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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 | |
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Emblem Marth
|
List of Contents
Mythic Heroes - Emblem Marth & Mythic Lumera Featured Heroes | |||
---|---|---|---|
Legendary Hinoka [9.5/10] |
Ascended Fir [9.0/10] |
Emblem Marth [9.5/10] |
Rearmed Plumeria [9.5/10] |
Veyle [9.0/10] |
Mythic Lumera [9.5/10] |
Thórr [9.0/10] |
Ascended Ced [9.0/10] |
Rearmed Sonya [9.0/10] |
Legendary Micaiah [9.0/10] |
Ash [9.0/10] |
Elimine [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 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. |
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. |
Enhanced Engage Special |
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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. |
Bonus Engaged Stats |
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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). |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★☆☆ | |
Atk (10) | ★★★★☆ | |
Spd (8) | ★★★★★ | |
Def (9) | ★★★☆☆ | |
Res (10) | ★★☆☆☆ |
◯ = 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 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.
We recommend +Spd when merging Emblem Marth up to +10 in order to ensure that he remains competitive against fast metagame units.
HOT | |
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:
-
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Potent 4
:
-
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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.
HOT | |
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:
-
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Potent 4
:
-
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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!
Neutral Stats at Lv. 40 (5★) | ||
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193 | ||
HP |
41 |
Rank: 342/1184 |
Atk |
45 |
Rank: 95/1184 |
Spd |
47 |
Rank: 7/1184 |
Def |
33 |
Rank: 346/1184 |
Res |
27 |
Rank: 539/1184 |
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 |
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 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★ Lv.1 | 19 | 26 | 8 | 9 | 10 | 72 |
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
|
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 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'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.
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 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 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 for this Hero? | Cannot Unlock Potential |
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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!
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★ |
This Hero has no Assist skills that can be learned. |
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★ |
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★ |
Value of Skills | ★★★★★ |
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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 |
If you have feedback about this hero page, let us know in the comments section below!
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 (English) |
Yuri Lowenthal |
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Illustrator | Fujikawa Arika |
Appears In |
Heroes from Emblem Heroes - Sigurd: Of the Holy War | |||
---|---|---|---|
Legendary Yuri [9.5/10] |
Legendary Hinoka [9.5/10] |
Emblem Marth [9.5/10] |
Mythic Lumera [9.5/10] |
Emblem Celica [9.5/10] |
Emblem Sigurd [9.9/10] |
Seiðr [9.5/10] |
Heiðr [9.0/10] |
Attuned Micaiah [9.9/10] |
Legendary Guinivere [9.0/10] |
Gullveig [9.5/10] |
Fallen Veyle [9.5/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
(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)
Emblem Marth Builds and Best IVs
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(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)