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This page lists our top 10 recommended Sacred Seal Creations and Enhancements for the game Fire Emblem Heroes (FEH). Read on if you are curious as to where you should be spending those Sacred Coins!
Tier Lists | ||
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Hero Tier List | Reroll Tier List | Skill Tier List |
Source Heroes | Weapon Refinery | Unlock Potential |
List of Contents
Ranking | Sacred Seal Name | Effect |
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1st | These seals allow specific units to counterattack regardless of range. | |
2nd | This seal provides an after-combat heal, disables the Wrathful Staff effect, and blocks adaptive damage — good against dragonstone and staff units. | |
3rd | Finish seals grant stat bonuses to two stats and additional true damage during combat. | |
4th | This seal provides the best boost to the unit's Atk and Spd compared to other seals. | |
5th | Catch and Ideal seals provide a great boost early in the battle, when stats are most important. | |
6th | Grants armored units a guaranteed follow-up attack and extra Special cooldown charges for unit's attacks. This seal is perfect for player phase armored units. | |
7th | Form seals provide a significant boost when keeping allies close to each other. Perfect for units like Savior armors that are aided by support allies | |
8th | Clash seals grant bonus stats based on distance moved by the initiator unit and generally give more stats than other similar effects. | |
9th | This seal grants a Special cooldown reduction in the first player phase—good against quickly taking out a priority unit with a Special attack. | |
10th | Tempo skills neutralize effects that slow down the unit's Special cooldown charges and effects that speed up the foe's Special cooldown charges. This Seal is better suited to units that rely on Special triggers. | |
Honorable Mention | Prime skills grant two stat bonuses based on the number of 【Bonus】 effects active. These seals are good if set up properly. | |
Honorable Mention | Grants bonus Special cooldown charge when unit wins Atk or Spd checks. Heavy Blade can be equipped to more units while Flashing Blade has more restrictions. | |
Honorable Mention | Solo seals grants +6 to 2 stats of choice in-combat when having no adjacent allies. | |
Honorable Mention | If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. | |
Honorable Mention | Vastly improves mobility of non-flying allies on the team. | |
Honorable Mention | Grants a useful +4 Atk/Spd bonus when initiating attacks. | |
Honorable Mention | Allows your defensive units to take significantly less damage from foes with magical brave weapons such as Ninja Corrin (F)'s Ninjutsu Scrolls. | |
Honorable Mention | The former grants +4 Def/Res to allies within 2 spaces when ranged foes attack them and the latter seal does the same thing, but against melee foes. | |
Honorable Mention | The breath skills provides a small boost to a specific stat and special acceleration per attack when the foe initiates combat. |
Recommended for Infantry | |
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Grants adaptive damage to a unit if they as long as they are adjacent to a magic ally | |
Recommended for Armored Units | |
Grants armored units a guaranteed follow-up attack and extra Special cooldown charges for unit's attacks. | |
Grants armored units a guaranteed follow-up attack and neutralizes foe's bonuses. | |
Grants Armored units extra movement if they are adjacent to another Armored unit (both the user and the adjacent Armored allies benefit) | |
Grants an extra space of movement to an Armored unit if they are at 100% HP at the start of the turn | |
Recommended for Fliers in Mixed Teams | |
The Rein skills provide combat debuffs to enemies within 2 spaces that still apply even if the wielder isn't in combat | |
This Seal allows non-flying allies to warp to tiles adjacent to allies within 2 spaces, granting unpredictable and superior mobility | |
This Seal makes it easy for Infantry and Armored allies to move along with the flying wielder. In other words, the flier Guides, the ground allies | |
This Seal makes allows its wielder to warp to spaces adjacent to infantry, armored, and cavalry allies within 2 spaces | |
Neutralizes flying-effective damage | |
Recommended for All-Flier Teams (Flier Emblem) | |
Similar to Aerobatics, this Seal allows its wielder to warp to spaces adjacent to co-flying allies within 2 spaces | |
This Seal makes it easy for co-flying allies to move along with the flying wielder. In other words, the flier Guides, the flying allies |
The Sacred Seals Distant Counter (D) and Distant Counter (M) top our list of recommended Sacred Seals. It allows dragon or melee units to counterattack at any range.
This Sacred Seal is perfect for dragon or melee units, allowing them to retaliate against all foes. Dragons specifically have adaptive damage against ranged units, giving that little bit of extra help against them.
As of February 2024, these are the only Sacred Seals resembling a 300 SP skill, allowing for higher Arena scoring.
The Sacred Seal Mystic Boost ranks high in our list of recommended Sacred Seals. It provides healing for sustain to keep your main tank alive, disables the Wrathful Staff effect, and blocks adaptive damage. This seal single-handedly reduces the threat of enemy offensive staff units to near-zero for its wielder.
It does multiple things very well, all in one seal slot! We highly recommend you create and upgrade this seal as soon as possible.
The Sacred Seals Darting Breath, Steady Breath, and Warding Breath ranked high in our list of recommended Sacred Seal Creations/Enhancements. These skills provides a small stat boost, and more importantly, special cooldown acceleration per attack when the foe initiates combat. The special cooldown acceleration part is what makes this seal very powerful compared to other Sacred Seals.
It also helps that these Sacred Seals are already fully upgraded upon receiving them. No additional upgrades are necessary.
The Solo skills ranked in this list are very effective, and easy-to-use! They might be the boost that your units need to get that extra bite in battle, or the missing puzzle piece in solving an Infernal or Abyssal map! They work with almost every unit, so we strongly recommend that you use up your Sacred Coins to max out these seals first!
Player phase-centered Sacred Seals that activate upon initiating an attack, are easy-to-use, and very reliable on offensive player phase units whose playstyles revolves around initiating attacks. They can provide units with the extra stats that help them widen their KO range. The extra Spd from Swift Sparrow 2 can also prevent a follow-up attack that can knock 'em out.
The X Defense and Deflect X-type Sacred Seals are all great skills, but Distant Def 3 and Close Def 3 are extremely versatile, and you have nothing to lose from enhancing them both to level 3. Whether it is Arena Duels, high difficulty map quests, or leveling your heroes up, these seals can be used in practically any scenario.
In addition to the seal Atk Smoke, there is a similar seal called Spd Smoke, but of these two, we recommend investing your resources into Atk Smoke. A speed debuff will be completely useless if your opponent has a skill that gives them a guaranteed follow-up attack, but a debuff to the foe's attack can never really be a bad thing.
As of 2021, Smoke type Seals are not as powerful anymore so keep that in mind when trying to integrate them into your teams.
One of the biggest banes of an Armored unit is the limited movement that they come with. These seals help them with mobility if they meet fairly easy-to-meet trigger conditions. If picked up, they can easily keep up with their lightfooted allies in mixed teams.
Seals such as Guidance 3 also help with Armored mobility.
The seal Guidance can only be equipped to flying-type units, so it will go to waste will if you do not have the right hero for it.
However, Guidance increases the range that both armored and infantry units can move, making it very useful when doing Arena Duels or dealing with difficult maps. If you have a powerful flying ally that you often use in a mixed colored team, we highly recommend creating and enhancing this seal.
This is a reliable ranking of the different Sacred Seals available, but always take into consideration the synergy of the Seals with your characters. For example, Quickened Pulse might be ranked lower compared to the Solo seals, but Reinhardt in particular is very good with it as it allows him to potentially unleash a skill like Moonbow on a priority target in the first turn!
Always remember that Sacred Seals are more flexible when compared to their skill counterparts as they can be transferred to other units any time at a whim!
This is an example of the Swift Sparrow 2 Sacred Seal. Since Eir already has the same skill on the A slot, and she sports a player phase playstyle anyway, it would not hurt to get another copy of it in the Seal slot. This increases her KO range, makes it easy for her to land follow-up attacks and lessens her susceptibility to hostile follow-up attacks.
While it may take some time to gather all of the materials needed for creating and enhancing these skills (Sacred Coins and Hero Badges), this guide should give you an idea of which seals to save these materials for and get even more out of your heroes.
I know there's no way to change the design of the comment system at this point, but it's something to consider for future redesign.
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