldown = 2)
If foe’s Range = 2, reduces damage from foe’s attacks by 30%. Boosts unit’s next attack by total damage reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.)
500 9.5
(Cooldown = 4)
During combat, treats foe’s Def/Res as if reduced by 50%.
Restores HP = 50% of damage dealt.
500 9.5
(Cooldown = 2)
Boosts damage dealt by 30% of unit’s Spd. Grants Atk/Spd/Def/Res +4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit’s HP reaches 0. )
500 9.5
(Cooldown = 2)
Treats foe’s Def/Res as if reduced by 20% during combat. Boosts damage by 20% of unit’s Spd.
500 9.5
(Cooldown = 2)
Boosts damage by 30% of unit's Spd. Restores HP = 30% of damage dealt.
500 9.0
(Cooldown = 2)
Neutralizes effects that inflict "Special cooldown charge -X" on unit. When Special triggers, boosts damage by 35% of unit's Spd and restores HP = 35% of damage dealt.
500 9.5
(Cooldown = 3)
If unit initiates combat, grants unit another action after combat. (Once per turn.) When Special triggers, inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action.
500 9.5
(Cooldown = 3)
At the start of turn 1, grants Special cooldown count-1. If unit initiates combat and Special is triggered, grants unit another action after combat. (Activates after combat where Special is triggered. Once per turn.) When Special triggers, inflicts "restricts movement to 1 space on unit and Pair Up cohort through their next action.
500 9.5
(Cooldown = 2)
Boosts damage by 40% of unit's Res. Disables non-Special skills that "reduce damage by X%."
500 9.0
(Cooldown = 3)
Boosts damage by 50% of unit's Def. Restores HP = 25% of damage dealt.
500 9.5
(Cooldown = 2)
Boosts damage by 40% of unit’s Spd.
500 9.0
(Cooldown = 2)
Boosts damage by 30% of unit's Spd. Grants Atk/Spd/Def/Res +4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0)
500 9.0
(Cooldown = 2)
Boosts damage by 30% of unit's Spd. Restores 10 HP to unit and all allies after combat. (Healing does not stack if triggered more that once per combat. GP restored to allies even if unit's HP reaches 0.)
500 9.0
(Cooldown = 4)
During combat, treats foe's Def/Res as if reduced by 50%. Restores HP = 50% of damage dealt.
500 9.5
(Cooldown = 3)
Reduces damage from foe's attacks by 30%. After triggering, boosts damage for unit's next attack by 30% of unit's Atk. (Boost resets at the end of combat.)
500 9.0
(Cooldown = 3)
Reduces damage from foe's attacks by 40%. After Special triggers, unit's next attack deals damage = 40% of unit's Atk. (Boost resets at the end of combat.) If foe has the "attacks twice" effect, grants Special cooldown count-2 to unit after first Special trigger per combat.
500 9.5
(Cooldown = 3)
At start of turn 1, grants Special cooldown count-3 to unit. Boosts damage by 15 and calculates damage using the lower of foe's Def or Res.
500 9.5
(Cooldown = 3)
At the start of turn 1 and start of turn 4, grants Special cooldown count-3 to unit. Boosts damage by 20 and calculates damage using the lower of foe's Def or Res.
500 9.5
(Cooldown = 2)
Before combat this unit initiates, foes in an area near target take damage equal to 0.8 x (unit’s Atk minus foe’s Def or Res).
500 9.0
(Cooldown = 2)
Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk - foe's Def or Res). After combat, if unit's Special triggered, grants【Canto (1)】 to unit and allies within 3 rows or 3 columns centered on unit for 1 turn (granted even if unit's HP reaches 0).
【Canto (1)】
After an attack, Assist skill, or structure destruction, unit can move 1 space(s).
(Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 1 space(s).)
500 9.5
(Cooldown = 2)
If foe is 2 spaces from unit, reduces damage from foe's attacks by 40%. After triggering, boost damage for unit's next attack by 40% of unit's Res. (Boost resets at the end of combat.)
This skill can only be equipped by its original unit.
500 9.0
(Cooldown = 4)
At the start of turn 1, grants Special cooldown count -2 to unit. Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = 50% of damage dealt.
This skill can only be equipped by its original unit.
500 9.5
(Cooldown = 2)
At start of turn, unit can move 1 extra space. (That turn only. Does not stack). Boosts Special damage by 25% of unit's Atk. After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and allies can move 1 extra space. (That turn only. Does not stack. Bonus granted to allies even if unit's HP reaches 0.)
500 9.5
(Cooldown = 2)
Boosts damage by 25% of unit's Atk. If in combat against a dragon foe or beast foe, boosts damage by 50% instead of 25%. Disables non-Special skills that "reduce damage by X%".
500 9.0
(Cooldown = 2)
At start of turn, grants "unit can move 1 extra space (that turn only; does not stack)" and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit for 1 turn. Boosts Special damage by 30% of unit's Atk.
After combat, if unit's Special triggered, grants Atk/Def+6, "unit can move 1 extra space (that turn only; does not stack)," and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit and all allies for 1 turn (bonus granted to allies even if unit's HP reaches 0).
500 9.5
(Cooldown = 2)
Treats foe's Def/Res as if reduced by 20% during combat. Boosts damage by 20% of unit's Spd. Neutralizes "reduces damage by X%" effects from non-Special skills.
500 9.5
(Cooldown = 2)
At start of turn, if unit is within 2 spaces of an ally, grants unit Atk/Spd/Def/Res+6 for 1 turn and grants allies within 2 spaces of unit Atk+6 for 1 turn.
Boosts Special damage by 35% of unit's Spd.
After combat, if unit's Special triggered, grants Atk/Spd/Def/Res+6 to unit and all allies for 1 turn. (Bonus granted to allies even if unit's HP reaches 0.)
500 9.5
(Cooldown = 2)
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit.
Boosts Special damage by 30% of unit's Atk. If in combat against a dragon foe or beast foe, boosts Special damage by 60% instead of 30%.
When Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills.
500 9.5
(Cooldown = 3)
If unit initiates combat, after combat, grants another action to ally with the highest HP within 2 spaces (excluding unit) that has already acted. (Once per turn.) (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.) If an ally is granted an additional action this way, inflicts "restricts movement to 1 space" on that ally (and their Pair Up cohort).
500 9.5
(Cooldown = 3)
At the start of turn 1, grants Special cooldown count-3 to unit. Treat's foe's Def/Res as if reduced by 50% when Special triggers.
500 9.5
(Cooldown = 3)
At the start of turns 1 through 4, grants Special cooldown count-3 to unit.
When Special triggers, boosts damage by 50% of the greater of unit's or foe's Def.
If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 2)
Boost Dmg by 25% of unit's Spd. Reduces damage from foe's next attack by 75%, and unit's next attack deals damage = 20% of unit's Spd. (Resets at the end of combat.)
500 9.5
(Cooldown = 2)
Boosts Special damage by 40% of unit's Res. If unit's HP > 1, foe would reduce unit's HP to 0, and both following conditions apply, unit survives with 1 HP:
・ Unit or foe's Special is ready, or unit or foe's Special triggered during this combat.
・ Unit initoates combat or foe's Range = 2.
(Once per map. Considered a non-Special effect. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)
500 9.5
(Cooldown = 2)
Boosts Special damage by 25% of unit's Atk. If Special triggers, neutralizes "reduces damage by X%" effects from non-Special skills. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
500 9.5
(Cooldown = 2)
Reduces damage from foe's attacks by X% (if foe's Range = 1, X = 10; if foe's Range = 2, X = 30). After Special triggers, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat). At start of combat, if unit's Special is ready, unit can counterattack regardless of foe's range during combat.
500 9.5
(Cooldown = 2)
At start of turn, if unit's Special cooldown is at its maximum value, grants Special cooldown count-1 to unit. Boosts Special damage by 25% of unit's Atk. After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 extra turn, and unit and all allies can move 1 extra space (that turn only; does not stack; bonus granted to allies even if unit's HP reaches 0).
500 9.5
(Cooldown = 2)
Boosts Special damage by 40% of unit's Sped. At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. After unit's Special triggers, grants Special cooldown count-1 to unit (once per turn).
500 9.5
(Cooldown = 3)
Boosts Special damage by 50% of unit's Spd. If unit is on a team with their support partner, when unit's or unit's support partner's Special triggers (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from foe's non-Special skills. If unit is within 3 spaces of their support partner and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 3)
Treats foe's Def/Res as if reduced by 80% when Special triggers. If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 5)
Boosts damage by 60% of foe's Atk when Special triggers. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit initiates combat, unit's Special triggered, and unit survives, grants one of the following two effects after combat (once per turn): if there is only one ally with the highest HP among allies within 2 spaces of unit who have already acted, grants another action to that ally (allies with Sing or Dance can be granted this effect as well), and also, if that ally's or their Pair Up cohort's Range = 2, inflicts "restricts movement to 1 space" on that ally or that Pair Up cohort through their next action; otherwise, grants 【Time's Gate】 to unit.
【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).
500 9.5
(Cooldown = 3)
Boosts damage by 45% of unit's Spd when Special triggers. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit initiates combat, after combat, if unit's Special triggered and unit survives, grants another action to unit and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action (once per trun). (This effect has priority over other similar effects; in such cases, these other similar effects are treated as not having triggered.)
500 9.5
(Cooldown = 2)
Boosts damage by X% of unit's Atk when Special triggers (if in combat against a dragon foe or beast foe, X = 50; otherwise, X = 25). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills. If foe's Range = 2 and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 30% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 2)
When Special triggers, boosts damage by 40% of unit's Res and neutralizes foe's "reduces damage by X%" effects from non-Special skills. At start of combat, if unit's Special is ready and unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 3 (max 30%).
500 9.5
(Cooldown = 2)
Boosts Special damage by 40% of unit's Spd. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit's Special is ready or has triggered during this combat, 【Potent Follow X%】 has triggered, and X ≤ 99%, then X = 100. If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
500 9.5
(Cooldown = 2)
When Special triggers, boosts damage by 40% of unit's Spd and neutralizes foe's "reduces damage by X%" effects from non-Special skills.
After combat, if unit's Special triggered, restores 20 HP to unit and all allies (healing does not stack if triggered more than once per combat; HP restored to allies even if unit's HP reaches 0) and grants 【Canto (1)】 to unit for 1 turn.
500 9.5
(Cooldown = 4)
When Special triggers, boosts damage by percentage of unit's Atk = number of times foe has attacked during this combat x 10, + 40.
If unit initiates combat, foe can counterattack before unit's first attack. If foe can perform a follow-up attack, foe can make a follow-up attack before unit's next attack during combat.
Reduces damage from attacks by percentage = 40, - current Special cooldown count value x 10 during combat, but if unit receives consecutive attacks, reduces damage from foe's second attack onward by percentage = 70, - current Special cooldown count value x 10.
If this Special is triggered during combat, deals 5 damage to foes within 3 rows or 3 columns centered on unit, inflicts Special cooldown count+1 (cannot exceed the foe's maximum Special cooldown) on those foes, and restores X HP to unit after combat (X = number of foes within 3 rows or 3 columns centered on unit x 5, + 10; max: 50% of unit's max HP).
500 9.5
(Cooldown = 2)
Boosts Special damage by 40% of unit's Res when Special triggers.
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = 4 - current Special cooldown count value, x difference between stats (max difference between stats: 10).
If unit's Special is ready or if unit's Special triggered during combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%.
After combat, if unit's Special triggered, applies 【Divine Vein (Water)】 on target's space and on each space within 2 spaces of target's space for 1 turn.
【Divine Vein (Water)】
Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement).
Inflicts Spd-5 on foe and reduces the percentage of non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
500 9.5
(Cooldown = 2)
Treats foe's Def/Res stats as if reduced by 40% when Special triggers.
When Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills, and also, if damage dealt prior to damage reduction calculation < foe's HP - 1, sets damage before damage reduction as foe's HP - 1 (excluding certain foes, such as Røkkr).
If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 30% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 2)
Boosts Special damage by 30% of unit's Spd when Special triggers.
Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
If unit initiates combat, after combat, if unit's Special triggered and unit survives, grants another action to unit and inflicts "restricts movement to 1 space" on unit and Pair Up cohort through their next action (once per turn). (This effect has priority over other similar effects; in such cases, these other similar effects are treated as not having triggered.)
500 9.5
(Cooldown = 2)
Boosts Special damage by 25% of unit's Atk.
Unit can move through foes' spaces.
For each foe within 6 spaces of unit, unit can move to the nearest spaces that are 2 spaces away from that foe (unless space is impassable terrain).
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
500 9.5
(Cooldown = 3)
Boosts Special damage by 50% of unit's Spd when Special triggers.
At start of turn, if unit is not on a team with unit's support partner, grants 【Bonded】 to allies with the highest Atk within 2 spaces of unit.
If unit is on a team with their support partner or if an ally has an active 【Bonded】 effect, for unit, support partner, and any allies with an active 【Bonded】 effect, when Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills during combat (excluding area-of-effect Specials).
If unit is within 3 spaces of a support partner or an ally with an active 【Bonded】 effect, and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
【Bonded】
Grants a status that can trigger certain skill effects to unit for 1 turn.
500 9.5
(Cooldown = 2)
Boosts damage by 30% of unit's Def + Def 【Great Talent】 when Special triggers.
Reduces damage from attacks during combat by percentage = 40, - 10 x current Special cooldown count value.
At start of turn, grants Atk/Def/Res 【Great Talent】 +2 to unit and Atk/Def/Res 【Great Talent】 +1 to allies within 3 rows or 3 columns centered on unit.
After combat, if unit's Special triggered, grants Atk/Def/Res 【Great Talent】 +4 to unit and Atk/Def/Res 【Great Talent】 +2 to allies within 3 rows or 3 columns centered on unit.
(This skill grants max of 【Great Talent】 +20 for unit and 【Great Talent】 +10 for allies.)
【Great Talent】
Adds value of Great Talent (+X) to specified stats (until end of battle; max value of X is determined by the stat reaching the limit of 99, each stat calculated separately; stat increases are not treated as Bonus effects).
500 9.5
(Cooldown = 2)
When Special triggers, if foe is 2 spaces from unit, reduces damage from foe's attacks by 40%.
After Special triggers, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat; min 40% of unit's Res) and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills for that attack (resets at end of combat).
Unit can counterattack regardless of foe's range during combat.
500 9.5
(Cooldown = 3)
Boosts damage by 50% of unit's Spd and calculates damage using the lower of foe's Def or Res when Special triggers.
On turns 1 through 4, grants Special cooldown count-2 to unit before unit's first attack and grants Special cooldown count-2 to unit before unit's first follow-up attack during combat.
If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 4)
Boosts damage by 80% of unit's Def and calculates damage using 150% of unit's Def instead of the value of unit's Atk when Special triggers.
Reduces damage from attacks by percentage = 40 - current Special cooldown count value x10 during combat.
If unit's Def > foe's Def, decreases Spd difference necessary for unit to make a follow-up attack by X and increases Spd difference necessary for foe to make a follow-up attack by X during combat (X = difference between Def stats; max 10; for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).
500 9.5
(Cooldown = 3)
If unit's Special is ready, before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
When unit deals damage to 2 or more foes at the same time using a Special (including target; including foes dealt 0 damage), grants another action to unit after combat (once per turn).
If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% during combat (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 2)
When Special triggers, boosts damage by 40% of unit's Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills.
If unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = 4 - current Special cooldown count value, × difference between stats (max difference between stats: 10).
If unit triggers Special during the current turn, enables【Canto (2)】.
When Canto triggers, enables unit to use 【Sing/Dance】 (can be triggered by any Canto effect other than the Canto effect from this Special; once per turn; if similar effects are active, this effect does not trigger; this effect is not treated as an Assist skill, nor is it treated as a Sing or Dance skill).
500 9.5
(Cooldown = 2)
Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Disables unit's and foe's skills that change attack priority.
If unit's Special is triggered before combat, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials).
If unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
500 9.5
(Cooldown = 5)
At the start of turn 1, grants Special cooldown count-5. When Special triggers, if unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP. After combat, if unit's Special triggered, restores 99 HP. (Once per map.)
500 9.0

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Comment

12 Anonymous@Game83 months

Thanks for catching this; we have fixed this error.

11 Anonymous3 months

Why does it say Blazing Thunder costs 150 SP? It's in the same tier as Blazing Wind/Light/Flame and they all cost 300 SP

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