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Thanks for catching these, we have fixed the errors. As for Nanna's 9.0 rating, we are waiting on the metagame to settle down before we finalize the ratings of newly released heroes.
Legendary Nanna doesn't show up on the list of heroes, her General Use Build is missing her weapon, and her weapon effects aren't shown on her page. I also think she should be considered as a 9.5 since she has high 58 Atk/42 Spd which get boosted +6 from her weapon, has a built-in Deadeye effect, anti-anti followup, prevents enemy specials, restores 7 HP, has Canto+1, 20% atk based dmg boost, and a follow up before counter - all just from her weapon/B skill. Her A/C skills add 13 Atk/Spd.
I just spent about 190 orbs on the AHR event sniping green only to get 3 LByleth, 1 Thorr, 1 HAzura, 1 NCorrin, 1 Rinkah, 1 Shamir, and 1 Hector (who I already foddered) but am saving 320 (at 280) to get Flayn and LSigurd if I can get them with 40 summons using Feh Pass. There are still a lot of orbs I can get from story/paralogues/chain challenges but I am trying to conserve at this point to get the best units when they become available.
I use BHector, AIdunn, Elimine, and Nifl, though I'm planning on switching out Nifl once I get Flayn. Near Save/Far Save tanks with support reducing damage taken (Elimine, Flayn, Nifl) works well on virtually any mode, although in Summoner Duels you can only use 1 tank per team, so having some good firepower helps like LSigurd, NY Reginn/Fafnir/Dagr, Eitri, NCorrin, NLyn, Otr, etc. Other tank options include VGustav, VLucina, and VRobin.
So im huge on arena RN i didnt really play all that much FEH before but have been playing like a crack addict this last 4 months im not a wale btw just normal playing and ocasional FEH pass wich just ran out. im currently using a team of N!Corrin Hattari Azura L!Dimitrie and B!Erika for those pesky near saves. Id honestly recomend this team to the fullest are there some recomendetions you can give me for teams to try out and see if i can build them up or something siimilar
Question: which do you consider better, brave or legendary marth?
This is the only good guide on skill stacking that I've seen, if Game8 has one I'm not aware of it. https://feheroes.fandom.com/wiki/Skill_interaction#Stacking
I also avoid skills that do not provide non-stackable boosts that don't apply in combat, e.g. Defiant Atk, Hone Atk, Fortify Def, Atk Tactic, etc. Also, I'm not sure but I believe skills that say "Grants... [stat boost]" are permanent skills that do stack also unless they say only for 1 turn in which case they don't stack.
I just remember by the phrase 'in combat.' In combat buffs stack, pretty much all other stat boosts like from rally or weapon descriptions do not stack but only the highest for each stat applies - though weapon traits not mentioned in the description are permanent and do stack I believe. As a result I tend to underemphasize rally skills and rely for the non-stackable bonus from Elimine's weapon and Earthfire Balm+, by herself she applies virtually all the non-stackable boosts. (A/D/R+6)
Thanks for the help, for the past week i have been looking at builds and trying to build teams but maybe i should spend some time on the basics first. Save myself some resources in the future.
We've updated those pages, including the other movement types.
Visible buffs (the blue stats) do not stack. Only the highest one is applied. Examples of skills that apply these kind of buffs include Hone, Oath, Rouse, Tactic skills. Passive or invisible buffs stack. Examples of skills that apply these kind of buffs include Spurs, Drives, Close and Distant Guard, Goads, Wards, and anything that says "during combat".
I have a a question about atk/spd oath and Azura's dancing flames. My unit gets the oath buff at the start of the turn and then i gray waves it. The unit gets the +6 buff on def/res and only +1 on atk/spd. My only guess was that gray waves was removing the oath buff because of the does not stack clause on the movement buff, but i equiped sing and the same thing happened. Do buffs not stack? Im kind of new and maybe this is common knowledge but idk whats going on.
The list of flying units needs to be updated. I see many units missing including NY Dagr, Elimine, Thorr, Eitri, Legendary Caeda, Legendary Ryoma, Constance, Pirate Hinoka, Winter Mirabilis, Spring Maria, Spring Sonya, Halloween Sothis, Ninja Igrene, etc. Also, Laegjarn's rating there is 7.5 instead of 9.0. Flying ranged units with Canto would especially benefit from Pirate Hinoka's duo skill. Eitri for example becomes a holy terror. A/D Near Trace 3 could be put on one to ensure Canto 2.
There are very few units I know of that can instantly boost a whole team's movement range to cause mass disruption in Summoner Duels, Legendary Sigurd and New Year's Dagr are the other two, both 9.5s. Pirate Hinoka does so while also limiting the movement of all opposing non-flying ranged units to 1 space with gravity, stranding normally mobile ranged units out in no-man's land unable to move. She's one of the most dangerous Summoner Duels units possible as a result.
I just faced an opponent in Summoner Duels with Pirate Hinoka who used an all-flying team, then boosted the whole team's movement range while constricting the movement range of all my non-flying units with her Duo skill. I didn't have my best team with BHector (it was vetoed) and that Duo skill by itself was a match-ender, capable of effectively destroying units like Ninja Corrin (F), Scion Leif, and NY Fafnir who depend on their mobility.
I strongly suggest making Pirate Hinoka a 9.5 instead of 9.0. Not only does she have high Atk/Spd, adaptive damage, effective against flying/armored, and canto, but she has one of the most overpowered Duo skills in the game, simultaneously boosting movement while buffing all flying units including herself and at the same time inflicting gravity to restrict movement for all non-flying ranged units. In modes like Summoner Duels, Arena, Aether Raids, Grand Conquests, etc., that is overpowered.
This has been fixed as well. Thank you!
Sure, no problem, this site is my go-to resource for learning about FEH, and I'm happy to help improve it. Also, Spring Luthier's page is missing stat ranking comparison info.
Thanks for bringing this to our attention! The page has been updated.
The Special Skills list could use updating. Staff skills I notice are missing include: -Earthfire Balm -Earthfire Balm + -Kindled-Fire Balm -Solid-Earth Balm -Still-Water Balm https://game8.co/games/fire-emblem-heroes/archives/265414
Sorry for the delay; we have updated the Weapon Refinery tier list!
I've been experimenting with Eir as I level her more fully and she's not as good as I thought. She's got great Res but even with her bonuses her Def is still on the weak side. She doesn't prevent counterattacks just follow-ups which I see now is different, and with her low HP that makes it difficult for her to win match-ups. She's still a good team healer for boosting Res but all her bonuses and effects don't help that much in combat. If she prevented counters not follows she'd be an easy 9.0.
Also, I realize it would take lots of reinvestment on A/C skills, require BHector replacing Ostian Counter, and make AIdunn's anti-armor less applicable, but wouldn't BHector actually make the better Near Save Unit and AIdunn the better Far Save unit because of her better Resistance and calculation of lower Def/Res for ranged units, since Near Save units only need Res for facing dragons?
With a good A skill like Atk/Res Unity and a decent special, plus a good seal, I can see Eir with a refined Lyfjaberg, Mystic Boost 3, and Sparkling Boost 3 being one of the best supports/team healers and one of the best dagger units in the game, probably worthy of a 9.5 rating. Her low Atk/Def stats are drastically improved by her combat boosts of Atk+13/Spd+8/Def+8/Res+13. She simultaneously boosts team Res/HP, skyrockets her own stats, and prevents enemy follow-ups.
I've been looking at filling out my Brigade, and I think Eir should be at least a 9.0. Despite her low stats she gets a ton of bonuses from her refined weapon and Sparkling Boost +, including: +8 Atk/Def/Spd/Res during combat, +5 res to all allies during combat, 20 HP healing to most damaged ally, enemy follow-up prevention/cooldown debuff, bonus to unit Atk/Res = 20% of HP, Dagger 7, Res +3, and 7 HP healing to unit/allies after combat. Properly invested she's probably one of the best daggers.
It's probably because even if they have the same name, they are not considered as the same character
When showing units of the same name for Selena and Summer Selena on their pages, Selena (Fates) isn't shown. https://game8.co/games/fire-emblem-heroes/archives/312476
I just got Nott during the recent Summon event with 40 summons. She is invaluable for Aether Raids Defense because she is the only Dark defensive bonus mythic, so she is required to get the extra unit when defending during Dark seasons. Her Pathfinder isn't the gamechanger that New Year's Dagr's is though because she can't apply it to all teammates per NY Dagr's Duo skill - which is a phenomenal skill for Aether Raids Offense and Summoner Duels because it allows a rapid round team advance.
Hello! Could you please consider an update for the Weapon Refinery Tier List? Thank you!