- Default
- Attack
- Special
- Injured




Dwyer - Sleepy Butler |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 8 | 8 | 5 | 8 |
Middle | 18 | 9 | 9 | 6 | 9 |
High | 19 | 10 | 10 | 7 | 10 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 34 | 32 | 22 | 36 |
Middle | 40 | 37 | 35 | 25 | 39 |
High | 43 | 40 | 38 | 29 | 43 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Skill Sets
Where'd the horse go? (Offense)
![]() |
Dazzling Melancholy+ Alternate: Dazzling Gravity+ |
A | Atk/Res Solo (3 or 4) Alternate: Atk/Spd Boosting A Slot |
---|---|---|---|
![]() |
Restore+ | B | Wrathful Staff 3 |
![]() |
Miracle | C | Joint Drive Atk |
IVs | +ATK or +SPD or +RES | S | Atk/Res Solo 3 Alternate: Atk/Spd Solo 3 |
Weapon: Dazzling Melancholy / Dazzling Gravity / Dazzling Pain
Assist: Restore+ / Physic+
Special: Miracle / Windfire Balm+
Passive A: Atk/Res Solo / Atk/Res Push 4 / Atk/Spd Boosting A Slot
Passive B: Wrathful Staff
Passive C: Joint Drive Attack / Time’s Pulse / Preference
Sacred Seal: Atk/Res Solo / Atk/Spd Solo / Blade Session / Live To Serve
- Dwyer enters Fire Emblem Heroes as a conspicuously horseless Infantry healer with a great statline but lacking any notable traits other than stats, similar to most generic units that lack an exclusive weapon.
- A combination of Wrathful Staff/Dazzling Staff as Dwyer’s weapon refine and B slot is necessary to maximize his offensive potential, as the combination allows him to prevent counterattacks and deal full damage when attacking.
- Dwyer can choose to leverage his high Resistance and bolster it further with A slot skills such as Atk/Res Solo, or he can opt to invest in his Speed with Attack and Speed boosting A slot skills such as Atk/Spd Push. Whichever approach is taken is mainly up to preference.
- Seals that boost Dwyer’s player phase prowess further such as Atk/Res Solo or Blade Session are his best options, although Live To Serve is an alternative to give him some self sustain while healing allies.
Strengths
Statline
With a great base 37 Attack and 39 Resistance as well as a decent base 35 Speed, Dwyer has a great baseline to work with in terms of stats.
Weaknesses
Generic/Lacks an exclusive weapon
Dwyer’s status as a generic dooms him to eventually be powercrept, as the only thing that distinguishes him from other infantry staff users is his statline, and he has no unique role that cannot be performed by other units of his movement type.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Unlocks at 1 ★
Restricted to units that use a Staff.
|
50 | 2 | 10 |
![]() At start of turn, restores 5 HP to ally that has been dealt the most damage. (Excludes unit.) Unlocks at 3 ★
Restricted to units that use a Staff.
|
200 | 2 | 8 |
![]() At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) Unlocks at 5 ★
Restricted to units that use a Staff.
|
300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
---|---|---|
![]() Restores 5 HP. Learns by default at 1 ★ |
1 | 50 |
![]() Restores 7 HP each to target and this unit. Learns by default at 2 ★ |
1 | 100 |
![]() Restores HP=7+this unit's suffered damage. Unit heals HP=half suffered damage. Slows Special trigger (cooldown count+1). Learns by default at 3 ★ |
1 | 150 |
![]() Restores HP = this unit's suffered damage +50% of Atk. (Minimum of 7 HP.) Learns by default at 5 ★ |
1 | 300 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() When healing an ally with a staff, restores an additional 10 HP to target ally. Learns by default at 4 ★ Unlocks at 3 ★
Restricted to units that use a Staff.
|
50 | 1 |
![]() When healing an ally with a staff, all other allies recover 10 HP. Learns by default at 5 ★ Unlocks at 4 ★
Restricted to units that use a Staff.
|
150 | 2 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +4; 4 grants +3; 3 grants +2; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
Unlocks at 1 ★ |
60 | A |
![]() If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +7; 4 grants +5; 3 grants +3; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
Unlocks at 2 ★ |
120 | A |
![]() If defending in Aether Raids, grants Atk/Res+X during combat. (Calculates X based on number of your defensive structures: ≥5 structures grants +10; 4 grants +7; 3 grants +4; ≤2 grants +1. Destroyed defensive structures are not counted.)
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
![]() At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
![]() At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
|
---|