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This is a ranking page for the hero Maria - Ritual Sacrifice from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Fallen Maria.
Heroes With the Same Name | |
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Fallen Maria
|
List of Contents
Legendary Heroes - Elincia: Undaunted Queen Featured Heroes | |||
---|---|---|---|
Fallen Chrom [9.5/10] |
Legendary Hinoka [9.5/10] |
Legendary Elincia [9.0/10] |
Seiros [9.0/10] |
Gilliam [9.0/10] |
Noah [9.0/10] |
Dagr [9.0/10] |
Legendary Byleth (M) [9.0/10] |
Ótr [9.0/10] |
Legendary Claude [9.0/10] |
Gotoh [9.0/10] |
Fallen Maria [9.5/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill prevents foe's counterattacks, grants bonus stats, prevents effects that slow down unit's Special charges, and grants stat bonuses and a once-per-map Miracle to allies within 2 spaces. |
Might: 14 Range: 2 Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that inflict "Special cooldown charge-X" on unit during combat. Grants Atk/Spd/Def/Res+4 during combat and "if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP and after combat, restores 99 HP to unit" to allies within 2 spaces of unit (effect only triggers for player's team once per map and does not stack with non-Special effects that allow units to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on an ally granted this effect, this effect will trigger too). |
Range: 1 Restores HP = 50% of unit's Atk (min 8 HP) to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), 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.) |
Cooldown Count = 2 If an Assist skill is used, unit's Special cooldown does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.) If Special is triggered during combat, inflicts Atk/Spd-6 and【Panic】on target and foes within 2 spaces of target after combat. |
If unit is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is inflicted with any Atk/Spd penalty, grants bonus to unit's Atk/Spd during combat = current penalty on each of those stats x 2 (Example: If unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently. |
Calculates damage from staff like other weapons. Inflicts Spd-4 on foe during combat and unit deals damage = 15% of foe's attack. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.) |
At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 20 HP to those units. 【Penalty】 All effects that last "on foe through next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Stat | Superboon/Superbane | IV Recommendation |
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HP (15) | ★★☆☆☆ | |
Atk (11) | ★★★★☆ | |
Spd (15) | ★★★★★ | |
Def (3) | ★☆☆☆☆ | |
Res (7) | ★★★☆☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
The best IVs for Fallen Maria are +Spd and -Def. Spd is a superboon and raises Maria's base Spd from 45 to 49. Her base Spd is among the highest in the game and will ensure that she is not vulnerable to follow-up attacks while maximizing her own chances of generating a follow-up attack.
Her Def is a clear dump stat and should be taken as a bane, as she will fall to one hit from any halfway-decent physical attacker.
We recommend a +Spd IV when merging Fallen Maria up to +10 to have her keep up with the metagame's fastest units.
HOT | |
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:
Nudge+
:
-
|
:
-
|
Fallen Maria's base kit is arguably her optimal kit already. Even Recovery can be replaced with Odd Recovery if preferred.
Neutral Stats at Lv. 40 (5★) | ||
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177 | ||
HP |
37 |
Rank: 972/1171 |
Atk |
44 |
Rank: 152/1171 |
Spd |
45 |
Rank: 119/1171 |
Def |
16 |
Rank: 1099/1171 |
Res |
35 |
Rank: 195/1171 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+10 Merges W/ Skill Bonuses | 42 | 63 | 50 | 20 | 39 | 214 | Lv.40 +10 | 42 | 49 | 50 | 20 | 39 | 200 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+HP Lv.40 +10 | 44 | 48 | 49 | 20 | 39 | 200 |
+Atk Lv.40 +10 | 41 | 51 | 49 | 20 | 39 | 200 |
+Spd Lv.40 +10 | 41 | 48 | 53 | 20 | 39 | 201 |
+Def Lv.40 +10 | 41 | 48 | 49 | 23 | 39 | 200 |
+Res Lv.40 +10 | 41 | 48 | 49 | 20 | 42 | 200 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 37 | 58 | 45 | 16 | 35 | 191 |
5★ Lv.40 | 37 | 44 | 45 | 16 | 35 | 177 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★ Lv.1 | 15 | 25 | 15 | 3 | 7 | 65 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
44 | 43 | 46 | 19 | 31 | 183 | |
Fallen Maria
|
37 | 44 | 45 | 16 | 35 | 177 |
35 | 40 | 37 | 16 | 37 | 165 | |
39 | 33 | 23 | 35 | 31 | 161 | |
42 | 33 | 35 | 16 | 25 | 151 | |
38 | 35 | 32 | 20 | 26 | 151 |
Note: Stats bonuses from skills are not taken into account.
Fallen Maria is a ranged magic attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Res stat.
Sacrifice Staff is one of Fallen Maria's best highlights. It is a meta-defining staff that helps one nearby ally survive dangerous combats and fully recover all missing HP after, similar to the defensive half of Legendary Fae's Life Unending. She only needs to be within two spaces for this effect to trigger.
With her powerful staff, she stands out as the best candidate for teams with save tanks and omnitanks, and for units with Vantage as their kit's foundation.
Fallen Maria can dish out strong attacks on her own with her decently-high offensive stats. She is the third healer to debut a new offensive Special Holy Panic that helps her boost her damage on trigger. She also has Atk/Spd Unity and Poetic Justice to add to her offenses.
Fallen Maria does not have enough bulk to survive physical combats. With her poor Def stat, she will quickly go down to any physical attacks she might encounter. You can expect enemies to target her first for this reason, as defeating her will also stop her from using Sacrifice Staff's effects.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Maria - Ritual Sacrifice only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Maria - Ritual Sacrifice if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
---|---|---|---|---|
10 | 2 | Restricted to units that use a Staff. | 5★ | |
14 | 2 | Foe cannot counterattack. Accelerates Special trigger (cooldown count-1; max cooldown count value cannot be reduced below 1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit and neutralizes effects that inflict "Special cooldown charge-X" on unit during combat. Grants Atk/Spd/Def/Res+4 during combat and "if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP and after combat, restores 99 HP to unit" to allies within 2 spaces of unit (effect only triggers for player's team once per map and does not stack with non-Special effects that allow units to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on an ally granted this effect, this effect will trigger too). | 5★ |
Skill Name | Range | Effect | Learned At |
---|---|---|---|
1 | Restores 5 HP. | 5★ | |
1 | Restores 7 HP each to target and this unit. | 5★ | |
1 | Restores 8 HP to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), 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.) |
5★ | |
1 | Restores HP = 50% of unit's Atk (min 8 HP) to target ally and pushes target ally 1 space away. If ally cannot move to the target space (if another ally or foe is occupying the space), 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.) |
5★ |
Skill Name | Effect | Learned At |
---|---|---|
(Cooldown Count = 5) If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. | 5★ | |
(Cooldown Count = 1) When healing an ally with a staff, restores an additional 10 HP to target ally. | 5★ | |
(Cooldown Count = 2) If an Assist skill is used, unit's Special cooldown does not go down. When Special triggers, boosts damage by 25% of foe's Res. (Calculates damage from staff after combat damage is added.) If Special is triggered during combat, inflicts Atk/Spd-6 and【Panic】on target and foes within 2 spaces of target after combat. | 5★ |
Skill Name | Effect | Learned At |
---|---|---|
If unit is adjacent to an ally, grants Atk/Spd+3 during combat. | 5★ | |
If unit is adjacent to an ally, grants Atk/Spd+4 during combat. | 5★ | |
If unit is adjacent to an ally, grants Atk/Spd+5 during combat. | 5★ | |
If unit is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is inflicted with any Atk/Spd penalty, grants bonus to unit's Atk/Spd during combat = current penalty on each of those stats x 2 (Example: If unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently. | 5★ | |
If unit has 100% HP at the start of combat, damage from their staff will be calculated the same as other weapons. | 5★ | |
If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons. | 5★ | |
Damage from unit’s staff will be calculated the same as other weapons. | 5★ | |
Calculates damage from staff like other weapons. Inflicts Spd-4 on foe during combat and unit deals damage = 15% of foe's attack. (If the "calculates damage from staff like other weapons" effect is neutralized, damage from staff is calculated after combat damage is added.) | 5★ | |
At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 5 HP to those units. 【Penalty】 All effects that last "on foe through next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 10 HP to those units. 【Penalty】 All effects that last "on foe through next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of even-numbered turns neutralizes any 【Penalty】 on allies within 2 spaces of unit and restores 20 HP to those units. 【Penalty】 All effects that last "on foe through next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ |
Value of Skills | ★★★★★ |
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Fallen Maria has Nudge+, Holy Panic, Atk/Spd Unity, Poetic Justice, and Even Recovery 3 as good inheritance options.
It is possible to get most of these skills in one go as most of the skills are readily available to get from the normal summoning pool. You can get Atk/Spd Bond 3 from Kent and Wrathful Staff 3 from Brave Veronica.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Fallen Maria is a Hero who can be pulled from any summon.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Wendee Lee |
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Illustrator | Mayo |
Appears In |
Heroes from Legendary Heroes - Elincia: Undaunted Queen | |||
---|---|---|---|
Fallen Chrom [9.5/10] |
Legendary Hinoka [9.5/10] |
Legendary Elincia [9.0/10] |
Seiros [9.0/10] |
Gilliam [9.0/10] |
Noah [9.0/10] |
Dagr [9.0/10] |
Legendary Byleth (M) [9.0/10] |
Ótr [9.0/10] |
Legendary Claude [9.0/10] |
Gotoh [9.0/10] |
Fallen Maria [9.5/10] |
▶︎Return to the Colorless Heroes Page
Close-Range | Ranged |
---|---|
Colorless Breath | Colorless Dagger |
Colorless Beast | Colorless Bow |
Colorless Tome | Staff |
Fallen Maria Builds and Best IVs
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Yes, we agree. It was an oversight on our part to not promote her on our previous tier list update. She will be promoted on the next tier list update once we've finalized tiers for the new Engage heroes (and Eitr).