Skill Tier List (Updated: 2/11) | Fire Emblem Heroes

FEH Tier List (Updated 8/04)
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Skill Tier List

This page lists the best skills in Fire Emblem Heroes (FEH) presented as a tier list. Read on to find out which skills from each skill type are best for your heroes!

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Colorless Heroes

Weapon Skill Tier List

Weapon Skills Banner.eng.png

Weapon Assist Special Passive A Passive B Passive C
Rank Skill Effect
SSRank Icon Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe’s range.
Slows Special Trigger (cooldown count +1). Adds total bonuses on unit to damage dealt.
SRank Icon Accelerates Special trigger (cooldown count -1).
Effective against armored units.
Unit and foes cannot counterattack.
If foe initiates combat, grants Res+4 during combat.
Spd -5. Effective against flying units. Attacks twice if unit initiates combat.
After combat, if unit attacked, inflicts Def/Res -6 on foes within 2 spaces of target through their next actions.
Grants adjacent allies Def/Res +4 through their next actions after any combat this unit initiates.
After this unit attacks, foes within 2 spaces of target suffer Atk/Spd -5 through their next actions.
Grants weapon advantage vs. colorless foes.
After combat, if unit attacked, prevents target and foes within 1 space of target from moving more than 1 space through their next actions.
ARank Icon Effective against cavalry foes.
Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage.
If foe initiates combat, grants Def +7 during combat.
Effective against flying foes. Grants Def/Res +6 during combat if unit is attacked by foe using bow, dagger, magic, or staff.
Spd -5. Attck twice when initiating combat.
Deals +10 damage when Special triggers.
Grants Def/Res +6 during combat if foe initiates combat and uses bow, dagger, magic, or staff.
If foe initiates combat, grants Def/Res+4 during combat.
If foe’s Range  = 2, calculates damage using the lower of foe’s Def or Res.
Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
At start of turn, inflicts Atk/Spd-5 on foe on the enemy team with the highest Def through its next action.
At start of turn, grants Def/Res+5 to ally with the highest Atk for 1 turn. (Excludes unit.)
After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts the following status on target and foes within 2 spaces of target through their next actions: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)
After combat, If unit attacked, deals 10 damage to target and foes within 2 spaces of target.
After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions.
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See all Weapon Skills

Tips for Inheriting Weapon Skills

Weapons that can gain unique effects in the Weapon Refinery are extremely useful!

Many of the weapon skills that placed highly on our rankings can gain special effects when upgraded via the Weapon Refinery. Berkut's Lance+ is not a particularly great weapon at first, but upgrading it at the Weapon Refinery can essentially give whoever wields it Res+11, making it a very useful piece of equipment.

Some builds are very high investment! Think carefully before foddering heroes.

To inherit a powerful weapon with a + attached to its name, you will need to give up a 5 star hero. Since they do not exactly come easy, you had best think carefully about how useful a weapon skill will be before letting another unit inherit it.

You cannot inherit another unit's exclusive weapon!

Weapons like Falchion or Sieglinde that are exclusive to only one or two heroes cannot be inherited by another unit. There are a lot of great weapon skills that cannot be inherited in this way, and a hero's exclusive skills play a large part in determining how good that hero is.

Assist Skill Tier List

Assist Skills Banner.eng.png

Weapon Assist Special Passive A Passive B Passive C
Rank Skill Effect
SSRank Icon Rally Up Atk+ Grants Atk +6 to target ally and allios within 2 spaces of target (excluding unit) for 1 turn.
Rally Atk/Spd+ Grants Atk/Spd +6 to target ally for 1 turn.
Rally Def/Res+ Grants Def/Res+6 to target ally for 1 turn.
Rally Up Res+ Grants Res+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
SRank Icon Rally Spd/Def+ Grants Spd/Def +6 to target ally for 1 turn.
Rally Atk/Def+ Grants Atk/Def+6 to target ally for 1 turn.
Rally Atk/Res+ Grants Atk/Res+6 to target ally for 1 turn.
Draw Back Unit moves 1 space away from target ally, who moves to unit’s former position.
Reposition Moves adjacent ally to opposite side of unit.
ARank Icon Recover+ Restores HP = 50% of Atk +10
Physic+ Restores HP = 50% of Atk. (Minimum of 8 HP. )
Restore+ Restores HP = 50% of Atk. (Minimum of 8 HP. ) Neutralizes ally’s penalties (from skills like Panic, Threaten, etc. ) and negative status effects (preventing counteratttacks, restricting, movement, etc. ) that last through ally’s next action.
Rally Atk/Spd Grants Atk/Spd +3 to an adjacent ally until the end of the turn.
Rally Atk/Def Grants Atk/Def +3 to an adjacent ally until the end of the turn.
Swap Swap places with an adjacent ally.
Pivot Unit moves to opposite side of adjacent ally.
Smite Push adjacent ally 2 spaces farther away.
Ardent Sacrifice Heals adjacent ally 10 HP. Unit loses 10 HP (but cannot reach 0 this way).
Reciprocal Aid Swap HP with adjacent ally (neither unit can go above their max HP).
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See all Assist Skills

Tips for Inheriting Assist Skills

Movement Assists depend on the type of unit you are using

The ranking for assist skills is mostly centered around movement assists like Draw Back and powerful buff skills. With movement assists you can pull heroes out of the danger zone and increase the mobility of armored units, making them extremely useful. Consider what type of unit will be inheriting a skill and how well it will work with their abilities.

Skills that grant an extra turn cannot be inherited

Refresher skills like Sing and Dance grant an extra turn, but since they are exclusive, they cannot be inherited. Since these skills are extremely useful in battles, try to raise a unit who already has the skill like Azura, Olivia, or Ninian.

Special Skill Tier List

Special Skills Banner.eng.png

Weapon Assist Special Passive A Passive B Passive C
Rank Skill Effect
SSRank Icon Moonbow Treats foe's Def/Res as if reduced by 30% during combat.
Aether Resolve combat as if foe suffered Def/Res -50%. Unit recovers HP = half damage dealt.
SRank Icon Ruptured Sky Boosts damage by 20% of foe's Atk. If in combat against a dragon foe or beast foe, boosts damage by 40% instead of 20%.
Glimmer Boosts damage dealt by 50%.
Bonfire Boosts damage dealt by 50% of unit’s Def.
Iceberg Boosts damage dealt by 50% of unit’s Res.
Draconic Aura Boosts Atk by 30%.
Luna Treats foe's Def/Res as if reduced by 50% during combat.
Galeforce If unit initiates combat, grants unit another action after combat. (Once per turn. )
Windfire Balm+ When healing an ally with a staff, grants Atk/Spd +6 to all allies for 1 turn.
Earthwater Balm+ When healing an ally with a staff, grants Def/Res +6 to all allies for 1 turn.
ARank Icon Astra Boosts damage dealt by 150%.
Ignis Boosts damage dealt by 80% of unit’s Def.
Glacies Boosts damage dealt by 80% of unit’s Res.
Dragon Fang Boosts Atk by 50%.
Blue Flame Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.
Earthfire Balm+ When healing an ally with a staff, grants Atk/Def+6 to all allies for 1 turn.
Fireflood Balm+ When healing an ally with a staff, grants Atk/Res+6 to all allies for 1 turn.
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See all Special Skills

Tips for Inheriting Special Skills

Specials with low cooldown are of high demand

Within the Special Skills Ranking, low cooldown skills such as Moonbow and Glimmer, as well as skills that deal more damage when a unit has a high Def or Res like Iceberg and Bonfire placed high. In particular, Moonbow is a versatile skill that can be used with essentially any hero, so it is a very valuable skill to have.

500 SP skills raise your score!

In order to raise your score in Arena Battles, we recommend using skills with high SP costs such as Galeforce or Aether. Skills are assessed on how high or low their SP cost is, so using these types of skills is one way to increase your score.

Passive A Skill Tier List

Type A Passive Skills Banner.eng.png

Weapon Assist Special Passive A Passive B Passive C
 
Rank Skill Effect
SSRank Icon Fury 4 Grants Atk/Spd/Def/Res+4.
After combat, deals 8 damage to unit.
Death Blow 4 If unit initiates combat, grants Atk +8 during combat.
Steady Breath If foe initiates combat, grants Def+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack. )
Fierce Breath If foe initiates combat, grants Atk +4 during combat and Special cooldown charge +1 per attack. (Only highest value applies. Does not stack. )
Close Foil If sword, lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def+5 to unit during combat and unit can counterattack regardless of foe's range.
Distant Foil If sword, lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def+5 to unit during combat and unit can counterattack regardless of foe's range.
Distant Def 4 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+8 during combat.
Bonus Doubler 3 Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit’s stats. Calculates each stat bonus independently.
Distant Ward If magic, staff, or dragonstone foe initiates combat, grants Atk/Res+5 to unit during combat and unit can counterattack regardless of foe's range.
Distant Counter Enables unit to counterattack regardless of distance to attacker.
SRank Icon Atk/Def Push 4 At start of combat, if unit's HP ≥ 25%, grants Atk/Def +7, but if unit attacked, deals 5 damage to unit after combat.
Life and Death 3 Grants Atk/Spd +5. Inflicts Def/Res -5.
Fort. Def/Res 3 Grants Def/Res +6. Inflicts Atk -2.
Life and Death 4 Grants Atk/Spd+7.
Inflicts Def/Res-5.
Death Blow 3 If unit initiates combat, grants Atk +6 during combat.
Blade Session 3 If unit initiates combat, grants bonus to unit’s Atk/Spd during combat = 3 + number of allies who have already acted × 3 (min value of 3).
Brazen Atk/Spd 4 At start of combat, if unit's HP ≤ 80%, grants Atk+9 and Spd+10 during combat.
Atk/Spd Solo 3 If unit is not adjacent to an ally, grants Atk/Spd +6 during combat.
Def/Res Bond 3 If unit is adjacent to an ally, grants Def/Res+5 during combat.
Def/Res Solo 3 If unit is not adjacent to an ally, grants Def/Res+6 during combat.
Atk/Spd Bond 4 If unit is adjacent to an ally, grants Atk/Spd+7 to unit and neutralizes unit's penalties to Atk/Spd during combat.
Warding Breath If foe initiates combat, grants Res+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Steady Stance 4 If foe initiates combat, grants Def+8 during combat and inflicts special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. )
Warding Stance 4 If foe initiates combat, grants Res+8 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Mirror Stance 3 If foe initiates combat, grants Atk/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Bracing Stance 3 If foe initiates combat, grants Def/Res +6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack).
Steady Posture 3 If foe initiates combat, grants Spd/Def +6 during combat and inflicts Special cool down charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Sturdy Stance 3 If foe initiates combat, grants. Atk/Def +6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Close Def 3 If unit is attacked by foe using sword, axe, lance or dragonstone, unit receives Def/Res +6 during combat.
Triangle Adept 3 Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage.
Flashing Blade 4 If unit’s Spd > foe’s Spd, grants Special cooldown charge +1 and deals +5 damage per unit’s attack.
(Only highest value applied. Does not stack.)
Heavy Blade 4 If unit's Atk > foe's Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit's attack. (Only highest value applied. Does not stack.)
Close Counter Enables unit to counterattack regardless of distance to attacker.
ARank Icon AR-O Atk/Spd 3 If attacking in Aether Raids, grants Atk/Spd+X during combat. (Calculates X based on number of foe's defensive structures: ≤2 structures grants +10; 3 grants +7; 4 grants +4; ≥5 grants +1. Destroyed defensive structures are not counted.)
AR-D Spd/Res 3 If defending in Aether Raids, grants Spd/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)
Swift Sparrow 2 If unit initiates combat, grants Atk/Spd +4 during combat.
Darting Blow 4 If unit initiates combat, grants Spd+9 during combat.
Brazen Atk/Spd 3 If unit’s HP ≤ 80% at start of combat, grants Atk/Spd +7 during combat.
Brazen Atk/Def 3 If unit’s HP ≤ 80% at start of combat, grants Atk/Def +7 during combat.
Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat.
Atk/Res Solo 3 If unit is not adjacent to an ally, grants Atk/Res +6 during combat.
Atk/Def Solo 3 If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
Spd/Def Solo 3 If unit is not adjacent to an ally, grants Spd/Def+6 during combat.
Atk/Def Form 3 Grants Atk/Def+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.)
Spd/Res Solo 3 If unit is not adjacent to an ally, grants Spd/Res+6 during combat.
Fierce Stance 3 If foe initiates combat, grants Atk+6 during combat.
Kestrel Stance 2 If foe initiates combat, grants Atk/Spd +4 during combat.
Steady Stance 3 Grants Def +6 during combat when this unit is attacked.
Shield Session 3 If foe initiates combat, grants bonus to unit’s Def/Res during combat = 9 - number of foes who have already acted × 3 (min value of 3).
Heavy Blade 3 If unit’s Atk ≥ foe’s Atk, grants Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack.)
Sorcery Blade 3 At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe’s Def or Res.
AR-D Def/Res 3 If defending in Aether Raids, grants Def/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)
Iote's Shield Neutralizes "effective against fliers" bonuses.
Svalinn Shield Neutralizes "effective against armored" bonuses.
Grani's Shield Neutralizes "effective against cavalry" bonuses.
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See all Passive A Skills

Tips for Inheriting Passive A Skills

The top Passive A Skills are in close competition!

Passive A Skills are generally always active. For the most part, they raise a hero's stats or give them some sort of effect in combat. Life and Death Fury are powerful stat boosting skills with minor drawbacks.

Skills that reduce cooldown count are also very good to have

Skills like Steady Breath and Flashing Blade that reduce the cooldown of special skills are extremely effective when paired with high cooldown specials like Aether or Galeforce. Special skills with high cooldown counts generally have very strong effects, so being able to speed up how quickly they trigger can make a hero extremely viable in battle.

Passive B Skill Tier List

Type B Passive Skills Banner.eng.png

Weapon Assist Special Passive A Passive B Passive C
Rank Skill Effect
SSRank Icon Quick Riposte 3 If unit’s HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
Vantage 3 If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack.
Bold Fighter 3 If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. )
Vengeful Fighter 3 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. )
Special Spiral 3 If Special triggers before or during combat, grants Special cooldown count -2 after combat.
Spurn 3 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 4 (max 40%). If unit's HP ≤ 75% and unit's attack triggers Special, deals +5 damage when Special triggers.
SRank Icon Atk/Spd Ruse 3 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.)
Lull Atk/Res 3 Inflicts Atk/Res-3 on foe and neutralizes foe’s bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Desperation 3 If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Windsweep 3 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.
Special Fighter 3 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. )
Mystic Boost 3 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.
Null Follow-Up 3 Disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack.
Null C-Disrupt 3 Neutralizes status effects and disables skills that prevent counterattacks during combat.
Daring Fighter 3 If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Swordbreaker 3 If unit’s HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and the foe cannot.
Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry unit within 2 spaces.
Repel 3 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, foe is moved 1 space away after combat.
Wrath 3 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.
Atk/Spd Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc. ) is used by unit or targets unit, grants Atk/Spd +6 to unit and target ally or unit and targeting ally for 1 turn.
Wrathful Staff 3 Damage from unit’s staff will be calculated the same as other weapons.
Dazzling Staff 3 The enemy cannot counterattack.
ARank Icon Lull Atk/Def 3 Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Lull Spd/Def 3 Inflicts Spd/Def-3 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
Lull Spd/Res 3 Inflicts Spd/Res -3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat.
Guard Bearing 3 During unit’s first combat in enemy phase, if foe initiates combat, reduces damage from foe’s first attack by 50%.
Pegasus Flight 3 At start of combat, if unit's Spd ≥ foe's Spd-7, inflicts penalty on foes Atk/Def during combat = 50% of difference between Res stats (unit’s Res minus foe’s Res) before combat. (Maximum penalty of -7).
Watersweep 3 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.
Chill Spd/Res 2 At start of turn, inflicts Spd/Res-5 on foe on the enemy team with the highest Spd+Res total through its next action.
Even Pulse Tie 3 At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP +1, inflicts Special cooldown count +2 on that foe. (Cannot exceed the foe's maximum Special cooldown).
Chill Atk/Res 2 At start of turn, inflicts Atk/Res -5 on foe on the enemy team with the highest Atk+Res total through its next action.
Chill Spd/Def 2 At start of turn, inflicts Spd/Def -5 on foe on the enemy team with the highest Spd+Def total through its next action.
Odd Pulse Tie 3 At start of odd-numbered turns, if any foe's HP +1 ≤ unit's HP and that foe's Special is ready, inflicts Special cooldown count +2 on foe with the lowest HP among those foes. (Cannot exceed the foe's maximum Special cooldown).
Spd/Def Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Def-5 and 【Guard】 on foes in cardinal direction 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.)
Atk/Def Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Def-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.)
Chill Atk 3 At the start of each turn, inflicts Atk -7 on foe on the enemy team with the highest Atk through its next action.
Chill Spd 3 At the start of each turn, inflicts Spd -7 on foe on the enemy team with the highest Spd through its next action.
Atk Cantrip 3 If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions.
Lancebreaker 3 If unit’s HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and the foe cannot.
Axebreaker 3 If unit’s HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot.
Bowbreaker 3 If unit’s HP ≥ 50% in combat against a colorless bow user, unit makes a follow-up attack and the foe cannot.
Drag Back If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit’s previous space.
Hit and Run If unit initiates combat, unit moves 1 space away after combat.
Escape Route 3 Enables unit whose own HP ≤ 50% to warp adjacent to any ally.
Wings of Mercy 3 Enables unit to warp adjacent to any ally with HP ≤ 50%.
Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces.
Close Call 3 If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, unit moves 1 space away after combat.
Renewal 3 At the start of every second turn, restores 10 HP.
Atk/Def Link 3 If a movement Assist skill (like Reposition, Shove, Pivot etc. ) is used by unit or targets unit, grants Atk\Def +6 to unit and target ally or unit and targeting ally for 1 turn.
Spd/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot etc. ) is used by unit or targets unit, grants Spd\Res +6 to unit and target ally or unit and targeting ally for 1 turn.
Def/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc. ) is used by unit or targets unit, grants Def/Res +6 to unit and target ally or unit and targeting ally for 1 turn.
Atk/Res Link 3 If a movement Assist skill (like Reposition, Shove, Pivot, etc. ) is used by unit or targets unit, grants Atk/Res +2 to unit and target ally or unit and targeting ally for 1 turn.
Sabotage Atk 3 At start of turn, if any foe’s Res ≤ unit’s Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.
Sudden Panic 3 At start of turn, if any foe’s HP ≤ unit’s HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.
【Panic】Converts bonuses on target into penalties through its next action.
Sabotage Spd 3 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.
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See all Passive B Skills

Tips for Inheriting Passive B Skills

Passive B Skills typically have effects that become active through battle

For Passive B Skills, we recommend inheriting ones that grant follow-up attacks or powerup a counterattack. Skills that activate when the foe attacks first such as Vantage and Quick Riposte have a wide variety of applications.

Breaker" skills are extremely useful with certain units!

Skills like Swordbreaker and Lancebreaker, which effect a wielder of a certain weapon type, can help further balance your team. Inherit a breaker skill for whatever type of weapon is difficult to take down and increase your team's efficiency!

Passive C Skill Tier List

Type C Passive Skills Banner.eng.png

Weapon Assist Special Passive A Passive B Passive C
Rank Skill Effect
SSRank Icon Hone Atk 4 At start of turn, grants Atk+7 to adjacent allies for 1 turn.
Hone Spd 4 At start of turn, grants Spd+7 to adjacent allies for 1 turn.
Joint Drive Atk Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.
Atk Smoke 3 After combat, inflicts Atk -7 on foes within 2 spaces of target through their next actions.
Spd Smoke 3 After combat, inflicts Res -7 on foes within 2 spaces of target through their next actions.
Armor March 3 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. )
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Fortify Cavalry
Fortify Fliers
Fortify Armor
Fortify Dragons
Fortify Beasts
At start of turn, grants Def/Res+6 to adjacent X allies for 1 turn (movement type, etc.)
Hone Cavalry
Hone Fliers
Hone Armor
Hone Dragons
Hone Beasts
At start of turn, grants Atk/Spd+6 to adjacent X allies for 1 turn (movement type, etc.).
Goad Cavalry
Goad Fliers
Goad Armor
Goad Dragons
Goad Beasts
Grants Atk/Spd+4 to X allies within 2 spaces during combat (movement type, etc.).
Ward Cavalry
Ward Fliers
Ward Armor
Ward Dragons
Ward Beasts
Grants Def/Res+4 to X allies within 2 spaces during combat (movement type, etc.).
Atk/Spd Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 for 1 turn.
Rouse Atk/Def 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Def+6 for 1 turn.
Atk/Def Gap 3 At start of turn, grants Atk/Def +5 to ally with the highest Atk+Def total for 1 turn. (Excludes unit).
Atk Tactic 3 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.
Spd Tactic 3 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.
Odd Atk Wave 3 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. )
Even Spd Wave 3 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. )
Odd Spd Wave 3 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. )
Even Atk Wave 3 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. )
Atk Opening 3 At start of turn, grants Atk+6 to ally with the highest Atk for 1 turn. (Excludes unit.)
Joint Hone Spd At start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn.
Spd Opening 3 At start of turn, grants Spd+6 to ally with the highest Spd for 1 turn. (Excludes unit.)
Joint Hone Def At start of turn, if unit is adjacent to an ally, grants Def+5 to unit and adjacent allies for 1 turn.
Spd/Res Gap 3 At start of turn, grants Spd/Res+5 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)
Atk/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 for 1 turn.
Fortify Res 4 At start of turn, grants Res+7 to adjacent allies for 1 turn.
Def/Res Gap 3 At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Threat. Atk/Def 3 At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def +5 to unit for 1 turn and inflicts ATk/Def -5 on foes within 2 spaces through their next actions.
Threat. Atk/Res 3 At start of turn, if unit is within 2 spaces of a foe, grants Atk/Res+5 to unit for 1 turn and inflicts Atk/Res-5 on foes within 2 spaces through their next actions.
Atk/Spd Gap 3 At start of turn, grants Atk/Spd+5 to ally with the highest Atk+Spd total for 1 turn. (Excludes unit.)
Def/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Def/Res+5 for 1 turn.
Panic Ploy 3 At start of turn, converts bonuses on foes in cardinal directions with HP ≤ unit’s HP into penalties through their next actions.
Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit.
Ground Orders 3 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."
Infantry Breath 3 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.)"
ARank Icon Rouse Spd/Def 3 At start of turn, if unit is not adjacent to an ally, grants Spd/Def +6 to unit for 1 turn.
Fortify Def 4 At start of turn, grants Def +7 to adjacent allies for 1 turn.
Rouse Spd/Res 3 At start of turn, if unit is not adjacent to an ally, grants Spd/Res +6 to unit for 1 turn.
Def Tactic 3 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.
Res Tactic 3 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.
Odd Res Wave 3 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. )
Odd Def Wave 3 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. )
Even Res Wave 3 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. )
Even Def Wave 3 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. )
Def Opening 3 At start of turn, grants Def+6 to ally with the highest Def for 1 turn. (Excludes unit.)
Rouse Def/Res 3 At start of turn, if unit is not adjacent to an ally, grants Def/Res+6 to unit for 1 turn.
Drive Atk 2 Grants allies within 2 spaces Atk +3 during combat.
Drive Spd 2 Grants allies within 2 spaces Spd +3 during combat.
Pulse Smoke 3 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.)
Spd Ploy 3 At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit’s Res through their next actions.
Infantry Pulse 3 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. )
Infantry Flash 3 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. )"
BRank Icon
C Rank Icon
See all Passive C Skills

Tips for Inheriting Passive C Skills

C Passives effectnearby units

For the most part, Passive C Skills give a bonus to nearby allies (hone, goad and fortify skills), or they inflict a penalty on nearby foes (threaten, smoke, and ploy skills). In general, threaten-type debuff skills work well wirth units who fight in the front lines while fortify/hone skills work well with units who support or attack from the rear.

Fortify/Hone vs Spur/Drive Passives

A common problem that comes up when inheriting passive skills is whether to inherit a fortify/hone type skill or a spur/drive/goad/ward type skill. It is rather dificult to say that one is better than the other, as your selection should generally be based off of the type of party you wish to make, as well of the roles of each unit.

[list]

  • Fortify/Hone - Activate when adjacent at the start of a turn. These bufffs will affect the output of blade-type weapons, so we recommend them for a party with a blade-user.

  • Spur/Drive/Goad/Ward - Best used when multiple units have this type of skill equipped. Stack buffs onto a nearby unit for maximum firepower!

  • Smoke - These skills are very effective on heroes who fight close to the foe in the front lines and OHKO units one after the other, or tanky heroes who can take many hits and shield your other heroes.
  • Related Links - Skills

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      • What's the benefits of the unit,s speed ? Does it increase hits or just give another thing? Thx
        Sorry for the question. I just started to play yesterday.

      • >>[34] HAH. I pulled for female Kris for Spurn and Fury 4 lmao #worthIt. I got 2 female krises and one 5 star blue

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