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This is a guide on how to make the best dragon party in Fire Emblem Heroes (FEH). To know the pros and cons of making an all-dragon party and which dragon units are the best to use, read on!
List of Contents
Several dragons have high stats all around at Lvl. 40, they can both be on player or enemy phase.
Since all of them can also inherit Lightning Breath+, they'll be able to counterattack regardless of range.
Several dragons also have high BST and come with premium skills to score well in the Arena.
Having merged and well-built dragon units could reach the higher tiers.
Older dragon units have been given improved weapon from the Weapon Refinery.
A notable example is Great Flame's special refine, which specifies that if Myrrh's HP is ≥ 25% and she's within 2 spaces of an ally, it grants Atk/Spd/Def/Res+5 to her and neutralizes effects that guarantee an enemy unit's follow-up attack.
Dragons take 1.5x damage from dragon-effective weapons like Falchion or Naga.
They are also vulnerable to Specials that are effective against dragons like Ruptured Sky.
When organizing a party, it's important to have units of different colors.
This ensures your party can defeat different types of enemy units of different attributes.
Mobility assist skills like Draw Back and Reposition greatly help with having your units retreat or close the gap between them and their foes, so consider inheriting these to your party.
There are several skills that dragons can use to buff either themselves and their allies, or make themselves tougher to defeat.
Grants Def/Res+4 to dragon allies within 2 spaces during combat. |
At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn. |
Grants Atk/Spd +4 to dragon allies within 2 spaces during combat. |
At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn. |
If unit's Res > foe's Res, 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%). |
At start of turn, grants "effective against dragons" to adjacent allies for 1 turn. |
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. |
These skills synergize very well in an all-dragon party, as they increase their overall durability and firepower.
Unit | Build | |
---|---|---|
Legendary Corrin (F) | ||
Sothis |
:
Sirius
|
|
Myrrh |
:
Great Flame
(Special Refine)
:
Aether
|
|
Ninian |
:
Lightning Breath+
(Spd Refine)
:
Dance
:
Iceberg
|
:
Fury 4
|
This is an example all-dragon party. All units here can counterattack regardless of range and are highly durable due to their stats and their skills.
Having a dragon per color ensures they can tackle a variety of enemy units, with special buffs for each other on Corrin's, Myrrh's, and Ninian's C skills.
Several dragon units have low Spd, and as such, require skills like Quick Riposte 3 or Bold Fighter 3 (or both!) in order to land consecutive attacks.
These makes your units flexible enough to be dual-phase and will also increase their firepower.
The game has several armored dragon units like Idunn and Duma, who are restricted to moving only 1 space on their turn.
You can give them skills like Armor March 3 or equip them with the Armored Boots Sacred Seal to help with their mobility.
Or you can give a flying dragon unit Guidance 3 so that infantry and armored allies within 2 spaces can move to an adjacent space to them.
These are some of the dragon units that you can build and invest in. They are powerful in their own right, and can work in different game modes.
Red | Red Breath | Armored | |||
Base Stats | |||||
Lv. 1 | HP 19 |
Atk 27 |
Spd 4 |
Def 12 |
Res 4 |
Lv. 40 | HP 45 (45) |
Atk 49 (35) |
Spd 26 (26) |
Def 48 (39) |
Res 40 (34) |
Default Skills | |||||
:-
:
Bonfire
|
:-
|
Idunn is an armored unit that can neutralize penalties on her and possesses a weapon that is effective against armored units.
She's an excellent tank with solid stats all around and can function as a dual-phase tank.
Red | Red Breath | Infantry | |||
Base Stats | |||||
Lv. 1 | HP 17 |
Atk 22 |
Spd 9 |
Def 6 |
Res 3 |
Lv. 40 | HP 41 (41) |
Atk 50 (34) |
Spd 39 (39) |
Def 32 (32) |
Res 27 (27) |
Default Skills | |||||
:-
:
Sirius+
|
:-
|
Sothis can stand against others who have dragon-effective weapons because her own weapon neutralizes any dragon-effective bonuses.
She can also function as a tank as her Special heals her. Coupled with her C skill, she will be able to trigger it again and again to keep herself alive.
Red | Red Breath | Armored | |||
Base Stats | |||||
Lv. 1 | HP 20 |
Atk 24 |
Spd 4 |
Def 10 |
Res 8 |
Lv. 40 | HP 46 (46) |
Atk 54 (38) |
Spd 23 (23) |
Def 45 (40) |
Res 34 (32) |
Default Skills | |||||
:-
:
Bonfire
|
:-
|
Halloween Myrrh Builds and Best IVs
Halloween Myrrh is another dual-phase tank with a weapon that ensures she has a follow-up attack if she intitates combat and has +5 higher Def than her foe.
She has solid stats all around and can be built either offensively or defensively.
Red | Red Breath | Infantry | |||
Base Stats | |||||
Lv. 1 | HP 20 |
Atk 24 |
Spd 4 |
Def 9 |
Res 10 |
Lv. 40 | HP 44 (44) |
Atk 50 (36) |
Spd 23 (23) |
Def 37 (37) |
Res 36 (36) |
Default Skills | |||||
:
Swap
:-
|
:-
:-
|
Ena was a reward from Tempest Trials and her weapon grants +5 to her Atk and Def if she is within 2 spaces of an ally.
She also neutralizes debuffs to those same stats, which makes her a solid tanky unit as well.
Blue | Blue Breath | Armored | |||
Base Stats | |||||
Lv. 1 | HP 17 |
Atk 26 |
Spd 11 |
Def 4 |
Res 5 |
Lv. 40 | HP 45 (45) |
Atk 50 (34) |
Spd 35 (35) |
Def 37 (37) |
Res 29 (29) |
Default Skills | |||||
:-
:
Moonbow
|
:-
|
Legendary Tiki (Young) Builds and Best IVs
Legendary Tiki's weapon allows her to counterattack regardless of range and is effective against dragons.
Her C skill buffs herself and her allies if she is adjacent to them, granting them Def/Res+5.
Blue | Blue Breath | Infantry | |||
Base Stats | |||||
Lv. 1 | HP 16 |
Atk 23 |
Spd 7 |
Def 5 |
Res 5 |
Lv. 40 | HP 42 (42) |
Atk 51 (35) |
Spd 35 (35) |
Def 31 (31) |
Res 24 (24) |
Default Skills | |||||
:-
|
:-
|
Adrift Corrin (M) Builds and Best IVs
Adrift Corrin (M)'s weapon accelerates his Special trigger and also grants him buffs to his Atk and Spd based on the number of allies he has within 2 spaces.
He can work as a tanky unit, but his high Atk serves him better as an offensive unit.
He also comes with Null Follow-Up 3, which disables any skills that give enemy units guaranteed follow-up attacks and any skills they may have that prevent his own.
Blue | Blue Breath | Infantry | |||
Base Stats | |||||
Lv. 1 | HP 16 |
Atk 18 |
Spd 7 |
Def 6 |
Res 5 |
Lv. 40 | HP 42 (42) |
Atk 37 (24) |
Spd 33 (33) |
Def 23 (23) |
Res 27 (27) |
Default Skills | |||||
:
Dance
:-
|
:-
:-
|
Ninian is a dancer, which means that she can grant another action to her allies.
She can buff her own allies with Fortify Dragons, making her a solid support unit.
Blue | Blue Breath | Infantry | |||
Base Stats | |||||
Lv. 1 | HP 17 |
Atk 17 |
Spd 5 |
Def 6 |
Res 5 |
Lv. 40 | HP 45 (45) |
Atk 45 (34) |
Spd 27 (27) |
Def 33 (30) |
Res 27 (27) |
Default Skills | |||||
:-
|
:-
:-
|
Nowi is fairly easy to obtain and works very well as an offensive unit.
While her weapon does slow her Special trigger, it allows her to counterattack regardless of range.
She can be invested and built early on and is one of the units that is fairly easy to merge because she's available at lower rarities.
Green | Green Breath | Armored | |||
Base Stats | |||||
Lv. 1 | HP 18 |
Atk 21 |
Spd 8 |
Def 8 |
Res 9 |
Lv. 40 | HP 44 (44) |
Atk 51 (35) |
Spd 44 (41) |
Def 30 (30) |
Res 35 (35) |
Default Skills | |||||
:-
:
Sirius
|
:-
|
Winter Sothis Builds and Best IVs
Winter Sothis is a green armored unit and like her red counterpart's weapon, hers also neutralizes any effective against dragons bonuses.
It also has an additional effect - if her HP is ≥ 50%, it grants Atk/Spd/Def/Res+5 during combat.
This makes her good as a dual-phase tank with insanely high Spd, so she has a lot of opportunity to double.
Green | Green Breath | Flying | |||
Base Stats | |||||
Lv. 1 | HP 16 |
Atk 26 |
Spd 6 |
Def 3 |
Res 7 |
Lv. 40 | HP 42 (42) |
Atk 55 (33) |
Spd 28 (25) |
Def 39 (36) |
Res 34 (31) |
Default Skills | |||||
:-
:
Bonfire
|
:
Fury 3
:-
:-
|
Myrrh's weapon refine prevents enemy units from making follow-up attacks.
Her insanely high attack makes her a great candidate as an offensive unit, and she can make use of Guidance 3 to give mobility to her allies.
Green | Green Breath | Infantry | |||
Base Stats | |||||
Lv. 1 | HP 15 |
Atk 23 |
Spd 7 |
Def 6 |
Res 5 |
Lv. 40 | HP 41 (41) |
Atk 47 (31) |
Spd 37 (37) |
Def 32 (32) |
Res 27 (27) |
Default Skills | |||||
:-
:-
|
Adrift Corrin (F) Builds and Best IVs
Adrift Corrin (F)'s weapon accelerates her Special trigger and also grants her buffs to her Atk and Spd based on the number of allies she has within 2 spaces.
She can be pretty solid as an offensive or support unit, as she can buff her allies with Fortify Dragons.
Green | Green Breath | Armored | |||
Base Stats | |||||
Lv. 1 | HP 24 |
Atk 27 |
Spd 4 |
Def 6 |
Res 11 |
Lv. 40 | HP 46 (46) |
Atk 53 (37) |
Spd 19 (19) |
Def 36 (36) |
Res 41 (41) |
Default Skills | |||||
:-
:
Sol
|
:-
|
Nagi's weapon is loaded! Not only does it accelerate her special trigger, but it also is effective against dragons, has weapon triangle-advantage against colorless foes, and also reduces damage.
This makes her a very solid tanky unit, though her poor speed means she needs the help of Quick Riposte 3 or a fighter skill in order to make follow-up attacks.
Colorless | Colorless Breath | Infantry | |||
Base Stats | |||||
Lv. 1 | HP 15 |
Atk 24 |
Spd 7 |
Def 8 |
Res 7 |
Lv. 40 | HP 41 (41) |
Atk 54 (38) |
Spd 40 (40) |
Def 34 (34) |
Res 29 (29) |
Default Skills | |||||
:-
|
:
Guard 4
:-
|
Legendary Corrin (F) Builds and Best IVs
One of the most powerful units in the game, Legendary Corrin's weapon accelerates her Special trigger and also grants Atk/Spd/Def/Res+5 to her if an enemy unit initiates or their HP is = 100%.
Her Special also reduces damage while amplifying her own, making her extremely difficult to defeat.
Colorless | Colorless Breath | Armored | |||
Base Stats | |||||
Lv. 1 | HP 17 |
Atk 26 |
Spd 10 |
Def 4 |
Res 6 |
Lv. 40 | HP 45 (45) |
Atk 52 (36) |
Spd 34 (34) |
Def 37 (37) |
Res 28 (28) |
Default Skills | |||||
:-
:
Ignis
|
:-
|
Fallen Tiki (Young) Builds and Best IVs
Fallen Tiki synergizes well with all-dragon teams as her C skill triggers if she is adjacent to dragon allies or not adjacent to any allies.
It grants Atk/Spd/Def/Res+4 and also allows her to move an extra space, which is really good for an armored unit.
Her weapon also allows her to counteattack regardless of range and is effective against dragons.
Being a colorless unit, that means she can defeat different dragons of different color attributes without worrying about herself being at weapon triangle-disadvantage.
Colorless | Colorless Breath | Infantry | |||
Base Stats | |||||
Lv. 1 | HP 15 |
Atk 26 |
Spd 7 |
Def 7 |
Res 5 |
Lv. 40 | HP 43 (43) |
Atk 54 (35) |
Spd 37 (37) |
Def 31 (31) |
Res 27 (27) |
Default Skills | |||||
:-
|
:-
:-
|
Fallen Corrin (F) Builds and Best IVs
Fallen Corrin's weapon grants her different amounts of Atk/Spd/Def/Res depending on the number of allies nearby, maxing out at +6 if she does not have any ally within 2 spaces.
This makes her extremely difficult to defeat if she is the last one standing, but also difficult to defeat if her allies have any skills like Drive Atk 2 or Drive Spd 2 to buff her.
Colorless | Colorless Breath | Armored | |||
Base Stats | |||||
Lv. 1 | HP 24 |
Atk 29 |
Spd 6 |
Def 8 |
Res 7 |
Lv. 40 | HP 48 (48) |
Atk 59 (40) |
Spd 21 (21) |
Def 34 (34) |
Res 31 (31) |
Default Skills | |||||
:-
|
:
Fury 4
:-
|
Duma is a common unit seen in Aether Raids as he is a Mythic Hero with the ability to give his allies HP+5 and Atk+3 if he is deployed during his season.
Being a colorless unit, that means he can defeat different dragons of different color attributes without worrying about himself being at weapon triangle-disadvantage.
His weapon prevents enemy units from making follow-up attacks if their HP < 100%, which is easy to do since his C skill deals 7 damage to all his foes at the start of Turn 1.
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