Fire Emblem Heroes (FEH)

Jokers Wild: Best Fodder, Best Units to Inherit

★ Latest Banner - Dust Storm Mercs
☆ New Units - Jehanna Ike, Jehanna Malice, Jehanna Tethys, Jehanna Marisa
☆ Free Units - Jehanna Saber

Here you can see how to get Jokers Wild, a weapon skill in Fire Emblem Heroes (FEH). Check out Jokers Wild, Jokers Wild's effects, units with Jokers Wild, as well as Inherit Skill Information!

Jokers Wild Effect and Basic Information

Basic Information

Skill
Jokers Wild
Type
Mt 14 Range 2
Effect Grants HP+5. Unit's Atk/Spd/Def/Res = highest respective stat from among allies within 2 spaces during combat. (Calculates each stat bonus independently at start of combat. If unit's stat is highest, unit's stat will decrease.)
Required SP 400
Sacred Seal None

Skill Family

Jokers Wild Fire Emblem Heroes FEHJokers Wild

Jokers Wild Weapon Refinery Information

Special Effect Upgrade Stats and Effect

Might 14 Range 2
HP -
Atk - Spd -
Def - Res -
Effect Grants HP+5.
Unit can counterattack regardless of foe's range.
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5, grants bonus to unit's Atk/Spd/Def/Res = highest respective stat from among allies within 3 spaces - unit's stat values (calculates each stat bonus independently at start of combat; if unit's stat is highest, unit's stat will decrease), and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).
At start of player phase or enemy phase, grants Atk/Spd/Def/Res+6, 【Hexblade】, and 【Null Panic】 to allies within 3 spaces of unit for 1 turn.
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 and reduces damage from foe's first attack by 20% of the greater of unit's Def or Res during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown).

Required Materials for this Upgrade

Arena Medals 500 Refining Stones -
Divine Dew 200 SP 400

Mt Upgrade Stats and Effect

Might 15 Range 2
HP 2
Atk - Spd -
Def - Res -
Effect Grants HP+5.
Unit can counterattack regardless of foe's range.
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5, grants bonus to unit's Atk/Spd/Def/Res = highest respective stat from among allies within 3 spaces - unit's stat values (calculates each stat bonus independently at start of combat; if unit's stat is highest, unit's stat will decrease), and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

Required Materials for this Upgrade

Arena Medals 500 Refining Stones -
Divine Dew 200 SP 400

Spd Upgrade Stats and Effect

Might 14 Range 2
HP 2
Atk - Spd 3
Def - Res -
Effect Grants HP+5.
Unit can counterattack regardless of foe's range.
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5, grants bonus to unit's Atk/Spd/Def/Res = highest respective stat from among allies within 3 spaces - unit's stat values (calculates each stat bonus independently at start of combat; if unit's stat is highest, unit's stat will decrease), and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

Required Materials for this Upgrade

Arena Medals 500 Refining Stones -
Divine Dew 200 SP 400

Def Upgrade Stats and Effect

Might 14 Range 2
HP 2
Atk - Spd -
Def 4 Res -
Effect Grants HP+5.
Unit can counterattack regardless of foe's range.
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5, grants bonus to unit's Atk/Spd/Def/Res = highest respective stat from among allies within 3 spaces - unit's stat values (calculates each stat bonus independently at start of combat; if unit's stat is highest, unit's stat will decrease), and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

Required Materials for this Upgrade

Arena Medals 500 Refining Stones -
Divine Dew 200 SP 400

Res Upgrade Stats and Effect

Might 14 Range 2
HP 2
Atk - Spd -
Def - Res 4
Effect Grants HP+5.
Unit can counterattack regardless of foe's range.
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5, grants bonus to unit's Atk/Spd/Def/Res = highest respective stat from among allies within 3 spaces - unit's stat values (calculates each stat bonus independently at start of combat; if unit's stat is highest, unit's stat will decrease), and deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

Required Materials for this Upgrade

Arena Medals 500 Refining Stones -
Divine Dew 200 SP 400

Jokers Wild Rating

Rating 9.0/10.0 Ranking A Rank

Inherit Skill Restrictions for Jokers Wild

Units able to Inherit Jokers Wild

Inheritable? Move Type that can Inherit this Skill
No -
Weapon Type that can Inherit this Skill
-

Units who have Jokers Wild as Fodder

Hero Name Learns At
FEH icon Xane 5★

Which Units Should Inherit?

This skill cannot be Inherited!

Jokers Wild is an Exclusive Skill, so it cannot be learned through Inherit Skill.

Related Links

Skills Related Links Fire Emblem Heroes FEH

Skills: Related Links

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
Sacred Seal IconSacred Seals Attuned Skill IconAttuned Skills Emblem IconEmblems

Skills Tier List

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