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This is a ranking page for the hero Alear - Gifted Dragons 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 Winter Alear (M).
Heroes With the Same Name | |
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Winter Alear (M)
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List of Contents
Special Heroes - Yearning to Give Featured Heroes | |||
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Winter Fomortiis [9.5/10] |
Winter Alear (M) [9.5/10] |
Winter Shez (F) [9.5/10] |
Winter Hortensia [9.5/10] |
Overall Rating | 9.5/10 |
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Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Wintery Arts attacks twice, grants 【Divinely Inspiring】 to Alear and nearby allies, inflicts stat penalties onto foe, and grants Alear bonus stats, true damage, and true damage reduction on first attack. ・Emblems' Miracle has Distant Counter, damage reduction, and Miracle. ・Duo Skill neutralizes team's penalties and foe's bonuses and grants team 50% damage reduction piercing. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). At start of turn, if unit is within 2 spaces of an ally, grants 【Divinely Inspiring】 to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Spd/Def/Res = number of distinct game titles among allies within 3 spaces of unit x 3 + 4 (max 10), unit deals +X damage (X = 5 x the total number of distinct game titles among allies, excluding unit, and the number of engaged allies, excluding unit; max 15; excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 【Divinely Inspiring】 Grants bonus to unit's Atk/Spd/Def/Res = X x 3 (X = number of allies with the Divinely Inspiring effect within 3 spaces of unit, excluding unit, max 2), grants Special cooldown count-X to unit before foe's first attack, and when unit deals damage to foe during combat, restores X x 4 HP to unit during combat. |
Cooldown Count = 3 Boosts Special damage by 40% of unit's Res when Special triggers. If unit's or foe's Special is ready, or if unit's or foe's Special triggered before or during this combat, and also, if unit's Res ≥ foe's Res-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
Unit can counterattack regardless of foe's range. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+9 to unit during combat and reduces damage from foe's first attack during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If the number of allies within 3 spaces of unit ≥ 3 and foe initiates combat, 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 (effect only triggers for player's team once per map and does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on a unit granted this effect, this effect will trigger too). |
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Spd/Res-4 on foe, deals damage = 15% of the greater of unit's Def or Res (excluding area-of-effect Specials), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. |
At start of turn, grants Res+6 to unit and allies within 2 spaces of unit for 1 turn. If unit's Res ≥ foe's Res+5 and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown). If it is an even-numbered turn, grants Res+6 to unit during combat. |
Duo Skill |
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Neutralizes any 【Penalty】 effects on unit and allies within 3 spaces of unit, and grants the following to unit and those allies for 1 turn: "neutralizes foe's bonuses during combat" and "reduces the percentage of foe's non-Special 'reduce damage by X%' skills by 50% during combat (excluding area-of-effect Specials)." Once used, Duo Skill cannot be activated again right away. At start of every third turn, if Duo Skill has already been used, unit can use Duo Skill again. (Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.) |
Duel |
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If unit is 5★ and level 40 and unit's stats total less than 215, treats unit's stats as 215 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) |
Stat | Superboon/Superbane | IV Recommendation |
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HP (18) | ★★★☆☆ | |
Atk (10) | ★★★★☆ | |
Spd (7) | ★★★★★ | |
Def (8) | ★★★☆☆ | |
Res (6) | ★★★★★ |
◯ = 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 Winter Alear (M) are +Spd and -HP. Alear's Spd is quite high at base 46, raised to base 50 with a superboon. While it isn't the highest Spd stat in the game, as some units already have base 48 Spd (52 with superboons), Alear's Spd is high enough to prevent follow-up attacks against these speedy foes.
Winter Alear (M)'s other stats are all quite important, especially with his role as an omnitank unit. We recommend taking HP as a bane as it is the easiest stat to patch up through blessing bonuses.
We recommend +Spd when merging Winter Alear (M) up to +10 as it allows him to prevent follow-up attacks from all the fast metagame foes.
HOT | |
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Updated on 12/13/2024 |
Winter Alear (M)'s base kit already works as an Omnitank unit. Simply equip a Sacred Seal of your choice. We opted for Dragon's Wrath to grant additional damage reduction.
Neutral Stats at Lv. 40 (5★) | ||
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204 | ||
HP |
40 |
Rank: 496/1195 |
Atk |
43 |
Rank: 219/1195 |
Spd |
46 |
Rank: 65/1195 |
Def |
30 |
Rank: 509/1195 |
Res |
45 |
Rank: 29/1195 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 45 | 64 | 50 | 35 | 49 | 243 | Lv.40 +10 | 45 | 48 | 50 | 35 | 49 | 227 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 47 | 47 | 50 | 34 | 49 | 227 |
+Atk Lv.40 +10 | 44 | 50 | 50 | 34 | 49 | 227 |
+Spd Lv.40 +10 | 44 | 47 | 54 | 34 | 49 | 228 |
+Def Lv.40 +10 | 44 | 47 | 50 | 37 | 49 | 227 |
+Res Lv.40 +10 | 44 | 47 | 50 | 34 | 53 | 228 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 40 | 59 | 46 | 30 | 45 | 220 |
5★ Lv.40 | 40 | 43 | 46 | 30 | 45 | 204 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 18 | 26 | 7 | 8 | 6 | 65 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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Winter Alear (M)
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40 | 43 | 46 | 30 | 45 | 204 |
42 | 43 | 44 | 36 | 31 | 196 | |
45 | 43 | 26 | 43 | 38 | 195 | |
37 | 43 | 46 | 27 | 40 | 193 | |
37 | 43 | 45 | 27 | 41 | 193 | |
40 | 42 | 45 | 36 | 30 | 193 | |
40 | 42 | 28 | 37 | 41 | 188 | |
40 | 36 | 42 | 31 | 34 | 183 | |
40 | 39 | 25 | 42 | 36 | 182 | |
45 | 34 | 35 | 37 | 29 | 180 | |
40 | 42 | 18 | 37 | 40 | 177 | |
39 | 39 | 42 | 32 | 25 | 177 | |
42 | 38 | 38 | 33 | 26 | 177 | |
39 | 36 | 41 | 27 | 30 | 173 | |
42 | 35 | 35 | 31 | 24 | 167 | |
40 | 31 | 33 | 31 | 29 | 164 | |
45 | 34 | 27 | 30 | 27 | 163 | |
37 | 30 | 36 | 33 | 26 | 162 | |
41 | 27 | 34 | 34 | 21 | 157 |
Note: Stats bonuses from skills are not taken into account.
Winter Alear (M) is a close magic 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 Res stat.
Winter Alear (M) comes with his own exclusive weapon in Wintery Arts which is loaded with multiple effects that help in different situations.
Below is a summary of these effects:
Condition(s) | Effect |
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Always | Accelerates Special trigger (cooldown count-1). |
Always | Alear attacks twice. |
Foe's Range = 2 | Alear deals adaptive damage to his foe. |
Alear is within 2 spaces of an ally at start of turn | Grants 【Divinely Inspiring】 to Alear and allies within 2 spaces of Alear for 1 turn. |
Alear is within 3 spaces of an ally during combat | Inflicts penalty on foe's Atk/Spd/Def/Res = 4 + 3x the number of distinct game titles among allies within 3 spaces of Alear (capped at Atk/Spd/Def/Res-10) |
Alear is within 3 spaces of an ally during combat | Grants Alear Atk/Spd/Def/Res+5 during combat. |
Alear is within 3 spaces of an ally during combat | Grants Alear +X damage during combat (capped at +15 damage). |
Alear is within 3 spaces of an ally during combat | Reduces damage from foe's first attack by X during combat. |
X = 5x the total number of distinct game titles among allies (excluding Alear) and the number of engaged allies (excluding Alear).
【Divinely Inspiring】 is a new positive status effect that grants the affected unit:
Stacking multiple allies with the 【Divinely Inspiring】 status condition amplifies their combat prowess, making them even stronger when fighting together.
Winter Alear (M)'s exclusive A skill Emblems' Miracle has a built-in Distant Counter effect and grants him Atk/Spd/Def/Res+9 and 40% damage reduction on his foe's first attack during combat.
It also grants Alear a Miracle effect if Alear has 3 or more allies nearby and his foe initiates combat, while also fully restoring his HP after combat if he survives. The Miracle and recovery effect is only applied once per map, but it is incredibly effective at keeping Alear healthy and allowing him to survive a critical blow.
Winter Alear (M)'s Duo Skill neutralizes any 【Penalty】 effects on Alear and allies within 3 spaces of Alear and grants a neutralizes foe's bonuses during combat
effect and a 50% damage reduction piercing effect to Alear and those allies.
This Duo Skill can tip combat in Alear's team's favor, and is reusable after three turns, making it a good Duo Skill to use during critical turns.
Winter Alear (M) takes 1.5x damage from dragon-effective weapons like Divine Mist, and one blow from this type of weapon will deal significant damage. Make sure you know what weapons you are up against before hopping too far into the line of battle!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Alear - Gifted Dragons only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Alear - Gifted Dragons if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). At start of turn, if unit is within 2 spaces of an ally, grants 【Divinely Inspiring】 to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, inflicts penalty on foe's Atk/Spd/Def/Res = number of distinct game titles among allies within 3 spaces of unit x 3 + 4 (max 10), unit deals +X damage (X = 5 x the total number of distinct game titles among allies, excluding unit, and the number of engaged allies, excluding unit; max 15; excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 【Divinely Inspiring】 Grants bonus to unit's Atk/Spd/Def/Res = X x 3 (X = number of allies with the Divinely Inspiring effect within 3 spaces of unit, excluding unit, max 2), grants Special cooldown count-X to unit before foe's first attack, and when unit deals damage to foe during combat, restores X x 4 HP to unit during combat. |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Res. | 5★ | |
(Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Res. | 5★ | |
(Cooldown Count = 3) Boosts Special damage by 40% of unit's Res when Special triggers. If unit's or foe's Special is ready, or if unit's or foe's Special triggered before or during this combat, and also, if unit's Res ≥ foe's Res-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). | 5★ |
Skill Name | Effect | Learned At |
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Unit can counterattack regardless of foe's range. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+9 to unit during combat and reduces damage from foe's first attack during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If the number of allies within 3 spaces of unit ≥ 3 and foe initiates combat, 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 (effect only triggers for player's team once per map and does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on a unit granted this effect, this effect will trigger too). | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-2 on foe during combat. Restores 3 HP to unit after combat. | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-3 on foe during combat. Restores 5 HP to unit after combat. | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-4 on foe during combat. Restores 7 HP to unit after combat. | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Spd/Res-4 on foe, deals damage = 15% of the greater of unit's Def or Res (excluding area-of-effect Specials), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. |
5★ | |
At start of even-numbered turns, grants Res +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ | |
At start of even-numbered turns, grants Res +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ | |
At start of even-numbered turns, grants Res +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ | |
At start of turn, grants Res+6 to unit and allies within 2 spaces of unit for 1 turn. If unit's Res ≥ foe's Res+5 and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown). If it is an even-numbered turn, grants Res+6 to unit during combat. |
5★ |
Value of Skills | ★★★★★ |
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Winter Alear (M) has Dragon's Roar, S/R Spiked Wall, and Even Res Wave D as inheritable options.
These are great skills to inherit onto your favorite dragon unit. However, Winter Alear (M) is a fantastic unit on his own. Consider keeping a copy of him instead.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Winter Alear (M) is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.
Event Name | Focus |
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Yearning to Give Special Heroes Summon |
Winter Alear (M)
Starts:12/12/2024 Ends:01/12/2025 |
Current Focuses and Which You Should Pull From
Voice Actor (English) |
TBD |
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Illustrator | Hayama Eishi |
Appears In |
Heroes from Special Heroes - Yearning to Give | |||
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Winter Fomortiis [9.5/10] |
Winter Alear (M) [9.5/10] |
Winter Shez (F) [9.5/10] |
Winter Hortensia [9.5/10] |
▶︎Return to the Blue Heroes Page
Close-Range | Ranged |
---|---|
Lance | Blue Tome |
Blue Breath | Blue Dagger |
Blue Beast | Blue Bow |
I wanted M alear Veyle duo for ninja or winter but it it what it is. The duo is so underrrated tho, they are a good tank but everyone is talking abt their def
Winter Alear (M) Builds and Best IVs
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Oh hell nah. NOT DOUBLE CORNS