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Heroes are playable units in Fire Emblem Heroes.

ProfileEdit

Heroes are Einherjar-like units that are summoned in the countries of Askr and Embla. Unlike Einherjars, Heroes are complete visual recreations of various Fire Emblem protagonist and antagonist characters throughout the franchise. They also exhibit the same personalities as their original in-game versions, have some memories of events of their original games, and even wield recreations of their in-game special weapons if they have any.

Heroes are summoned through special pedestals in the Askr and Embla kingdoms. The Askr Kingdom utilizes the Breidablik and Orbs to summon Heroes while the Emblian Empire does so through an unknown method. Heroes are contracted to whoever summoned them, fighting for their cause even if their beliefs conflict with their summoner's purpose. However, if they are defeated, there is a chance for them to break their contract and leave.

In GameEdit

Heroes are mainly recruited through Summoning by expending Orbs. They can also be recruited by completing Missions, defeating a Hero Battle and Grand Hero Battle team, or receiving them as a reward for Tempest Trials.

SummoningEdit

Heroes are summoned either via Summoning, clearing a Hero Battle/Grand Hero Battle map, achieving a certain score in the Tempest Trials, or completing certain quests.

Unit BasicsEdit

When obtained, all Heroes start at Level 1 and have an assigned Rarity of 1 to 5 stars depending on their method of summoning. Every unit has unique properties including the unit types, their weapon of choice, and their stat trends.

Icon Name Movement Range Forest Movement Movement over Special Terrain
Heroes Infantry Infantry 2 Reduced to 1 Cannot
Heroes Armored Armored 1 No movement penalty Cannot
Heroes Cavalry Cavalry 3 Cannot traverse Cannot
Heroes Flying Flying 2 No Movement Penalty Can

StatsEdit

Every individual Hero has a fixed growth rate and ally copies of the same Hero will adhere to a strict stat growth rate pattern up until they reach Level 40. For example, this means that every person who summons Marth will have a similar Marth at Level 40 in terms of stats. However, Heroes that are Summoned may be subjected to a stat Boon and Bane, increasing one stat's maximum while reducing another. This gives each Summoned unit, even of the same Hero, a bit of individuality while remaining relatively the same as any other player who has obtained that unit.

Heroes features 5 stats for every unit that vary between units: HP, Attack, Speed, Defense, and Resistance

  • HP or Hit Points determine the Hero's maximum health. In battle, they can take damage and can be healed if hurt. If a unit's HP falls to 0, that unit is defeated and removed from the map.
  • Attack is the unified Strength and Magic stat for all units. The higher their Attack Stat, the more damage they inflict during combat.
  • Speed is the stat that determines if they are able to launch Double Attacks. If the difference in speed stats between two battling Heroes is 5 or more, the unit with the 5+ Speed will perform a Double Attack
  • Defense is the stat that determines how much damage a unit takes when they are attacked by an enemy unit using a Sword, Lance, Axe, Bow, and Dagger.
  • Resistance is the stat that determines how much damage a unit takes when they are attacked by an enemy unit using Tomes, Staves, and Breath attacks.

RarityEdit

The rarity changes what maximum stats that unit will have and what skills they can learn from their base skill set. For example, a 4-Star Chrom can only learn Spur Defense 2 while a 5-Star Chrom can learn up to Spur Defense 3.

Every Hero has a fixed skill set that is universal among all Heroes of the same name and title. Hence all copies of Hector will come with the same skill set. Depending on their starting rarity, they will have the following skill trends

Rarity Starting Weapon Tier Highest Learnable Weapon Tier Support Special Skill Passive Skills Send Home Feathers Feathers to Upgrade to next tier
1✯ Tier 1 Tier 1 Heal Only No One Tier 1 Passive Learnable 5 20
2✯ Tier 1 Tier 2 Heal Only No One Tier 2 Passive Learnable 10 200
3✯ Tier 2 Tier 3 All Support Skills and Tier 2 Healing Spells Tier 1 Special Skill One Tier 2 and one Tier 1 Passive Learnable 150 2000
4✯ Tier 3 Tier 3 All Support Skills Tier 2 Special Skills One Tier 3 and One Tier 2 Passive Learnable. 300 20,000
5✯ Tier 4 Tier 4 All Support Skills All Special Skills All Passive Skills learnable 1,000 -

TrainingEdit

All Heroes under Level 40 gain experience whenever they battle another unit or defeat a unit. Staff units also gain EXP whenever they heal an ally. Players can also expend Shards and Crystals to level up their Heroes. Maximum EXP required to reach Level 40 depends on their rarity. All battles, aside from any battles in the Arena Assault after the first daily attempt, will give EXP. Units gain EXP even if they do not defeat an enemy, but receive more EXP if they do.

Heroes also earn Skill Points in order for them to learn skills. Skill points are earned every time they Level Up and whenever they defeat an enemy unit that is no less than 5 Levels under their current level. If a Hero defeats an enemy, they will earn 3 SP. Every Staff heal gives 1 SP up to 5 times per battle. Units with Valor skills double Experience of all allies used in the same battle that utilize the exact same weapon type. Ultimately, 12 SP is the maximum amount of SP earned through a single battle if the unit defeats an enemy unit while a Valor teammate is present during a double SP period.

Players can also Merge Heroes together if they have two copies of the same Hero, sacrificing one copy to give the other SP and, if they have learned skills, automatically pass down those skills to the merged unit. If the two Merging Heroes are the same rarity, the new merged unit receives a Bonus Level that does not contribute to the Heroes' 40 Level Cap and can receive up to 10 bonus Merge Levels. If the Merged unit is 4-Star rarity or less, they will also have a reduced Hero Feather cost to upgrade their Rarity for each Merged Level they have.

CombatEdit

Battles in Heroes are conducted in battles between a team created by the player that contains up to four of the player's recruited Heroes up against an enemy team that ranges from 1 to 5 depending on the mode. The Weapon Triangle system applies to the game, with Swords, Lances, and Axes being designated under three colors; Red, Blue, and Green respectively and cannot be any other color. Tomes are also given different color designations that are fixed. For example, Merric is always a Green Mage, Lilina is always a Red Mage, and Male Robin is always a Blue Mage. Similarly, Breath users are given a fixed color; Tiki having Red Breath, Nowi having Blue Breath, and Fae having Green Breath. Staves, Bow, and Dagger are Colorless units and are not affected by the Weapon Triangle unless a specific weapon has a specified advantage against them such as Blárraven.

All Swords, Lances, Axes, and Breath users are can only initiate attacks against adjacent foes and can only counterattack at the same range unless they have a skill that allows them to counter attack at range. All Tome, Bow, Dagger, and Staff users can only initiate attack from two tiles away from them and can only counterattack at the same range unless they have a skill that allows them to counterattack adjacent enemies. Daggers inflict stat penalties and Bows deal effective damage against Flying Units.

In combat, battles are won by defeating all enemy units on the enemy team by reducing their HP to 0. Allied units whose HP is reduced to 0 are removed from a map, but are not lost form a player's Hero Roster, taking a Casual Mode approach to the game.

SkillsEdit

See also: Skills#Heroes

All Heroes are given a set of skills that they use in battle. They have a plethora of effects in battle and are categorized under one of five skill types:

  • Weapon Skills - Every unit in the game comes with a Weapon skill which is their main method of attacking in Heroes.
  • Support Skills - Support skills provide a variety of actions that allow allied units to interact with each other. These include unit placement manipulations, Rally skills, Healing spells, and Dancing.
  • Special Skills - Skills that, when activated, provide numerous effects in battle. These skills are given a Cooldown counter, which requires that the unit attack an enemy, be attacked, and/or heal an ally a set number of times before it can activate.
  • Passive - Skills that provide numerous effects in battle. Every passive skill is designated one of three skill slots and can only be equipped in that slot.
  • Sacred Seal - Sacred Seals are equippable skills that can be equipped to any character in game. Unlike all other skills, Sacred Seals are not learned by a character and are instead treated as equipment skills, freely allowing the player to place a Seal on whatever character they want it on at any time.

Skill InheritanceEdit

See also: Inherit Skill

Aside from the skills that a Hero starts off with, they are able to acquire new skills through Skill Inheritance. Skill inheritance allows a unit to take up to three skills from another unit and adds it to their skill list to learn. Any skill that a unit inherits receives an increased cost to learn compared to the base unit who has it in their skill set, requiring 1.5x more SP than the base unit. For example, Lon'qu requires 350 SP in order to learn Vantage 3 while a Hector who inherited up to Vantage 3 from a Lon'qu would require 525 SP to learn the skill.

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