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Fire Emblem Heroes (FEH)

Fallen Alear (F) Builds and Best IVs

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FEH Fallen Alear (F) Banner

This is a ranking page for the hero Alear - Red Days Past 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 Alear (F).

Heroes With the Same Name
Alear - Red Days Past Icon Fallen Alear (F)

New Heroes - New Heroes & Rearmed Dedue Featured Heroes
Fallen Alear (M) IconFallen Alear (M)
[9.5/10]
Fallen Dedue IconFallen Dedue
[9.5/10]
Fallen Alear (F) IconFallen Alear (F)
[9.9/10]
Fallen Lena IconFallen Lena
[9.5/10]

Fallen Alear (F) Rating and Basic Information

FEH Fallen Alear (F) Banner

Overall Rating 9.9/10
Reroll Ranking (excluding Inherit Skill) S
(▶Reroll Ranking)
Ranking (including Inherit Skill) SS
(▶FEH Tier List)

Alear - Red Days Past: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Fell Child's Arts attacks twice, inflicts stat penalties, grants Alear 50% DR piercing, bonus true damage, true DR, and true DR on Specials.
・Fell Blast has built-in Distant Counter, grants Alear true DR, and grants 【Fell Spirit】 to Alear and nearby allies.

Fallen Alear (F) Skills at 5★


Might: 11  Range: 1
Accelerates Special trigger (cooldown count-1).
Unit attacks twice (even if foe initiates combat, unit attacks twice).
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts penalty on foe's Atk/Def/Res = number of distinct game titles among allies within 3 spaces of unit x 3, + 9 (max 15; if unit triggers Savior, value is treated as 15), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), unit deals +X damage (X = 20% of unit's Res; excluding area-of-effect Specials), reduces damage from foe's attacks by X (excluding area-of-effect Specials), and reduces damage from foe's Specials by X during combat (excluding area-of-effect Specials).

Cooldown Count = 3
Boosts damage by 50% of unit's Res when Special triggers.
At start of player phase or enemy phase, if unit's HP ≥ 25%, grants 【Fell Spirit】 to unit and allies within 2 spaces of unit for 1 turn.
If foe initiates combat, if unit's or foe's Special is ready, or if unit's or foe's Special triggered before or during this 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 during combat.
【Fell Spirit】
Inflicts Atk/Spd/Def/Res-4 on foe and neutralizes effects that prevent unit's counterattacks during combat, any "reduces damage by X%" effect that can be triggered only once per combat by unit's equipped Special skill can be triggered up to twice per combat (excludes boosted Special effects from engaging; only highest value applied; does not stack), and also, when unit or foe is engaged, inflicts an additional Atk/Spd/Def/Res-2 on foe during combat. (For 1 turn.)

Grants HP+5.
If foe initiates combat or if unit's HP ≥ 50% at start of combat, grants Atk/Def/Res+9 to unit during combat and restores 7 HP to unit after combat.

If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts Atk/Res-4 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of unit's Res (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if foe's attack can trigger foe's Special and unit's Res > foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown).

Foes with Range = 1 cannot warp into spaces within 3 spaces of unit and foes with Range = 2 cannot warp into spaces within 4 spaces of unit (does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains).
If foe with Range = 2 initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit.
If foe's Range = 2, grants Def/Res+4 to unit during combat.

Fallen Alear (F) Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (21) HP Superboon ★★★★★
Atk (9) Attack Boon ★★★★★
Spd (3) No Spd IV ★☆☆☆☆
Def (10) No Def IV ★★★★☆
Res (10) Res Boon ★★★★★

◯ = 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.

+Res / -Spd

The best IVs for Fallen Alear (F) are +Res and -Spd. Res is a superboon and is the basis for Alear's true damage and true damage reduction effects from Fell Child's Arts. Boosting Res improves Alear both offensively and defensively, and is the best choice of boon.

Alear's Spd is a clear dump stat and is the best bane to take.

+Res for a +10 merge

We recommend +Res when merging Fallen Alear (F) up to +10 for similar reasons above.

Fallen Alear (F) Best Builds

General Use / Budget Fallen Alear (F)

HOT
Assist Skill IconSwap
Attuned Skill Icon: -
Updated on 05/07/2025

How to Use, Explanation

Fallen Alear (F) already comes with a base kit that's good to go right away. We opted for Hardy Bearing Sacred Seal to prevent Desperation effects and allow Alear to reliably land her brave attacks. If Hardy Bearing is used on another unit, we recommend Slick or Wily Fighter instead.

Source Heroes for All Skills

Fallen Alear (F) Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
211
HP
HP 51 51
Rank: 5/1322
Atk
Atk 48 48
Rank: 10/1322
Spd
Spd 18 18
Rank: 1146/1322
Def
Def 45 45
Rank: 46/1322
Res
Res 49 49
Rank: 2/1322

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 61 63 22 50 54 250
Lv.40 +10 56 52 22 50 54 234

HP Atk Spd Def Res Total
+HP
Lv.40 +10
59 52 22 49 53 235
+Atk
Lv.40 +10
55 56 22 49 53 235
+Spd
Lv.40 +10
55 52 25 49 53 234
+Def
Lv.40 +10
55 52 22 52 53 234
+Res
Lv.40 +10
55 52 22 49 57 235

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 56 59 18 45 49 227
5★ Lv.40 51 48 18 45 49 211

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 26 20 3 10 10 69

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
53 47 18 49 45 212
51 48 18 46 49 212
Fallen Alear (F) Icon Fallen Alear (F)
51 48 18 45 49 211
44 35 41 30 35 185
45 35 26 33 41 180
46 37 19 36 41 179
48 40 24 35 27 174

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

Fallen Alear (F) Roles, Strengths, and Weaknesses

Fallen Alear (F) Roles

Alear - Red Days Past Roles
Close Physical AttackClose-Physical Ranged Physical AttackRanged-Physical Close Magic Attack ImageClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic Wall ImageMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill 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

Fallen Alear (F) is a close magic attacker (range = 1). 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.

Fallen Alear (F) Strengths

Fell Child's Arts Attacks Twice and has True Damage and True Damage Reduction

Fallen Alear (F) Attack

Fallen Alear (F)'s exclusive weapon Fell Child's Arts attacks twice in combat and inflicts Atk/Def/Res penalties onto Alear's foe equal to 9 + 3x the number of distinct game titles among allies within 3 spaces of Alear (capped at Atk/Def/Res-15).

Fell Child's Arts also grants Alear 50% damage reduction piercing, bonus true damage, true damage reduction, and extra true damage reduction on foe's Special trigger, all equal to 20% of her Res stat.

Fell Child's Arts is a complete weapon, inflicting stat penalties and having built-in true damage and true damage reduction effects. The built-in Brave effect allows Alear to dish out damage quickly as well, making her offensive power significant in battle.

Fell Blast has Distant Counter and Grants 【Fell Spirit】

Fallen Alear (F)'s exclusive Special Fell Blast has built-in Distant Counter and grants 【Fell Spirit】 to Alear and nearby allies at the start of each phase.

【Fell Spirit】 is a new status effect that inflicts Atk/Spd/Def/Res penalties onto the foe in combat and grants the unit a Null C-Disrupt effect and a Twin effect, allowing one-time damage reduction effects on Specials to trigger twice.

Fell Blast also grants Alear 40% damage reduction on her foe's attack if her foe initates combat and either her or her foe's Special is ready or already triggered. With the Twin effect from 【Fell Spirit】, this damage reduction effect can trigger twice per combat, greatly aiding Alear's overall bulk and survivability.

Fallen Alear (F) Weaknesses

Weak to Armor Effective Weapons

Fallen Alear (F) takes 1.5x damage from armor-effective weapons like Randgríðr, 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!

Weak to Dragon Effective Weapons

Fallen Alear (F) 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!

Heroes with Effective Skills

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Alear - Red Days Past Only Appears as a 5 Star Hero!

Alear - Red Days Past only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Alear - Red Days Past if a 4 Star version is released!

Unlock Potential Tier List

Fallen Alear (F) - 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★
11 1 Accelerates Special trigger (cooldown count-1).
Unit attacks twice (even if foe initiates combat, unit attacks twice).
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts penalty on foe's Atk/Def/Res = number of distinct game titles among allies within 3 spaces of unit x 3, + 9 (max 15; if unit triggers Savior, value is treated as 15), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), unit deals +X damage (X = 20% of unit's Res; excluding area-of-effect Specials), reduces damage from foe's attacks by X (excluding area-of-effect Specials), and reduces damage from foe's Specials by X during combat (excluding area-of-effect Specials).
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 = 3) Boosts damage by 50% of unit's Res when Special triggers.
At start of player phase or enemy phase, if unit's HP ≥ 25%, grants 【Fell Spirit】 to unit and allies within 2 spaces of unit for 1 turn.
If foe initiates combat, if unit's or foe's Special is ready, or if unit's or foe's Special triggered before or during this 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 during combat.
【Fell Spirit】
Inflicts Atk/Spd/Def/Res-4 on foe and neutralizes effects that prevent unit's counterattacks during combat, any "reduces damage by X%" effect that can be triggered only once per combat by unit's equipped Special skill can be triggered up to twice per combat (excludes boosted Special effects from engaging; only highest value applied; does not stack), and also, when unit or foe is engaged, inflicts an additional Atk/Spd/Def/Res-2 on foe during combat. (For 1 turn.)
5★

Passives

Skill Name Effect Learned At
At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+2 during combat. 5★
At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+4 during combat. 5★
At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+6 during combat. 5★
Grants HP+5.
If foe initiates combat or if unit's HP ≥ 50% at start of combat, grants Atk/Def/Res+9 to unit during combat and restores 7 HP to unit after combat.
5★
At start of combat, if unit’s HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Des not stack. ) 5★
At start of combat, if unit’s HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) 5★
At start of combat, if unit’s HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) 5★
If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts Atk/Res-4 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of unit's Res (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and also, if foe's attack can trigger foe's Special and unit's Res > foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown). 5★
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +2 during combat." 5★
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +3 during combat." 5★
Allies within 2 spaces gain: "If foe uses bow, dagger, magic or staff, grants Def/Res +4 during combat." 5★
Foes with Range = 1 cannot warp into spaces within 3 spaces of unit and foes with Range = 2 cannot warp into spaces within 4 spaces of unit (does not affect foes with Pass skills or warp effects from structures, like camps and fortresses in Rival Domains).
If foe with Range = 2 initiates combat against an ally within 2 spaces of unit, triggers 【Savior】 on unit.
If foe's Range = 2, grants Def/Res+4 to unit during combat.
5★

Fallen Alear (F) as a Source Hero

Fallen Alear (F) Avatar

Value of Skills ★★★★★

Fallen Alear (F) has Diluvial Boost, Scowling Fighter, and Higher Ground as inheritable options.

All of these skills can be acquired at once by inheriting the prerequisite skills first.

List of Source Heroes The Best Fodder Units

Community Feedback

How would you rate Fallen Alear (F)?

Top tier hero. Must summon. 17
Votes
Summon if you need his/her hero archetype. 2
Votes
Summon if you like this hero. 1
Votes
Summon for his/her Skill Inheritance options. 0
Votes
Pass on this hero. 1
Votes

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

How to Get Fallen Alear (F) / Illustrations / Voice Actor / Quotes

How to Get Fallen Alear (F)

Obtain Through Regular Summon

Fallen Alear (F) 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 and Illustrator Information

Voice Actor
(English)
Endo Aya
Illustrator kainown
Appears In

Illustration

FEH: Related Guides

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Comment

9 Anonymous Anonymous 6 months

f m alear has more value than f f alear.

8 twztid13 twztid13 6 months

yes, i got her. I was hoping i would get the male version on the way, but got no other banner units in the way to spark,, sadly. The male version has an easy to apply schism on defense, which i don't have, which i could really use. I have L! black night, too, but i didn't have a green save, & i know we can't use fallen knight when fire season isn't active in AR. I really wanted a unit that will allow twin save on units with higher & lower ground for AR. Thanks for the help & information.

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