💰 Passives - Fire Emblem Heroes Wiki

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Rally Spd/Def+.


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Rally Def/Res+.


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The following is a list of all known skills in Fire Emblem Heroes. Due to the nature of the game, additional skills not currently present in the.


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Fire Emblem Heroes is a free-to-play tactical role-playing game developed by Intelligent Since release, additional characters have been added to the list, including from games that were previously not featured. In March , the game added "skill inheritance", which allows characters to mix skills previously reserved to.


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Grants Res+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.


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Fire Emblem Heroes is currently taking the world by storm, but before you dive any deeper into it, there are Understand Positioning And Movement Abilities Before Anything Else This isn't an exhaustive list, but it will help.


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Grants Res+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.


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Fire Emblem Heroes Skills are unique abilities that your characters can learn, these abilities can inflict more damage to enemy units and are mostly triggered.


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The following is a list of skills in Fire Emblem Heroes. Skills with* after their name cannot be.


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Destroyed defensive structures are not counted. Beorc's Blessing. If a movement Assist skill like Reposition, Shove, Pivot, etc. Does not affect foes with Pass skills. Target foe moves to unit's previous space. If unit survives, get 1. If unit initiates combat, unit and target foe swap spaces after combat. If Sing or Dance is used, inflicts Atk-3 on nearest foes within 4 spaces of unit through their next actions. If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. Neutralizes cavalry and flying foes' bonuses from skills like Fortify, Rally, etc. If Sing or Dance is used, inflicts Atk-5 on nearest foes within 4 spaces of unit through their next actions. Sign In. Neutralizes "effective against flying" bonuses. Only highest value applied. At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action. At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action. After combat, deals 4 damage to unit. You can equip one skill for each type. This category has varied effects. From Fire Emblem Heroes Wiki. At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action. Passive skills can be, however, unequipped if the user feels it has a negative impact on the unit's performance. Skill Interaction provides an overview of passive skills that may interact or overlap with other passive skills and weapons. If Sing or Dance is used, inflicts Atk-7 on nearest foes within 4 spaces of unit through their next actions. If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses from skills like Fortify, Rally, etc. If unit has weapon-triangle disadvantage, neutralizes weapon-triangle advantage granted by foe's skills. Every character has one slot for each type, and the user cannot equip more than one passive skill in each slot. Does not stack. Neutralizes all weapon-triangle advantage granted by unit's and foe's skills. Excludes unit. At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. Some passive skills are available as Sacred Seals , and some Sacred Seals can have skills not available as passive skills on any unit listed here. The buffs or debuffs applied to the battlefield, although not directly affecting combat. If a Rally Assist skill is used by unit or targets unit, inflicts Atk-3 on foes in cardinal directions of unit through their next actions. Calculates each stat bonus independently. At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res. If a Rally Assist skill is used by unit or targets unit, inflicts Atk-7 on foes in cardinal directions of unit through their next actions. Type A - Affect only the character, either by adding additional effects or characteristics to the unit, or simply by buffing the character's stats. All those skills either automatically come with the character or must be learned, like every other skills, at the cost of SP. Special cooldown charge granted even if foe's attack deals 0 damage. That turn only. In combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack. Reduces damage dealt to unit by 5 when Special triggers. If a Rally Assist skill is used by unit or targets unit, inflicts Def-7 on foes in cardinal directions of unit through their next actions. After combat, deals 8 damage to unit. Unit can move to a space adjacent to a flying ally within 2 spaces. If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat.{/INSERTKEYS}{/PARAGRAPH} Maximum penalty of Once per turn. These skills change the dynamic of the game during or after combat. At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action. A, Misc. Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons. If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat. If the Turn Limit is 7, it will increase to 8, etc. If a Rally Assist skill is used by unit or targets unit, inflicts Def-5 on foes in cardinal directions of unit through their next actions. Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. Type C - Can affect your allies or enemies. No effect on Special cooldown counts already at maximum. If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. Stacks with effects of skills like Sol. Neutralizes weapon-triangle advantage granted by unit's skills. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. {PARAGRAPH}{INSERTKEYS}Just like their names state, passive skills are skills that, under certain circumstances, apply various effects affecting gameplay. If a Rally Assist skill is used by unit or targets unit, inflicts Def-3 on foes in cardinal directions of unit through their next actions. After combat, deals 6 damage to unit. Unit can counterattack regardless of foe's range. Higher-scoring opponents will appear. Cannot exceed the foe's maximum Special cooldown. Hexblade 1 If adjacent infantry allies use sword, lance, axe, bow, or dagger, calculates their damage using the lower of foe's Def or Res during combat. When calculating highest stat, treats Atk as Calculates each stat penalty independently. At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action. If a skill that moves unit after combat is used, references unit's position after that movement occurs. B, and Misc. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. Skill cannot be inherited. If unit initiates combat, foe is moved 1 space away after combat. Bonus granted to unit even if no allies are adjacent. If unit initiates combat, unit moves 1 space away after combat. If a Rally Assist skill is used by unit or targets unit, inflicts Atk-5 on foes in cardinal directions of unit through their next actions. Although not official, skill types roughly determine the general effect of the skill. At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action. If foe uses sword, lance, axe, dragonstone, or beast damage, neutralizes foe's bonuses from skills like Fortify, Rally, etc. Jump to: navigation , search. Does not affect structures that cannot be destroyed. These skills take effect after you equip them. Does not affect damage dealt by Specials that trigger before combat. At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. At start of turn, inflicts Res-5 on foe on the enemy team with the highest Res through its next action. If unit has weapon-triangle disadvantage, reverses weapon-triangle advantage granted by foe's skills. Type B - Battle related skills. Stat total calculation excludes any values added by merges and skills. While attacking in Aether Raids, if unit ends movement on a space with a Bolt Trap or a Heavy Trap, cancels trap's effect. Inflicts Atk After combat, deals 2 damage to unit. Stacks with similar skills.