What can you do as a free member?

Member benefits illustration

Create your free account today and unlock all our premium features and tools to enhance your gaming experience.

Member benefits illustration

Create your free account today and save articles to your watchlist and get notified when they're updated with new information.

Member benefits illustration

Create your free account today and save your favorite games for quick access later, synced across all your devices.

Member benefits illustration

By creating a Game8 account and logging in, you'll receive instant notifications when someone replies to your posts.

Comment rating feature illustration

By creating a Game8 account and logging in, you can make use of convenient features in the comments section, such as rating and sorting comments.

Premium archive feature illustration

By creating a Game8 account and logging in, you can access Premium articles that are exclusively available to members.

Site Interface

Guest
Free Member
Article Watchlist
Game Bookmarks
Cross-device Sync
Light/Dark Theme Toggle
User Profiles
Direct Feedback
Comment Rating

Game Tools

Guest
Free Member
Interactive Map Access
Interactive Map Pins
Interactive Map Comments
Interactive Map Pins Cross-Device
Check List
Event Choice Checker
Deck Builder Cross-Device
Message Board Notification
Message Board Cross-Device
Build Planner
Stat Calculator
Diagnostic Tool
Weapon/Armor Wishlist

Want more information?Learn more

Fire Emblem Heroes (FEH)

List of Status Effects: Bonuses and Penalties

Add to Watchlist

★ Latest Banners - New Heroes: Harmonized CYL Ike, Lyn
☆ New Units - Harmonized Brave Ike, Harmonized Brave Lyn, Vanitas
☆ Free Units - N/A

List of Status Effects

This is a list of all of the status effects that appear in the game Fire Emblem Heroes (FEH). Read on to find out all the 【Bonus】 and 【Penalty】 effects in the game!

List of Status Effects

Search
Status Type Effect
50% Damage Reduction Piercing Bonus Reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat for 1 turn (excluding area-of-effect Specials).
Example Source:
Adjacent Warp Bonus Unit can move to a space adjacent to any ally within 2 spaces.
Example Source:
Anathema Bonus Inflicts Spd/Def/Res-4 on foes within 3 spaces of unit during combat.
Example Source:
Assign Decoy Bonus If foe's Range = unit's Range and foe initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit (that turn only; triggers only if unit is not equipped with a skill that can trigger the Savior effect).
【Savior】
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.
Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.
Example Source:
Bonded Bonus Grants a status that can trigger certain skill effects to unit for 1 turn.
Example Source:
Bonus Doubler Bonus Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.
Example Source:
Bulwark Bonus Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills).
Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills).
Example Source:
Cancel Affinity Bonus If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills for 1 turn.
Example Source:
Canto (1) Bonus After an attack, Assist skill, or structure destruction, unit can move 1 space(s).
Example Source:
Canto Control Penalty Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
Example Source:
Charge Bonus Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
Example Source:
Creation Pulse Bonus If unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack during combat (X = number of Penalty effects active on foe, excluding stat penalties; max 2). (For 1 turn.)
Example Source:
Deep Star Bonus For 1 turn, if it is unit's first combat initiated by foe that turn, reduces damage from foe's first attack by 80% during combat (that turn only; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Example Source:
Deep Wounds Penalty Unit's HP cannot be healed through its next action.
Example Source:
Desperation Bonus Grants the following effect for 1 turn: "If unit initiates combat, unit can make a follow-up attack before foe can counterattack."
Example Source:
Discord Penalty Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit, max 5) through its next action.
Example Source:
Divine Nectar Bonus Neutralizes 【Deep Wounds】 during combat.
Restores 20 HP to unit as unit's combat begins (triggers after effects that deal damage as combat begins; only highest value applied; does not stack). If it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces damage from foe's attacks by 10 during combat (excluding area-of-effect Specials).
Example Source:
Divinely Inspiring Bonus Grants bonus to unit's Atk/Spd/Def/Res = X × 3 (X = number of allies with the Divinely Inspiring effect within 3 spaces of unit, excluding unit; max 2), grants Special cooldown count-X to unit before foe's first attack, and when unit deals damage to foe during combat, restores X × 4 HP to unit during combat.
Example Source:
Dodge Bonus If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%).
Example Source:
Dominance Bonus Unit deals additional damage = total penalties on foe for 1 turn.
Example Source:
Dosage Bonus Grants Atk/Spd/Def/Res+5 to unit during combat and restores 10 HP to unit after combat.
When a foe triggers "grants the【Bonus】 effects active on foe" and "neutralizes any 【Bonus】 active on foe" effects from skills such as Essence Drain on unit with this status active, prevents those effects on unit and other targets and neutralizes any 【Bonus】 effects active on that foe (does not neutralize 【Bonus】 effects applied at the same time).
Example Source:
Draconic Hex Bonus Inflicts Atk/Spd/Def/Res-5 on foe during combat and inflicts penalty on each of those stats = 5 - current penalty on each of those stats during combat for 1 turn (min 0; calculates each stat penalty independently).
Example Source:
Dual Strike Bonus If unit initiates combat and is adjacent to an ally with Dual Strike (excluding unit), unit attacks twice. (That turn only. Does not stack.)
Example Source:
Effective Against Dragons Bonus Grants "effective against dragons" for 1 turn.
Example Source:
Empathy Bonus Grants bonus to unit's Atk/Spd/Def/Res = number of types of 【Bonus】 effects, excluding stat bonuses, and 【Penalty】 effects, excluding stat penalties, active on player team and enemy team during combat (max 7).
Example Source:
En Garde Bonus Neutralizes damage outside of combat (from skills like Poison Strike, structures like Bolt Tower, etc.) except damage dealt by area-of-effect Specials.
Example Source:
Essence Drain Bonus After combat, if unit attacked, grants any 【Bonus】 effects active on target and foes within 2 spaces of target to unit and allies with the Essence Drain effect, and neutralizes any 【Bonus】 active on target and foes within 2 spaces of target (excluding Bonus effects being granted at the same time). After combat, if foe was defeated in combat, restores 10 HP to unit and allies with the Essence Drain effect.
Example Source:
Exposure Penalty Foe's attacks deal +10 damage.
Example Source:
Fallen Star Bonus For 1 turn, during unit's first combat in player phase and enemy phase, reduces damage from foe's first attack by 80%.
Example Source:
False Start Penalty Through their next action, target cannot activate skill effects that trigger at start of turn. (Start-of-turn effects that cause unit to transform or that refresh availability of Duo Skills or Harmonized Skills will still trigger. If this effect is neutralized at start of turn by skills like Even Recovery, Odd Recovery, etc., effects that would have triggered at start of turn, like healing and damage, will then trigger.)
Example Source:
Fell Spirit Bonus 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.)
Example Source:
Feud Penalty Disables all ally skills (excluding unit's) during combat through unit's next action.
Example Source:
Fire Emblem Bonus Neutralizes "effective against" bonuses for all movement types.
Grants bonus to unit's Atk/Spd/Def/Res = highest bonus on each stat between unit and allies within 2 spaces of unit (calculates each stat bonus independently) and reduces damage from foe's first attack by 10 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes).
Example Source:
Flash Penalty Target cannot counterattack through its next action.
Example Source:
Foe Cannot Follow-Up Bonus Foe cannot make a follow-up attack for 1 turn.
Example Source:
Foe Penalty Doubler Bonus Inflicts penalty on foe's Atk/Spd/Def/Res during combat = any current penalty on each of those stats for 1 turn. Calculates each stat penalty independently.
Example Source:
Forced Action End Penalty Through target's next action, after start-of-turn skills trigger, action ends immediately.
Example Source:
Foresight Snare Bonus If foe initiates combat and there were no combat instances on the current turn yet (player phase and enemy phase are counted separately), triggers the following effects:
- Cancels foe's attack, ending their action.
- Inflicts【Isolation】and status preventing counterattacks on foe through foe's next action.
- Cancels Foresight Snare granted to your army.
(These effect trigger after Aether Raids traps but before Savior; does not trigger in Pawns of Loki).
Example Source:
Fringe Bonus Bonus Grants bonus to Atk/Spd/Def/Res during combat = highest bonus on each stat between unit and allies within 2 spaces of unit for 1 turn. Calculates each stat bonus independently.
Example Source:
Frozen Penalty Reduces inflicted unit's follow-up ability and increases foe's follow-up ability through unit's next action:
Increases Spd difference necessary for unit to make a follow-up attack by X and decreases Spd difference necessary for foe to make a follow-up attack by X during combat (if foe's Def > unit's Def, X = 10 + difference between Def stats x 2; otherwise, X = 10). (For example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills.)
Example Source:
Future Witness Bonus Enables【Canto (2)】.
Grants Atk/Spd/Def/Res+5 to unit and reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit initiates combat and foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown).
Example Source:
Gallop Bonus Unit can move 2 extra spaces (that turn only; only highest value applied; does not stack).
Example Source:
Grand Strategy Bonus Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats × 2 for 1 turn. (Example: if unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+7.) Calculates each stat bonus independently.
Unit's negative effects that last "through unit's next action" will remain in effect until this status (Grand Strategy) is neutralized.
Example Source:
Gravity Penalty Restricts target's movement to 1 space through its next action.
Example Source:
Guaranteed Follow-Up Attack Bonus Unit makes a guaranteed follow-up attack during combat for 1 turn.
Example Source:
Guaranteed Follow-Up Attack When Initiating Bonus If unit initiates combat, unit makes a guaranteed follow-up attack for 1 turn.
Example Source:
Guard Penalty Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)
Example Source:
Hexblade Bonus Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).
Example Source:
Hush Spectrum Penalty Inflicts Atk/Spd/Def/Res-5 on unit during combat. If unit's attack can trigger unit's Special, inflicts Special cooldown count+1 on unit before unit's first attack during combat (cannot exceed the unit's maximum Special cooldown). If unit's maximum Special cooldown count is reduced (Special trigger is accelerated) and if foe's attack can trigger foe's Special, grants Special cooldown count-1 to foe before unit's first attack during combat.
Example Source:
Imbue Bonus Reduces the effect of 【Deep Wounds】 on unit by 50% during combat, and restores 40% of unit's maximum HP as unit's combat begins for 1 turn (triggers after effects that deal damage as combat begins; only highest value applied; does not stack).
Example Source:
Incited Bonus If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
Example Source:
Isolation Penalty Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Example Source:
Magic Twin Save Bonus If a magic, staff, or dragon foe initiates combat against an ally within 2 spaces of unit, triggers Savior on unit (triggers only if unit is not equipped with a skill that can trigger another Savior effect; if unit is granted multiple statuses that enable "Savior" effects to trigger, Savior will not trigger).
If foe uses magic, staff, or dragon damage, disables foe's effects that "calculate damage using the lower of foe's Def or Res" (including area-of-effect Specials), and 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 during combat (excludes boosted Special effects from engaging; only highest value applied; does not stack).
Example Source:
Movement +1 Bonus Unit can move 1 extra space (that turn only; does not stack).
Example Source:
Neutralize Foe's Bonuses Bonus Neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat for 1 turn.
Example Source:
Neutralize Unit's Penalties Bonus Neutralizes unit's penalties during combat for 1 turn.
Example Source:
Null Armor Effectiveness Bonus Neutralizes "effective against armored" bonuses for 1 turn.
Example Source:
Null Dragon Effectiveness Bonus Neutralizes "effective against dragons" bonuses for 1 turn.
Example Source:
Null Flying Effectiveness Bonus Neutralizes "effective against flying" bonuses for 1 turn.
Example Source:
Null Follow-Up Bonus If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Example Source:
Null Miracle Penalty Neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects active on unit through unit's next action.
Example Source:
Null Panic Bonus If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
Example Source:
Panic Penalty Converts bonuses on target into penalties through its next action.
Example Source:
Paranoia Bonus At start of combat, if unit's HP ≤ 99%, grants Atk+5 to unit during combat, and also, if unit initiates combat, unit can make a follow-up attack before foe's next attack.
At start of combat, if unit's HP ≤ 99%, if foe initiates combat, and if either that foe's Range = unit's Range or number of 【Penalty】 effects active on foe excluding stat penalties ≥ 3, unit can counterattack before foe's first attack (excluding when unit's Savior effect triggers).
Example Source:
Pathfinder Bonus When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
Example Source:
Ploy Penalty Neutralizes 【Bonus Doubler】, 【Treachery】, and 【Grand Strategy】 effects active on unit during combat through unit's next action.
Example Source:
Potent Follow Bonus If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow X%】 during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40).
【Potent Follow X%】
Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).
Example Source:
Preempt Pulse Bonus Grants Special cooldown count-1 to unit before unit's first attack during combat.
Example Source:
Prof's Guidance Bonus While unit lives, unit gets 2x SP after combat or after using an Assist skill (only highest value applied; does not stack).
Grants Atk/Spd/Def/Res+5 to unit 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 grants Special cooldown count-1 after combat.
Example Source:
Rally Spectrum Bonus Grants Atk/Spd/Def/Res+5 to unit during combat and if unit's attack can trigger unit's Special, grants Special cooldown count-X to unit before unit's first attack during combat (X = 1 if unit can trigger the "unit attacks twice" effect or if unit's maximum Special cooldown count is reduced (Special trigger is accelerated); otherwise, X = 2). (That turn only.)
Example Source:
Reduce Damage From Area-of-Effect Specials Bonus Reduces damage from area-of-effect Specials by 80% for 1 turn. (excluding Røkkr area-of-effect Specials)
Example Source:
Reduce Damage When Initiating Bonus If unit initiates combat, reduces damage from foe's first attack during combat by 40% for 1 turn.
Example Source:
Reflex Bonus Reduces damage from foe's first attack by 7 during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes) and unit's next attack deals damage = total damage reduced from foe's first attack (by any source, including other skills; resets at end of combat). (For 1 turn.)
Example Source:
Resonance:Blades Bonus Grants Atk/Spd+4 during combat for 1 turn.
Example Source:
Resonance:Shields Bonus Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phrase, foe cannot make a follow-up attack."
Example Source:
Sabotage Penalty Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
Example Source:
Salvage Bonus Enables【Canto (2)】.
When 【Canto Control】 is applied to unit, if unit's Range = 1, unit can move 2 spaces with Canto instead of 1 space, and if unit's Range = 2, unit can move 1 space with Canto instead of 0 spaces.
Example Source:
Schism Penalty Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using numbers of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized.
Example Source:
Share Spoils Penalty Inflicts Atk/Spd/Def/Res-5 on unit during combat and neutralizes "reduces damage by X%" effects from unit's non-Special skills (excluding area-of-effect Specials). If foe initiates combat and if unit is defeated in combat, grants another action to that foe after combat (this effect has priority over other similar effects, including Time Is Light; in such cases, these other similar effects are treated as not having triggered).
Example Source:
Share Spoils+ Penalty Inflicts Atk/Spd/Def/Res-5 on unit during combat and neutralizes "reduces damage by X%" effects from unit's non-Special skills (excluding area-of-effect Specials).
Once per turn for the entire map, if foe initiates combat and if unit is defeated in combat, grants another action to that foe after combat (this effect has priority over other similar effects aside from Share Spoils; if this status and Share Spoils are both active at the same time, they are both treated as having been triggered; other similar effects aside from Share Spoils are treated as not having triggered).
Example Source:
Spd Difference Necessary for Foe Follow-Up Attack +10 Bonus Increases Spd difference necessary for foe to make a follow-up attack by 10 during combat. (For 1 turn.)
Example Source:
Special Cooldown Charge +1 Bonus Grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack).
Example Source:
Stall Penalty If unit has "unit can move 1 extra space," converts that effect into "restricts movement to 1 space" through its next action.
Example Source:
Time's Gate Bonus Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).
Example Source:
Time's Grip Penalty Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
Example Source:
Traverse Terrain Bonus Unit cannot be slowed by terrain for 1 turn. (does not apply to impassable terrain)
Example Source:
Treachery Bonus Unit deals additional damage = total bonuses on unit for 1 turn.
Example Source:
Triangle Adept Penalty If unit has weapon-triangle advantage, boosts Atk by 20% through its next action, and if unit has weapon-triangle disadvantage, reduces Atk by 20% through its next action.
Example Source:
Triangle Attack Bonus If unit initiates combat and 2 or more allies (excluding unit) with Triangle Attack are within 2 spaces of unit, unit attacks twice. (That turn only. Does not stack.)
Example Source:
Undefended Penalty Unit cannot be protected by Savior through their next action.
Example Source:
Vantage Bonus If foe initiates combat, unit can counterattack before foe's first attack for 1 turn.
Example Source:
Warp Bubble Bonus Foes 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.)
Example Source:

Fire Emblem Heroes - Related Guides

FEH Guide Wiki Top Page

Back to top page.png

▶︎Return to the FEH Guide Wiki Top Page

Popular Links

IV CheckerIV Checker Tier ListHero Tier List RerollingRerolling
SummoningPull from These Summons! Unlock PotentialUnlock Potential Tier List Beginners GuideBeginner's Guide
List of HeroesAll FEH Heroes Skills and SealsSkills and Sacred Seals Weapon RefineryWeapon Refinery
    Please participate in our site
    improvement survey
    12/2025
    Would you assist in
    improving Game8's site?
    ×
    This survey will take about 1 minute.
    Your answers will help us to improve our website.
    We are listening to our users' valuable opinions and discussing how to act on them.
    The information collected through this survey will be used for the purpose of improving our services. In addition, the information will only be disclosed a part of a statistic in a format that will not allow identification of personal information.
    Begin Survey

    All rights reserved

    Guide Index