List of Type A Passive Skills | Fire Emblem Heroes|Game8 (2024)

Atk/Spd Bond 1

If unit is adjacent to an ally, grants Atk/Spd+3 during combat.60-

Atk/Spd Bond 2

If unit is adjacent to an ally, grants Atk/Spd+4 during combat.120-

Atk/Spd Bond 3

If unit is adjacent to an ally, grants Atk/Spd+5 during combat.2408.5

Atk/Def Bond 1

If unit is adjacent to an ally, grants Atk/Def+3 during combat.60-

Atk/Def Bond 2

If unit is adjacent to an ally, grants Atk/Def+4 during combat.120-

Atk/Def Bond 3

If unit is adjacent to an ally, grants Atk/Def+5 during combat.2408.5

Atk/Res Bond 1

Grants Atk/Res +3 to this unit during combat if unit is adjacent to an ally. 60-

Atk/Res Bond 2

Grants Atk/Res +4 to this unit during combat if unit is adjacent to an ally. 120-

Atk/Res Bond 3

Grants Atk/Res +5 to this unit during combat if unit is adjacent to an ally. 2408.5

Spd/Def Bond 1

Grants Spd/Def +3 to unit during combat if adjacent to an ally. 60-

Spd/Def Bond 2

Grants Spd/Def +4 to unit during combat if adjacent to an ally. 120-

Spd/Def Bond 3

Grants Spd/Def +5 to unit during combat if adjacent to an ally. 2408.5

Spd/Res Bond 1

Grants Spd/Res +3 to unit during combat if adjacent to an ally.60-

Spd/Def Bond 4

If unit is adjacent to an ally, grants Spd/Def+7 to unit and neutralizes unit's penalties to Spd/Def during combat.3008.5

Spd/Res Bond 2

Grants Spd/Res +4 to unit during combat if adjacent to an ally. 120-

Spd/Def Unity

If unit is within 2 spaces of an ally, grants Spd/Def +5 and bonus to Spd/Def during combat = current penalty on each of those stats x 2. (Example: If unit has -7 penalty to Spd, grants Spd+19, for a net bonus of Spd+12.) Calculates each stat bonus independently.3009.0

Spd/Res Bond 3

Grants Spd/Res +5 to unit during combat if adjacent to an ally. 2408.5

Def/Res Bond 1

If unit is adjacent to an ally, grants Def/Res+3 during combat.60-

Def/Res Bond 2

If unit is adjacent to an ally, grants Def/Res+4 during combat.120-

Def/Res Bond 3

If unit is adjacent to an ally, grants Def/Res+5 during combat.2408.5

Atk/Spd Bond 4

If unit is adjacent to an ally, grants Atk/Spd+7 to unit and neutralizes unit's penalties to Atk/Spd during combat.3009.0

Atk/Def Bond 4

If unit is adjacent to an ally, grants Atk/Def+7 to unit and neutralizes unit's penalties to Atk/Def during combat.3009.0

Atk/Res Bond 4

If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat.3009.0

Spd/Res Bond 4

If unit is adjacent to an ally, grants Spd/Res+7 to unit and neutralizes unit's penalties to Spd/Res during combat.300

Atk/Def Unity

If unit is within 2 spaces of an ally, grants Atk/Def +5 and bonus to Atk/Def during combat = current penalty on each of those stats x 2. (Example: If unit has -7 penalty to Atk, grants Atk +19, for a net bonus of Atk +12) Calculates each stat bonus independently.3009.5

Atk/Res Unity

If unit is within 2 spaces of an ally, grants Atk/Res+5 and bonus to Atk/Res during combat = current penalty on each of those stats x 2 (Example: If unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently.3009.5

Atk/Spd Solo 1

If unit is not adjacent to an ally, grants Atk/Spd +2 during combat. 60-

Atk/Spd Solo 2

If unit is not adjacent to an ally, grants Atk/Spd +4 during combat. 120-

Atk/Spd Solo 3

If unit is not adjacent to an ally, grants Atk/Spd +6 during combat. 240-

Atk/Def Solo 1

If unit is not adjacent to an ally, grants Atk/Def+2 during combat.60-

Atk/Def Solo 2

If unit is not adjacent to an ally, grants Atk/Def+4 during combat.120-

Atk/Def Solo 3

If unit is not adjacent to an ally, grants Atk/Def+6 during combat.2408.5

Atk/Res Solo 1

If unit is not adjacent to an ally, grants Atk/Res +2 during combat. 60-

Atk/Res Solo 2

If unit is not adjacent to an ally, grants Atk/Res +4 during combat. 120-

Atk/Res Solo 3

If unit is not adjacent to an ally, grants Atk/Res +6 during combat. 240-

Spd/Def Solo 1

If unit is not adjacent to an ally, grants Spd/Def+2 during combat.60-

Spd/Def Solo 2

If unit is not adjacent to an ally, grants Spd/Def+4 during combat.120-

Spd/Def Solo 3

If unit is not adjacent to an ally, grants Spd/Def+6 during combat.2408.5

Def/Res Solo 1

If unit is not adjacent to an ally, grants Def/Res+2 during combat.60-

Def/Res Solo 2

If unit is not adjacent to an ally, grants Def/Res+4 during combat.120-

Def/Res Solo 3

If unit is not adjacent to an ally, grants Def/Res+6 during combat.2408.5

Atk/Spd Solo 4

If unit is not adjacent to an ally, grants Atk/Spd +7 during combat.3009.5If unit is not adjacent to an ally, grants Atk/Def +7 during combat.3009.0

Atk/Spd Wild

If number of adjacent alllies other than beast or dragon allies ≤ 1, or if unit is transformed, grants Atk/Spd+7 to unit during combat and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat.3009.5

Atk/Res Solo 4

If unit is not adjacent to an ally, grants Atk/Res +7 during combat.3009.0

Def/Res Solo 4

If unit is not adjacent to an ally, grants Def/Res+7 during combat.3009.0

Spd/Res Solo 4

If unit is not adjacent to an ally, grants Spd/Res+7 during combat.3009.0

Atk/Spd Unity

If unit is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is inflicted with any Atk/Spd penalty, grants bonus to unit's Atk/Spd during combat = current penalty on each of those stats x 2 (Example: If unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently.3009.5

Spd/Def Solo 4

If unit is not adjacent to an ally, grants Spd/Def+7 during combat.3008.5

Atk/Spd Form 1

Grants Atk/Spd+X to unit during combat. (X = number of allies within 2 spaces; max 3.)60-

Atk/Spd Form 2

Grants Atk/Spd+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)120-

Atk/Spd Form 3

Grants Atk/Spd+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.)2408.0

Atk/Def Form 1

Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.)60-

Atk/Def Form 2

Grants Atk/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)120-

Atk/Def Form 3

Grants Atk/Def+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.)2408.0

Atk/Res Form 1

Grants Atk/Res+X to unit during combat. (X = 2 x number of allies within 2 spaces + 1; max 3.)60-

Atk/Res Form 2

Grants Atk/Res+X to unit during combat. (X = 2 x number of allies within 2 spaces + 1; max 5.)120-

Atk/Res Form 3

Grants Atk/Res+X to unit during combat. (X = 2 x number of allies within 2 spaces + 1; max 7.)2408.0

Spd/Res Form 1

Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces; max 3.)60-

Spd/Res Form 2

Grants Spd/Res+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)120-

Spd/Res Form 3

Grants Spd/Res+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.)2408.0

Spd/Def Form 1

Grants Spd/Def+X to unit during combat. (X = number of allies within 2 spaces; max 3.)60-

Spd/Def Form 2

Grants Spd/Def+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)120-

Spd/Def Form 3

Grants Spd/Def+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.)2408.0

Def/Res Form 1

Grants Def/Res+X to unit during combat. (X = 2 x number of allies within 2 spaces + 1; max 3.)60-

Def/Res Form 2

Grants Def/Res+X to unit during combat. (X = 2 x number of allies within 2 spaces + 1; max 5.)120-

Def/Res Form 3

Grants Def/Res+X to unit during combat. (X = 2 x number of allies within 2 spaces + 1; max 7.)2408.0

Atk/Spd Catch 1

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).60-

Atk/Spd Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).120-

Atk/Spd Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).240-

Atk/Spd Catch 4

At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).3009.0

Atk/Def Catch 1

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).60-

Atk/Spd Mastery

If unit has entered combat during the current turn, enables 【Canto (2)】.
At start of combat, if foe's HP ≥ 50%, grants Atk/Spd+7 to unit during combat, and also, if any space within 2 spaces of unit has a Divine Vein effect applied or counts as difficult terrain, excluding impassable terrain, grants Atk/Spd+4 to unit during combat.3009.5

Atk/Def Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).120-

Atk/Def Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).240-

Atk/Def Catch 4

At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).3009.0

Def/Res Catch 1

At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Def/Res+3 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).60-

Def/Res Catch 2

At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Def/Res+4 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).120-

Def/Res Catch 3

At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Def/Res+5 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).240-

Def/Res Catch 4

At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Def/Res+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Def/Res+2 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).3008.5

Atk/Res Catch 1

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+3 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).60

Atk/Res Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+4 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).120

Atk/Res Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Res+5 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).240

Atk/Res Catch 4

At start of combat, if foe's HP=100% or if 【Penalty】 is active on foe, grants Atk/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and 【Penalty】 is active on foe, grants an additional Atk/Res+2 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).3009.5

Atk/Spd Ideal 1

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.60-

Atk/Spd Ideal 2

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.120-

Atk/Spd Ideal 3

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.240-

Atk/Spd Ideal 4

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Spd+7 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.3009.0

Atk/Def Ideal 1

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+3 to unit during combat.609.0

Atk/Def Ideal 2

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+4 to unit during combat.120-

Atk/Def Ideal 3

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+5 to unit during combat.240-

Atk/Def Ideal 4

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Def+2 to unit during combat.300-

Atk/Res Ideal 1

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Res+3 to unit during combat.60-

Atk/Res Ideal 2

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Res+4 to unit during combat.120-

Atk/Res Ideal 3

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Res+5 to unit during combat.240-

Atk/Res Ideal 4

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Res+2 to unit during combat.3009.0

Def/Res Ideal 1

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Def/Res+3 to unit during combat.60-

Def/Res Ideal 2

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Def/Res+4 to unit during combat.120-

Def/Res Ideal 3

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Def/Res+5 to unit during combat.240-

Def/Res Ideal 4

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Def/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Def/Res+2 to unit during combat.3008.5

Spd/Def Ideal 1

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Spd/Def+3 to unit during combat.60-

Spd/Def Ideal 2

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Spd/Def+4 to unit during combat.120-

Spd/Def Ideal 3

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Spd/Def+5 to unit during combat.240-

Spd/Def Ideal 4

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Spd/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Spd/Def+2 to unit during combat.3009.0

Def/Res Bond 4

If unit is adjacent to an ally, grants Def/Res+7 to unit and neutralizes unit's penalties to Def/Res during combat.3009.0

Spd/Res Ideal 1

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Spd/Res+3 to unit during combat.60-

Def/Res Unity

If unit is within 2 spaces of an ally, grants Def/Res+5 and bonus to Def/Res during combat = current penalty on each of those stats x 2 (Example: If unit has -7 penalty to Def, grants Def+19, for a net bonus of Def+12.) Calculates each stat bonus independently.3009.5

Spd/Res Ideal 2

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Spd/Res+4 to unit during combat.120-

Spd/Def Catch 1

At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/Def+3 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).60-

Spd/Res Ideal 3

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Spd/Res+5 to unit during combat.240-

Spd/Def Catch 2

At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/Def+4 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).120-

Spd/Res Ideal 4

At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Spd/Res+7 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Spd/Res+2 to unit during combat.3009.0

Spd/Def Catch 3

At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/Def+5 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).240-

Spd/Def Catch 4

At start of combat, if foe's HP=100% or if 【Penalty】 is active on foe, grants Spd/Def+7 to unit during combat. At start of combat, if foe's HP = 100% and 【Penalty】 is active on foe, grants an additional Spd/Def+2 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).3009.0

Atk/Spd Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.)60-

Spd/Res Catch 1

At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/Res+3 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).60-

Atk/Spd Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.)120-

Spd/Res Catch 2

At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/Res+4 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).120-

Atk/Spd Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.)240-

Spd/Res Catch 3

At start of combat, if foe’s HP = 100% or if 【Penalty】 is active on foe, grants Spd/Res+5 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).240-

Atk/Spd Clash 4

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Spd during combat = X + 6 (X = number of spaces moved by whoever initated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Spd during combat.3009.5

Spd/Res Catch 4

At start of combat, if foe's HP = 100% or if 【Penalty】 is active on foe, grants Spd/Res+7 to unit during combat. At start of combat, if foe's HP = 100% and 【Penalty】is active on foe, grants an additional Spd/Res+2 to unit during combat.
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).3009.0

Atk/Res Finish 1

If unit is within 3 spaces of an ally, grants Atk/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)60-

Atk/Spd Excel

If unit or foe initiates combat after moving to a different space, grants Atk/Spd+6 and Atk/Spd+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials).
If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials).3009.5

Atk/Res Finish 2

If unit is within 3 spaces of an ally, grants Atk/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)120-

Atk/Res Finish 3

If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)240-

Atk/Res Finish 4

If unit is within 3 spaces of an ally, grants Atk/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)3009.5

Atk/Def Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.)60-

Atk/Def Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.)120-

Atk/Def Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.)240-

Atk/Def Clash 4

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 6 (X = number of spaces moved by whoever initated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Atk/Def during combat.3009.5

Atk/Spd Finish 1

If unit is within 3 spaces of an ally, grants Atk/Spd+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)60-

Atk/Def Excel

If unit or foe initiates combat after moving to a different space, grants Atk/Def+6 and Atk/Def+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials).
If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials).3009.5

Atk/Spd Finish 2

If unit is within 3 spaces of an ally, grants Atk/Spd+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)120-

Atk/Spd Finish 3

If unit is within 3 spaces of an ally, grants Atk/Spd+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)240-

Atk/Spd Finish 4

If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)3009.5

Spd/Res Finish 1

If unit is within 3 spaces of an ally, grants Spd/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)60-

Spd/Res Finish 2

If unit is within 3 spaces of an ally, grants Spd/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)120-

Spd/Res Finish 3

If unit is within 3 spaces of an ally, grants Spd/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)240-

Spd/Res Finish 4

If unit is within 3 spaces of an ally, grants Spd/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)3009.5

Def/Res Finish 1

If unit is within 3 spaces of an ally, grants Def/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)60-

Spd/Def Clash 1

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.)60-

Def/Res Finish 2

If unit is within 3 spaces of an ally, grants Def/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)120-

Spd/Def Clash 2

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.)120-

Def/Res Finish 3

If unit is within 3 spaces of an ally, grants Def/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)240-

Spd/Def Clash 3

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.)240-

Def/Res Finish 4

If unit is within 3 spaces of an ally, grants Def/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)3009.5

Spd/Def Clash 4

If unit or foe initiates combat after moving to a different space, grants bonus to unit's Spd/Def during combat = X + 6 (X = number of spaces moved by whoever initated combat; max 4.) If X ≥ 2, neutralizes unit's penalties to Spd/Def during combat.3009.0

Atk/Res Scowl 1

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)60-

Atk/Res Scowl 2

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)120-

Atk/Res Scowl 3

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)240-

Atk/Res Scowl 4

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Res+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res +5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)3009.0

Atk/Def Finish 1

If unit is within 3 spaces of an ally, grants Atk/Def+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)60-

Atk/Spd Scowl 1

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)60-

Atk/Def Finish 2

If unit is within 3 spaces of an ally, grants Atk/Def+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)120-

Atk/Spd Scowl 2

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)120-

Atk/Def Finish 3

If unit is within 3 spaces of an ally, grants Atk/Def+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)240-

Atk/Spd Scowl 3

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)240-

Atk/Def Finish 4

If unit is within 3 spaces of an ally, grants Atk/Def+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)3009.5

Atk/Spd Scowl 4

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res +5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)3009.5

Def/Res Scowl 1

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)60-

Def/Res Scowl 2

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)120-

Def/Res Scowl 3

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)240-

Def/Res Scowl 4

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Def/Res+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res +5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)3009.5

Spd/Res Scowl 1

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Res+2 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+15 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)60-

Spd/Res Scowl 2

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Res+4 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+12 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)120-

Spd/Res Scowl 3

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Res+6 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+9 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)240-

Spd/Res Scowl 4

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Spd/Res+7 to unit during combat, and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5 during combat, inflicts Special cooldown count+1 on foe before foe's first attack. (Cannot exceed the foe's maximum Special cooldown.)3009.0

Atk/Spd Hexblade

At start of turn, if unit is within 2 spaces of a magic ally, grants 【Hexblade】 to unit for 1 turn. If 【Bonus】 is active on unit, grants Atk/Spd+7 to unit during combat.
【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).3009.5

Spd/Res Hexblade

At start of turn, if unit is within 2 spaces of a magic ally, grants 【Hexblade】 to unit for 1 turn. If 【Bonus】 is active on unit, grants Spd/Res+7 to unit during combat.
【Hexblade】
Calculates damage using the lower of foe's Def or Res during combat for 1 turn (including damage dealt by Specials before combat).3009.0
List of Type A Passive Skills | Fire Emblem Heroes|Game8 (2024)

FAQs

What are the skill types in Fire Emblem heroes? ›

A character can only have one weapon, assist skill, and special skill equipped. For passives, these are split into Passive A, Passive B, Passive C, and Attuned Skills (represented by X). Certain passive skills belong in certain passive slots, denoted by the letter in the skill picture.

How do attuned skills work in Feh? ›

Attuned Skills that have been inherited cannot be equipped at the same time as other exclusive skills with the exception of exclusive weapon, Dance, Sing, and Play skills. Also, Attuned Skills cannot be passed on to a third Hero. However, it is possible to carry over Attuned Skills when merging Heroes.

Are there class skills in Fire Emblem Engage? ›

There are three types of Skills in Fire Emblem Engage: Personal Skill: All characters have a skill related to their personality. This skill cannot be removed. Class Skill: When a character reaches Level 5 in an Advanced class, they will gain that class's unique skill.

What is the best personal skill in Fire Emblem Engage? ›

These powerful Skills add unique bonuses to your combat if you execute your battle plan in a certain way.
  • 8 Yunaka - Trained To Kill. ...
  • 7 Citrinne - Generosity. ...
  • 6 Merrin - Knightly Escort. ...
  • 5 Timerra - Racket Of Solm. ...
  • 4 Jean - Expertise. ...
  • 3 Seadall - Curious Dance. ...
  • 2 Veyle - Fell Protection. ...
  • 1 Alear - Divinely Inspired.
Feb 8, 2023

Who is the strongest Fire Emblem main character? ›

Sigurd, the main character of the first half of Genealogy of the Holy War, is one of Fire Emblem's most infamously powerful units. Between his starting bases, skills, equipment, and growths, Sigurd is capable of defeating every enemy he might come across. He never loses the slightest jot of relevance.

Who is the main hero in Fire Emblem? ›

Byleth (Protagonist) (Three Houses) | Characters | Fire Emblem World.

Do skills stack in Fire Emblem heroes? ›

Both bonuses and combat boosts will stack with each other, as well as non-combat boosts. These rules also apply to penalties. Additionally, bonuses and penalties both apply at the same time and will not cancel each other out. Their interaction with each other is calculated before being applied to Heroes.

How many inherited skills can you have in Fire Emblem Engage? ›

Skills can vary greatly in price depending on how powerful or complex the skills is, while more simple skills that simply increase a base stat are often a lot cheaper to purchase - though you can only equip two inherited skills at a time.

Is attuned caeda good? ›

Attuned Caeda is, by no means, the best unit in the game. But if the player wants to invest in her, she can become quite a good unit, especially with her weapon and given set of skills. She will especially be good if the player faces an Armored or Cavalry unit, so having her on the roster is not a bad idea.

What is the best class in Fire Emblem Engage? ›

Best Class For Each DLC Character
UnitBest Class
NelFell Child or Wyvern Knight
RafalFell Child or Warrior
ZelestiaMelusine
GregorySage
1 more row
Jan 20, 2024

Should I play other Fire Emblems before Engage? ›

In Engage's case its stand alone game so its fine. There are going to be references to the other 17+ games in the series in this one in the form of Emblems, but in terms of story this is self contained and does not directly follow from any other Fire Emblem game.

Can anyone be any class in Fire Emblem Engage? ›

Barring the character-specific classes, every character can become any class in Fire Emblem Engage. You can turn your mages into knights, healers into archers, and even tanks into wyvern riders.

Is Fire Emblem Engage harder than 3 Houses? ›

Definitely Engage. Three Houses's Maddening is easy, so long as you mastered the game mechanics, etc. Engage on the other hand introduces new BS mechanics like the break system that screws up the math on things.

Should I pick male or female Fire Emblem Engage? ›

There's no mechanical difference between the male and female protagonist in Fire Emblem Engage.

Do skills stack in Fire Emblem Heroes? ›

Both bonuses and combat boosts will stack with each other, as well as non-combat boosts. These rules also apply to penalties. Additionally, bonuses and penalties both apply at the same time and will not cancel each other out. Their interaction with each other is calculated before being applied to Heroes.

What is skill in Fire Emblem stats? ›

Dexterity (技 Waza lit. Technique), also called Skill in titles prior to Fire Emblem: Three Houses, is a character stat that affects a unit's hit rate and critical hit rate. It is also used to determine the activation rate of special abilities such as Lethality and Aether in certain games.

How do you equip skills in Fire Emblem Heroes? ›

Select Allies → Traits/Equipment → Edit/Equip Skill Sets to get started. You can configure ten skill sets to equip individual allies with the skills and Sacred Seals that you want. Customize sets for each of your allies and switch between them to adapt to different situations!

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