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★ Latest Banner - New Heroes: Attuned Alm & Rearmed Nuibaba
☆ New Units - Nuibaba, Nomah, Jesse, Attuned Alm
☆ Free Units - Jedah
This is a ranking page for the hero Alm - Powerful Resolve 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 Attuned Alm.
Heroes With the Same Name | |
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List of Contents
New Heroes - New Heroes: Attuned Alm & Rearmed Nuibaba Featured Heroes | |||
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![]() [8.0/10] |
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![]() [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? | ・True-Bond Bow allows Alm to warp to spaces within 2 spaces of nearby allies, grants Alm and nearby allies Atk/Spd 【Great Talent】 +2 and Special cooldown reduction, and grants Alm up to +30 bonus true damage and true damage reduction. ・True Lunar Flash grants Alm 100% damage reduction piercing, 40% damage reduction on foe's attacks, and disables foe's defensive Specials. |
Might: 14 Range: 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of turn, if unit is within 2 spaces of an ally, for unit and allies within 2 spaces of unit, grants Atk/Spd 【Great Talent】 +2, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-2; if Special cooldown count is at its maximum value - 1, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat (X = total value of Atk and Spd 【Great Talent】 × 2; max 30; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat. (This skill grants max of 【Great Talent】 +10 for unit.) |
Cooldown Count = 3 When Special triggers, treats foe's Def/Res as if reduced by 35%, boosts damage by 35% of unit's Spd, neutralizes "reduces damage by X%" effects from foe's non-Special skills, and prevents foe's Specials that are triggered by unit's attack. 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). |
If unit's HP ≥ 25% at start of combat or unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit's HP ≥ 25% at start of combat and unit is within 3 spaces of an ally, grants an additional Atk/Spd+3 to unit during combat. |
At start of turn, grants Spd 【Great Talent】 +1 to unit. After combat, if unit attacked, grants Spd 【Great Talent】 +4 to unit. Inflicts Spd/Def-4 on foe, unit deals damage = 20% of unit's Spd (excluding area-of-effect Specials), neutralizes unit's penalties to Spd, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. (This skill grants max of 【Great Talent】 +20.) |
Grants bonus to unit's Atk/Spd = unit's max Special cooldown count value + 2, and if unit's attack can trigger unit's Special, grants Special cooldown count-2 to unit before unit's first follow-up attack during combat. |
Inflicts penalty on foe's Atk/Spd/Def/Res = number of 【Bonus】 effects active on foe (max 4; excluding stat bonuses), and neutralizes foe's bonuses during combat. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) |
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★★★☆☆ |
Atk (8) |
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★★★★★ |
Spd (8) |
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★★★★★ |
Def (8) |
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★★☆☆☆ |
Res (11) |
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★★☆☆☆ |
◯ = 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 Attuned Alm are +Spd and -Res. Attuned Alm's base 47 Spd is raised to 51 with a superboon, allowing him to outspeed a majority of the metagame with ease. His base kit's Perfect Atk/Spd even provides a Null Follow-Up effect for Alm to maximize his Spd stat with.
Both -Def and -Res are good banes for Attuned Alm. We recommend -Res as the current trend is to field physical Far Save tanks such as Attuned Hector and the two Níðhöggr variants.
We recommend a +Spd IV when merging Attuned Alm up to +10 to ensure he outspeeds most of his foes, including top tier metagame units.
HOT | |
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Updated on 03/18/2025 |
Attuned Alm's base kit already excels at being a high damage nuke capable of bursting down tanks. On a budget, simply opt for Reposition or Draw Back instead.
Neutral Stats at Lv. 40 (5★) | ||
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193 | ||
HP | ![]() |
Rank: 359/1223 |
Atk | ![]() |
Rank: 27/1223 |
Spd | ![]() |
Rank: 21/1223 |
Def | ![]() |
Rank: 530/1223 |
Res | ![]() |
Rank: 513/1223 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 46 | 66 | 51 | 34 | 33 | 230 |
Lv.40 +10 | 46 | 52 | 51 | 34 | 33 | 216 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 48 | 51 | 51 | 34 | 32 | 216 |
+Atk Lv.40 +10 | 45 | 55 | 51 | 34 | 32 | 217 |
+Spd Lv.40 +10 | 45 | 51 | 55 | 34 | 32 | 217 |
+Def Lv.40 +10 | 45 | 51 | 51 | 37 | 32 | 216 |
+Res Lv.40 +10 | 45 | 51 | 51 | 34 | 35 | 216 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 41 | 61 | 47 | 30 | 28 | 207 |
5★ Lv.40 | 41 | 47 | 47 | 30 | 28 | 193 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 22 | 8 | 8 | 11 | 68 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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40 | 46 | 48 | 29 | 31 | 194 | |
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41 | 47 | 47 | 30 | 28 | 193 |
40 | 46 | 48 | 34 | 25 | 193 | |
39 | 43 | 46 | 30 | 24 | 182 | |
41 | 37 | 42 | 16 | 36 | 172 | |
40 | 38 | 42 | 27 | 24 | 171 | |
41 | 40 | 40 | 25 | 24 | 170 | |
42 | 37 | 38 | 25 | 24 | 166 | |
40 | 37 | 37 | 26 | 22 | 162 | |
42 | 30 | 25 | 26 | 31 | 154 | |
35 | 32 | 37 | 16 | 31 | 151 | |
36 | 31 | 36 | 21 | 27 | 151 | |
36 | 32 | 36 | 27 | 20 | 151 | |
36 | 35 | 35 | 19 | 22 | 148 | |
40 | 32 | 33 | 25 | 18 | 148 | |
34 | 30 | 37 | 19 | 28 | 148 | |
35 | 33 | 34 | 14 | 31 | 147 |
Note: Stats bonuses from skills are not taken into account.
Attuned Alm is a ranged physical attacker (range = 2). 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.
Attuned Alm's exclusive weapon True-Bond Bow allows him to warp to any space within 2 spaces of any ally within 2 spaces of him, giving him superior mobility compared to other units.
At the start of each turn, True-Bond Bow grants Atk/Spd 【Great Talent】 +2 and either Special cooldown count -2 (if Special cooldown is at maximum value) or Special cooldown count -1 (if Special is at maximum value -1).
Atk/Spd 【Great Talent】 +2 alone is a very powerful effect, granting raw Atk/Spd stats to Alm and his allies. Atk and Spd are two of the most important stats in the game, and True-Bond Bow provides these stats for free. The Special cooldown reduction effects can also be abused by equipping Specials that immediately get pre-charged upon triggering this effect.
In combat, True-Bond Bow grants Attuned Alm up to +14 bonus Atk/Spd/Def/Res dependent on number of allies within 3 rows and 3 columns, up to 30 bonus true damage and true damage reduction on foe's first attack (both dependent on the total value of Atk/Spd 【Great Talent】 already stacked on Alm), and 7 HP post-combat healing.
True-Bond Bow has everything you would ever want on a weapon: mobility, support, and offensive pressure, making it one of the best weapons in the game.
Attuned Alm's exclusive Special True Lunar Flash reduces foe's Def/Res by 35% and grants him boosted damage equal to 35% of his Spd.
True Lunar Flash also grants Alm 100% damage reduction piercing and completely disables his foe's defensive Specials such as Aegis or even Ice Tribe Fjorm's Dual Ice Mirrors.
True Lunar Flash also grants Attuned Alm damage reduction on his foe's next attack by 40% if Alm's or his foe's Special is either ready or triggered before or during this combat. This is an unpierceable damage reduction effect once per combat that can protect Alm in case he gets attacked.
Attuned Alm isn't good at taking hits without his Atk/Spd 【Great Talent】 boosting the true damage reduction effect of True-Bond Bow and True Lunar Flash providing the unpierceable damage reduction on one of his foe's attacks.
In a longer match, Attuned Alm can rely on the true damage effect protecting him from heavy nukes. However, in quick matches with action happening immediately, Attuned Alm can easily be defeated by most invested units initiating on him.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Alm - Powerful Resolve only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Alm - Powerful Resolve if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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4 | 2 | Effective against flying units. | 5★ | |
6 | 2 | Effective against flying units. | 5★ | |
9 | 2 | Effective against flying units. | 5★ | |
14 | 2 | Accelerates Special trigger (cooldown count-1). Effective against flying foes. Unit can move to a space within 2 spaces of any ally within 2 spaces. At start of turn, if unit is within 2 spaces of an ally, for unit and allies within 2 spaces of unit, grants Atk/Spd 【Great Talent】 +2, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-2; if Special cooldown count is at its maximum value - 1, grants Special cooldown count-1. If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), unit deals +X damage (excluding area-of-effect Specials), and reduces damage from foe's first attack by X during combat (X = total value of Atk and Spd 【Great Talent】 × 2; max 30; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat. (This skill grants max of 【Great Talent】 +10 for unit.) |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. | 5★ | |
(Cooldown Count = 2) Treats foe's Def/Res as if reduced by 30% during combat. | ||
(Cooldown Count = 3) When Special triggers, treats foe's Def/Res as if reduced by 35%, boosts damage by 35% of unit's Spd, neutralizes "reduces damage by X%" effects from foe's non-Special skills, and prevents foe's Specials that are triggered by unit's attack. 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). |
5★ |
Skill Name | Effect | Learned At |
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At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Spd+3 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Spd+2 to unit during combat. | 5★ | |
At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Spd+4 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Spd+2 to unit during combat. | 5★ | |
At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Spd+5 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Spd+2 to unit during combat. | 5★ | |
If unit's HP ≥ 25% at start of combat or unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit's HP ≥ 25% at start of combat and unit is within 3 spaces of an ally, grants an additional Atk/Spd+3 to unit during combat. |
5★ | |
At start of turn, grants Spd 【Great Talent】 +1 to unit. After combat, if unit attacked, grants Spd 【Great Talent】 +1 to unit. Deals damage = 5% of unit's Spd during combat (excluding area-of-effect Specials). (This skill grants max of 【Great Talent】 +5.) |
5★ | |
At start of turn, grants Spd 【Great Talent】 +1 to unit. After combat, if unit attacked, grants Spd 【Great Talent】 +2 to unit. Deals damage = 10% of unit's Spd during combat (excluding area-of-effect Specials). (This skill grants max of 【Great Talent】 +10.) |
5★ | |
At start of turn, grants Spd 【Great Talent】 +1 to unit. After combat, if unit attacked, grants Spd 【Great Talent】 +3 to unit. Deals damage = 15% of unit's Spd during combat (excluding area-of-effect Specials). (This skill grants max of 【Great Talent】 +15.) |
5★ | |
At start of turn, grants Spd 【Great Talent】 +1 to unit. After combat, if unit attacked, grants Spd 【Great Talent】 +4 to unit. Inflicts Spd/Def-4 on foe, unit deals damage = 20% of unit's Spd (excluding area-of-effect Specials), neutralizes unit's penalties to Spd, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. (This skill grants max of 【Great Talent】 +20.) |
5★ | |
At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ | |
At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ | |
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ | |
Grants bonus to unit's Atk/Spd = unit's max Special cooldown count value + 2, and if unit's attack can trigger unit's Special, grants Special cooldown count-2 to unit before unit's first follow-up attack during combat. | 5★ | |
Inflicts penalty on foe's Atk/Spd/Def/Res = number of 【Bonus】 effects active on foe (max 4; excluding stat bonuses), and neutralizes foe's bonuses during combat. | 5★ |
Value of Skills | ★★★★★ |
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Attuned Alm has Perfect Atk/Spd, Speedtaker 4, Pulse On:Blades, and Lull Echo as inheritable options.
As an Attuned Hero, Attuned Alm will not disappear from your barracks upon using him as inheritance fodder once.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Attuned Alm is a limited time Attuned Hero who can be pulled from their debut banner or focus banners. They do not appear in regular summons.
Event Name | Focus |
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![]() New Heroes: Attuned Alm & Rearmed Nuibaba New Heroes Summon |
![]() Starts:03/18/2025 Ends:04/03/2025 |
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Hanae Natsuki |
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Illustrator | maCo |
Appears In |
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Heroes from New Heroes - New Heroes: Attuned Alm & Rearmed Nuibaba | |||
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![]() [8.0/10] |
![]() [9.0/10] |
![]() [9.0/10] |
![]() [9.5/10] |
▶︎Return to the Colorless Heroes Page
Close-Range | Ranged |
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Attuned Alm Builds and Best IVs
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