List of Type B Passive Skills | Fire Emblem Heroes

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This is a list of all of the Type B Passive Skills that appear in the game Fire Emblem Heroes (FEH).

Type B Passive Skills primarily work by activating special effects during or after combat.

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

Combat Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
If unit initiates combat against a foe that can counter and unit’s HP ≤ 30%, unit makes a guaranteed follow-up attack. 50 -
If unit initiates combat against a foe that can counter and unit’s HP ≤ 40%, unit makes a guaranteed follow-up attack. 100 -
If unit initiates combat against a foe that can counter and unit’s HP ≤ 50%, unit makes a guaranteed follow-up attack. 200 7.0
If unit initiated combat with HP ≤ 25%, follow-up attacks occur immediately after unit’s attack. 50 -
If unit initiated combat with HP ≤ 50%, follow-up attacks occur immediately after unit’s attack. 100 -
If unit initiated combat with HP ≤ 75%, follow-up attacks occur immediately after unit’s attack. 200 9.5
If unit’s HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. 60 -
If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. 120 -
If unit’s HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. 240 9.9
At start of combat, if unit’s HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) 50 -
Unit counterattacks when first attacked at HP ≤ 50%. 100 -
Unit counterattacks when first attacked at HP ≤ 75%. 200 9.5
Prevents follow up attack in combat from unit and foes with unit’s HP ≥ 90%. 60 -
Prevents follow up attack in combat from unit and foes with unit’s HP ≥ 70%. 120 -
Prevents follow up attack in combat from unit and foes with unit’s HP ≥ 50%. 240 9.5
If unit’s HP  = 100% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 60 -
If unit’s HP ≥ 50% and unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 120 -
If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 240 9.9
If unit’s HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 60 -
If unit’s HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 120 -
If unit’s HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. ) 240 9.5
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow or dagger, if unit’s Spd ≥ foes’s Spd +5, foe cannot counterattack. 60 -
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow or dagger, if unit’s Spd ≥ foes’s Spd +3, foe cannot counterattack. 120 -
If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow or dagger, if unit’s Spd ≥ foes’s Spd +1, foe cannot counterattack. 240 9.0
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd ≥ foes’s Spd +5, foe cannot counterattack. 60 -
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd ≥ foes’s Spd +3, foe cannot counterattack. 120 -
If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd ≥ foes’s Spd +1, foe cannot counterattack. 240 8.5
At start of combat, if unit’s HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Des not stack. ) 60 -
At start of combat, if unit’s HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) 120 -
At start of combat, if unit’s HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) 240 9.0
If unit initiates combat and unit’s Special triggers before or during combat, grants Special cooldown count -1 after combat. 120 -
If Special triggers before or during combat, grants Special cooldown count -1 after combat. 60 -
If Special triggers before or during combat, grants Special cooldown count -2 after combat. 240 9.5
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. 60 -
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. 120 -
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. 240 9.0
At start of combat, if unit’s HP  = 100%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. 240 -
At start of combat, if unit’s HP ≥ 50%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. 120 -
Disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. 60 9.5
At start of combat, if unit’s HP = 100%, neutralizes status effects and disables skills that prevent counterattacks during combat. 60 -
At start of combat, if unit’s HP ≥ 50%, neutralizes status effects and disables skills that prevent counterattacks during combat. 120 -
Neutralizes status effects and disables skills that prevent counterattacks during combat. 240 9.5
If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 60 -
If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 120 -
If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 240

Seal Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
Inflicts Atk -3 on foe through its next action after combat. 40 -
Inflicts Atk -5 on foe through its next action after combat. 80 -
Inflicts Atk -7 on foe through its next action after combat. 160 7.5
Inflicts Spd -3 on foe through its next action after combat. 40 -
Inflicts Spd -5 on foe through its next action after combat. 80 -
Inflicts Spd -7 on foe through its next action after combat. 160 7.5
Inflicts Def -3 on foe through its next action after combat. 40 -
Inflicts Def -5 on foe through its next action after combat. 80 -
Inflicts Def -7 on foe through its next action after combat. 160 7.0
Inflicts Res -3 on foe through its next action after combat. 40 -
Inflicts Res -5 on foe through its next action after combat. 80 -
Inflicts Res -7 on foe through its next action after combat. 160 7.0
Inflicts Atk/Spd -3 on foe through its next action after combat. 80 -
Inflicts Atk/Spd -5 on foe through its next action after combat. 160 7.5
Inflicts Atk/Def -3 on foe through its next action after combat. 80
Inflicts Atk/Def -5 on foe through its next action after combat. 160 7.5
Inflicts Def/Res -3 on foe through its next action after combat. 80
Inflicts Def/Res -5 on foe through its next action after combat. 160 7.5
Inflicts Spd/Def-3 on foe through its next action after combat. -
Inflicts Spd/Def-5 on foe through its next action after combat. -
At the start of each turn, inflicts Atk -3 on foe on the enemy team with the highest Atk through its next action. 60 -
At the start of each turn, inflicts Atk -5 on foe on the enemy team with the highest Atk through its next action. 120 -
At the start of each turn, inflicts Atk -7 on foe on the enemy team with the highest Atk through its next action. 240 8.5
At the start of each turn, inflicts Spd -3 on foe on the enemy team with the highest Spd through its next action. 60 -
At the start of each turn, inflicts Spd -5 on foe on the enemy team with the highest Spd through its next action. 120 -
At the start of each turn, inflicts Spd -7 on foe on the enemy team with the highest Spd through its next action. 240 9.0
At the start of each turn, inflicts Def -3 on foe on the enemy team with the highest Def through its next action. 60 -
At the start of each turn, inflicts Def -5 on foe on the enemy team with the highest Def through its next action. 120 -
At the start of each turn, inflicts Def -7 on foe on the enemy team with the highest Def through its next action. 240 8.0
At the start of each turn, inflicts Res -3 on foe on the enemy team with the highest Res through its next action. 60 -
At the start of each turn, inflicts Res -5 on foe on the enemy team with the highest Res through its next action. 120 -
At the start of each turn, inflicts Res -7 on foe on the enemy team with the highest Res through its next action. 240 8.0
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-3 on that foe through its next action. 60 -
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-5 on that foe through its next action. 120 -
At start of turn, if any foe's Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Spd-7 on that foe through its next action. 240 8.5

Breaker Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
If unit’s HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and the foe cannot. 200 9.0
If unit’s HP ≥ 90% in combat against a lance user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a lance user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and the foe cannot. 200 8.5
If unit’s HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot. 200 8.5
If unit’s HP ≥ 90% in combat against a red tome user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a red tome user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a blue tome user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a blue tome user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a green tome user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a green tome user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and the foe cannot. 200 8.0
If unit’s HP ≥ 90% in combat against a colorless bow user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a colorless bow user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a colorless bow user, unit makes a follow-up attack and the foe cannot. 200 8.5
If unit’s HP ≥ 90% in combat against a dagger user, unit makes a follow-up attack and the foe cannot. 50 -
If unit’s HP ≥ 70% in combat against a dagger user, unit makes a follow-up attack and the foe cannot. 100 -
If unit’s HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and the foe cannot. 200 6.5

Movement Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
Unit can pass through foes if its own HP ≥ 75%. 50 -
Unit can pass through foes if its own HP ≥ 50%. 100 -
Unit can pass through foes if its own HP ≥ 25%. 200 7.5
If unit’s HP ≥ 90%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
50 -
If unit’s HP ≥ 70%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
100 -
If unit’s HP ≥ 50%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
200 8.0
If unit initiates attack, after combat, unit and target foe swap places. 150 7.5
If unit initiates attack, foe is moved 1 space away after combat. 150 7.5
If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit’s previous space. 150 8.5
If unit initiates combat, unit moves 1 space away after combat. 150 8.5
Enables unit whose own HP ≤ 30% to warp adjacent to any ally. 60 -
Enables unit whose own HP ≤ 40% to warp adjacent to any ally. 120 -
Enables unit whose own HP ≤ 50% to warp adjacent to any ally. 240 8.5
Enables unit to warp adjacent to any ally with HP ≤ 30%. 60 -
Enables unit to warp adjacent to any ally with HP ≤ 40%. 120 -
Enables unit to warp adjacent to any ally with HP ≤ 50%. 240 8.5
If unit’s HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 -
If unit’s HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 -
Unit can move to a space adjacent to a flying ally within 2 spaces. 240 9.0
If unit’s HP  = 100%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces. 60 -
If unit’s HP ≥ 50%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces. 120 -
Unit can move to a space adjacent to any infantry, armored, or cavalry unit within 2 spaces. 240 9.0

Unique Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
Inflicts Atk/Spd/Def/Res-2 on foe, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc.), and disables foe’s skills that “calculate damage using the lower of foes Def or Res” during combat. -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 9.0
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Spd-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 240 8.5
Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 120 -
Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. 60 -
Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 240 8.5
Inflicts Spd/Def-2 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 120 -
Inflicts Spd/Def-1 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240 8.5
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
At the start of every fourth turn, restores 10 HP. 60 -
At the start of every third turn, restores 10 HP. 120 -
At the start of every second turn, restores 10 HP. 240 8.5
If unit’s HP  = 100% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using similar skill, only highest value applied. ) 50 -
If unit’s HP ≥ 90% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using similar skill, only highest value applied. ) 100 -
If unit’s HP ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using similar skill, only highest value applied. ) 200 8.5
Any weapon triangle affinity granted by unit’s skills is negated. Also negates any weapon triangle affinity granted by foe’s skills. 50 -
Any weapon triangle affinity granted by unit’s skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe’s skills is negated. 100 -
Any weapon triangle affinity granted by unit’s skills is negated. If affinity disadvantage exists, weapon triangle affinity granted by foe’s skills is reversed. 200 8.0
At the start of turn 1, if foe’s attack triggers Special, grants Special cooldown -1. 60 -
At the start of turn 1, if foe’s attack triggers Special, grants Special cooldown -1. Unit takes 5 less damage when Special triggers. 120 -
At the start of turn 1, if foe’s attack triggers Special, grants Special cooldown -2. Unit takes 5 less damage when Special triggers. 240 8.0
If unit’s HP ≤ 25%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. 60
If unit’s HP ≤ 50%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. 120
If unit’s HP ≤ 75%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. 240 9.5
If unit initiates combat, deals 4 damage to foe after combat. 60 -
If unit initiates combat, deals 7 damage to foe after combat. 120 -
If unit initiates combat, deals 10 damage to foe after combat. 240 8.0
At start of combat, if unit’s HP  = 100% and foe uses bow, dagger, magic or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 60 -
At start of combat, if unit’s HP ≥ 50% and foe uses bow, dagger, magic or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 120 -
If foe uses bow, dagger, magic or staff, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 240 8.0
At start of combat, if unit’s HP  = 100% and foe uses sword, lance, axe or dragonstone, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 60 -
At start of combat, if unit’s HP ≥ 50% and foe uses sword, lance, axe or dragonstone, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 120 -
If foe uses sword, lance, axe or dragonstone, neutralizes foe’s bonuses (from skills like Fortify, Rally, etc. ) during combat. 240 8.0
If a Rally Assist skill is used by unit or targets unit, inflicts Spd -3 on foes in cardinal directions of unit through their next actions. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd -5 on foes in cardinal directions of unit through their next actions. 120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd -7 on foes in cardinal directions of unit through their next actions. 240 8.0
If a Rally Assist skill is used by unit or targets unit, inflicts Def -3 on foes in cardinal directions of unit through their next actions. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Def -5 on foes in cardinal directions of unit through their next actions. 120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Def -7 on foes in cardinal directions of unit through their next actions. 240 8.0
If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions. 120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions. 240 8.0
If a Rally Assist skill is used by unit or targets unit, inflicts Res-3 on foes in cardinal directions of unit through their next actions. 60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Res-5 on foes in cardinal directions of unit through their next actions. 120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Res-7 on foes in cardinal directions of unit through their next actions. 240 8.0
Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 60 -
Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 120 -
Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat. 240
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-1 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
60 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-3 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
120 -
If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
240
If unit survives, get 1. 5x badges from a Training Tower map. (If similar skill effects also used, only highest multiplier applied. ) 100 7.5
If unit survives, get 1. 5x shards/crystals from a Training Tower map. (If similar skill effects also used, only highest multiplier applied. ) 100 7.0
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 1, cancels trap's effect. -
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap and that trap's level ≤ 3, cancels trap's effect. -
While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap’s effect. -
At start of combat, if foe's HP < 100% or if【Penalty】is active on foe, inflicts Spd/Res-5 on foe, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
300

Dance Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
If Sing or Dance is used, grants Atk+2 to target. 50 -
If Sing or Dance is used, grants Atk+3 to target. 100 -
If Sing or Dance is used, grants Atk+4 to target. 200 8.0
If Sing or Dance is used, grants Spd +2 to target. 50 -
If Sing or Dance is used, grants Spd +3 to target. 100 -
If Sing or Dance is used, grants Spd +4 to target. 200 8.0
If Sing or Dance is used, grants Def+3 to target. 50 -
If Sing or Dance is used, grants Def+4 to target. 100 -
If Sing or Dance is used, grants Def+5 to target. 200 7.5
If Sing or Dance is used, grants Res +3 to target. 50 -
If Sing or Dance is used, grants Res +4 to target. 100 -
If Sing or Dance is used, grants Res +5 to target. 200
If Sing or Dance is used, grants Atk/Spd +2 to target. 120 -
If Sing or Dance is used, grants Atk/Spd +3 to target. 240 8.0
If Sing or Dance is used, grants Def/Res +3 to target. 120 -
If Sing or Dance is used, grants Def/Res +4 to target. 240 7.5
If Sing or Dance is used, grants Atk +2 and Res +3 to target. 120 -
If Sing or Dance is used, grants Atk +3 and Res +4 to target. 240 8.0
If Sing or Dance is used, grants Spd +2 and Res +3 to target. 120 -
If Sing or Dance is used, grants Spd +2 and Def +3 to target. 120 -
If Sing or Dance is used, grants Spd +3 and Res +4 to target. 240 8.0
If Sing or Dance is used, grants Spd +3 and Def +4 to target. 240 7.5
If Sing or Dance is used, grants Atk+2 and Def+3 to target. 120
If Sing or Dance is used, grants Atk+3 and Def+4 to target. 240

Staff Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
When healing allies with a staff, unit also recovers 50% of the HP restored. 40 -
When healing allies with a staff, unit also recovers 75% of the HP restored. 80 -
When healing allies with a staff, unit also recovers the same amount. 160 7.5
If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. 60 -
If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons. 120 -
Damage from unit’s staff will be calculated the same as other weapons. 240 9.0
If unit has 100% HP at the start of combat, the enemy cannot counterattack. 60 -
If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack. 120 -
The enemy cannot counterattack. 240 9.5

Exclusive Passives (Type B)

Combat Seal Breaker Movement
Unique Dance Staff Exclusive
Skill Name
Effect
SP
Rating
If foe has sword, lance or axe, foe cannot counterattack. 300 9.9
Neutralizes cavalry and flying foe’s bonuses (from skills like Fortify, Rally etc. ) during combat. 300 8.5
If unit receives consecutive counter attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited) 300 9.5
At start of turn, restores 10 HP.
(Skill cannot be inherited.)
300 9.5
Unit makes a guaranteed follow-up attack when unit’s HP ≥ 50% at start of combat. (Skill cannot be inherited. ) 300 9.9
At the start of each turn, if unit’s HP ≥ 50%, inflicts Atk/Spd -6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited. ) If there is a tie between several units, they will all get the debuff. 300 9.5
If unit’s HP ≥ 80%, unit can move adjacent to any ally within 2 spaces. 300 9.0
Restores 30% of damage dealt when Special triggers during combat. (Stacks with effects of skills like Sol. ) 300 8.5
At the start of turn 1, restores 99 HP and grants Special cooldown count -1. 300 8.0
Deals +10 damage when Special triggers. 300 8.0
If unit’s HP  = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack. ) 300 8.5
In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counter attack or make a follow-up attack. 300 9.5
Slows Special trigger (cooldown count + 1). Deals damage  = 50% of foe’s Def when Special triggers. 300 8.5
At start of turn, if unit’s HP ≥ 50%, inflicts Atk/Spd -6 on foe on the enemy team with the lowest Res through its next action. 300 9.0

Other Fire Emblem Heroes Skill Lists

Skills by Type

武器スキルのアイコンWeapon Skills 補助スキルのアイコンAssist Skills 奥義スキルのアイコンSpecial Skills
紋章スキルAPassive A Skills 紋章スキルBPassive B Skills 紋章スキルCPassive C Skills

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