★ Latest Banners - New Heroes: Harmonized CYL Ike, Lyn
☆ New Units - Harmonized Brave Ike, Harmonized Brave Lyn, Vanitas
☆ Free Units - N/A

This is a tier list of the best red units in Fire Emblem Heroes (FEH). Every hero listed on this page is a top tier hero for arena battles, so if you are curious about which red heroes to use, or who is the strongest red unit, please read on.
List of Contents
| Tier Lists by Color | |||
|---|---|---|---|
Red Heroes |
Blue Heroes |
Green Heroes |
Colorless Heroes |
| Tier Lists | ||
|---|---|---|
Hero Tier List |
Reroll Tier List |
Skill Tier List |
Source Heroes |
Weapon Refinery |
Unlock Potential |
| Rank | Hero | Rating |
|---|---|---|
| 1st |
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9.9/10 |
| 2nd |
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9.9/10 |
| 3rd |
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9.9/10 |
| 4th |
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9.9/10 |
| 5th |
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9.5/10 |
| Runners-Up | 9.5/10 |
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| Base Stats | |||||
| Lv. 1 | HP 25 |
Atk 26 |
Spd 3 |
Def 12 |
Res 11 |
| Lv. 40 | HP 47 (47) |
Atk 65 (49) |
Spd 16 (16) |
Def 49 (49) |
Res 46 (46) |
| Default Skills | |||||
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Legendary Black Knight Builds and Best IVs
Legendary Black Knight is a complete Sword Armored tank unit that comes with all the support he needs preloaded into his base kit.
To summarize: Legendary Black Knight has all of these effects available immediately upon summoning: Distant Counter, Null C-Disrupt, Hardy Bearing, Special jumping, Atk daunt, neutralize 【Deep Wounds】, true damage, five sources of true damage reduction, Breath of Life 4 equivalent pre-combat healing, and damage reflection (from all sources) on his first attack.
Other tank units require the aid of support heroes to provide some of these effects, notably: Null C-Disrupt, pre-combat healing, and damage reflection. Legendary Black Knight just comes with all of these, and more, right on his base kit. He also has a min-maxed statline to make him that little bit more difficult to kill.
Legendary Black Knight's exclusive weapon Final Sword grants Atk/Def+6, 【Imbue】, and 【Reflex】 to himself and allies within 2 spaces at the start of both player and enemy phase.
【Imbue】 is a new status effect that reduces the effect of 【Deep Wounds】 on the affected unit by 50% and restores 40% of unit's maximum HP as unit's combat begins. This functions similarly to Breath of Life 4, which is one of the best support skills to equip when using tanking strategies.
【Reflex】 is also a new status effect that reduces damage from foe's first attack by 7 during combat and reflects all damage reduced on the first attack back to the foe when the affected unit attacks.
Final Sword also creates a huge Atk stat swing by granting Black Knight bonus Atk and decreasing his foe's Atk by 6 + 20% of his Def, improving his damage output and his bulk at the same time.
Final Sword also grants Black Knight up to +16 bonus true damage, true damage reduction, and true damage reduction on foe's Specials, neutralizes 【Deep Wounds】, and neutralizes his foe's non-Special percentage-based damage reduction effects when he triggers his Special.
Legendary Black Knight's exclusive Special Pitch-Dark Luna has a low 3 cooldown (2 after Final Sword's Slaying effect) and boosts damage by 80% of the greater of his foe's Spd or Def.
More importantly, Pitch-Dark Luna has built-in Null C-Disrupt and grants Black Knight up to 50% damage reduction. Some metagame nuke units have built-in Sweep effects, and the Null C-Disrupt effect counters those with ease. Most units with Sweep effects are frail, allowing them to be defeated in one hit by Pitch-Dark Luna.
Pitch-Dark Luna also grants Black Knight a Hardy Bearing effect upon winning a Def check. Hardy Bearing is one of the best Sacred Seals in the game, neutralizing effects that manipulate combat order, which are quite common in high-level play. Having this built-in allows Black Knight to free up his Sacred Seal slot and equip something else that benefits himself or his team.
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| Base Stats | |||||
| Lv. 1 | HP 18 |
Atk 27 |
Spd 10 |
Def 9 |
Res 6 |
| Lv. 40 | HP 40 (40) |
Atk 62 (46) |
Spd 49 (49) |
Def 35 (35) |
Res 25 (25) |
| Default Skills | |||||
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Ferox Fir is a Sword Cavalry offensive hero with uncapped true damage.
Ferox's Fir's exclusive weapon Princesses' Edge grants multiple effects that heavily swing combat in her favor.
It inflicts Spd/Def-7, 【Discord】,【Spd Shackle】, and 【Def Shackle】 on multiple foes at the start of each turn and after each of her actions, providing global debuffs affect multiple foes.
On top of that, Princesses' Edge has built-in Null Follow-Up and grants Special cooldown charges per attack, allowing Fir to utilize her high Spd to trigger her Galeforce Mist Special or any other Special she has equipped.
But more importantly, Princesses' Edge has uncapped true damage, allowing her to deal massive amounts of true damage per attack.
In today's metagame, stacking Bonus and Penalty effects is very common, with units having around 7 to 10 effects active quite often. It is not absurd to have Ferox Fir hitting just as hard as, if not even harder than Young Camilla, who was the premiere nuke unit in the game before Fir's release.
Ferox Fir also comes with a Harmonized Skill that grants 【Resonance: Blades】 and Special cooldown count -2 to Ferox Fir and allies from similar titles.
Additionally, any effect that can be triggered only once per turn by unit's equipped Special skill can be triggered again if that effect has already been triggered. This includes effects like the once-per-turn 40% damage reduction effect on various Specials like Armored Blaze, or more notably, Galeforce and Galeforce Mist.
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| Base Stats | |||||
| Lv. 1 | HP 18 |
Atk 28 |
Spd 9 |
Def 8 |
Res 6 |
| Lv. 40 | HP 40 (40) |
Atk 61 (45) |
Spd 48 (48) |
Def 32 (32) |
Res 25 (25) |
| Default Skills | |||||
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Emblem Eirika Builds and Best IVs
Emblem Eirika is an offensive unit that attacks twice and can attack as either a melee or ranged unit.
Emblem Eirika's exclusive sword Azure Twin Edge grants Eirika and nearby allies 【Empathy】 and Special cooldown charge +1 per attack
at the start of each turn.
In combat, Azure Twin Edge grants Emblem Eirika up to Atk/Spd/Def/Res+14 (based on number of allies within 3 rows or 3 columns), bonus true damage equal to 20% of her Spd, bonus true damage reduction on foe's first attack equal to 20% of her Spd, and a Null Follow-Up effect.
Azure Twin Edge is a good weapon that has all the effects that modern exclusive weapons have: bonus stats, true damage, and true damage reduction. However, what makes Azure Twin Edge truly unique is that it gives Emblem Eirika access to Wind Sword Style. Wind Sword Style allows her to attack foes 2 spaces away from her and also deal adaptive damage with her ranged attack.
Emblem Eirika's exclusive Special Twin Strike has 3 cooldown (2 after Azure Twin Edge's accelerated trigger) and boosts damage by 60% of her Spd when it triggers.
More importantly, Twin Strike grants Emblem Eirika a Brave effect, allowing her to attack twice in combat, and neutralizes her foe's Guard effects. This combo of effects allows Eirika to quickly charge up Twin Strike with the help of Azure Twin Edge's Special acceleration and trigger Twin Strike in every combat.
Twin Strike also grants Emblem Eirika 40% damage reduction on her foe's attacks (once per combat) if either her or her foe's Special is ready or triggered before or during this combat. This is a common effect among modern Specials, commonly found on Armored Specials like Armored Blaze or Armored Beacon. Twin Strike has this effect as well, granting Eirika unpierceable damage reduction once per combat.
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| Base Stats | |||||
| Lv. 1 | HP 19 |
Atk 24 |
Spd 9 |
Def 9 |
Res 8 |
| Lv. 40 | HP 41 (41) |
Atk 57 (43) |
Spd 48 (48) |
Def 33 (33) |
Res 30 (30) |
| Default Skills | |||||
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Elm is a Red Beast Flying Astra Mythic hero that completely counters a pivotal part of competitive gameplay - Savior tanks.
Elm's exclusive weapon Jaws of Closure is the main bulk of his strength as a unit, making him one of the best initiator and support hybrid units in the entire game.
When Elm is in combat, Jaws of Closure completely disables foes' Savior effects, allowing Elm to attack his intended target without interference from enemy Savior tanks.
More importantly, after Elm acts, Jaws of Closure inflicts 【Undefended】 on the closest foes within 5 spaces. The key word here is acts; Elm doesn't even need to enter combat to apply 【Undefended】 to enemy units.
Jaws of Closure also inflicts Atk/Spd/Def/Res-5 and applies 50% damage reduction piercing to foes within 3 rows or 3 columns centered on Elm. This effect allows Elm to apply additional support for his allies even from far distances, or use these effects himself to further cripple his foes whenever he attacks.
In combat, Jaws of Closure grants Elm bonus Atk/Spd/Def/Res equal to 15% of his Spd, and up to +32 bonus true damage per attack and +24 bonus true damage reduction on his foe's first attack based on the number of foes within 3 spaces of Elm.
Elm's New Opening A skill gives him easier transformation conditions and allows him to transform immediately on Aether Raids Defense.
In combat, New Opening grants Elm Atk/Spd/Def/Res+9, neutralizes effects that slow down his Special cooldown charges, up to +12 bonus true damage, true damage reduction on foe's first attack, and true damage on foe's Specials (excluding area-of-effect Specials) based on distance travelled, and 7 HP post-combat healing.
The true damage and true damage reduction effects of both Jaws of Closure and New Opening stack, giving Elm up to +44 bonus true damage per attack and +36 true damage reduction on his foe's first attack.
With Elm's ability to isolate key targets and ignore Savior effects, Elm can instantly burst down his foes, and with Elm's high Spd stat, it will be difficult to generate follow-up attacks against him, allowing his true damage reduction effects to shoulder the brunt of his foe's attacks.
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| Base Stats | |||||
| Lv. 1 | HP 19 |
Atk 28 |
Spd 9 |
Def 10 |
Res 8 |
| Lv. 40 | HP 41 (41) |
Atk 63 (47) |
Spd 48 (48) |
Def 38 (38) |
Res 30 (30) |
| Default Skills | |||||
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Brave Byleth (M) Builds and Best IVs
Brave Byleth (M) is a speedy Omnitank Sword Infantry unit that can attack from three spaces away.
Brave Byleth (M)'s Sublime Creator has built-in Distant Counter and grants allies within 3 rows and 3 columns Atk/Spd/Def/Res+5, penalty neutralization, and 7 HP post-combat healing.
In combat, Sublime Creator neutralizes Byleth's stat penalties and grants Byleth up to Atk/Spd/Def/Res+14, up to +25 bonus true damage, up to +15 true damage reduction, another +15 true damage reduction on foe's triggered specials, and 7 HP post-combat healing.
More importantly, Sublime Creator enables the use of Sublime Heaven Style.
Brave Byleth (M)'s Sublime Heaven Style allows him to attack foes three spaces away, and he can only be counterattacked by melee Armored foes or if the foe has a Close or Distant Counter effect.
Sublime Heaven Style also grants Byleth a Preempt Pulse effect and grants him bonus true damage equal to 20% of his Atk whenever he is attacking a dragon or beast foe.
Brave Byleth (M)'s exclusive A skill Prof's Guidance grants 【Prof's Guidance】 and 【Null Follow-Up】 to himself and allies within 3 spaces at the start of each turn and each enemy phase.
【Prof's Guidance】 is a new status effect that doubles SP gain per action and grants the affected unit Atk/Spd/Def/Res+5, the Twin effect, and Special cooldown count -1 after combat.
In combat, Prof's Guidance grants Byleth Atk/Spd/Def/Res+9, +7 bonus true damage, +7 bonus true damage reduction, a 50% damage reduction piercing effect, and a Potent Follow-Up effect.
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| Base Stats | |||||
| Lv. 1 | HP 18 |
Atk 28 |
Spd 9 |
Def 10 |
Res 6 |
| Lv. 40 | HP 40 (40) |
Atk 61 (45) |
Spd 48 (48) |
Def 36 (36) |
Res 25 (25) |
| Default Skills | |||||
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Anniversary Marth Builds and Best IVs
Anniversary Marth is a multi-purpose Sword Flier that has enough flexibility to fulfill any role.
Anniversary Marth's exclusive weapon Sword of Peace grants Atk/Spd+5, a Preempt Pulse effect, and 10 HP post-combat healing to allies within 3 spaces of unit.
In combat, Sword of Peace grants Marth up to Atk/Spd/Def/Res+14, bonus true damage equal to the total stat bonuses from among Marth and allies within 3 spaces, bonus true damage reduction on foe's first attack and on foe's Special trigger equal to half that amount, 50% damage reduction piercing, a Preempt Pulse effect, and 10 HP post-combat healing.
Anniversary Marth's exclusive Special The Fire Emblem grants Atk/Spd/Def/Res+7, 【Fire Emblem】, and 【Null Panic】 to unit and allies within 2 spaces at the start of each phase.
【Fire Emblem】 is a new powerful status effect that neutralizes all movement-type based effective damage, a modified Bonus Doubler effect, and 10 true damage reduction on foe's first attack.
The Fire Emblem also has built-in Distant Counter and grants Marth percentage-based damage reduction, up to 40%, based on the number of allies on the map with the 【Fire Emblem】 effect active.
Anniversary Marth's exclusive B skill Shield of Hope inflicts Atk/Spd/Def-5 on his foe and grants him a Null Follow-Up effect.
Additionally, based on the total value of stat bonuses on the 3 allies with the highest bonus totals, Shield of Hope grants these additional effects:
Stacking bonuses is easily done using The Fire Emblem, which immediately grants Atk/Spd/Def/Res+7 and 【Null Panic】. With just The Fire Emblem, each ally already accounts for +28 for Shield of Hope's bonus checks, making it easy to reach the top threshold.
Anniversary Marth also comes with a Duo Skill which refreshes an ally's actions and grants them 【Potent Follow】 and a neutralize foe's bonuses status effect. This targets the ally with the highest HP within 2 spaces and has already acted this turn.
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| Base Stats | |||||
| Lv. 1 | HP 19 |
Atk 29 |
Spd 9 |
Def 12 |
Res 9 |
| Lv. 40 | HP 41 (41) |
Atk 62 (46) |
Spd 48 (48) |
Def 38 (38) |
Res 31 (31) |
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Aided Dagr Builds and Best IVs
Aided Dagr is a speedy Sword Infantry unit that can set up mobility for her team.
Aided Dagr's Veðrfölnir's Edge grants her and all allies within 3 rows or 3 columns a visible Atk/Spd+6 bonus and 【Null Follow-Up】 at the start of each turn.
In combat, Veðrfölnir's Edge grants Aided Dagr up to Atk/Spd/Def/Res+14 based on ally proximity, neutralizes penalties on Dagr, a Null Guard effect, bonus true damage and true damage reduction on first attack based on highest total bonuses among Dagr or nearby allies, and 50% damage reduction piercing effect whenever her foe triggers an offensive Special.
Aided Dagr's exclusive Veðrfölnir's Wing has built-in 【Pathfinder】 and grants the 【Pathfinder】 status to either her support partner or the ally with the highest Def at the start of each turn.
In combat, Veðrfölnir's Wing inflicts an Atk/Spd/Def penalty on her foe based on her foe's visible stat bonuses, applies a 50% damage reduction piercing effect to Dagr's attacks, and grants Dagr 7 HP post-combat healing.
Aided Dagr can double as both a traditional Sword Infantry unit and support with her start-of-turn bonuses and 【Pathfinder】 support, giving her a niche over other Sword Infantry units.
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| Base Stats | |||||
| Lv. 1 | HP 29 |
Atk 26 |
Spd 4 |
Def 11 |
Res 12 |
| Lv. 40 | HP 53 (48) |
Atk 65 (49) |
Spd 17 (17) |
Def 48 (48) |
Res 45 (45) |
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Attuned Hector Builds and Best IVs
Attuned Hector is a bulky Sword armored unit that specializes in defense in multiple ways.
Attuned Hector's exclusive weapon Fellowship Blade grants Def/Res+6, 【Bulwark】, and 【Null Panic】 to Hector and nearby allies at the start of player phase and enemy phase.
These buffs being granted during phases instead of turns is helpful, as it impacts the map immediately and can even dodge effects like Elimine's Staff of the Saint.
In combat, Fellowship Blade inflicts an Atk/Def penalty on Hector's foe equal to 20% of his Def, grants Hector bonus true damage and true damage reduction based on the highest total bonuses among Hector and his nearby allies, and applies a Guard effect to his foe's attacks.
Attuned Hector's exclusive A skill Oath of Ostia has built-in HP+5 and applies 【Divine Vein (Stone)】 to nearby terrain after his action and immediately during Aether Raids if on a defense team.
In combat, Oath of Ostia inflicts Atk/Def-10 onto Attuned Hector's foe and grants Hector Special cooldown count -2 before his foe's first attack and 50% damage reduction piercing.
The Special cooldown skipping effect being applied before his foe's first attack can be taken advantage of by equipping defensive skills like Pavise or Aegis to make Attuned Hector as tanky as possible. It also works with his base kit's Armored Beacon to immediately activate the damage reduction effect as well.
Combining the Special skipping effect and the 【Divine Vein (Stone)】 with Attuned Hector's stat spread makes him one of the best tanks in the game.
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| Base Stats | |||||
| Lv. 1 | HP 19 |
Atk 28 |
Spd 9 |
Def 6 |
Res 9 |
| Lv. 40 | HP 41 (41) |
Atk 63 (47) |
Spd 48 (48) |
Def 30 (30) |
Res 28 (28) |
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Baldr is a Sword Flying Defense Mythic hero that can destroy Safety Fence (O) and has amazing survivability.
Sun Sword has the bulk of Baldr's survivability, neutralizing her flying weakness and giving her true damage reduction equal to 50% of her Spd against non-Blue foes, and 20% against Blue foes. With Baldr's high base 48 Spd (52 with a superboon) and stacking a bunch of Spd-boosting skills, Baldr can stack up high true damage reduction numbers, leaving her near unkillable except against the strongest of nuke units.
Using an unmerged, +Spd IV Baldr with no other investment, Baldr can reach up to 52 true damage reduction on regular attacks and 89 true damage reduction on foe's Specials.
First, we compute for Baldr's Spd stat in combat:
Just from these easy-to-meet conditions, Baldr can reach 74 Spd. Sun Sword's true damage reduction effect against non-Blue units is set at 50%, giving Baldr 37 true damage reduction to start.
Baldr will receive 52 true damage reduction from regular attacks. If the non-Blue enemy triggers their Special, add on another +37 true damage reduction, giving Baldr 89 true damage reduction in total. This doesn't even include Celestial Form's 40% true damage reduction, an equipped Sacred Seal boosting Spd, Dragonflowers, Merges, or Aide's Essence!
Attacking Baldr with non-Blue units will rarely even damage her, making her one of the bulkiest units in the entire game.
On top of Sun Sword's amazing effects, Baldr's exclusive B skill Justice Enforcer also destroys the foe's Safety Fence (O) after the first combat on the current map, whether Baldr herself or her allies are involved in that combat.
This effect is a direct counter to the current Aether Raids Offense metagame of abusing Safety Fence (O) by defeating key enemies and then retreating back to the range of Safety Fence (O) to prevent the Defense from acting.
At the start of each turn, Justice Enforcer inflicts 【Exposure】 on closest foes and foes within 2 spaces of those foes, further weakening them for Baldr and her allies.
In combat, Justice Enforcer inflicts Atk/Spd/Def-5 on Baldr's foe, grants Baldr up to +15 bonus true damage, +7 true damage reduction on all attacks, and a Null Follow-Up effect.
Justice Enforcer also grants Baldr 【Potent Follow X%】 if Baldr can generate a follow-up attack after a modified Spd check, and the Potent Follow-Up attack damage is set at 100% if her foe has the 【Exposure】 status active (and 40% otherwise).
Justice Enforcer is a powerful B skill that improves Baldr's combat and counters the Aether Raids Offense metagame by destroying Safety Fence (O).
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| Base Stats | |||||
| Lv. 1 | HP 18 |
Atk 30 |
Spd 9 |
Def 9 |
Res 7 |
| Lv. 40 | HP 40 (40) |
Atk 63 (47) |
Spd 48 (48) |
Def 35 (35) |
Res 29 (29) |
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Brave Felix Builds and Best IVs
Brave Felix is a speedy Sword Infantry unit with great Special acceleration and multiple actions.
Brave Felix's New Levin Sword accelerates his Special cooldown by -2 instead of the traditional -1, has built-in Distant Counter and deals adaptive damage against all foes.
In combat, New Levin Sword grants Brave Felix bonus stats, a Null Guard effect, and 50% damage reduction piercing on his attacks.
Brave Felix's exclusive B skill Lone Wolf is what separates him from all other Sword Infantry units. It has a built-in Phantom Spd effect and grants him extra actions if he hasn't used or been the target of an Assist skill during the current turn.
The extra actions are granted if Brave Felix initiates combat, and if Brave Felix takes his action without entering combat. These two are independent of each other, allowing Brave Felix to act up to three times in one turn.
Lone Wolf also grants Brave Felix bonus true damage and true damage reduction in-combat. His bonus true damage also includes area-of-effect Specials, unlike other similar effects.
Brave Felix is a flexible unit that can run any of a Godsword build, a Galeforce build, or an area-of-effect Special build. All of these builds excel offensively, especially since Lone Wolf allows him to easily approach his enemies and then lay waste to them with his extra actions.
In Aether Raids, Brave Felix can abuse Lone Wolf to somewhat ignore traps, as Lone Wolf grants him an extra action if the trap ends his turn. This makes him the premiere offensive unit in Aether Raids, since he can just defeat multiple foes on turn one while ignoring enemy traps.
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| Base Stats | |||||
| Lv. 1 | HP 19 |
Atk 24 |
Spd 5 |
Def 15 |
Res 9 |
| Lv. 40 | HP 41 (41) |
Atk 63 (47) |
Spd 18 (18) |
Def 45 (45) |
Res 42 (42) |
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Emblem Ike Builds and Best IVs
Emblem Ike is an incredibly sturdy unit capable of tanking multiple hits in succession and then retaliating with a knockout blow while restoring his lost HP at the same time.
His exclusive sword Emblem Ragnell has a built-in Distant Counter effect, neutralizes penalties on Emblem Ike, neutralizes effects that prevent Emblem Ike's counterattacks, and neutralizes effects that slow down Emblem Ike's Special cooldown charges. These effects ensure that Emblem Ike can enter combat unhindered by any effect that hinders his combat potential, especially against top metagame threats.
The Null Penalties effect greatly improves Ike's matchup against Ninja Sanaki, and the Null C-Disrupt effect improves his matchup against Valentine's Lyon. These two units are the premiere ranged nuke units in the metagame, and Emblem Ike has an improved matchup against them both.
Emblem Ragnell also grants Emblem Ike bonus Atk and inflicts an Atk penalty onto his foe during combat based on his foe's Atk at the start of combat. This effect creates an Atk stat swing that makes Ike more durable while hitting harder at the same time.
What sets Emblem Ike apart from other omnitanks is his exclusive Special Great Aether. It is a 3 cooldown Special (after acceleration) that boosts damage based on his foe's Atk and the number of times Ike's foe has attacked during this combat.
To increase Ike's damage output, Great Aether forces Ike's foe to counterattack and follow-up attack first when Ike initiates combat.
To protect Ike from being defeated before his attacks, Great Aether reduces damage from his foe's attacks by 40% minus current Special cooldown count value x 10. However, if he is receiving consecutive attacks, the damage reduction is increased to 70% minus current Special cooldown count value x 10 for his foe's second attack and all succeeding attacks during combat. Keep in mind that this is current cooldown and not maximum cooldown, which is relevant when considering Laguz Friend 4 is on his base kit.
Additionally, Great Aether deals 5 damage to all foes within 3 rows or 3 columns centered on Ike and inflicts Special cooldown count+1 to those foes as well if Ike triggers Great Aether during combat.
Finally, Great Aether heals Ike after combat based on the number of foes within 3 rows or 3 columns centered on Ike, capped at 50% of his max HP.
His base kit's Laguz Friend 4 ties everything together, giving Emblem Ike Special jumping, true damage reduction, true damage on attacks, and damage reduction piercing.
All of these effects tied into one character makes for arguably one of the sturdiest units in the entire game.
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| Base Stats | |||||
| Lv. 1 | HP 18 |
Atk 27 |
Spd 8 |
Def 11 |
Res 9 |
| Lv. 40 | HP 40 (40) |
Atk 62 (46) |
Spd 47 (47) |
Def 35 (35) |
Res 31 (31) |
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Fallen Alear (M) Builds and Best IVs
Fallen Alear (M) is a fast Sword Infantry unit that provides rare, unique support for his allies.
Fallen Alear (M)'s exclusive weapon Fell Child's Blade inflicts Atk/Spd/Def/Res-5 and bonus neutralization to all foes within 3 rows or 3 columns centered on Alear.
In combat, Fell Child's Blade inflicts Atk/Spd/Def/Res penalties onto Alear's foe equal to 4 + 3x the number of distinct game titles among allies within 3 spaces of Alear (capped at Atk/Spd/Def/Res-10), granrs Alear 50% damage reduction piercing, bonus true damage, true damage reduction, and extra true damage reduction on foe's Special trigger, all equal to 20% of his Spd stat, and 7 HP post-combat healing.
Fallen Alear (M)'s exclusive A skill Bond Breaker has built-in Distant Counter, grants 【Fell Spirit】 to Alear and nearby allies at the start of each phase, and inflicts Atk/Spd-7 and 【Schism】 on closest foes and any foes within 2 spaces of those foes.
【Fell Spirit】 is a new status effect that inflicts Atk/Spd/Def/Res penalties onto the foe in combat and grants the unit a Null C-Disrupt effect and a Twin effect, allowing one-time damage reduction effects on Specials to trigger twice.
Bond Breaker also grants Alear Atk/Spd/Def/Res+9, 7 true damage reduction on foe's first attack, and a Miracle effect during combat.
Bond Breaker provides support in the form of 【Fell Spirit】 and 【Schism】 while also improving Alear's combat and survivability, making it a great skill to equip.
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| Base Stats | |||||
| Lv. 1 | HP 17 |
Atk 26 |
Spd 8 |
Def 5 |
Res 15 |
| Lv. 40 | HP 39 (39) |
Atk 59 (43) |
Spd 47 (47) |
Def 27 (27) |
Res 39 (39) |
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Ice Tribe Thea Builds and Best IVs
Ice Tribe Thea is a powercrept version of metagame staple Bridal Catria, capable of heading an entire team archetype by herself.
Her exclusive weapon Ilian Frost Blade takes a page out of Bridal Catria's playbook and improves upon it by granting both 【Triangle Attack】 and 【Canto (1)】 to herself and nearby allies at the start of each turn, granting them brave attacks and additional mobility at once.
Bridal Catria is a metagame staple, and Ice Tribe Thea powercreeps her by providing additional effects on top of 【Triangle Attack】 while also having a usable Res stat.
In combat, Ilian Frost Blade grants Ice Tribe Thea bonus stats equal to 5 plus 2x the number of times Dragonflowers have been used on Thea (up to a total of Atk/Spd/Def/Res+15), 50% damage reduction piercing, 7 true damage reduction on foe's first attack, and Special cooldown charge +1 per attack during combat.
With Ilian Frost Blade, Ice Tribe Thea can burst down her foes while also empowering her allies' mobility and combat at the same time.
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| Base Stats | |||||
| Lv. 1 | HP 18 |
Atk 27 |
Spd 9 |
Def 10 |
Res 9 |
| Lv. 40 | HP 40 (40) |
Atk 62 (46) |
Spd 48 (48) |
Def 34 (34) |
Res 31 (31) |
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Legendary Ayra Builds and Best IVs
Legendary Ayra is a Sword Infantry unit that specializes in bursting down tank units.
Legendary Ayra's exclusive weapon Sword of Isaach grants Atk/Spd+6, 【Potent Follow】, and a status effect that neutralizes foe's stat bonuses to Ayra and nearby allies at the start of each turn.
Potent Follow-Up attacks are one way to attack Shield Fighter armors and bypass their damage reduction effects, making them incredibly valuable in the current metagame as enemy teams commonly consist of very bulky Savior armors that aim to absorb hits repeatedly.
Offensively, Sword of Isaach grants Legendary Ayra Atk/Spd/Def/Res+5, an additional Atk/Spd/Def/Res bonus equal to 15% of her Spd, and enhances her own Potent Follow-Up attacks by attacking for the full 100% ratio and granting bonus true damage (up to +25) as well.
Defensively, Sword of Isaach also grants Legendary Ayra 7 HP post-combat healing, a damage reduction effect based on the number of 【Bonus】 effects on Ayra and 【Penalty】 effects on her foe (capped at 5 effects for a total of 15 damage reduction) and another similar damage reduction effect if her foe triggers an offensive Special.
Legendary Ayra's exclusive Special skill Crusader's Astra has a low cooldown of 1 after Sword of Isaach's slaying effect and has a built-in piercing effect, neutralizing her foe's percentage-based damage reduction effects.
More importantly, Crusader's Astra grants Special cooldown count-1 to Legendary Ayra before her first attack and before each of her follow-up attacks (including Potent Follow-Up attacks). With Crusader's Astra's 1 cooldown, this effect essentially pre-charges Crusader's Astra, allowing Ayra to trigger it for each of her attacks.
Brave attacks do not count. If Legendary Ayra has an attack twice effect, the cooldown reduction effect triggers on the 1st, 3rd, and 5th attacks.
Crusader's Astra also disables her foe's Defensive Specials (such as Pavise) if Crusader's Astra is triggered during a follow-up attack. This effect is what can bust through sturdy tanks, especially Shield Fighter armors which run rampant in today's metagame.
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| Base Stats | |||||
| Lv. 1 | HP 22 |
Atk 30 |
Spd 4 |
Def 9 |
Res 10 |
| Lv. 40 | HP 50 (50) |
Atk 63 (49) |
Spd 17 (17) |
Def 48 (48) |
Res 43 (43) |
| Default Skills | |||||
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Níðhöggr is a Red Beast Armored unit with great bulk and utility.
Níðhöggr's Enticing Dose inflicts Atk/Def-7 and 【Sabotage】 onto all foes within 3 rows and 3 columns of Níðhöggr at the start of each turn and after Níðhöggr's action.
In combat, Enticing Dose deals pre-combat damage to Níðhöggr's foe equal to 25% of her foe's max HP, inflicts an Atk/Def penalty onto Níðhöggr's foe equalto 6 + 20% of her Def, grants Níðhöggr 50% damage reduction piercing, bonus damage equal to 30% of her foe's max HP, true damage reduction on her foe's attacks equal to the total damage dealt to her foe (min 10; max 20), and an additional similar damage reduction effect if her foe triggers an offensive Special.
Níðhöggr's Divine Toxin grants additional transformation conditions to Níðhöggr, allowing her to easily transform on-demand with more lenient teambuilding and positioning restrictions.
At the start of each player and enemy phase, Divine Toxin grants 【Dosage】 to Níðhöggr and nearby allies.
【Dosage】 is a new status effect that grants Atk/Spd/Def/Res+5 and 10 HP post-combat healing to the affected unit, and more importantly, prevents status stealing effects such as Fallen Nergal's 【Essence Drain】 and Tina's Thief from stealing statuses and instead neutralizes those foe's own 【Bonus】 effects.
The continued trend of releasing problems and then creating solutions afterwards continues with Divine Toxin. A counter to Fallen Nergal has been needed for quite some time now in PvP modes like Summoner Duels, and now we have one. This skill is crucial and is a must-have in Summoner Duels to counter teams based around Fallen Nergal who is a staple presence in the metagame.
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| Base Stats | |||||
| Lv. 1 | HP 21 |
Atk 24 |
Spd 4 |
Def 10 |
Res 8 |
| Lv. 40 | HP 45 (45) |
Atk 63 (49) |
Spd 17 (17) |
Def 49 (49) |
Res 30 (30) |
| Default Skills | |||||
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Summer Eikþyrnir Builds and Best IVs
Summer Eikþyrnir is a Red Beast Cavalry unit with great Atk/Def and support.
Summer Eikþyrnir's exclusive weapon Ocean-Fit Antler grants Atk/Def+6, a guaranteed follow-up attack, and a neutralizes foe's bonuses
effect to himself and nearby allies at the start of each turn.
Ocean-Fit Antler also grants an additional +3 to each active stat bonus on Eikþyrnir and his nearby allies after start-of-turn skills trigger, providing a small stat boost on top of already active stat boosts.
In combat, Ocean-Fit Antler grants Eikþyrnir up to Atk/Spd/Def/Res+14 based on number of allies within 3 rows or 3 columns centered on Eikþyrnir, bonus true damage equal to the highest total bonuses among Eikþyrnir and allies within 3 spaces, bonus true damage reduction equal to half that amount, and Special cooldown count reduction before his first attack equal to 1/12th of that amount (rounded down).
Assuming a common case of Summer Eikþyrnir or a nearby ally having Atk/Spd/Def/Res+9 visible bonuses, from the standard Atk/Spd/Def/Res+6 and the additional +3 from Ocean-Fit Antler, Eikþyrnir will then receive +36 bonus true damage, +18 bonus true damage reduction, and Special cooldown count -3 before his first attack during combat. These are fantastic bonuses to receive in combat, so make sure you set up Summer Eikþyrnir for success through teambuilding and positioning!
Summer Eikþyrnir's exclusive B skill Divine Brawn grants 【Canto (2)】 and removes all transformation conditions, ensuring Eikþyrnir is always transformed.
After start-of-turn effects trigger, Divine Brawn also cleanses all 【Penalty】 effects applied to Eikþyrnir, ensuring he is not hindered by enemy penalties.
Divine Brawn also inflicts up to Atk/Def-19 on Eikþyrnir's foe in combat based on Atk and Def checks, cuts his foe's non-Special damage reduction effects in half, and grants him 7 HP post-combat healing.
Divine Brawn is a good flexible skill, granting various effects that improve Eikþyrnir's combat potential.
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| Base Stats | |||||
| Lv. 1 | HP 23 |
Atk 26 |
Spd 3 |
Def 10 |
Res 13 |
| Lv. 40 | HP 49 (49) |
Atk 61 (47) |
Spd 16 (16) |
Def 49 (49) |
Res 46 (46) |
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Winter Fomortiis Builds and Best IVs
Winter Fomortiis is a Red Beast armored unit capable of forcing enemies to end their turns before they can act.
His Icy Ravager has the usual defensive effects of modern day weapons, but more importantly, it has Special cooldown reduction, allowing him to equip defensive Specials and combo them with Shield Fighter, removing the need to engage with Emblem Marth's ring to trigger Aegis over and over again.
Winter Fomortiis also comes with his own exclusive A skill in Leaden Regrets. This skill allows him to easily transform into his beast form by granting additional transformation conditions on top of the default conditions.
Additionally, if Winter Fomortiis is on an Aether Raids defense team, as long as he meets the transformation conditions, he immediately transforms at the start of the map.
In combat, Leaden Regrets inflicts Atk/Def-10 on Fomortiis's foe, grants Fomortiis 80% damage reduction on his foe's follow-up attacks and a 50% damage reduction piercing effect.
Finally, Leaden Regrets forcefully ends the actions of the closest foes within 4 spaces of the foe that attacked Winter Fomortiis, as long as Winter Fomortiis survives combat. This is arguably the most important part of the skill, as it ensures that Fomortiis does not get swarmed by multiple enemies.
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| Base Stats | |||||
| Lv. 1 | HP 16 |
Atk 25 |
Spd 8 |
Def 3 |
Res 6 |
| Lv. 40 | HP 38 (38) |
Atk 60 (46) |
Spd 47 (47) |
Def 35 (35) |
Res 28 (28) |
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Rearmed Noire Builds and Best IVs
Rearmed Noire is a Red Bow Infantry unit that provides valuable and rare support while also retaining great offensive power.
Rearmed Noire's exclusive C skill Blood & Thunder is what makes her a powerful hero. It inflicts Atk/Spd/Def/Res-5, an Exposure effect, and a Deep Wounds effect onto foes within 3 rows or 3 columns centered on Noire.
The Exposure effect is different from the 【Exposure】 status, which allows the two to stack and prevents it from being removed by cleansing effects. Similarly, the Deep Wounds effect being an effect and not the 【Deep Wounds】 status prevents it from being cleansed as well.
In combat, if Noire initiates combat or has the 【Anathema】 status applied to her, Blood & Thunder grants Noire 60% damage reduction, 9 true damage reduction, a Null Follow-Up effect, neutralizes her foe's bonuses, and grants her 7 HP post-combat healing.
Finally, if Noire initiates combat or has the 【Anathema】 status applied to her and a 【Penalty】 is active on her foe, Blood & Thunder disables her foe's Specials completely. This isn't limited to defensive Specials - it disables all Specials.
Modern day Specials have multiple effects built-in, the most important of which is true damage reduction. Blood & Thunder disabling Specials prevents those effects from triggering while also crippling her foes' effectiveness in combat.
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| Base Stats | |||||
| Lv. 1 | HP 19 |
Atk 20 |
Spd 8 |
Def 10 |
Res 5 |
| Lv. 40 | HP 41 (41) |
Atk 55 (47) |
Spd 47 (47) |
Def 32 (32) |
Res 27 (27) |
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Legendary Shez (M) Builds and Best IVs
Legendary Shez (M) is a speedy dagger infantry unit that has multiple sources of warping and great offensive prowess capable of deleting foes quickly.
Legendary Shez (M) comes with his exclusive Dual Sword which attacks twice, grants up to Atk/Spd/Def/Res+14, grants 30% damage reduction on foe's first attack, and grants a Tempo effect during combat.
Dual Sword also passively inflicts an Atk/Spd/Def/Res penalty for all foes within 3 rows or 3 columns centered on unit equal to 4 plus 4x the number of combat instances on the current turn, up to a maximum of Atk/Spd/Def/Res-12. This penalty is applied even if Legendary Shez (M) himself isn't involved in combat, allowing him to aid his allies during their combat by debuffing their foes passively.
Legendary Shez (M) also comes with his own exclusive B skill, Shadow Slide. This skill allows Shez to warp to any space within 2 spaces of allies within 2 spaces and allies that have already entered combat during the current turn regardless of distance. Additionally, if an ally has already entered combat during the current turn, Shadow Slide grants Shez a Pass effect.
On a properly built team, Shadow Slide allows Legendary Shez (M) to immediately go on the offensive, warping directly to his enemies immediately after the initiator unit on his team enters combat. With Dual Sword's brave effect, Legendary Shez (M) can launch a surprise attack against unsuspecting foes and defeat them foe in combat.
Shadow Slide also inflicts Atk/Spd/Def-5 on Legendary Shez (M)'s foe during combat and grants him bonus true damage equal to 20% of his Spd, 50% damage reduction piercing on his foe's non-Special percentage-based damage reduction effects, and 7 true damage reduction on his foe's first attack. These effects soften up his foes during combat while also improving his survivability.
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| Base Stats | |||||
| Lv. 1 | HP 23 |
Atk 37 |
Spd 6 |
Def -5 |
Res 27 |
| Lv. 40 | HP 45 (40) |
Atk 76 (48) |
Spd 28 (28) |
Def 8 (16) |
Res 62 (48) |
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Spring Veyle Builds and Best IVs
Spring Veyle is an offensive Red Tome Cavalry unit that provides versatile support for her allies and can protect her team from area-of-effect damage.
Spring Veyle's Gentle Fell Egg gives a visible HP+5, Atk/Res+6 bonus right off the bat, providing extra stats at no cost.
At the start of each turn, Gentle Fell Egg also grants 80% damage reduction against area-of-effect attacks to Veyle and her nearby allies and grants them 【Resonance: Blades】 and 【Resonance: Shields】 too. The 80% area-of-effect damage reduction is meant to be a counter to Emblem Sigurd's instant Override, which runs rampant in the metagame.
In combat, Gentle Fell Egg grants Veyle bonus Atk/Res equal to 20% of her Res, true damage equal to 20% of her Res, a guaranteed follow-up attack, and a brave effect on player phase if Veyle's Res ≥ her foe's Res +10.
Gentle Fell Egg is a great tankbusting weapon and is perfect for an offensive-oriented unit like Veyle.
Spring Veyle's exclusive C skill Fell Majesty disables adaptive damage, inflicts Atk/Res-5 onto Veyle's foe, and grants Veyle the following effects:
For allies within 2 spaces of Veyle, Fell Majesty grants them Atk/Def/Res+5 and also grants the following effects:
Fell Majesty is a versatile skill that applies multiple effects that aid Veyle and her allies, making it a must-use skill on her kit.

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I think brave alm should be in the top 5 fasho, maybe the best pure offensive unit in the game, functions well with so many teammates and doesn’t really require much support at all tbh
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We actually are considering promoting him to top 5! We will have an update soon.