Fire Emblem Heroes Full Weapon and Skill List





There are more than 100 weapons and skills in Fire Emblem Heroes. As you progress through the campaign you'll gain access to more of them, increasing your potency in battle.



Below you can find every weapon and skill in the game.

 


Weapons



Weapon | Power | Range | Effect
  • Iron Sword | 6 | 1 |
  • Steel Sword | 8 | 1 |
  • Silver Sword | 11 | 1 |
  • Fólkvangr | 16 | 1 | Grants Atk+5 at start of turn if HP<=50%
  • Iron Axe | 6 | 1 |
  • Steel Axe | 8 | 1 |
  • Killer Axe | 7 | 1 | Accelerates Special trigger (cooldown count-1).
  • Killer Axe+ | 11 | 1 | Accelerates Special trigger (cooldown count-1).
  • Falchion | 16 | 1 | Effective against dragons. At the start of every third turn, unit recovers 10 HP.
  • Brave Sword | 5 | 1 | Can attack twice in a row if initiating attack, but speed goes down by 5.
  • Iron Lance | 6 | 1 |
  • Steel Lance | 8 | 1 |
  • Silver Lance | 11 | 1 |
  • Silver Lance+ | 15 | 1 |
  • Brave Lance | 5 | 1 | Can attack twice in a row if initiating attack, but speed goes down by 5.
  • Iron Dagger | 3 | 2 | After combat, inflicts Def/Res-3 on foe through its next action.
  • Steel Dagger | 5 | 2 | After combat, inflicts Def/Res-3 on foe through its next action.
  • Silver Dagger | 7 | 2 | After battle, inflicts Def/Res-5 on foe through its next action.
  • Silver Dagger+ | 10 | 2 | After combat, inflicts Def/Res-7 on foe through its next action.
  • Thunder | 4 | 2 |
  • Elthunder | 6 | 2 |
  • Blur Raven | 7 | 2 | After battling against a neutral enemy, you have a favorable element match and they have an unfavorable element match
  • Blur Raven+ | 11 | 2 | After battling against a neutral enemy, you have a favorable element match and they have an unfavorable element match
  • Wind | 4 | 2 |
  • Elwind | 6 | 2 |
  • Rexcalibur | 9 | 2 |
  • Excalibur | 14 | 2 | Effective against flying units.
  • Iron Bow | 4 | 2 | Effective against flying units.
  • SteelBow | 6 | 2 | Effective against flying units.
  • Silver Bow | 9 | 2 | Effective against flying units.
  • Parthia | 14 | 2 | Effective against flying units. Grants Res+4 during combat if initiating attack.
  • Heavy Spear | 8 | 1 | Effective against armored units.
  • Heavy Spear+ | 12 | 1 | Effective against armored units.
  • Assault | 10 | 2 |
  • Panic | 7 | 2 |
  • Sword of Seals | 16 | 1 | Bestows Def+2 and Res+2 upon its wielder.
  • Yato | 16 | 1 | Grants Spd+4
  • Emerald Axe+ | 12 | 1 | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
  • Emerald Axe | 12 | 1 | Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
  • Killer Lance | 7 | 1 | Accelerates Special trigger (cooldown count-1).
  • Killer Lance+ | 11 | 1 | Accelerates Special trigger (cooldown count-1).
  • Deep Sea Spear | 8 | 1 | Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage
  • Deep Sea Spear+ | 12 | 1 | Gives Atk +20% if weapon-triangle advantage, Atk -20% if disadvantage
  • Rogue Dagger | 4 | 2 | After combat, inflicts Def/Res-3 on for through its next action. Grants unit Def/Res+3 for 1 turn.
  • Rogue Dagger+ | 7 | 2 | After combat, inflicts Def/Res-5 on foe through its next action. Grants unit Def/Res+5 for 1 turn.
  • Killing Edge | 11 | 1 | Accelerates Special trigger (cooldown count-1).
  • Flux | 4 | 2 |
  • Ruin | 6 | 2 |
  • Rauðrwolf | 6 | 2 | Effective against cavalry units.
  • Rauðrwolf+ | 10 | 2 | Effective against cavalry units.
  • Killer Bow | 5 | 2 | Effective against flying units. Accelerates Special trigger (cooldown count-1).
  • Killer Bow+ | 9 | 2 | Effective against flying units. Accelerates Special trigger (cooldown count-1).
  • Hidden Killer Bow | 7 | 2 | If enemy wepon type is Hidden, you can double attack and enemy can't
  • Hidden Killer Bow+ | 11 | 2 | If enemy wepon type is Hidden, you can double attack and enemy can't.
  • Pane | 3 | 2 | After battle, deal 10 damage to the enemy.
  • Absorb | 4 | 2 | Recover 50% of damage dealt.
  • Fear | 5 | 2 | After battle, enemy attack -6 until the end of their next action.
  • Brave Axe | 5 | 1 | Can attack twice in a row if initiating attack, but speed goes down by 5.
  • Brave Axe+ | 8 | 1 | Can attack twice in a row if initiating attack, but speed goes down by 5.
  • Armorslayer | 8 | 1 | Effective against armored units.
  • Armorslayer+ | 12 | 1 | Effective against armored units.
  • Durandal | 16 | 1 | Attack+5 if initiating attack.
  • Brynhildr | 14 | 2 | If initiating attack, after ending the battle, limit the enemy's movement to 1 until the end of their next action.
  • Fire Breath | 6 | 1 |
  • Fire Breath+ | 8 | 1 |
  • Lightning Breath | 7 | 1 | Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1).
  • Lightning Breath+ | 11 | 1 | Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1).
  • Hidden Weapon of Purple Smoke+ | 9 | 2 | At the end of the battle, DEF and RES -4 for all enemies two tiles around (Until next move)
  • Hidden Weapon of Purple Smoke | 6 | 2 | At the end of the battle, DEF and RES -4 for all enemies two tiles around (Until next move)
  • Hidden Weapon of Poison | 2 | 2 | If the enemy walks after the battle, enemy's DEF and RES -4 (until their next action).
  • Hidden Weapon of Poison+ | 5 | 2 | If the enemy walks after the battle, enemy's DEF and RES -6 (until their next action).
  • Lauer Blade | 9 | 2 | Slows Special trigger (cooldown count+1).
  • Lauer Blade+ | 13 | 2 | Slows Special trigger (cooldown count+1).
  • Grunt Blade | 9 | 2 | Slows Special trigger (cooldown count+1).
  • Grunt Blade+ | 13 | 2 | Slows Special trigger (cooldown count+1).
  • Raijinto | 16 | 1 | Enables counterattack regardless of distance if this unit is attacked.
  • Nosferatu | 9 | 2 |
  • Nosferatu+ | 13 | 2 |
  • Flametongue | 11 | 1 |
  • Flametongue+ | 15 | 1 |



Passive Skills

  • Death Blow 1 - Grants Atk+2 if unit initiates combat.
  • Death Blow 2 - Grants Atk+4 if unit initiates combat.
  • Death Blow 3 - Grants Atk+6 if unit initiates combat.
  • Spur Atk 1 - Grants adjacent allies Atk+2 during combat.
  • Spur Atk 2 - Grants adjacent allies Atk+3 during combat.
  • Spur Atk 3 - Grants adjacent allies Atk+4 during combat.
  • Escape Route 1 - Enables unit whose own HP <= 30% to wrap adjacent to any ally.
  • Escape Route 2 - Enables unit whose own HP <= 40% to wrap adjacent to any ally.
  • Escape Route 3 - Enables unit whose own HP <= 50% to wrap adjacent to any ally.
  • Spur Spd 1 - Grants adjacent allies Spd+2 during combat.
  • Spur Spd 2 - Grants adjacent allies Spd+3 during combat.
  • Spur Spd 3 - Grants adjacent allies Spd+4 during combat.
  • Armored Blow 1 - Grants Def+2 druing combat if unit initiates the attack.
  • Armored Blow 2 - Grants Def+4 druing combat if unit initiates the attack.
  • Armored Blow 3 - Grants Def+6 druing combat if unit initiates the attack.
  • Breath of Life 1 - If unit initiates attack, adjacent allies recover 3 HP after combat.
  • Breath of Life 2 - If unit initiates attack, adjacent allies recover 5 HP after combat.
  • Breath of Life 3 - If unit initiates attack, adjacent allies recover 7 HP after combat.​



Command Skills

  • Rally Attack - Grants Atk+4 to an adjacent ally until the end of the turn.
  • Swap - Swap places with an adjacent ally.
  • Pivot - Unit moves to opposite side of adjacent ally.



Special Skills

  • Daylight - Heal 30% of damage dealt
  • Sol - Heal 50% of damage dealt
  • Rising Flame - Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
  • Growing Flame - Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).



 








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