Fire Emblem Heroes (FEH)

Emblem Marth Builds and Best IVs

FEH Emblem Marth Banner

This is a ranking page for the hero Marth - Of Beginnings 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 Emblem Marth.

Heroes With the Same Name
Marth - Of Beginnings Icon Emblem Marth

Mythic Heroes - Emblem Marth & Mythic Lumera Featured Heroes
Legendary Hinoka IconLegendary Hinoka
[9.5/10]
Ascended Fir IconAscended Fir
[9.0/10]
Emblem Marth IconEmblem Marth
[9.5/10]
Rearmed Plumeria IconRearmed Plumeria
[9.5/10]
Veyle IconVeyle
[9.0/10]
Mythic Lumera IconMythic Lumera
[9.5/10]
Thórr IconThórr
[9.0/10]
Ascended Ced IconAscended Ced
[9.0/10]
Rearmed Sonya IconRearmed Sonya
[9.0/10]
Legendary Micaiah IconLegendary Micaiah
[9.0/10]
Ash IconAsh
[9.0/10]
Elimine IconElimine
[9.5/10]

Emblem Marth Rating and Basic Information

FEH Emblem Marth Banner

Overall Rating 9.5/10
Reroll Ranking (excluding Inherit Skill) A
(▶Reroll Ranking)
Ranking (including Inherit Skill) A
(▶FEH Tier List)

Marth - Of Beginnings: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Weapon skill grants bonus stats, damage reduction on foe's first attack, and a Desperation effect to unit, and cuts the effectiveness of foe's non-Special damage reduction skills in half.
・Exclusive Special boosts damage based on unit's Spd, neutralizes effects that slow down unit's Special cooldown charges, grants a bonus follow-up attack and damage reduction on foe's first attack to unit.
・Emblem effect reduces maximum Special cooldown count of Engaged ally.

Emblem Marth Skills at 5★


Might: 16  Range: 1
Accelerates Special trigger (cooldown count-1). Effective against dragon foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 20% of unit's Spd at start of combat, + 5), reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%, and unit can make a follow-up attack before foe can counterattack during combat.

Cooldown Count = 2
Boosts Special damage by 40% of unit's Spd. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit's Special is ready or has triggered during this combat, 【Potent Follow X%】 has triggered, and X ≤ 99%, then X = 100. If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).

If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Inflicts Spd/Def-4 on foe during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).

At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At start of turn, grants 【Null Follow-Up】 to infantry allies within 2 spaces of unit.

Emblem Marth's Emblem Effect 1

Enhanced Engage Special
Accelerates Special trigger (cooldown count-1; max cooldown count cannot be reduced below 1). If unit triggers the "unit attacks twice" effect, reduces Special damage by 8.

Emblem Effect 2

Bonus Engaged Stats
Grants engaged unit Atk/Spd/Def/Res+X (X = number of the Emblem Hero's merges as if through Dragonflowers; does not impact opponent selection in modes like Arena).

Emblem Marth Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (19) HP Superbane ★★★☆☆
Atk (10) No Attack IV ★★★★☆
Spd (8) Spd Boon ★★★★★
Def (9) No Def IV ★★★☆☆
Res (10) No Res IV ★★☆☆☆

◯ = 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.

+Spd / -Res

The best IVs for Emblem Marth are +Spd and -Res. Spd is a superboon and boosts Marth's Spd up to base 51, allowing him to generate natural follow-up attacks against a majority of his foes.

Having high Spd is also beneficial for Hero-King Sword's effects as well as Lodestar Rush, ensuring Emblem Marth can attack as many times as possible.

Res is the bane of choice as it is Emblem Marth's least important stat. Reducing it will not impact any of his matchups.

+Spd for a +10 Merge

We recommend +Spd when merging Emblem Marth up to +10 in order to ensure that he remains competitive against fast metagame units.

Emblem Marth Best Builds

General Use / Budget Emblem Marth

HOT
Emblem Icon: -
Passive Skill BPotent 4
Attuned Skill Icon: -

How to Use, Explanation

Emblem Marth's base kit already functions well as a mixed phase unit. Inf. Null Follow helps him utilize his Spd stat along with Lodestar Rush to generate multiple follow-up attacks at maximum strength.

Time's Pulse Emblem Marth

HOT
Emblem Icon: -
Passive Skill BPotent 4
Attuned Skill Icon: -

How to Use, Explanation

Emblem Marth makes great use of Time's Pulse 4, ensuring Lodestar Rush is active at all times and granting him the flat 40% damage reduction during every combat. However, Marth would lose his Null Follow-Up status with this build, which he really needs. Bring external sources of Null Follow-Up to fully utilize this build!

Source Heroes for All Skills

Emblem Marth Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
193
HP
HP 41 41
Rank: 342/1184
Atk
Atk 45 45
Rank: 95/1184
Spd
Spd 47 47
Rank: 7/1184
Def
Def 33 33
Rank: 346/1184
Res
Res 27 27
Rank: 539/1184

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 46 66 51 37 32 232
Lv.40 +10 46 50 51 37 32 216

HP Atk Spd Def Res Total
+HP
Lv.40 +10
48 49 51 37 31 216
+Atk
Lv.40 +10
45 52 51 37 31 216
+Spd
Lv.40 +10
45 49 55 37 31 217
+Def
Lv.40 +10
45 49 51 40 31 216
+Res
Lv.40 +10
45 49 51 37 34 216

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 41 61 47 33 27 209
5★ Lv.40 41 45 47 33 27 193

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 19 26 8 9 10 72

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
41 46 48 38 31 204
40 47 48 35 29 199
46 44 47 36 24 197
42 43 47 37 24 193
40 46 45 35 27 193
40 44 45 34 30 193
Emblem Marth Icon Emblem Marth
41 45 47 33 27 193
41 43 46 31 32 193
40 43 46 43 21 193
42 43 47 35 25 192
41 41 45 29 32 188
43 43 46 28 28 188
40 44 47 32 25 188
40 46 46 31 25 188
40 43 46 32 26 187
40 44 45 33 25 187
42 44 46 34 21 187
40 41 45 29 32 187
43 43 43 33 25 187
40 40 43 34 25 182
40 43 41 36 22 182
43 37 42 32 28 182
40 41 40 35 26 182
40 39 43 32 28 182
41 41 43 32 25 182
44 38 41 36 22 181
41 40 41 36 23 181
40 36 43 30 28 177
43 37 42 30 24 176
43 39 41 30 23 176
40 37 40 30 25 172
40 35 40 23 34 172
41 36 37 32 26 172
41 36 40 30 25 172
41 35 42 31 23 172
42 33 41 29 23 168
40 34 40 33 21 168

Note: Stats bonuses from skills are not taken into account.

Emblem Marth Roles, Strengths, and Weaknesses

Emblem Marth Roles

Marth - Of Beginnings Roles
Close Physical Attack ImageClose-Physical Ranged Physical AttackRanged-Physical Close Magic AttackClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic WallMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill No All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

Emblem Marth is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.

Emblem Marth Strengths

Hero-King Sword has multiple offensive effects

Emblem Marth Attack Fire Emblem Heroes FEH

Emblem Marth's Hero-King Sword grants bonus Atk/Spd/Def/Res equal to 5 plus 20% of his Spd, reduces damage from his foe's first attack by 40%, grants a Desperation effect, and cuts the effectiveness of his foe's non-Special percentage-based damage reduction skills in half.

While these effects are quite common and found on many other weapons, tying them all together into one weapon makes Emblem Marth a formidable unit on the battlefield.

Lodestar Rush grants an extra follow-up attack, damage reduction, and half-Tempo

Potent Follow-Up Battle Example

Emblem Marth is shown having 3 attacks instead of the usual 1, 2, or 4; the bonus attack is from Potent Follow.

What makes Emblem Marth stand out as yet another Sword Infantry hero is his Special, Lodestar Rush. This Special skill boosts damage by 40% of Marth's Spd, neutralizes effects that slow down his Special cooldown charges in combat, reduces damage from his foe's next attack by 40% when either Marth's or his foe's Special is either ready or triggers, and has 【Potent Follow X%】.

【Potent Follow X%】 is a new effect that grants Emblem Marth an additional follow-up attack, with the bonus attack dealing X% of his normal attack damage. This bonus attack is made after when a standard follow-up attack would occur, and is not affected by effects that prevent follow-up attacks or effects that allow units to attack twice.

Emblem Effect grants a Slaying Effect

Emblem Marth is a new type of hero called Emblem Heroes. These heroes can be engaged to other heroes (with a different name; Emblem Marth cannot be engaged to another Emblem Marth for example) to grant unique effects to the target hero.

Emblem Heroes grant the engaged unit additional Atk/Spd/Def/Res stats based on the number of merges on the Emblem Hero. The stats gained follow the standard Dragonflower/merge order when applied.

For example, if the first merge would grant a unit HP+1, then a +1 Emblem Marth would grant the target hero HP+1 as well.

Since merges are capped at +10, the maximum amount of stats gained through the Engage feature is HP/Atk/Spd/Def/Res+2.

Additionally, using the Engage feature enhances the target hero's Special skill. In Emblem Marth's case, the target hero's Special skill is enhanced with a Slaying effect, reducing the maximum Special cooldown count by 1. Units with the unit attacks twice effect have their Special skill's damage reduced by 8 however; this is for balancing reasons.

Emblem Marth Weaknesses

Saturation

Emblem Marth is yet another speedy Sword Infantry unit in a game overflowing with speedy Sword Infantry units.

While Lodestar Rush sets him apart from a majority of the other options, finding room for him on your teams may prove to be difficult due to the abundance of similar heroes.

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Marth - Of Beginnings Only Appears as a 5 Star Hero!

Marth - Of Beginnings only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Marth - Of Beginnings if a 4 Star version is released!

Unlock Potential Tier List

Emblem Marth - List of Skills

Weapons

Skill Name Might Range Effect Learned At
6 1 No Effect 5★
8 1 No Effect 5★
11 1 No Effect 5★
16 1 Accelerates Special trigger (cooldown count-1). Effective against dragon foes. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+X to unit (X = 20% of unit's Spd at start of combat, + 5), reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50%, and unit can make a follow-up attack before foe can counterattack during combat. 5★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(Cooldown Count = 3) Boosts damage dealt by 50%. 5★
(Cooldown Count = 2) Boosts damage dealt by 50%. 5★
(Cooldown Count = 2) Boosts Special damage by 40% of unit's Spd. Neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. If unit's Special is ready or has triggered during this combat, 【Potent Follow X%】 has triggered, and X ≤ 99%, then X = 100. If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
5★

Passives

Skill Name Effect Learned At
If unit is within 3 spaces of an ally, grants Atk/Spd+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Atk/Spd+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) 5★
If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 5★
Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 10%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 60; otherwise, X = 20).
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
5★
Reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 20%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 70; otherwise, X = 30).
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
5★
Inflicts Spd/Def-4 on foe during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
5★
Inflicts Spd/Def-4 on foe during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
5★
At start of turn, if unit's HP ≥ 50%, grants 【Null Follow-Up】to adjacent infantry allies. 5★
At start of turn, grants【Null Follow-Up】 to adjacent infantry allies. 5★
At start of turn, grants 【Null Follow-Up】 to infantry allies within 2 spaces of unit. 5★
At start of turn, if unit is within 2 spaces of an ally, grants 【Null Follow-Up】 and the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At start of turn, grants 【Null Follow-Up】 to infantry allies within 2 spaces of unit. 5★

Emblem Marth as a Source Hero

Emblem Marth Avatar

Value of Skills ★★★★★

Emblem Marth has Atk/Spd Finish 4, Potent 4, and Inf. Null Follow 4 as inheritance options.

Potent 4 is a new and powerful skill introduced by Emblem Marth into the game; it should be your priority option when using Emblem Marth for Skill Inheritance.

List of Source Heroes The Best Fodder Units

Community Feedback

How would you rate Emblem Marth?

Top tier hero. Must summon. 77
Votes
Summon if you need his/her hero archetype. 6
Votes
Summon if you like this hero. 2
Votes
Summon for his/her Skill Inheritance options. 3
Votes
Pass on this hero. 3
Votes

If you have feedback about this hero page, let us know in the comments section below!

How to Get Emblem Marth / Illustrations / Voice Actor / Quotes

How to Get Emblem Marth

Obtained through a Special Summoning Event!

Emblem Marth is a limited time Hero who can be pulled from a Legendary, Mythic, or Emblem Hero Summoning event. They do not appear in regular summons.

Note: Not currently a featured hero in any Summon events.

Voice Actor and Illustrator Information

Voice Actor
(English)
Yuri Lowenthal
Illustrator Fujikawa Arika
Appears In

Illustration

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Comment

2 Zde829045 months

(2/2) Emblem Marth is a must pull Emblem unit, alongside Emblem Ike. Emblem Marth's Engage effect makes some Galeforce users much more potent, or turning your Godlike Reflexes users into omnitanks with a Special Cooldown of 1, which can be prepared with a single combat (Attuned Caeda is a good example of this)

1 Zde829045 months

(1/2) Adding Emblem Celica's Warping ability makes Emblem Marth an extremely potent Player Phase killer. Combine that with the Distant Counter (M) Seal, Emblem Marth can be a pretty powerful Enemy Phase attacker, but some support is needed in order for Emblem Marth to survive multiple combats (i.e. Rally Spectrum, Fell Protection, etc.) Emblem Marth even without merges likes a +Spd base, with an Ascended +Atk (or Res if you feel the Atk is already potent enough, in order to survive)

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