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

| Overall Rating | 9.9/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
SS (▶FEH Tier List) |
| 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. |
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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). |
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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.) |
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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. |
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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). |
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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. |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (21) |
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★★★★★ |
| Atk (9) |
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★★★★★ |
| Spd (3) |
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★☆☆☆☆ |
| Def (10) |
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★★★★☆ |
| Res (10) |
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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 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.
We recommend +Res when merging Fallen Alear (F) up to +10 for similar reasons above.
| HOT | |
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| Updated on 05/07/2025 | |
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.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 211 | ||
| HP |
51 |
Rank: 5/1322 |
| Atk |
48 |
Rank: 10/1322 |
| Spd |
18 |
Rank: 1146/1322 |
| Def |
45 |
Rank: 46/1322 |
| Res |
49 |
Rank: 2/1322 |
| 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 |
| 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 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 26 | 20 | 3 | 10 | 10 | 69 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
| 53 | 47 | 18 | 49 | 45 | 212 | |
| 51 | 48 | 18 | 46 | 49 | 212 | |
|
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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) 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)'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.
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) 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!
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!
| Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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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!
| 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★ |
| 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 = 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★ |
| 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★ |

| 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 |
If you have feedback about this hero page, let us know in the comments section below!
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 (English) |
Endo Aya |
|---|---|
| Illustrator | kainown |
| Appears In |
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| Heroes from Legendary Heroes - Diamant: Fortified King | |||
|---|---|---|---|
Emblem Eirika[9.9/10] |
Fallen Alear (M)[9.5/10] |
Rearmed Noire[9.5/10] |
Emblem Celica[9.0/10] |
Emblem Sigurd[9.9/10] |
Fallen Dedue[9.5/10] |
Emblem Lyn[9.9/10] |
Fallen Alear (F)[9.9/10] |
Legendary Diamant[9.5/10] |
Læraðr[9.5/10] |
Fallen Lena[9.5/10] |
Emblem Micaiah[9.5/10] |
▶︎Return to the Green Heroes Page
| Close-Range | Ranged |
|---|---|
Axe |
Green Tome |
Green Breath |
Green Dagger |
Green Beast |
Green Bow |
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.
Fallen Alear (F) Builds and Best IVs



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f m alear has more value than f f alear.