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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!
List of Contents
Tier Lists | ||
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Tier Lists by Color | |||
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![]() Red Heroes |
![]() Blue Heroes |
![]() Green Heroes |
![]() Colorless Heroes |
Date | Changes |
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01/18/22 | Cross Spur Atk now shares the Passive C top spot with Joint Drive Atk. |
Weapon | Assist | Special | Passive A | Passive B | Passive C |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | One of the best weapons for speedy infantry; it allows the wielder to attack twice while boosting Spd at the same time. | |
2nd | This sword negates enemy follow-up attacks while providing a decent boost to Atk and Def. | |
3rd | This sword is perfect for support units, boosting allies and themselves at the same time. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | One of the best weapons for speedy infantry; it allows the wielder to attack twice while boosting Spd at the same time. | |
2nd | This lance neutralizes effects that guarantee follow-up attacks while providing a good boost to Atk and Spd. | |
3rd | This lance provides -2 special cooldown reduction at the start of turn 1, which makes charging Galeforce easier compared to other weapons. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | One of the best weapons for speedy infantry; it allows the wielder to attack twice while boosting Spd at the same time. | |
2nd | This axe increases in power whenever penalties are applied to the opponent. This effect is easily applied and can even stack. | |
3rd | Special cooldown reduction is essential for most hero builds. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | Disable enemy counterattacks after combat, allowing the rest of your team to safely attack the target afterwards. | |
2nd | This staff provides a good -5 debuff to the foe's Atk and Spd, increasing the wielder's chances of doubling and reducing the foe's damage. | |
3rd | This staff reduces the special cooldown of the ally with the highest Atk at the start of turn 1. If the team is set up properly, this can lead to devastating effects. | |
4th | The main gimmick of this staff is inflicting Deep Wounds to targets, and that alone is deserving of a worthy mention. It's a niche effect, but in the right situations, it can win you maps! |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | This tome provides both a debuff to the foe's Atk/Res and 4 HP healing after combat. | |
2nd | This tome amplifies Atk/Res debuffs on the opponent on top of adding an additional -5 Atk/Res debuff. | |
3rd | This tome has built-in Distant Def 3, which is perfect for ranged tank units. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | This tome provides both a debuff to the foe's Atk/Res and 4 HP healing after combat. | |
2nd | This tome debuffs nearby foes with -5 Spd/Res, allowing both the wielder and his/her allies to win speed checks and deal more damage. | |
3rd | One of the best support weapons; it provides a decent Atk and Res boost to both the wielder and his/her allies. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | This tome provides both a debuff to the foe's Atk/Res and 4 HP healing after combat. | |
2nd | This tome amplifies Atk/Res debuffs on the opponent on top of adding an additional -5 Atk/Res debuff. | |
3rd | This tome has built-in Distant Defense 3, which is perfect for ranged tank units. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | This bow provides -7 Atk to foes and +7 Atk to the wielder; a large 14 point swing in stats. It also applies a +2 special cooldown penalty on the wielder after combat, which can be mitigated by running 2 charge specials. | |
2nd | This bow prevents the foe from counterattacking, which is perfect for either killing them or applying damage safely. | |
3rd | This bow negates enemy follow-up attacks while providing a decent boost to Atk and Def. | |
4th | This bow boosts Atk/Spd can can provide a brave effect if conditions are met. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | This breath allows the wielder to counterattack regardless of foe's range. | |
2nd | This breath provides a +5 Atk/Def buff and neutralizes penalties on the wielder. | |
3rd | This breath applies a -5 Atk/Res debuff to the foe as well as neutralizing bonuses to their Atk/Res; indirectly adding bulk to the wielder and applying more damage per attack. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | This dagger increases in power based on the opponent's debuffs. | |
2nd | This dagger boosts the wielder's Atk/Res and reduces damage done by the foe's first attack, perfect for tanking multiple units. | |
3rd | This dagger applies a map-wide -5 Atk/Spd debuff to foes who are adjacent to another foe. |
Many of the weapon skills that placed highly on our rankings get stronger when upgraded via the Weapon Refinery.
These weapons can boost a unit's Atk/Spd/Def/Res depending on what you choose, so choose wisely to best maximize your unit's stats and their role in your party!
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.
Weapons like Twin-Crest Power, Skinfaxi, or Gradivus 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 unit's exclusive skills play a large part in determining how good they are.
Weapon | Assist | Special | Passive A | Passive B | Passive C |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | Reposition and a heal tied up in one skill. | |
2nd | Shove and a heal tied up in one skill. | |
3rd | Draw Back and a heal tied up in one skill. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | One of the best movement skills that can be used offensively to reach further enemies or defensively to move allies out of danger. | |
2nd | A movement assist which pushes an ally one space away, usually still keeping them in range of skills like Drive Atk 2 and activating allies' Solo skills like Atk/Spd Solo 4. | |
3rd | A movement assist which pushes an ally two spaces away, perfect for sending an ally to initiate on enemy teams. |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | Rally Up skills apply buffs to multiple allies. | |
2nd | Dual Rally skills apply buffs to two stats at once. | |
3rd | This assist converts stat penalties into bonuses and negates all other penalties applied to the target. |
The ranking for assist skills is mostly centered around movement assists like Reposition 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.
Refresher skills like Sing and Dance grant an extra action to a unit, 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.
Weapon | Assist | Special | Passive A | Passive B | Passive C |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | A quick 2 charge special that has increased damage against dragon and beast foes. | |
2nd | A 5 charge special that allows the wielder to act again in a turn. | |
3rd | A quick 2 charge special that heals the wielder, great for keeping him/her healthy throughout multiple combats. | |
4th | A 3 charge special that does respectable damage based on the unit's Def/Res. | |
5th | A quick 2 charge special that reduces the foe's Def/Res by 30% on damage calculation, great for pushing through damage against tanky units. |
Within the Special Skills Ranking, low cooldown skills such as Ruptured Sky and Moonbow, as well as skills that deal more damage when a unit has a high Def or Res like Iceberg and Bonfire placed high due to their low cooldown and the power they give to a unit.
In order to raise your score in Arena Battles, we recommend using skills with high SP costs.
If Ruptured Sky or Blue Flame are unavailable, you can opt for skills such as Galeforce or Aether.
Scoring 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.
Weapon | Assist | Special | Passive A | Passive B | Passive C |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | These skills allow the wielder to counterattack regardless of the foe's range. | |
2nd | Unity skills apply enough passive buffs to their respective stats to basically reverse them, and then apply a +5 buff on top of that. | |
3rd | Push skills are great for quick battles where the unit doesn't suffer multiple recoil hits. | |
4th | Solo skills are perfect for battles where you can space your allies out enough to keep the skill active, yet still receive buffs from skills like Drive Atk 2. | |
5th | Stance skills are perfect for defensive units, boosting two key stats and providing the Guard effect which slows down enemy special cooldowns. |
Passive A Skills are generally always active and will grant buffs to its owner.
For the most part, they raise a hero's stats or give them some sort of effect in combat. Distant Counter is extremely popular because it makes many melee units extremely flexible in their roles and can negate ranged threats. The same holds true for ranged units with Close Counter and Close Reversal.
While counterattacking from any range sounds like a fantastic skill to have on most units, you have to keep in mind what role you want your unit to play in the party.
Barring units that already have Distant Counter effects on their weapon, you may want to inherit skills like Atk/Spd Solo 4 for more offense-based units to one-shot enemies.
Weapon | Assist | Special | Passive A | Passive B | Passive C |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | These skills apply percentage damage reduction based on the difference between the Spd stats of unit and foe. | |
2nd | This skill prevents skills that apply and negate the foe's follow-up attacks, keeping combat purely based on Spd stat checks on their end. | |
3rd | This skill allows the unit to negate effects that prevent him/her from attacking, perfect to counter Staff Cavalry units and heroes using Firesweep weapons. | |
4th | This armor-exclusive skill accelerates the user's special cooldown and slows down the foe's special cooldown at the same time. | |
5th | This flier-exclusive skill allows the user to attack consecutively, possibly eliminating foes before they can counterattack. |
Passive B Skills are usually supportive effects for your unit that help them during battle.
Skills such as Spurn 3 will grant damage reduction the more Spd a unit has, while Special Fighter 3 is a very good skill for armored units as it accelerates their Special and slows down their target's Special at the same time.
Skills like Swordbreaker and Lancebreaker, which effect a wielder of a certain weapon type, can help further balance your team.
A good example of this is Reinhardt, as he can quad attack lance units.
Inherit a breaker skill for whatever type of weapon is difficult to take down and increase your team's efficiency!
Weapon | Assist | Special | Passive A | Passive B | Passive C |
Rank | Skill | Reason to Inherit |
---|---|---|
1st | Joint Drive Atk and Cross Spur Atk skills are good and reliable skills that increase allied Atk levels. Joint Drive Atk's range is lower, but it also affects the user, while Cross Spur Atk has superior range, but does not affect the user. | |
2nd | This skill creates a large Atk/Spd stat swing, debuffing nearby enemies by -6 Atk/Spd and applying a +6 Atk/Spd buff to the user. | |
3rd | These skills increase the movement of the user on odd/even turns. Odd Tempest is generally better, but Even Tempest is a working alternative in certain situations. | |
4th | Flier-exclusive Rein skills provide a debuff to two key stats on all nearby foes, allowing both the user and his/her allies to take advantage of the foe's reduced stats. | |
5th | This skill reduces the special cooldown of the user, enabling skillsets that are geared towards activating their specials in one round of combat. |
For the most part, Passive C Skills give a bonus to nearby allies (Hone, Goad, Fortify, or Drive skills), or they inflict a penalty on nearby foes (Threaten, Smoke, and Ploy skills).
In general, Threaten-type debuff skills work well with units who fight in the front lines while Drive/Fortify/Hone skills work well with units who support or attack from the rear.
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