List of Type C Passive Skills | Fire Emblem Heroes

Type C Passive Skills Banner.eng.png

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

Type C Passive Skills mainly work by affecting surrounding allies or foes.

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

Fortify / Hone Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn. 240
At start of turn, if unit is adjacent to an ally, grants Atk/Res+4 for 1 turn. 120
At start of turn, if unit is adjacent to an ally, grants Atk/Res+3 for 1 turn. 60
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 for 1 turn. 240 9.5
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+4 for 1 turn. 120 -
At start of turn, if unit is not adjacent to an ally, grants Atk/Def+2 for 1 turn. 60 -
At start of turn, grants Atk+2 to adjacent allies for 1 turn. 50 -
At start of turn, grants Atk+3 to adjacent allies for 1 turn. 100 -
At start of turn, grants Atk+4 to adjacent allies for 1 turn. 200 8.0
At start of turn, grants Spd+2 to adjacent allies for 1 turn. 50 -
At start of turn, grants Spd+3 to adjacent allies for 1 turn. 100 -
At start of turn, grants Spd+4 to adjacent allies for 1 turn. 200 8.0
At start of turn, grants Def+2 to adjacent allies for 1 turn. 50 -
At start of turn, grants Def+3 to adjacent allies for 1 turn. 100 -
At start of turn, grants Def+4 to adjacent allies for 1 turn. 200 8.0
At start of turn, grants Res+2 to adjacent allies for 1 turn. 50 -
At start of turn, grants Res+3 to adjacent allies for 1 turn. 100 -
At start of turn, grants Res+4 to adjacent allies for 1 turn. 200 8.0
At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn. 200 9.9
At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn. 200 9.5
At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 9.5
At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. 200 9.0
At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. 200 9.0
At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. 200 9.5
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. 200 8.5
At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. 200 9.0
At start of turn, grants Atk +2 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 60 -
At start of turn, grants Atk +4 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 120 -
At start of turn, grants Atk +6 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 240 9.0
At start of turn, grants Spd +2 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 60 -
At start of turn, grants Spd +4 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 120 -
At start of turn, grants Spd +6 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 240 9.0
At start of turn, grants Def +2 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s movement type on current team ≤ 2. 60 -
At start of turn, grants Def +4 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s movement type on current team ≤ 2. 120 -
At start of turn, grants Def +6 to allies within 2 spaces for 1 turn. Granted only if number of that ally’s movement type on current team ≤ 2. 240 9.0
At start of turn, grants Res +2 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 60 -
At start of turn, grants Res +4 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 120 -
At start of turn, grants Res +6 to allies within 2 spaces for 1 turn. Granted only if the number of that ally’s movement type on current team ≤ 2. 240 8.5
At start of odd-numbered turns, grants Atk +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of odd-numbered turns, grants Atk +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of odd-numbered turns, grants Atk +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 9.5
At start of even-numbered turns, grants Spd +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of even-numbered turns, grants Spd +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of even-numbered turns, grants Spd +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 9.0
At start of odd-numbered turns, grants Res +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of odd-numbered turns, grants Res +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of odd-numbered turns, grants Res +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 9.0
At start of odd-numbered turns, grants Def +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of odd-numbered turns, grants Def +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of odd-numbered turns, grants Def +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 9.0
At start of even-numbered turns, grants Res +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of even-numbered turns, grants Res +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of even-numbered turns, grants Res +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.5
At start of even-numbered turns, grants Def +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of even-numbered turns, grants Def +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of even-numbered turns, grants Def +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 8.5
At start of odd-numbered turns, grants Spd +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of odd-numbered turns, grants Spd +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of odd-numbered turns, grants Spd +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 9.5
At start of even-numbered turns, grants Atk +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 60 -
At start of even-numbered turns, grants Atk +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 120 -
At start of even-numbered turns, grants Atk +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) 240 9.0
At start of turn, grants Atk+2 to ally with the highest Atk for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Atk+4 to ally with the highest Atk for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.) 240 8.5
At start of turn, grants Spd+2 to ally with the highest Spd for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Atk+7 to adjacent allies for 1 turn. 300 9.5
At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn. 300 8.5
At start of turn, grants Spd+4 to ally with the highest Spd for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.) 240 9.0
At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn. 200 9.5
At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn. 200 9.5
At start of turn, grants Res+2 to ally with the highest Res for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Res+4 to ally with the highest Res for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Res+6 to ally with the highest Res for 1 turn. (Excludes unit.) 240 8.0
At start of turn, grants Spd+7 to adjacent allies for 1 turn. - 9.5
At start of turn, grants Def+2 to ally with the highest Def for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Def+4 to ally with the highest Def for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.) 240 8.5
At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn. 300
At start of turn, grants Atk/Res+1 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 60 -
At start of turn, grants Atk/Res+3 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 120 -
At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.) 240
At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn. 300 8.5

Spur / Drive Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
Grants adjacent allies Atk +2 during combat. 50 -
Grants adjacent allies Atk +3 during combat. 100 -
Grants adjacent allies Atk +4 during combat. 200 7.5
Grants adjacent allies Spd +2 during combat. 50 -
Grants adjacent allies Spd +3 during combat. 100 -
Grants adjacent allies Spd +4 during combat. 200 7.5
Grants adjacent allies Def +2 during combat. 50 -
Grants adjacent allies Def +3 during combat. 100 -
Grants adjacent allies Def +4 during combat. 200 7.5
Grants adjacent allies Res +2 during combat. 50 -
Grants adjacent allies Res +3 during combat. 100 -
Grants adjacent allies Res +4 during combat. 200 7.5
Grants allies within 2 spaces Atk +2 during combat. 120 -
Grants allies within 2 spaces Atk +3 during combat. 240 8.5
Grants allies within 2 spaces Spd +2 during combat. 120 -
Grants allies within 2 spaces Spd +3 during combat. 240 8.5
Grants allies within 2 spaces Def +2 during combat. 120 -
Grants allies within 2 spaces Def +3 during combat. 240 8.0
Grants allies within 2 spaces Res +2 during combat. 120 -
Grants allies within 2 spaces Res +3 during combat. 240 8.0
Grants adjacent allies Atk/Spd +2 during combat. 120 -
Grants adjacent allies Atk/Spd +3 during combat. 240 8.5
Grants adjacent allies Atk/Def +2 during combat. 120 -
Grants adjacent allies Atk/Def +3 during combat. 240 8.0
Grants adjacent allies Spd/Def +2 during combat. 120 -
Grants adjacent allies Spd/Def +3 during combat. 240 8.0
Grants adjacent allies Atk/Res +2 during combat. 120 -
Grants adjacent allies Atk/Res +3 during combat. 240 8.0
Grants adjacent allies Atk/Res +3 during combat. 240 8.0
Grants adjacent allies Atk/Res +2 during combat. 120 -
Grants adjacent allies Spd/Res +2 during combat. 120 -
Grants adjacent allies Spd/Res +3 during combat. 240 7.5
Grants Atk/Spd+4 to cavalry allies within 2 spaces during combat. 200 9.0
Grants Def/Res+4 to cavalry allies within 2 spaces during combat. 200 8.5
Grants Atk/Spd+4 to flying allies within 2 spaces during combat. 200 9.0
Grants Def/Res+4 to flying allies within 2 spaces during combat. 200 8.5
Grants Atk/Spd+4 to armored allies within 2 spaces during combat. 200 8.5
Grants Def/Res+4 to armored allies within 2 spaces during combat. 200 9.5
Grants Atk/Spd +4 to dragon allies within 2 spaces during combat. 200 8.0
Grants Def/Res+4 to dragon allies within 2 spaces during combat. 200 9.0
Grants Def/Res+4 to beast allies within 2 spaces during combat. 200 9.5
Grants Atk/Spd+4 to beast allies within 2 spaces during combat. 200 9.5

Threaten / Smoke Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd+5 to unit for 1 turn and inflicts Atk/Spd-5 on foes within 2 spaces through their next actions. 300 8.5
At start of turn, inflicts Atk/Spd-4 on foes within 2 spaces through their next actions. 200 -
At start of turn, inflicts Atk/Spd-3 on foes within 2 spaces through their next actions. 100 -
If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+2 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 240
If adjacent infantry allies use sword, lance, axe, bow, or dagger, grants Atk/Spd+1 to those allies and calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 120
If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. (Does not affect damage dealt by Specials that trigger before combat.) 60
At start of turn, inflicts Atk-3 on foes within 2 spaces through their next actions. 50 -
At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Atk-5 on foes within 2 spaces through their next actions. 200 8.0
At start of turn, inflicts Spd-3 on foes within 2 spaces through their next actions. 50 -
At start of turn, inflicts Spd-4 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Spd-5 on foes within 2 spaces through their next actions. 200 8.5
At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. 50 -
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. 100 -
At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. 200 8.5
Inflicts Res -3 on foes within 2 spaces through their next actions at the start of each turn. 50 -
Inflicts Res -4 on foes within 2 spaces through their next actions at the start of each turn. 100 -
Inflicts Res -5 on foes within 2 spaces through their next actions at the start of each turn. 200 8.0
After combat, inflicts Atk -3 on foes within 2 spaces of target through their next actions. 60 -
After combat, inflicts Atk -5 on foes within 2 spaces of target through their next actions. 120 -
After combat, inflicts Atk -7 on foes within 2 spaces of target through their next actions. 240 9.5
After combat, inflicts Res -3 on foes within 2 spaces of target through their next actions. 60 -
After combat, inflicts Res -5 on foes within 2 spaces of target through their next actions. 120 -
After combat, inflicts Res -7 on foes within 2 spaces of target through their next actions. 240 9.5
After combat, inflicts Def -3 on foes within 2 spaces of target through their next actions. 60 -
After combat, inflicts Def -5 on foes within 2 spaces of target through their next actions. 120 -
After combat, inflicts Def -7 on foes within 2 spaces of target through their next actions. 240 9.0
After combat, inflicts Res -3 on foes within 2 spaces of target through their next actions. 60 -
After combat, inflicts Res -5 on foes within 2 spaces of target through their next actions. 120 -
After combat, inflicts Res -7 on foes within 2 spaces of target through their next actions. 240 8.5
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 1 space of target after combat.
(No effect on Special cooldown counts already at maximum.)
60
If unit initiates combat, inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat.
(No effect on Special cooldown counts already at maximum.)
120
Inflicts Special cooldown count+1 on target and foes within 2 spaces of target after combat.
(No effect on Special cooldown counts already at maximum.)
240
If unit initiates combat, inflicts【Panic】on target and foes within 1 space of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
60
If unit initiates combat, inflicts【Panic】on target and foes within 2 space of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
120
Inflicts【Panic】on target and foes within 2 spaces of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
240

Breath / Blow Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
If unit initiates attack, foes within 2 spaces of target take 3 damage after combat. 50 -
If unit initiates attack, foes within 2 spaces of target take 5 damage after combat. 100 -
If unit initiates attack, foes within 2 spaces of target take 7 damage after combat. 200 8.0
If unit initiates combat, restores 3 HP to adjacent allies after combat. 50 -
If unit initiates combat, restores 5 HP to adjacent allies after combat. 100 -
If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 7.5

Ploy Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
At start of turn, inflicts Atk-3 on foes in cardinal directions with Res < unit’s Res through their next actions. 60 -
At start of turn, inflicts Atk-4 on foes in cardinal directions with Res < unit’s Res through their next actions. 120 -
At start of turn, inflicts Atk-5 on foes in cardinal directions with Res < unit’s Res through their next actions. 240 8.5
At start of turn, inflicts Spd-3 on foes in cardinal directions with Res < unit’s Res through their next actions. 60 -
At start of turn, inflicts Spd-4 on foes in cardinal directions with Res < unit’s Res through their next actions. 120 -
At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit’s Res through their next actions. 240 8.5
At start of turn, inflicts Def-3 on foes in cardinal directions with Res < unit’s Res through their next actions. 60 -
At start of turn, inflicts Def-4 on foes in cardinal directions with Res < unit’s Res through their next actions. 120 -
At start of turn, inflicts Def-5 on foes in cardinal directions with Res < unit’s Res through their next actions. 240 8.0
At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit’s Res through their next actions. 60 -
At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit’s Res through their next actions. 120 -
At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit’s Res through their next actions. 240 8.0
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit’s HP-5 into penalties through their next actions. 60 -
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit’s HP-3 into penalties through their next actions. 120 -
At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit’s HP into penalties through their next actions. 240 9.0

Unique Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 240
At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 120
At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. 60
Special cooldown count -1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit. (Effects will stack with similar skills. ) 60 -
Special cooldown count -1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit. (Effects will stack with similar skills. ) 120 -
Special cooldown count -1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit. (Effects will stack with similar skills. ) 240 8.5
If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack. ) 60 -
If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack. ) 120 -
If unit has an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack. ) 240 9.5
If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 60 -
If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 120 -
Infantry and armored allies within 2 spaces can move to a space adjacent to unit. 240 9.5
If unit’s HP  = 100%, flying allies within 2 spaces can move to a space adjacent to unit. 60 -
If unit’s HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. 120 -
Flying allies within 2 spaces can move to a space adjacent to unit. 240 9.0
Infantry allies within 2 spaces gain: "If unit’s Atk ≥ foe’s Atk +5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 60 -
Infantry allies within 2 spaces gain: "If unit’s Atk ≥ foe’s Atk +3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 120 -
Infantry allies within 2 spaces gain: "If unit’s Atk ≥ foe’s Atk +1, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 240 8.5
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +2 during combat. " 60 -
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +3 during combat. " 120 -
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +4 during combat. " 240 8.0
Allies within 2 spaces gain: "If foe uses sword, lance, axe or dragonstone, grants Def/Res +2 during combat. " 60 -
Allies within 2 spaces gain: "If foe uses sword, lance, axe or dragonstone, grants Def/Res +3 during combat. " 120 -
Allies within 2 spaces gain: "If foe uses sword, lance, axe or dragonstone, grants Def/Res +4 during combat. " 240 8.0
Infantry allies within 2 spaces gain: "If unit’s Spd ≥ foe’s Spd +5, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 60 -
Infantry allies within 2 spaces gain: "If unit’s Spd ≥ foe’s Spd +3, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 120 -
Infantry allies within 2 spaces gain: "If unit’s Spd ≥ foe’s Spd +1, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )" 240 8.5
At start of turn, if unit’s HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 -
At start of turn, if unit’s HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 -
At start of turn, grants the following status effect to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 8.5
At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60
At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120
At start of turn, grants the following status effect to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240
Adjacent infantry allies gain: "If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.)" 60 -
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+1 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 120 -
Adjacent infantry allies gain: "If foe initiates combat, grants Def/Res+2 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)" 240 9.0

Exp/SP Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
If unit survives and uses a sword, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all sword users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all sword users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.0
If unit survives and uses an axe, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all axe users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all axe users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.0
If unit survives and uses a bow, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all bow users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all bow users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.0
If unit survives and uses a red tome, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all red tome users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all red tome users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.0
If unit survives and uses a blue tome, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all blue tome users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all blue tome users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.0
If unit survives and uses a green tome, unit gets 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all green tome users get 1. 5x EXP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all green tome users get 2x EXP. (If similar skill effects also used, only highest multiplier applied. ) 120 7.0
If unit survives and uses a sword, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all sword users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all sword users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses a lance, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all lance users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses an axe, unit gets 1. 5 SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all axe users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses a bow, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all bow users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all bow users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses a dagger, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all dagger users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all dagger users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses a red tome, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all red tome users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all red tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses a blue tome, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all blue tome users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all blue tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses a green tome, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all green tome users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all green tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses a dragonstone, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all dragonstone users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all dragonstone users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
If unit survives and uses a staff, unit gets 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 30 -
If unit survives, all staff users on team get 1. 5x SP. (If similar skill effects also used, only highest multiplier applied. ) 60 -
If unit survives, all staff users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied. ) 120 9.5
While unit lives and uses beast damage, unit gets 1.5x SP.
(Only highest value applied. Does not stack.)
120 -
While unit lives, all beast allies on team get 1.5x SP.
(Only highest value applied. Does not stack.)
60 -
While unit lives, all beast allies on team get 2x SP.
(Only highest value applied. Does not stack.)
30 9.5
While unit lives and uses beast damage, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30 -
While unit lives, all beast allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60 -
While unit lives, all beast allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 7.0
While unit lives and uses staff damage, unit gets 1.5x EXP.
(Only highest value applied. Does not stack.)
30
While unit lives, all staff allies on team get 1.5x EXP.
(Only highest value applied. Does not stack.)
60
While unit lives, all staff allies on team get 2x EXP.
(Only highest value applied. Does not stack.)
120 7.0
While unit lives, all dagger allies on team get 2x EXP. (Only highest value applied. Does not stack.) 30
While unit lives, all dagger allies on team get 1.5x EXP. (Only highest value applied. Does not stack.) 60
While unit lives, all dagger allies on team get 2x EXP. (Only highest value applied. Does not stack.) 120 7.0

Exclusive Passives (Type C)

Fortify / Hone Spur / Drive Threaten / Smoke Breath / Blow
Ploy Unique Exp/SP Exclusive
Skill Name
Effect
SP
Rating
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. 300 -
At start of turn, if a dragon or beast ally is deployed, grants Atk/Def+6 to ally with the highest Atk for 1 turn. -
At the start of turn 1, grants Special cooldown count -1 to all allies. Granted only if number of those allies’ movement types on current team ≤ 2. 300 9.0
At start of turn, if unit is adjacent to an ally, grants Def/Res +5 to unit and adjacent allies for 1 turn. 300 9.5
At start of turn, if unit is within 2 spaces of a foe, grants Atk/Spd/Def/Res +4 for 1 turn and inflicts Atk/Spd/Def/Res -4 on foes within 2 spaces through their next actions. 300 9.5
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) 300 8.5
After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions. 300 9.0
At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within the same column as unit. (Does not affect structures that cannot be destroyed.) 300 9.0
At start of turn, if unit is adjacent to any allies that are not beast or dragon allies, grants Atk/Spd+6 to unit and those allies for 1 turn. 300 9.0
At start of turn, if foes within 3 columns centered on unit have Res ≤ unit’s Res-3, inflicts -5 on the highest of those foes’ Atk/Spd/Def/Res through their next actions. (When calculating highest stat, treats Atk as -15. Calculates each stat penalty inde 300 8.5
At start of turn, if unit is adjacent to only dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.) 300

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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