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This is a ranking page for the hero Felix - Savant's Service 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 Tea Felix.
| Heroes With the Same Name | |
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List of Contents
| Special Heroes - Lovely Teatime Featured Heroes | |||
|---|---|---|---|
Tea Céline[8.5/10] |
Tea Felix[9.5/10] |
Tea Ingrid[9.5/10] |
Tea Veronica[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? | ・Teatime Lance accelerates Special trigger by 2, inflicts Spd/Def-7, 【Sabotage】, and 【Discord】 on multiple foes at start of turn and after actions, grants Felix bonus stats, true damage, true DR, and post-combat healing. ・True Lone Wolf has built-in Phantom Spd, refreshes Felix's action up to two times per turn, inflicts stat penalties on foe, grants Felix bonus true damage and true DR. |
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Might: 16 Range: 1 Accelerates Special trigger (cooldown count-2; max cooldown count value cannot be reduced below 1). At start of turn and after unit acts (if Canto triggers, after Canto), inflicts Spd/Def-7, 【Sabotage】, and 【Discord】 on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≥ 75% or if number of allies adjacent to unit ≤ 1, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), unit deals +X × 5 damage (excluding area-of-effect Specials), and reduces damage from foe's attacks by X × 3 during combat (excluding area-of-effect Specials; X = number of Bonus effects active on unit, excluding stat bonuses + number of Penalty effects active on foe, excluding stat penalties; max 5), and restores 7 HP to unit after combat. |
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Cooldown Count = 3 Boosts Special damage by 50% of unit's Spd when Special triggers. If unit's or foe's Special is ready or if unit's or foe's Special triggered before or during this combat, and if unit's Spd ≥ foe's Spd-4, reduces damage from foe's next attack during combat by 40% (once per combat; excluding area-of-effect Specials). |
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If unit's HP ≥ 25% at start of combat or unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit's HP ≥ 25% at start of combat and unit is within 3 spaces of an ally, grants an additional Atk/Spd+3 to unit during combat. |
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If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If unit has not used or been the target of an Assist skill during the current turn, grants another action to unit and inflicts 【Isolation】 on unit and Pair Up cohort through their next action in the following cases: A) unit initiated combat, or B) unit took action without entering combat (takes priority over Canto; once per turn, with A and B counted separately; does not trigger when affected by effects of Foresight Snare or traps in Aether Raids). At start of combat, if unit's HP ≥ 25% or if number of allies adjacent to unit ≤ 1, inflicts Atk/Spd/Def/Res-5 on foe, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces damage from foe's attacks by 20% of unit's Spd during combat (including when taking damage from a Special triggered before combat), and reduces damage by an additional 20% of unit's Spd when foe's attack triggers foe's Special (including when taking damage from a Special triggered before combat), and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills when unit's Special triggers (excluding area-of-effect Specials). |
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At start of turn, unit can move 1 extra space (that turn only; does not stack). Grants bonus to unit's Atk/Spd/Def/Res during combat = number of spaces from start position to end position of whoever initiated combat (max 3), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack during combat. |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (19) |
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★★★☆☆ |
| Atk (12) |
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★★★★★ |
| Spd (9) |
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★★★★★ |
| Def (12) |
|
★★★☆☆ |
| Res (5) |
|
★★☆☆☆ |
◯ = 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 Tea Felix are +Spd and -Res. Tea Felix has base 48 Spd which is raised to base 52 after a superboon, allowing him to keep up with all the fast metagame units, preventing their follow-up attacks and generating his own follow-up attacks on slower foes.
With only base 24 Res, Tea Felix's Res is a clear dump stat and can be safely taken as a bane as it won't impact any of his matchups.
We recommend a +Spd IV when merging Tea Felix up to +10 to ensure he keeps up with the fastest metagame units.
| HOT | |
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| Updated on 08/07/2025 | |
This build runs similarly to Brave Felix, using Emblem Celica Ring and True Lone Wolf to quickly dismantle his foes.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 198 | ||
| HP |
41 |
Rank: 372/1317 |
| Atk |
47 |
Rank: 51/1317 |
| Spd |
48 |
Rank: 2/1317 |
| Def |
38 |
Rank: 159/1317 |
| Res |
24 |
Rank: 849/1317 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +10 Merges W/ Skill Bonuses | 46 | 68 | 52 | 43 | 28 | 237 | Lv.40 +10 | 46 | 52 | 52 | 43 | 28 | 221 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +HP Lv.40 +10 | 48 | 51 | 52 | 42 | 28 | 221 |
| +Atk Lv.40 +10 | 45 | 54 | 52 | 42 | 28 | 221 |
| +Spd Lv.40 +10 | 45 | 51 | 56 | 42 | 28 | 222 |
| +Def Lv.40 +10 | 45 | 51 | 52 | 45 | 28 | 221 |
| +Res Lv.40 +10 | 45 | 51 | 52 | 42 | 32 | 222 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★- Adjusted for Skills | 41 | 63 | 48 | 38 | 24 | 214 |
| 5★ Lv.40 | 41 | 47 | 48 | 38 | 24 | 198 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 19 | 28 | 9 | 12 | 5 | 73 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
| 40 | 46 | 49 | 38 | 31 | 204 | |
| 43 | 48 | 46 | 38 | 28 | 203 | |
| 41 | 45 | 48 | 35 | 30 | 199 | |
| 40 | 45 | 48 | 35 | 31 | 199 | |
| 41 | 47 | 47 | 36 | 28 | 199 | |
| 40 | 34 | 47 | 47 | 31 | 199 | |
|
|
41 | 47 | 48 | 38 | 24 | 198 |
| 40 | 44 | 46 | 41 | 27 | 198 | |
| 41 | 42 | 46 | 30 | 34 | 193 | |
| 40 | 44 | 46 | 47 | 16 | 193 | |
| 42 | 46 | 44 | 34 | 27 | 193 | |
| 40 | 42 | 47 | 30 | 34 | 193 | |
| 37 | 41 | 45 | 45 | 25 | 193 | |
| 37 | 41 | 46 | 46 | 23 | 193 | |
| 39 | 38 | 44 | 34 | 32 | 187 | |
| 41 | 40 | 42 | 31 | 28 | 182 | |
| 41 | 40 | 38 | 35 | 28 | 182 | |
| 40 | 42 | 40 | 38 | 17 | 177 | |
| 40 | 41 | 41 | 37 | 18 | 177 | |
| 42 | 37 | 39 | 31 | 27 | 176 | |
| 44 | 38 | 38 | 35 | 21 | 176 | |
| 41 | 39 | 42 | 31 | 23 | 176 | |
| 41 | 40 | 36 | 40 | 19 | 176 | |
| 40 | 41 | 40 | 28 | 27 | 176 | |
| 46 | 38 | 35 | 32 | 21 | 172 | |
| 40 | 37 | 40 | 30 | 25 | 172 | |
| 38 | 35 | 40 | 28 | 31 | 172 | |
| 39 | 30 | 31 | 30 | 34 | 164 | |
| 43 | 32 | 32 | 29 | 22 | 158 | |
| 35 | 32 | 34 | 28 | 29 | 158 | |
| 46 | 36 | 32 | 24 | 19 | 157 | |
| 41 | 34 | 36 | 27 | 19 | 157 |
Note: Stats bonuses from skills are not taken into account.
Tea Felix is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.

Tea Felix's exclusive weapon Teatime Lance accelerates his Special trigger by -2 compared to the normal -1, allowing him to use Specials more often than most other heroes.
At start of turn and after each of Felix's actions, Teatime Lance inflicts Spd/Def-7, 【Sabotage】, and 【Discord】 on closest foes and foes within 2 spaces of those foes.
These effects are great against cleansing effects, as they are applied mid-turn and are not cleansed by start of turn or start of phase cleansing effects which are common in today's metagame.
In combat, if foe's HP ≥ 75% or if number of allies adjacent to Felix is ≤ 1, Teatime Lance grants Felix up to Atk/Spd/Def/Res+14 (based on number of foes within 3 rows or 3 columns) and grants Tea Felix up to +25 bonus true damage and +15 bonus true damage reduction (based on Bonuses on him and Penalties on his foe), and grants him 7 HP post-combat healing.
Teatime Lance is a complete weapon, granting accelerated Specials, bonus stats, true damage, true damage reduction, and inflicting debuffs onto Felix's foes.
Tea Felix's exclusive B skill True Lone Wolf has a built-in Phantom Spd effect and grants him extra actions if he hasn't used or been the target of an Assist skill during the current turn. However, it also inflicts 【Isolation】on himself and his Pair Up cohort.
The extra actions are granted:
A and B can trigger independently, granting Tea Felix up to three actions in one turn.
In combat, if Tea Felix's HP ≥ 25% or if Tea Felix has ≤ 1 adjacent to him, True Lone Wolf:
True Lone Wolf is similar to Brave Felix's Lone Wolf, making him just as powerful as the unit that once ran the metagame.
Tea Felix only has base 24 Res, leaving him vulnerable to magic damage from heavy nukers. He will be completely reliant on his true damage reduction effects to survive these attacks.
| Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
|---|
Felix - Savant's Service only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Felix - Savant's Service 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★ | |
| 16 | 1 | Accelerates Special trigger (cooldown count-2; max cooldown count value cannot be reduced below 1). At start of turn and after unit acts (if Canto triggers, after Canto), inflicts Spd/Def-7, 【Sabotage】, and 【Discord】 on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if foe's HP ≥ 75% or if number of allies adjacent to unit ≤ 1, grants bonus to unit's Atk/Spd/Def/Res = number of foes within 3 rows or 3 columns centered on unit × 3, + 5 (max 14), unit deals +X × 5 damage (excluding area-of-effect Specials), and reduces damage from foe's attacks by X × 3 during combat (excluding area-of-effect Specials; X = number of Bonus effects active on unit, excluding stat bonuses + number of Penalty effects active on foe, excluding stat penalties; max 5), and restores 7 HP to unit after combat. |
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 Special damage by 50% of unit's Spd when Special triggers. If unit's or foe's Special is ready or if unit's or foe's Special triggered before or during this combat, and if unit's Spd ≥ foe's Spd-4, reduces damage from foe's next attack during combat 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% or if 【Bonus】 is active on unit, grants Atk/Spd+3 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Spd+2 to unit during combat. | 5★ | |
| At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Spd+4 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Spd+2 to unit during combat. | 5★ | |
| At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Spd+5 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Spd+2 to unit during combat. | 5★ | |
| If unit's HP ≥ 25% at start of combat or unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If unit's HP ≥ 25% at start of combat and unit is within 3 spaces of an ally, grants an additional Atk/Spd+3 to unit during combat. |
5★ | |
| If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If unit has not used or been the target of an Assist skill during the current turn, grants another action to unit and inflicts 【Isolation】 on unit and Pair Up cohort through their next action in the following cases: A) unit initiated combat, or B) unit took action without entering combat (takes priority over Canto; once per turn, with A and B counted separately; does not trigger when affected by effects of Foresight Snare or traps in Aether Raids). At start of combat, if unit's HP ≥ 25% or if number of allies adjacent to unit ≤ 1, inflicts Atk/Spd/Def/Res-5 on foe, deals damage = 20% of unit's Spd (including when dealing damage with a Special triggered before combat), and reduces damage from foe's attacks by 20% of unit's Spd during combat (including when taking damage from a Special triggered before combat), and reduces damage by an additional 20% of unit's Spd when foe's attack triggers foe's Special (including when taking damage from a Special triggered before combat), and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills when unit's Special triggers (excluding area-of-effect Specials). |
5★ | |
| At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ | |
| At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ | |
| At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ | |
| At start of turn, unit can move 1 extra space (that turn only; does not stack). Grants bonus to unit's Atk/Spd/Def/Res during combat = number of spaces from start position to end position of whoever initiated combat (max 3), and also, if unit's attack can trigger unit's Special, grants Special cooldown count-1 to unit before unit's first attack during combat. |
5★ |

| Value of Skills | ★★★★★ |
|---|
Tea Felix has Gust, Perfect Atk/Spd, and Tempest Burst as inheritable options.
It is possible to acquire all three of these skills with one copy of Tea Felix 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!
Tea Felix is a limited time Hero who can be pulled from a Special Heroes Summoning Event. 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) |
Lucien Dodge |
|---|---|
| Illustrator | Nanafuji |
| Appears In |
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| Heroes from Special Heroes - Lovely Teatime | |||
|---|---|---|---|
Tea Céline[8.5/10] |
Tea Felix[9.5/10] |
Tea Ingrid[9.5/10] |
Tea Veronica[9.0/10] |
▶︎Return to the Blue Heroes Page
| Close-Range | Ranged |
|---|---|
Lance |
Blue Tome |
Blue Breath |
Blue Dagger |
Blue Beast |
Blue Bow |
> "...with A and B counted separately, does not trigger when affected by the effects of Foresight Snare or traps in AR" So... the CYL Felix is the REAL Lone Wolf. True Lone Wolf literally sounded like a side downgrade compared to OG Lone Wolf.
Tea Felix Builds and Best IVs



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Might need to consider him for 9.9 He performs very well vs alot of common opponents, specifically in Aether Raids. He can playerphase Anniversary Marth with ease, even when Marth gets Vantage. He also takes down Brave Byleth and Mythic Baldr easily. He can enemyphase Legendary Black Knight too, and it doesn't take much support for him to take him down on playerphase either. I think he's a better unit than all the Emblems currently in that tier