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This is a ranking page for the hero Noire - Of Two Minds 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 Rearmed Noire.
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List of Contents
| New Heroes - New Heroes: Attuned Tharja & Rearmed Noire Featured Heroes | |||
|---|---|---|---|
Rearmed Noire[9.5/10] |
Grima (M)[9.0/10] |
Attuned Tharja[9.5/10] |
Grima (F)[9.0/10] |

| Overall Rating | 9.5/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
| Color / Weapon Type / Move Type | |
|---|---|
| Rarity | |
| What Kind of Character Are They? | ・Arcane Hex Box inflicts 【Discord】 onto multiple foes, grants bonus stats, true damage, true DR on first attack, and Preempt Pulse. ・Blood & Thunder inflicts stat penalties, an Exposure effect, and a Deep Wounds effect onto foes within 3Rx3C, grants Noire 60% DR, 9 true DR, a Null Follow-Up effect, neutralizes foe's bonuses, and disables foe's Specials. |
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Might: 14 Range: 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. At start of turn, if unit's HP ≥ 25%, inflicts 【Discord】 on closest foes and any foe within 2 spaces of those foes. At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), deals damage = 15% of unit's Atk (including 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 grants Special cooldown count-1 to unit before unit's first attack during combat. |
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Cooldown Count = 2 Boosts Special damage by 30% of the greater of foe's Spd or Def. If unit's or foe's Special is ready or unit's or foe's Special triggered before or during this combat and if unit can attack during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). |
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At start of turn, if unit is within 3 spaces of a magic, staff, or dragon ally, grants 【Anathema】 to unit for 1 turn. If 【Anathema】 is active on unit, grants Atk/Spd+7 to unit, unit deals +5 damage (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). |
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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.) |
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For foes within 3 rows or 3 columns centered on unit, inflicts Atk/Spd/Def/Res-5 and foe suffers +10 damage during combat (excluding area-of-effect Specials), and those foes cannot recover HP during or after combat. (When an effect such as 【Feud】 is triggered for allies, excluding unit, that effect will also neutralize this skill's "cannot recover HP after combat" effect on their foes.) If 【Anathema】 is active on unit or if unit initiates combat, reduces damage from attacks by 60% (excluding area-of-effect Specials), reduces damage from attacks by an additional 9 (excluding area-of-effect Specials), and neutralizes foe's bonuses, effects that guarantee foe's follow-up attacks, and effects that prevent unit's follow-up attacks during combat, and restores 7 HP to unit after combat. If 【Anathema】 is active on unit or if unit initiates combat and 【Penalty】 is active on foe, foe cannot trigger Specials during combat (excluding area-of-effect Specials). |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (16) |
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★★☆☆☆ |
| Atk (11) |
|
★★★★☆ |
| Spd (8) |
|
★★★★★ |
| Def (3) |
|
★★★☆☆ |
| 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 Rearmed Noire are +Spd and -Res. Spd is a superboon and boosts Noire's Spd from base 47 to base 51, allowing her to outspeed and generate follow-up attacks against most foes while preventing follow-up attacks from the fastest metagame foes. The built-in Null Follow-Up effect of Blood & Thunder also maximizes Noire's Spd stat, making it the ideal boon to take.
Noire's Res is her least important stat and is a safe bane to take.
We recommend a +Spd IV when merging Rearmed Noire up to +10 for similar reasons above.
| HOT | |
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| Updated on 06/06/2025 | |
Rearmed Noire's base kit already function well as an offensive unit. Emblem Lyn Ring is her best ring to easily set up Atk/Spd Hexedge and to provide Blood & Thunder support safely from a distance.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 194 | ||
| HP |
38 |
Rank: 947/1317 |
| Atk |
46 |
Rank: 89/1317 |
| Spd |
47 |
Rank: 27/1317 |
| Def |
35 |
Rank: 277/1317 |
| Res |
28 |
Rank: 533/1317 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +10 Merges W/ Skill Bonuses | 43 | 65 | 52 | 39 | 32 | 231 | Lv.40 +10 | 43 | 51 | 52 | 39 | 32 | 217 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +HP Lv.40 +10 | 45 | 50 | 51 | 39 | 32 | 217 |
| +Atk Lv.40 +10 | 42 | 53 | 51 | 39 | 32 | 217 |
| +Spd Lv.40 +10 | 42 | 50 | 55 | 39 | 32 | 218 |
| +Def Lv.40 +10 | 42 | 50 | 51 | 42 | 32 | 217 |
| +Res Lv.40 +10 | 42 | 50 | 51 | 39 | 35 | 217 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★- Adjusted for Skills | 38 | 60 | 47 | 35 | 28 | 208 |
| 5★ Lv.40 | 38 | 46 | 47 | 35 | 28 | 194 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 16 | 25 | 8 | 3 | 6 | 58 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
| 40 | 47 | 49 | 31 | 32 | 199 | |
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38 | 46 | 47 | 35 | 28 | 194 |
| 46 | 42 | 44 | 35 | 26 | 193 | |
| 40 | 44 | 46 | 35 | 23 | 188 | |
| 45 | 46 | 39 | 33 | 24 | 187 | |
| 40 | 40 | 43 | 28 | 26 | 177 | |
| 40 | 44 | 27 | 40 | 26 | 177 | |
| 39 | 39 | 42 | 21 | 35 | 176 | |
| 40 | 34 | 40 | 16 | 37 | 167 | |
| 41 | 41 | 30 | 34 | 21 | 167 | |
| 40 | 36 | 39 | 28 | 24 | 167 | |
| 41 | 37 | 40 | 30 | 19 | 167 | |
| 42 | 37 | 37 | 26 | 24 | 166 |
Note: Stats bonuses from skills are not taken into account.
Rearmed Noire is a ranged physical attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Def stat.

Rearmed Noire's inheritable Arcane Hex Bow inflicts 【Discord】 onto the closest foes to Noire and all foes within 2 spaces of those foes at the start of each turn.
In combat, Arcane Hex Bow grants Noire up to Atk/Spd/Def/Res+14, bonus true damage equal to 15% of her Atk, 7 damage reduction on her foe's first attack, and a Preempt Pulse effect.
This Arcane weapon has all of the standard effects of modern weapons - bonus stats, bonue true damage, and bonus true damage reduction, and fills up the power budget by applying map-wide 【Discord】 onto multiple foes.
Rearmed Noire's exclusive C skill Blood & Thunder is what makes her a powerful hero. It inflicts Atk/Spd/Def/Res-5, an Exposure effect, and a Deep Wounds effect onto foes within 3 rows or 3 columns centered on Noire.
The Exposure effect is different from the 【Exposure】 status, which allows the two to stack and prevents it from being removed by cleansing effects. Similarly, the Deep Wounds effect being an effect and not the 【Deep Wounds】 status prevents it from being cleansed as well.
In combat, if Noire initiates combat or has the 【Anathema】 status applied to her, Blood & Thunder grants Noire 60% damage reduction, 9 true damage reduction, a Null Follow-Up effect, neutralizes her foe's bonuses, and grants her 7 HP post-combat healing.
Finally, if Noire initiates combat or has the 【Anathema】 status applied to her and a 【Penalty】 is active on her foe, Blood & Thunder disables her foe's Specials completely. This isn't limited to defensive Specials - it disables all Specials.
Modern day Specials have multiple effects built-in, the most important of which is true damage reduction. Blood & Thunder disabling Specials prevents those effects from triggering while also crippling her foes' effectiveness in combat.
Rearmed Noire is an offensive unit and offensive units tend to be frail to compensate for their nuking power.
Rearmed Noire's damage reduction effects aren't as impactful as other units, due to Arcane Hex Bow only granting true damage reduction on the first attack and Blood & Thunder requiring Noire to initiate combat or have 【Anathema】 active.
Blood & Thunder's 60% damage reduction is piercable and not true damage reduction, and 【Anathema】 can be stolen by effects like 【Essence Drain】.
| Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
|---|
Noire - Of Two Minds only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Noire - Of Two Minds if a 4 Star version is released!
| Skill Name | Might | Range | Effect | Learned At |
|---|---|---|---|---|
| 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. At start of turn, if unit's HP ≥ 25%, inflicts 【Discord】 on closest foes and any foe within 2 spaces of those foes. At start of combat, if unit's HP ≥ 25%, grants bonus to unit's Atk/Spd/Def/Res = 25% of foe's Atk at start of combat - 4 (max 14; min 5), deals damage = 15% of unit's Atk (including 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 grants Special cooldown count-1 to unit before unit's first attack during combat. |
5★ |
| This Hero has no Assist skills that can be learned. |
| Skill Name | Effect | Learned At |
|---|---|---|
| (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. | 5★ | |
| (Cooldown Count = 2) Boosts Special damage by 30% of the greater of foe's Spd or Def. If unit's or foe's Special is ready or unit's or foe's Special triggered before or during this combat and if unit can attack 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 |
|---|---|---|
| At start of combat, if unit’s HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe’s Def or Res. | 5★ | |
| At start of combat, if unit’s HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe’s Def or Res. | 5★ | |
| At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe’s Def or Res. | 5★ | |
| At start of turn, if unit is within 3 spaces of a magic, staff, or dragon ally, grants 【Anathema】 to unit for 1 turn. If 【Anathema】 is active on unit, grants Atk/Spd+7 to unit, unit deals +5 damage (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). |
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★ | |
| For foes within 3 rows or 3 columns centered on unit, inflicts Atk/Spd/Def/Res-5 and foe suffers +10 damage during combat (excluding area-of-effect Specials), and those foes cannot recover HP during or after combat. (When an effect such as 【Feud】 is triggered for allies, excluding unit, that effect will also neutralize this skill's "cannot recover HP after combat" effect on their foes.) If 【Anathema】 is active on unit or if unit initiates combat, reduces damage from attacks by 60% (excluding area-of-effect Specials), reduces damage from attacks by an additional 9 (excluding area-of-effect Specials), and neutralizes foe's bonuses, effects that guarantee foe's follow-up attacks, and effects that prevent unit's follow-up attacks during combat, and restores 7 HP to unit after combat. If 【Anathema】 is active on unit or if unit initiates combat and 【Penalty】 is active on foe, foe cannot trigger Specials during combat (excluding area-of-effect Specials). |
5★ |

| Value of Skills | ★★★★★ |
|---|
Rearmed Noire has Arcane Hex Bow, Curved Shot, Atk/Spd Hexedge, and Speedtaker 4 as great inheritable options.
All of these skills are worth inheriting onto your favorite units.
As a Rearmed Hero, Rearmed Noire will not disappear from your barracks upon using her 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!
Rearmed Noire is a limited time Rearmed Hero who can be pulled from their debut banner or focus banners. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
| Voice Actor (English) |
Michelle Ruff |
|---|---|
| Illustrator | kyusokyu |
| 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 Red Heroes Page
| Close-Range | Ranged |
|---|---|
Sword |
Red Tome |
Red Breath |
Red Dagger |
Red Beast |
Red Bow |
Rearmed Noire Builds and Best IVs



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