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Fire Emblem Heroes (FEH)

Rearmed Noire Builds and Best IVs

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★ Latest Banners - New Heroes: Harmonized CYL Ike, Lyn
☆ New Units - Harmonized Brave Ike, Harmonized Brave Lyn, Vanitas
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FEH Rearmed Noire Banner

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.

Heroes With the Same Name
Noire - Of Two Minds Icon Rearmed Noire

New Heroes - New Heroes: Attuned Tharja & Rearmed Noire Featured Heroes
Rearmed Noire IconRearmed Noire
[9.5/10]
Grima (M) IconGrima (M)
[9.0/10]
Attuned Tharja IconAttuned Tharja
[9.5/10]
Grima (F) IconGrima (F)
[9.0/10]

Rearmed Noire Rating and Basic Information

FEH Rearmed Noire Banner

Overall Rating 9.5/10
Reroll Ranking (excluding Inherit Skill) S
(▶Reroll Ranking)
Ranking (including Inherit Skill) S
(▶FEH Tier List)

Noire - Of Two Minds: Basic Information

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.

Rearmed Noire Skills at 5★


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.

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).

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).

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.)

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).

Rearmed Noire Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (16) HP Superbane ★★☆☆☆
Atk (11) No Attack IV ★★★★☆
Spd (8) Spd Boon ★★★★★
Def (3) Def Bane ★★★☆☆
Res (6) Res Bane ★★☆☆☆

◯ = 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.

+Spd / -Res

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.

+Spd for a +10 merge

We recommend a +Spd IV when merging Rearmed Noire up to +10 for similar reasons above.

Rearmed Noire Best Builds

General Use / Budget Rearmed Noire

HOT
Assist Skill IconDraw Back
Attuned Skill Icon: -
Updated on 06/06/2025

How to Use, Explanation

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.

Source Heroes for All Skills

Rearmed Noire Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
194
HP
HP 38 38
Rank: 947/1317
Atk
Atk 46 46
Rank: 89/1317
Spd
Spd 47 47
Rank: 27/1317
Def
Def 35 35
Rank: 277/1317
Res
Res 28 28
Rank: 533/1317

Stat Values

Lv 40+10 Stats (5★)

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

Stats at Lv 40

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

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 16 25 8 3 6 58

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
40 47 49 31 32 199
Rearmed Noire Icon Rearmed Noire
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 Roles, Strengths, and Weaknesses

Rearmed Noire Roles

Noire - Of Two Minds Roles
Close Physical AttackClose-Physical Ranged Physical Attack ImageRanged-Physical Close Magic AttackClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic WallMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill No 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

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 Strengths

Arcane Hex Bow inflicts Discord onto multiple foes

Rearmed Noire Attack

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.

Blood & Thunder applies Exposure and Deep Wounds effects and disables foe's Specials

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 Weaknesses

Frail

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?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Noire - Of Two Minds Only Appears as a 5 Star Hero!

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!

Unlock Potential Tier List

Rearmed Noire - List of Skills

Weapons

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★

Assists

This Hero has no Assist skills that can be learned.

Specials

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★

Passives

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★

Rearmed Noire as a Source Hero

Rearmed Noire Avatar

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

Community Feedback

How would you rate Rearmed Noire?

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

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

How to Get Rearmed Noire / Illustrations / Voice Actor / Quotes

How to Get Rearmed Noire

Obtain Through Regular Summon

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 and Illustrator Information

Voice Actor
(English)
Michelle Ruff
Illustrator kyusokyu
Appears In

Illustration

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