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/Res Bond 2

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

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/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 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.3009.5

Atk/Def Solo 4

If 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/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 annd 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/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

List of Type A Passive Skills | Fire Emblem Heroes|Game8? ›

There are three types of active skills: Weapon, Assist, and Special. There are also passive skills, which give you a boost just by equipping them. The story brings together new Hero characters along with familiar faces from the Fire Emblem series.

What are the skill types in Fire Emblem heroes? ›

There are three types of active skills: Weapon, Assist, and Special. There are also passive skills, which give you a boost just by equipping them. The story brings together new Hero characters along with familiar faces from the Fire Emblem series.

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.

What is skill in Fire Emblem Awakening? ›

Skills are earned passive abilities that you can unlock for each character based on his or her class. Skill. Class Availability/Level. Effect.

How many skills are there 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.

Is Hero a good class in Fire Emblem? ›

Combat. Statistically speaking, Heroes are somewhere in between the General and Swordmaster classes. While they are speedier and have less Defense compared to Generals, they are slower but more defensive than Swordmasters.

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

Fittingly for the main character, and the only character that is mandatory on every story map, Alear's Personal Skill is a very effective skill that can be beneficial in many situations. As the Divine Dragon, adjacent units are inspired by Alear's presence and deal +3 damage while adjacent to them.

Do skills stack in Fire Emblem heroes? ›

For combat boosts, all combat boosts will stack with each other with no upper limit. 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.

What is the avoid skill in Fire Emblem? ›

Avoid + (Japanese: 回避+ Avoidance +) is a series of skills which debuted in Fire Emblem Awakening. As the name suggests, they increase a unit's avoid by a set amount, and are associated various classes, with the Myrmidon class in Awakening and high-level flying classes in Fire Emblem: Three Houses.

Can you infinitely level in Fire Emblem Engage? ›

What is the Max Level in Fire Emblem Engage? The maximum level that any class can reach is 20. But while that is technically the level cap, players will be able to use Master Seals in order to move beyond the cap.

How many hours does it take to finish Fire Emblem Engage? ›

When focusing on the main objectives, Fire Emblem Engage is about 41 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 90½ Hours to obtain 100% completion.

Is Fire Emblem Engage harder than 3 Houses? ›

Overall, the difficulty options in Engage are almost identical to those of Three Houses and similar to how the series has been since Fire Emblem Awakening.

Do skills stack in Fire Emblem Heroes? ›

For combat boosts, all combat boosts will stack with each other with no upper limit. 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.

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

Fittingly for the main character, and the only character that is mandatory on every story map, Alear's Personal Skill is a very effective skill that can be beneficial in many situations. As the Divine Dragon, adjacent units are inspired by Alear's presence and deal +3 damage while adjacent to them.

How to get skills in Fire Emblem Heroes? ›

Getting Skill Points

You need Skill Points (SP) in order to obtain skills. Normally, you get SP when you defeat a foe. Be careful though—you won't get any SP if the foe's level is too low. If you are trying to save SP for a particular ally, focus on using that Hero to strike the finishing blow.

What are the elements of heroes in Fire Emblem? ›

Legendary Heroes can be one of four elements—fire, water, wind, or earth—while Mythic Heroes can be light, dark, astra, or anima. Once you've conferred a blessing on a Hero, place a Legendary or Mythic Hero that matches the blessing's type in the same team.

Top Articles
Latest Posts
Article information

Author: Rev. Porsche Oberbrunner

Last Updated:

Views: 6411

Rating: 4.2 / 5 (73 voted)

Reviews: 80% of readers found this page helpful

Author information

Name: Rev. Porsche Oberbrunner

Birthday: 1994-06-25

Address: Suite 153 582 Lubowitz Walks, Port Alfredoborough, IN 72879-2838

Phone: +128413562823324

Job: IT Strategist

Hobby: Video gaming, Basketball, Web surfing, Book restoration, Jogging, Shooting, Fishing

Introduction: My name is Rev. Porsche Oberbrunner, I am a zany, graceful, talented, witty, determined, shiny, enchanting person who loves writing and wants to share my knowledge and understanding with you.