Skill Tier List (Updated: 03/09/2021) | Fire Emblem Heroes (FEH)

Who Should You Pull?

Summer Vibrance
Book V Midpoint
Bridal Grace
Double Special Heroes

New Hero Pages
Summer Hilda
Summer Mercedes
Summer Ashe
Summer Caspar

Tactics Drill Solutions
Grandmaster 80: Tireless Support

Be sure to follow our Twitter account for the latest updates!
Fire Emblem Heroes Game8 Twitter Account

Best Skills Tier List FEH 2021t

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!

Tier Lists
Hero Tier ListHero Tier List Reroll Tier List.pngReroll Tier List Skill Tier ListSkill Tier List
Best Source HeroesSource Heroes Weapon Refinery Tier ListWeapon Refinery Unlock Potential Tier ListUnlock Potential
Tier Lists by Color
Red Heroes Tier List
Red Heroes
Blue Heroes Tier List
Blue Heroes
Green Heroes Tier List
Green Heroes
Colorless Heroes Tier List
Colorless Heroes

Skills Tier List Updates

Date Changes
03/09/21 Major Revisions to the whole Skills Tier List

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.
Grants weapon advantage vs. colorless foes.
Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.)
SRank Icon Effective against armored units.
Unit and foes cannot counterattack.
Grants Spd+ 4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%.
At combat start, if unit's HP ≥ 50%, grants Atk/Res +5 during combat, and also, if foe can make a follow-up attack, halves damage from first attack. Effect:【Dagger 7】
【Penalty】
All effects that last "on foe through next action." Includes penalties from skills and neg. status effects (disabled counterattack, move restriction, or from skills like Guard).
【Dagger 7】
Post-combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions.
After combat, If unit attacked, deals 10 damage to target and foes within 2 spaces of target.
After combat, if unit attacked, prevents target and foes within 1 space of target from moving more than 1 space through their next actions.
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, resets Special cooldown of target and foes within 2 spaces of target, and inflicts【Guard】on target and foes within 2 spaces of target. (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.)
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
ARank Icon Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage.
Accelerates Special trigger (cooldown count -1).
Deals +10 damage when Special triggers.
Spd -5. Attck twice when initiating combat.
If foe initiates combat, grants Def +7 during combat.
If foe initiates combat, grants Res+4 during combat.
Grants Def/Res +6 during combat if foe initiates combat and uses bow, dagger, magic, or staff.
Grants Def/Res +6 during combat if foe initiates combat and uses bow, dagger, magic, or staff.
Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
If unit initiates combat, grants Atk/Spd+4 during combat.
If unit’s HP ≦ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Effective against flying foes. Inflicts Spd/Def -5 on foes within 2 spaces during combat.
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.)
If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def -5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat.
After combat, if unit attacked, inflicts Def/Res -6 on foes within 2 spaces of target through their next actions.
Effective against infantry units. Infantry foes suffer Def/Res -4 after combat through their next actions.
Grants bonus to unit's Atk = total penalties on foe during combat.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
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.
Effective against armored foes. Disables unit’s and foe’s skills that change attack priority. After combat, if unit attacked, inflicts Def/Res -7 on target and foes within 2 spaces of target through their next actions.
Effective against dragon foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Effective against cavalry foes. Disables unit's and foe's skills that change attack priority.
Effect:【Dagger 7】
【Dagger 7】
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Effective against dragon foes. Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." After combat, if unit attacked, inflicts Def/Res-7 on foes within 2 spaces of target
After this unit attacks, foes within 2 spaces of target suffer Atk/Spd -5 through their next actions.
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.
If unit is within 2 spaces of an ally, grants Atk/Def+5 to unit and neutralizes unit's penalties to Atk/Def during combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions.
BRank Icon
CRank Icon
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 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.
Rescue+ Restores HP = 50% of unit's Atk (min 8 HP) to target ally. Unit moves 1 space away from target ally. Ally moves to unit's previous space.
If unit or ally cannot move to the target space (if another ally or foe is occupying the space), unit and ally will not move. Using this skill has no effect on Special cooldown charge and unit does not gain EXP or SP. (This skill is treated as a movement skill only when movement takes place.)
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.
SRank Icon Rally Up Atk+ Grants Atk +6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
Rally Up Spd+ Grants Spd+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
Rally Up Res+ Grants Res+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.
Swap Swap places with an adjacent ally.
For All Other Assist Skills
ARank IconBRank Icon
C Rank Icon
See all Asisst 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 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.

Special Skill Tier List

Special Skills Banner.eng.png

Weapon Assist Special Passive A Passive B Passive C
Rank Skill Effect
SSRank Icon Deadeye Doubles damage dealt. Disables non-Special skills that "reduce damage by X%."
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%.
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.
Galeforce If unit initiates combat, grants unit another action after combat. (Once per turn. )
SRank Icon 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.
Blue Flame Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.
For All Other Special Skills
ARank IconBRank Icon
C Rank Icon
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 Fort. Def/Res 3 Grants Def/Res +6. Inflicts Atk -2.
Fury 4 Grants Atk/Spd/Def/Res+4.
After combat, deals 8 damage to unit.
Life and Death 4 Grants Atk/Spd+7.
Inflicts Def/Res-5.
Atk/Spd Push 4 At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit.
Swift Sparrow 3 If unit initiates combat, grants Atk+6, Spd+7 during combat.
Sturdy Impact If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.
Mirror Impact If unit initiates combat, grants Atk+6, Res+10 during combat and foe cannot make a follow-up attack.
Atk/Def Unity If unit is within 2 spaces of an ally, grants Atk/Def +5 and bonus to Atk/Def during combat = current penalty on each of those stats x 2. (Example: If unit has -7 penalty to Atk, grants Atk +19, for a net bonus of Atk +12) Calculates each stat bonus independently.
Atk/Spd Solo 4 If unit is not adjacent to an ally, grants Atk/Spd +7 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. )
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.)
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. )
Darting Breath If foe initiates combat, grants Spd +4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack).
Close Counter Enables unit to counterattack regardless of distance to attacker.
Distant Counter Enables unit to counterattack regardless of distance to attacker.
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 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.
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 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 Def 4 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+8 during combat.
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.
Atk/Res Push 4 At start of combat, if unit's HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit.
Death Blow 4 If unit initiates combat, grants Atk +8 during combat.
Darting Blow 4 If unit initiates combat, grants Spd+9 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 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.
Atk/Def Bond 4 If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat. Inheritable by all units.
Atk/Res Bond 4 If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat.
Atk/Def Solo 4 If unit is not adjacent to an ally, grants Atk/Def +7 during combat.
Atk/Res Solo 4 If unit is not adjacent to an ally, grants Atk/Res +7 during combat.
Def/Res Solo 4 If unit is not adjacent to an ally, grants Def/Res+7 during combat.
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.)
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.)
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).
Kestrel Stance 3 If foe initiates combat, grants Atk/Spd +6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
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.)
For All Other A Skills
ARank IconBRank Icon
C Rank Icon
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 and 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.
Desperation 3 If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
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.
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.
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.
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.
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 Atk/Spd 3 Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.
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.
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.
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.
Bold Fighter 3 If unit initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack. )
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. )
Crafty Fighter 3 If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Slick Fighter 3 If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.
Dragon's Ire 3 If unit's HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit's follow-up attacks and unit makes a guaranteed follow-up attack.
Special Spiral 3 If Special triggers before or during combat, grants Special cooldown count -2 after combat.
Dazzling Staff 3 The enemy cannot counterattack.
SRank Icon 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.
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.
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.
Dive-Bomb 3 At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces.
Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry unit within 2 spaces.
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. )
Odd Follow-Up 3 If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
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.
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.
Wrathful Staff 3 Damage from unit’s staff will be calculated the same as other weapons.
ARank Icon Vantage 3 If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
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 Atk/Spd 2 At start of turn, inflicts Atk/Spd -5 on foe on the enemy team with the highest Atk+Spd total through its next action.
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.
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.
Chill Atk/Def 2 At start of turn, inflicts Atk/Def-5 on foe on the enemy team with the highest Atk+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).
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).
Def/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Def/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
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.)
Spd/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Spd/Res-5 and【Guard】on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
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.)
Atk/Res Ruse 3 If a Rally Assist skill is used by unit or targets unit, inflicts Atk/Res-5 and 【Guard】 on foes in cardinal directions of unit and target through their next actions.
【Guard】
Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Atk Cantrip 3 If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions.
Def Cantrip 3 If Sing or Dance is used, inflicts Def-7 on nearest foes within 5 spaces of unit through their next actions.
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).
Wary Fighter 3 If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack.
Guard 3 If unit’s HP ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge -1. (If using similar skill, only highest value applied. )
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.
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.
BRank Icon
CRank Icon
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 Atk/Spd Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 for 1 turn.
Rouse Atk/Spd 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 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.
Joint Drive Spd Grants Spd +4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Spd +4 to unit during combat.
Atk/Spd Rein 3 Inflicts Atk/Spd-4 on foes within 2 spaces during combat.
Spd/Def Rein 3 Inflicts Spd/Def-4 on foes within 2 spaces during combat.
Atk/Res Rein 3 Inflicts Atk/Res-4 on foes within 2 spaces during combat.
Atk/Def Rein 3 Inflicts Atk/Def-4 on foes within 2 spaces during combat.
Spd/Res Rein 3 Inflicts Spd/Res-4 on foes within 2 spaces during combat.
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. )
SRank Icon Hone Cavalry At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn.
Fortify Cavalry At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn.
Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn.
Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn.
Hone Armor At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn.
Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn.
Fortify Dragons At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn.
Hone Dragons At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.
Hone Beasts At start of turn, grants Atk/Spd+6 to adjacent beast allies for 1 turn.
Fortify Beasts At start of turn, grants Def/Res+6 to adjacent beast allies for 1 turn.
Joint Hone Atk At start of turn, if unit is adjacent to an ally, grants Atk+5 to unit and adjacent allies for 1 turn.
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.
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.
Atk/Res Gap 3 At start of turn, grants Atk/Res+5 to ally with the highest Atk+Res total for 1 turn. (Excludes unit.)
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.)
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.)
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.)
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).
Spd/Def Gap 3 At start of turn, grants Spd/Def+5 to ally with the highest Spd+Def total for 1 turn. (Excludes unit)
Atk/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Res+5 to unit for 1 turn.
Atk/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Atk/Def+5 for 1 turn.
Def/Res Oath 3 At start of turn, if unit is adjacent to an ally, grants Def/Res+5 for 1 turn.
Spd/Def Oath 3 At start of turn, if unit is adjacent to an ally, grants Spd/Def +5 to unit 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.
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.
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.
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.
Rouse Atk/Res 3 At start of turn, if unit is not adjacent to an ally, grants Atk/Res +6 to unit for 1 turn.
Joint Drive Res Grants Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Res+4 to unit during combat.
Goad Cavalry Grants Atk/Spd+4 to cavalry allies within 2 spaces during combat.
Ward Cavalry Grants Def/Res+4 to cavalry allies within 2 spaces during combat.
Goad Fliers Grants Atk/Spd+4 to flying allies within 2 spaces during combat.
Ward Fliers Grants Def/Res+4 to flying allies within 2 spaces during combat.
Goad Armor Grants Atk/Spd+4 to armored allies within 2 spaces during combat.
Ward Armor Grants Def/Res+4 to armored allies within 2 spaces during combat.
Goad Dragons Grants Atk/Spd +4 to dragon allies within 2 spaces during combat.
Ward Dragons Grants Def/Res+4 to dragon allies within 2 spaces during combat.
Ward Beasts Grants Def/Res+4 to beast allies within 2 spaces during combat.
Goad Beasts Grants Atk/Spd+4 to beast allies within 2 spaces during combat.
Threat. Atk/Spd 3 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.
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.
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.
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 Spd -7 on foes within 2 spaces of target through their next actions.
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.)
Panic Smoke 3 Inflicts【Panic】on target and foes within 2 spaces of target after combat.
【Panic】
Converts bonuses on target into penalties through its next action.
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.
Time's Pulse 3 At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
Armored Stride 3 At start of turn. If unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.)
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.
Air Orders 3 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."
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."
Odd Tempest 3 At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)
For All Other C Skills
ARank IconBRank Icon
C Rank Icon
See all Passive C Skills

Tips for Inheriting Passive C Skills

C Passives effect nearby 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.

  • 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

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

Other Information on Skills

Related Fire Hero Emblem Heroes Articles

FEH Guide Wiki Top Page

Back to top page.png

▶︎Return to the FEH Guide Wiki Top Page

Popular Links

IV CheckerIV Checker Tier ListHero Tier List RerollingRerolling
SummonsPull from These Summons! Unlock PotentialUnlock Potential Tier List Beginners GuideBeginner’s Guide
List of HeroesAll FEH Heroes List of SkillsSkills and Sacred Seals Weapon RefineryWeapon Refinery

    The Like Feature

    You can save a comment for later by giving it a Like.
    As a member:Get access to several features!

    Opinions about an article or post go here.
    Opinions about an article or post
    We at Game8 thank you for your support.
    In order for us to make the best articles possible, share your corrections, opinions, and thoughts about "Skill Tier List (Updated: 03/09/2021)" with us!
    When reporting a problem, please be as specific as possible in providing details such as what conditions the problem occurred under and what kind of effects it had.

    Walkthrough Menu

    New Comment

    • >>[266] Hi there! Which Caeda link is wrongly linked to Bridal Caeda? Thank you.

    • >>[63]
      Thanks a lot Mike. Yes that’s duo/ninja Lyn. I’ll keep it then.

    All rights reserved

    Back to the Top
    Cookies help us deliver our services. By using our services, you agree to our use of cookies. Learn more