Hero Passives List

List of hero passives in Fire Emblem Heroes. This page is updated as Fire Emblem Heroes releases new passives and we enter the data.

A

Armored Blow 3 Armored Blow 3

Grants Def+6 during combat if unit initiates the attack.

SP
200
TYPE
A

Atk Res Bond 3 Atk Res Bond 3

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

SP
240
TYPE
A

Atk Spd 2 Atk Spd 2

Grants Atk/Spd+2.

SP
160
TYPE
A

Attack +3 Attack +3

Grants Atk+3.

SP
120
TYPE
A

Attack Def +2 Attack Def +2

Grants Atk/Def+2.

SP
160
TYPE
A

Attack Res 2 Attack Res 2

Grants Atk/Res+2.

SP
160
TYPE
A

Bracing Blow 2 Bracing Blow 2

Grants Def/Res+4 during combat if unit initiates combat.

SP
240
TYPE
A

Close Counter Close Counter

Enables unit to counterattack regardless of distance to attacker.

SP
300
TYPE
A

Close Def 3 Close Def 3

If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat.

SP
240
TYPE
A

Darting Blow 3 Darting Blow 3

Grants Spd+6 during combat if unit initiates the attack.

SP
200
TYPE
A

Death Blow 3 Death Blow 3

Grants Atk+6 during combat if unit initiates the attack.

SP
200
TYPE
A

Defense +3 Defense +3

Grants Def+3.

SP
120
TYPE
A

Defiant Atk 3 Defiant Atk 3

Grants Atk+7 at start of turn if unit's HP ≤ 50%.

SP
160
TYPE
A

Defiant Def 3 Defiant Def 3

Grants Def+7 at start of turn if unit's HP ≤ 50%.

SP
160
TYPE
A

Defiant Res 3 Defiant Res 3

Grants Res+7 at start of turn if unit's HP ≤ 50%.

SP
160
TYPE
A

Defiant Spd 3 Defiant Spd 3

Grants Spd+7 at start of turn if unit's HP ≤ 50%.

SP
160
TYPE
A

Distant Counter Distant Counter

Enables unit to counterattack regardless of distance to attacker.

SP
300
TYPE
A

Distant Def 3 Distant Def 3

If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat.

SP
240
TYPE
A

Earth Boost 3 Earth Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+6 during combat.

SP
200
TYPE
A

Fierce Stance 3 Fierce Stance 3

Grants Atk+6 during combat when this unit is attacked.

SP
200
TYPE
A

Fire Boost 3 Fire Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.

SP
200
TYPE
A

Flashing Blade 3 Flashing Blade 3

If unit's Spd - foe's Spd ≥ 1, unit gains Special cooldown charge +1 per attack.(If using other similar skill, only highest value applied.)

SP
240
TYPE
A

Fortress Def 3 Fortress Def 3

Grants Def+5.Inflicts Atk-3.

SP
160
TYPE
A

Fortress Res 3 Fortress Res 3

Grants Res+5.Inflicts Atk-3.

SP
160
TYPE
A

Fury 3 Fury 3

Grants Atk/Spd/Def/Res+3.Unit takes 6 damage after combat.

SP
200
TYPE
A

Grani's Shield Grani's Shield

Neutralizes "effective against" bonuses.

SP
200
TYPE
A

Heavy Blade 3 Heavy Blade 3

If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 per attack.(If using other similar skill, only highest value applied.)

SP
240
TYPE
A

HP +5 HP +5

Grants +5 to max HP.

SP
160
TYPE
A

HP Def 2 HP Def 2

Grants HP+4, Def+2.

SP
200
TYPE
A

HP Res 2 HP Res 2

Grants HP+4, Res+2.

SP
200
TYPE
A

HP Spd 2 HP Spd 2

Grants HP+4, Spd+2.

SP
200
TYPE
A

Iote's Shield Iote's Shield

Neutralizes "effective against" bonuses.

SP
200
TYPE
A

Life and Death 3 Life and Death 3

Grants Atk/Spd+5.Inflicts Def/Res-5.

SP
200
TYPE
A

Mirror Strike 2 Mirror Strike 2

Grants Atk/Res+4 during combat if unit initiates combat.

SP
240
TYPE
A

Resistance +3 Resistance +3

Grants Res+3.

SP
120
TYPE
A

Spd Def 2 Spd Def 2

Grants Spd/Def+2.

SP
160
TYPE
A

Spd Res 2 Spd Res 2

Grants Spd/Res+2.

SP
160
TYPE
A

Speed +3 Speed +3

Grants Spd+3.

SP
120
TYPE
A

Steady Blow 2 Steady Blow 2

If unit initiates combat, unit granted Spd/Def+4 during battle.

SP
240
TYPE
A

Steady Breath Steady Breath

If attacked, unit granted Def+4 during combat; also gains Special cooldown charge +1. (If using other similar skill, only highest value applied.)

SP
240
TYPE
A

Steady Stance 3 Steady Stance 3

Grants Def+6 during combat when this unit is attacked.

SP
200
TYPE
A

Sturdy Blow 2 Sturdy Blow 2

Grants Atk/Def+4 during combat if unit initiates combat.

SP
240
TYPE
A

Svalinn Shield Svalinn Shield

Neutralizes "effective against" bonuses.

SP
200
TYPE
A

Swift Sparrow 2 Swift Sparrow 2

If unit initiates combat, unit granted Atk/Spd+4 during battle.

SP
240
TYPE
A

Swift Strike 2 Swift Strike 2

If unit initiates combat, unit granted Spd/Res+4 during battle.

SP
240
TYPE
A

Triangle Adept 3 Triangle Adept 3

Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.

SP
200
TYPE
A

Warding Blow 3 Warding Blow 3

Grants Res+6 during combat if unit initiates attack.

SP
200
TYPE
A

Warding Stance 3 Warding Stance 3

Grants Res+6 during combat when this unit is attacked.

SP
200
TYPE
A

Water Boost 3 Water Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Res+6 during combat.

SP
200
TYPE
A

Wind Boost 3 Wind Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+6 during combat.

SP
200
TYPE
A

B

Axebreaker 3 Axebreaker 3

If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

B Tomebreaker 3 B Tomebreaker 3

If unit's HP ≥ 50% in combat against a blue tome user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Beorc's Blessing Beorc's Blessing

If foe is cavalry or flier type, foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. (Skill cannot be inherited.)

SP
300
TYPE
B

Blaze Dance 3 Blaze Dance 3

If Sing or Dance is used, target also granted Atk+4.

SP
200
TYPE
B

Bowbreaker 3 Bowbreaker 3

If unit's HP ≥ 50% in combat against a bow user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Brash Assault 3 Brash Assault 3

Unit automatically makes a follow-up when at HP ≤ 50% and attacking a foe that can counter.

SP
200
TYPE
B

Cancel Affinity 3 Cancel Affinity 3

Any weapon triangle affinity granted by unit's skills is negated.If affinity disadvantage exists, weapon triangle affinity granted by foe's skills is reversed.

SP
200
TYPE
B

Crusader's Ward Crusader's Ward

If unit receives consecutive attack from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited.)

SP
300
TYPE
B

Daggerbreaker 3 Daggerbreaker 3

If unit's HP ≥ 50% in combat against a dagger user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Dazzling Staff 3 Dazzling Staff 3

The enemy cannot counterattack.

SP
240
TYPE
B

Desperation 3 Desperation 3

If unit initiates combat with HP ≤ 75%, follow-up attacks occur immediately after unit's attack.

SP
200
TYPE
B

Drag Back Drag Back

If unit initiates attack, the unit moves 1 space away after combat.Foe moves into unit's previous space.

SP
150
TYPE
B

Escape Route 3 Escape Route 3

Enables unit whose own HP is ≤ 50% to warp adjacent to any ally.

SP
240
TYPE
B

Flier Formation 3 Flier Formation 3

Unit can move to a space adjacent to a flier ally within 2 spaces.

SP
240
TYPE
B

Follow-Up Ring Follow-Up Ring

Unit makes a guaranteed follow-up attack when unit's HP ≥ 50% at start of combat. (Skill cannot be inherited.)

SP
200
TYPE
B

G Tomebreaker 3 G Tomebreaker 3

If unit's HP ≥ 50% in combat against a green tome user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Gale Dance 3 Gale Dance 3

If Sing or Dance is used, target also granted Spd+4.

SP
200
TYPE
B

Geyser Dance 2 Geyser Dance 2

If Sing or Dance is used, target also granted Def/Res+4.

SP
240
TYPE
B

Guard 3 Guard 3

If unit's HP is ≥ 80% at start of combat, enemy is inflicted with Special cooldown charge-1.(If using similar skill, only highest value applied.)

SP
200
TYPE
B

Hit and Run Hit and Run

If unit initiates attack, unit retreats 1 space after battle.

SP
150
TYPE
B

Knock Back Knock Back

If unit initiates attack, foe is moved 1 space away after combat.

SP
150
TYPE
B

Lancebreaker 3 Lancebreaker 3

If unit's HP ≥ 50% in combat against a lance user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Live for Bounty Live for Bounty

If unit survives, get 1.5x shards/crystals from a Training Tower map.(If similar skill effects also used, only highest multiplier applied.)

SP
100
TYPE
B

Live for Honor Live for Honor

If unit survives, get 1.5x normal badges from a Training Tower map.(If similar skill effects also used, only highest multiplier applied.)

SP
100
TYPE
B

Live to Serve 3 Live to Serve 3

When healing allies with a staff, unit also recovers the same amount.

SP
160
TYPE
B

Lunge Lunge

If unit initiates attack, after combat, unit and targeted foe swap places.

SP
150
TYPE
B

Obstruct 3 Obstruct 3

Prevents foes from moving through adjacent spaces while this unit's HP ≥ 50%.(No effect on foes with a Pass skill.)

SP
200
TYPE
B

Pass 3 Pass 3

Units can pass through foes if its own HP ≥ 25%.

SP
200
TYPE
B

Poison Strike 3 Poison Strike 3

Inflicts 10 damage to foe after any combat this unit initiates.

SP
240
TYPE
B

Quick Riposte 3 Quick Riposte 3

Unit automatically makes a follow-up attack if attacked at HP ≥ 70%.

SP
240
TYPE
B

R Tomebreaker 3 R Tomebreaker 3

If unit's HP ≥ 50% in combat against a red tome user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Recover Ring Recover Ring

Restores 10 HP at the start of each turn. (Skill cannot be inherited.)

SP
200
TYPE
B

Renewal 3 Renewal 3

At the start of every second turn, restores 10 HP.

SP
240
TYPE
B

Sacae's Blessing Sacae's Blessing

If foe has sword, lance, or axe, foe cannot counterattack. (Skill cannot be inherited.)

SP
300
TYPE
B

Seal Atk 3 Seal Atk 3

After combat, foe suffers Atk-7 through its next action.

SP
160
TYPE
B

Seal Atk Def 2 Seal Atk Def 2

After combat, inflicts Atk/Def-5 on foe through its next action.

SP
200
TYPE
B

Seal Atk Spd 2 Seal Atk Spd 2

After combat, inflicts Atk/Spd-5 on foe through its next action.

SP
200
TYPE
B

Seal Def 3 Seal Def 3

After combat, foe suffers Def-7 through its next action.

SP
160
TYPE
B

Seal Res 3 Seal Res 3

After combat, foe suffers Res-7 through its next action.

SP
160
TYPE
B

Seal Spd 3 Seal Spd 3

After combat, foe suffers Spd-7 through its next action.

SP
160
TYPE
B

Shield Pulse 3 Shield Pulse 3

If unit's Special triggers based on a foe's attack, Special cooldown count-2 at start of turn 1.Unit takes 5 less damage when Special triggers.

SP
240
TYPE
B

Swordbreaker 3 Swordbreaker 3

If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.

SP
200
TYPE
B

Vantage 3 Vantage 3

Unit counterattacks first when attacked at HP ≤ 75%.

SP
200
TYPE
B

Wary Fighter 3 Wary Fighter 3

Prevents follow-up attacks in combat from unit and foes if unit's HP ≥ 50%.

SP
240
TYPE
B

Watersweep 3 Watersweep 3

If unit initiates attack, no follow-up occurs. Against foe with magic, staff or dragonstone, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack.

SP
240
TYPE
B

Windsweep 3 Windsweep 3

If unit initiates attack, no follow-up occurs. Against foe with sword, lance, axe, bow, or dagger, if unit’s Spd - foe’s Spd ≥ 1, foe can’t counterattack.

SP
240
TYPE
B

Wings of Mercy 3 Wings of Mercy 3

Enables unit to warp adjacent to any ally with HP ≤ 50%.

SP
240
TYPE
B

Wrath 3 Wrath 3

If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking.If Special triggers, +10 damage from Special.

SP
240
TYPE
B

Wrathful Staff 3 Wrathful Staff 3

Damage from unit's staff will be calculated the same as other weapons.

SP
240
TYPE
B

C

Armor March 3 Armor March 3

If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)

SP
240
TYPE
C

Atk Ploy 3 Atk Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action.

SP
240
TYPE
C

Atk Smoke 3 Atk Smoke 3

After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.

SP
240
TYPE
C

Axe Experience 3 Axe Experience 3

If unit survives, all axe users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Axe Valor 3 Axe Valor 3

If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

B Tome Exp. 3 B Tome Exp. 3

If unit survives combat, all blue magic users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

B Tome Valor 3 B Tome Valor 3

If unit survives, all blue tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Bow Exp. 3 Bow Exp. 3

If unit survives, all bow users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applies.)

SP
120
TYPE
C

Breath of Life 3 Breath of Life 3

If unit initiates attack, adjacent allies recover 7 HP after combat.

SP
200
TYPE
C

Dagger Valor 3 Dagger Valor 3

If unit survives, all dagger users on team get 2x SP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Def Ploy 3 Def Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Def-5 until the end of foe's next action.

SP
240
TYPE
C

Drive Atk 2 Drive Atk 2

Grants allies within 2 spaces Atk+3 during combat.

SP
240
TYPE
C

Drive Def 2 Drive Def 2

Grants allies within 2 spaces Def+3 during combat.

SP
240
TYPE
C

Drive Res 2 Drive Res 2

Grants allies within 2 spaces Res+3 during combat.

SP
240
TYPE
C

Drive Spd 2 Drive Spd 2

Grants allies within 2 spaces Spd+3 during combat.

SP
240
TYPE
C

Fortify Armor Fortify Armor

Grants adjacent armor allies Def/Res+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Fortify Cavalry Fortify Cavalry

Grants adjacent cavalry allies Def/Res+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Fortify Def 3 Fortify Def 3

Grants adjacent allies Def+4 through their next actions at the start of each turn.

SP
200
TYPE
C

Fortify Dragons Fortify Dragons

Grants adjacent Dragon allies Def/Res+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Fortify Fliers Fortify Fliers

Grants adjacent flying allies Def/Res+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Fortify Res 3 Fortify Res 3

Grants adjacent allies Res+4 through their next actions at the start of each turn.

SP
200
TYPE
C

G Tome Valor 3 G Tome Valor 3

If unit survives, all green tome users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Goad Armor Goad Armor

Grants armored allies within 2 spaces Spd/Atk+4 during combat.

SP
200
TYPE
C

Goad Cavalry Goad Cavalry

Grants cavalry allies within 2 spaces Spd/Atk+4 during combat.

SP
200
TYPE
C

Goad Fliers Goad Fliers

Grants flying allies within 2 spaces Spd/Atk+4 during combat.

SP
200
TYPE
C

Guidance 3 Guidance 3

Infantry and armored allies within 2 spaces can move to a space adjacent to unit.

SP
240
TYPE
C

Hone Armor Hone Armor

Grants adjacent armored allies Atk/Spd+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Hone Atk 3 Hone Atk 3

Grants adjacent allies Atk+4 through their next actions at the start of each turn.

SP
200
TYPE
C

Hone Cavalry Hone Cavalry

Grants adjacent cavalry allies Atk/Spd+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Hone Fliers Hone Fliers

Grants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn.

SP
200
TYPE
C

Hone Spd 3 Hone Spd 3

Grants adjacent allies Spd+4 through their next actions at the start of each turn.

SP
200
TYPE
C

Infantry Pulse 3 Infantry Pulse 3

Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit.(Effects will stack with similar skills.)

SP
240
TYPE
C

Lance Valor 3 Lance Valor 3

If unit survives, all lance users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Panic Ploy 3 Panic Ploy 3

At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.

SP
240
TYPE
C

Res Ploy 3 Res Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Res-5 until the end of foe's next action.

SP
240
TYPE
C

Savage Blow 3 Savage Blow 3

If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.

SP
200
TYPE
C

Spd Ploy 3 Spd Ploy 3

At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Spd-5 until the end of foe's next action.

SP
240
TYPE
C

Spd Smoke 3 Spd Smoke 3

After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions.

SP
240
TYPE
C

Spur Atk 3 Spur Atk 3

Grants adjacent allies Atk+4 during combat.

SP
200
TYPE
C

Spur Def 3 Spur Def 3

Grants adjacent allies Def+4 during combat.

SP
200
TYPE
C

Spur Def Res 2 Spur Def Res 2

Grants adjacent allies Def/Res +3 during combat.

SP
240
TYPE
C

Spur Res 3 Spur Res 3

Grants adjacent allies Res+4 during combat.

SP
200
TYPE
C

Spur Spd 3 Spur Spd 3

Grants adjacent allies Spd+4 during combat.

SP
200
TYPE
C

Spur Spd Def 2 Spur Spd Def 2

Grants adjacent allies Spd/Def +3 during combat.

SP
240
TYPE
C

Sword Exp. 3 Sword Exp. 3

If unit survives, all sword users on team get 2x EXP.(If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Sword Valor 3 Sword Valor 3

If unit survives, all sword users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)

SP
120
TYPE
C

Threaten Atk 3 Threaten Atk 3

Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.

SP
200
TYPE
C

Threaten Def 3 Threaten Def 3

Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn.

SP
200
TYPE
C

Threaten Res 3 Threaten Res 3

Inflicts Res-5 on foes within 2 spaces through their next actions at the start of each turn.

SP
200
TYPE
C

Threaten Spd 3 Threaten Spd 3

Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.

SP
200
TYPE
C

Ward Armor Ward Armor

Grants armored allies within 2 spaces Def/Res+4 during combat.

SP
200
TYPE
C

Ward Cavalry Ward Cavalry

Grants cavalry allies within 2 spaces Def/Res+4 during combat.

SP
200
TYPE
C

Ward Fliers Ward Fliers

Grants flying allies within 2 spaces Def/Res+4 during combat.

SP
200
TYPE
C