Weapons

From Fire Emblem Heroes Wiki

Red Weapons Icon Class Red Sword.pngIcon Class Red Tome.pngIcon Class Red Beast.png

Icon Class Red Sword.png Swords

Main article: Swords
Name Cost Damage (Mt) Range (Rng) Special Effects
Armorslayer 200 SP 8 1 Effective against armored units.
Armorslayer+ 300 SP 12 1 Effective against armored units.
Binding Blade 400 SP 16 1 Grants Def/Res+2 when this unit is attacked.
Brave Sword 200 SP 5 1 Spd-5. Attack twice when initiating combat.
Brave Sword+ 300 SP 8 1 Spd-5. Attack twice when initiating combat.
Durandal 400 SP 16 1 Grants Atk+4 during combat if unit initiates attack.
Eckesachs 400 SP 16 1 Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn.
Falchion 400 SP 16 1 Effective against dragons. At the start of every third turn, unit recovers 10 HP.
Fólkvangr 400 SP 16 1 Grants Atk+5 at start of turn if unit's HP ≤ 50%.
Iron Sword - 6 1 None
Killing Edge 200 SP 7 1 Accelerates Special Trigger (cooldown count -1)
Killing Edge+ 300 SP 11 1 Accelerates Special Trigger (cooldown count -1)
Mystletainn 400 SP 16 1 Accelerates Special Trigger (cooldown count -1)
Ruby Sword 200 SP 8 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Ruby Sword+ 300 SP 12 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Siegfried 400 SP 16 1 Enables counterattack regardless of distance if this unit is attacked
Sieglinde 400 SP 16 1 Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Silver Sword 200 SP 11 1 None
Silver Sword+ 300 SP 15 1 None
Sol Katti 400 SP 16 1 Attack twice immediatly when initiating combat if unit's HP ≤ 50% and if can attack twice.
Steel Sword 100 SP 8 1 None
Raijinto 400 SP 16 1 Enables counterattack regardless of distance if this unit is attacked.
Tyrfing 400 SP 16 1 Grants Def+4 in battle if unit's HP ≤ 50%.
Wo Dao 200 SP 9 1 Grants +10 to damage when Special triggers.
Wo Dao+ 300 SP 13 1 Grants +10 to damage when Special triggers.
Yato 400 SP 16 1 Grants Spd+4 during combat if unit initiates attack.

Icon Class Red Tome.png Red Tomes

Main article: Red Tomes
Name Cost Damage (Mt) Range (Rng) Special Effects
Bolganone 300 SP 9 2 None
Bolganone+ 400 SP 13 2 None
Brynhildr 400 SP 14 2 If character initiates attack, restricts enemies's next-turn movement to 1 space or less.
Cymbeline 400 SP 14 2 Grants adjacent allies Atk+4 through their next actions after any combat this unit initiates.
Elfire 100 SP 6 2 None
Fenrir 200 SP 9 2 None
Fenrir+ 300 SP 13 2 None
Fire - 4 2 None
Flux - 4 2 None
Rauðrblade 200 SP 9 2 Slows Special trigger (CD count+1). Adds total bonuses on character to damage dealt
Rauðrblade+ 300 SP 13 2 Slows Special trigger (CD count+1). Adds total bonuses on character to damage dealt
Rauðrraven 200 SP 7 2 Grants weapon advantage vs. colorless enemies.
Rauðrraven+ 300 SP 11 2 Grants weapon advantage vs. colorless enemies.
Rauðrwolf 200 SP 6 2 Effective against cavalry units.
Rauðrwolf+ 300 SP 10 2 Effective against cavalry units.
Ruin 100 SP 6 2 None

Icon Class Red Beast.png Red Breaths

Main article: Red Breaths
Name Cost Damage (Mt) Range (Rng) Special Effects
Fire Breath - 6 1 None
Fire Breath+ - 8 1 None
Flametongue 200 SP 11 1 None
Flametongue+ 300 SP 15 1 None
Lightning Breath 200 SP 7 1 Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1).
Lightning Breath+ 300 SP 11 1 Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1).

Blue Weapons Icon Class Blue Lance.pngIcon Class Blue Tome.pngIcon Class Blue Beast.png

Icon Class Blue Lance.png Lances

Main article: Lances
Name Cost Damage (Mt) Range (Rng) Special Effects
Brave Lance 200 SP 5 1 Spd-5, Attack twice when initiating combat.
Brave Lance+ 300 SP 8 1 Spd-5, Attack twice when initiating combat.
Fensalir 400 SP 16 1 Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Gradivus 400 SP 16 1  ???
Heavy Spear 200 SP 8 1 Effective against armored units.
Heavy Spear+ 300 SP 12 1 Effective against armored units.
Iron Lance - 6 1 None
Killer Lance 200 SP 7 1 Speeds up special trigger by one action
Killer Lance+ 300 SP 11 1 Speeds up special trigger by one action
Sapphire Lance 200 SP 8 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Sapphire Lance+ 300 SP 12 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Siegmund 400 SP 16 1 Grants adjacent allies Atk+3 through their next actions at the start of each turn.
Silver Lance 200 SP 11 1 None
Silver Lance+ 300 SP 15 1 None
Steel Lance 100 SP 8 1 None

Icon Class Blue Tome.png Blue Tomes

Main article: Blue Tomes
Name Cost Damage (Mt) Range (Rng) Special Effects
Aura 400 SP 14 2 Restores 5 HP to adjacent allies after any combat this unit initiates.
Blárblade 200 SP 9 2 Slows Special trigger (cooldown count+1).Adds total bonuses on unit to damage dealt.
Blárblade+ 300 SP 13 2 Slows Special trigger (cooldown count+1).Adds total bonuses on unit to damage dealt.
Blárraven 200 SP 7 2 Grants weapon advantage vs. colorless foes.
Blárraven+ 300 SP 11 2 Grants weapon advantage vs. colorless foes.
Blárwolf 200 SP 6 2 Effective against cavalry units.
Blárwolf+ 300 SP 10 2 Effective against cavalry units.
Dire Thunder 400 SP 9 2 Spd-5. Attack twice when initiating combat.
Elthunder 200 SP 6 2 None
Thoron 200 SP 9 2 None
Thoron+ 400 SP 13 2 None
Thunder - 4 2 None
Valaskjálf 400 SP 14 2 Enables unit at ≤ 50% HP to strike first, even when attacked.

Icon Class Blue Beast.png Blue Breaths

Main article: Blue Breaths
Name Cost Damage (Mt) Range (Rng) Special Effects
Dark Breath 200 SP 9 1 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions.
Dark Breath+ 300 SP 13 1 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions.
Fire Breath - 6 1 None
Fire Breath+ - 8 1 None
Light Breath 200 SP 9 1 Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates.
Light Breath+ 300 SP 13 1 Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates.
Lightning Breath 200 SP 7 1 Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1).
Lightning Breath+ 300 SP 11 1 Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1).

Green Weapons Icon Class Green Axe.pngIcon Class Green Tome.pngIcon Class Green Beast.png

Icon Class Green Axe.png Axes

Main article: Axes
Name Cost Damage (Mt) Range (Rng) Special Effects
Armads 400 SP 16 1 Unit makes a guaranteed follow-up attack when attacked at HP ≥ 80%
Brave Axe 200 SP 5 1 Spd-5. Attack twice when initiating combat.
Brave Axe+ 300 SP 8 1 Spd-5. Attack twice when initiating combat.
Emerald Axe 200 SP 8 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Emerald Axe+ 300 SP 12 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Hammer 200 SP 8 1 Effective against armored units.
Hammer+ 300 SP 12 1 Effective against armored units.
Hauteclere 400 SP 16 1 Accelerates Special trigger (cooldown count-1)
Iron Axe - 6 1 None
Killer Axe 200 SP 7 1 Accelerates Special trigger (cooldown count -1)
Killer Axe+ 300 SP 11 1 Accelerates Special trigger (cooldown count -1)
Nóatún 400 SP 16 1 Unit may move adjacent to any ally when HP ≤ 40%.
Silver Axe 200 SP 11 1 None
Silver Axe+ 300 SP 15 1 None
Steel Axe 100 SP 8 1 None

Icon Class Green Tome.png Green Tomes

Main article: Green Tomes
Name Cost Damage (Mt) Range (Rng) Special Effects
Elwind 100 SP 6 2 None
Excalibur 400 SP 14 2 Effective against flying units.
Élivágar 400 SP 13 2 If unit initiates attack, bonuses on foes within 2 spaces of the target become penalties through their next actions.
Gronnblade 200 SP 9 2 Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt.
Gronnblade+ 300 SP 13 2 Slows Special trigger (cooldown count+1). Adds total bonuses on unit to damage dealt.
Gronnraven 200 SP 7 2 Grants weapon advantage vs. colorless foes.
Gronnraven+ 300 SP 11 2 Grants weapon advantage vs. colorless foes.
Gronnwolf 200 SP 6 2 Effective against cavalry units.
Gronnwolf+ 300 SP 10 2 Effective against cavalry units.
Naga 400 SP 14 2 Effective against dragons. Icon Class Red Beast.pngIcon Class Blue Beast.pngIcon Class Green Beast.png

Grants Def/Res+2 when this unit is attacked.

Rexcalibur 200 SP 9 2 None
Rexcalibur+ 300 SP 13 2 None
Wind - 4 2 None

Icon Class Green Beast.png Green Breaths

Main article: Green Breaths
Name Cost Damage (Mt) Range (Rng) Special Effects
Fire Breath - 6 1 None
Fire Breath+ - 8 1 None
Light Breath 200 SP 9 1 Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates.
Light Breath+ 300 SP 13 1 Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates.

Colorless Weapons Icon Class Neutral Staff.pngIcon Class Neutral Bow.pngIcon Class Neutral Shuriken.png

Icon Class Neutral Staff.png Staves

Main article: Staves
Name Cost Damage (Mt) Range (Rng) Special Effects
Absorb 150 SP 4 2 Recovers HP=50% of damage dealt.
Assault 50 SP 10 2 None
Fear 150 SP 5 2 After combat, inflicts Atk-6 on targeted foe through its next action.
Gravity 150 SP 6 2 After any combat, prevents foe from moving more than 1 space through its next action.
Pain 150 SP 3 2 Inflicts 10 damage on targeted foe after combat.
Panic 150 SP 7 2 After combat, bonuses on targeted foe become penalties through its next action.
Slow 150 SP 5 2 After any combat, inflicts Spd-6 on foe through its next action.

Icon Class Neutral Bow.png Bows

Main article: Bows
Name Cost Damage (Mt) Range (Rng) Special Effects
Assassin's Bow 200 SP 7 2 Effective against fliers. If target has a dagger, it can't make a follow-up attack and this unit will.
Assassin's Bow+ 300 SP 11 2 Effective against fliers. If target has a dagger, it can't make a follow-up attack and this unit will.
Brave Bow 200 SP 4 2 Spd-5. Effective against flying units. Attacks twice if unit initiates combat.
Brave Bow+ 300 SP 7 2 Spd-5. Effective against flying units. Attacks twice if unit initiates combat.
Fujin Yumi 400 SP 14 2 Effective against flying units. Unit can pass though foes if own HP ≥ 50%.
Iron Bow - 4 2 Effective against flying units.
Killer Bow 200 SP 5 2 Effective against flying units. Accelerates Special trigger (cooldown count-1).
Killer Bow+ 300 SP 9 2 Effective against flying units. Accelerates Special trigger (cooldown count-1).
Parthia 400 SP 14 2 Effective against flying units. Grants +4 Res during combat if initiating attack.
Silver Bow 200 SP 9 2 Effective against flying units.
Silver Bow+ 300 SP 13 2 Effective against flying units.
Steel Bow 100 SP 6 2 Effective against flying units.

Icon Class Neutral Shuriken.png Daggers

Main article: Daggers
Name Cost Damage (Mt) Range (Rng) Special Effects
Deathly Dagger 400 SP 11 2 After combat, inflicts Def/Res-7 on foe through its next action. If unit initiated combat, 7 damage to foe after battle.
Iron Dagger - 3 2 After combat, inflicts Def/Res-3 on foe through its next action.
Poison Dagger 200 SP 2 2 Effective against infantry units. Infantry foes suffer Def/Res-4 after combat through their next actions.
Poison Dagger+ 300 SP 5 2 Effective against infantry units. Infantry foes suffer Def/Res-6 after combat through their next actions.
Rogue Dagger 200 SP 4 2 After combat, inflicts Def/Res-3 on foe through its next action. Grants unit Def/Res+3 for 1 turn.
Rogue Dagger+ 300 SP 7 2 After combat, inflicts Def/Res-5 on foe through its next action. Grants unit Def/Res+5 for 1 turn.
Silver Dagger 200 SP 7 2 After combat, inflicts Def/Res-5 on foe through its next action.
Silver Dagger+ 300 SP 10 2 After combat, inflicts Def/Res-7 on foe through its next action.
Steel Dagger 100 SP 5 2 After combat, inflicts Def/Res-3 on foe through its next action.
Smoke Dagger 200 SP 6 2 After combat, inflicts Def/Res-4 on foes within 2 spaces of target through their next actions.
Smoke Dagger+ 300 SP 9 2 After combat, inflicts Def/Res-6 on foes within 2 spaces of target through their next actions.