- Default
- Attack
- Special
- Injured




Garon - King of Nohr |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | |||||
Middle | 17 | 9 | 5 | 9 | 8 |
High |
HP | ATK | SPD | DEF | RES | |
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Low | |||||
Middle | 43 | 33 | 22 | 33 | 32 |
High |
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 |
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Garon does not have access to Boons or Banes.
Skill Sets
Anti Anti-Dragon. Or is that Anti-Dragon Dragon? (Anti-Meta Dragon Team)
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Breath of Blight | A | Distant Counter |
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Rally Up Atk+ Alternate: Rally Atk/Spd |
B | Swordbreaker 3 Alternate: Wrath 3 |
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Glimmer Alternate: Moonbow |
C | Ward Dragons Alternate: Hone Dragons |
IVs | +ATK -SPD | S | Quick Riposte 3 |
- Weapon: Breath of Blight
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Assist: Rally Up Atk+ / Rally Atk/Spd / Reposition
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Special: Glimmer / Moonbow
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Passive A: Distant Counter
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Passive B: Swordbreaker / Wrath
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Passive C: Ward Dragons / Hone Dragons / Fortify Dragons
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Sacred Seal: Quick Riposte / Quickened Pulse / Deflect Melee
Garon is not your typical dragon: the fact that anti-dragon weapons aren’t effective against him is something of a godsend and makes him great for full-dragon teams. Often, a full-dragon team will require a unit to handle Falchions and Naga. Garon fits the bill while being the right color and being able to hand out powerful dragon buffs. This set is designed to have Garon beat out all of the typical anti-dragon threats while keeping him strong vs. mages and other threats. Keep in mind that Garon won’t be able to beat Legendary Marth due to the latter’s Binding Shield skill.
Breath of Blight is the key to this set’s success, making Garon immune to effective damage from anti-dragon weaponry. Most of these units wield swords, with a few being red dragons and green mages. Distant Counter is very important, allowing Garon to make excellent use of his base 32 Resistance by counterattacking mages. Swordbreaker is also important, stopping traditional swift swordsmen such as Karla, Karel, Soleil, Mia, Fir, and Ayra from being able to attack Garon twice, granting him important wins. Wrath can also be used and while it lets Garon beat out some faster mages, it will cost him some matchups against swords.
Without Special cooldown acceleration, Garon will need a Special with a short cooldown. Glimmer and Moonbow perform nearly on par with each other, but since many red units have average or poor Resistance, Glimmer has the slight edge. Quick Riposte is taken mainly to guarantee follow-up attacks against green units. Quickened Pulse can be taken as a decent substitute, and in combination with Wrath sees Garon launch powerful Glimmers after taking just one hit. Deflect Melee lets Garon beat Elincia, Brave Celica and Alm.
As this build is designed for use in a dragon team, Garon should take some sort of dragon buffing skill. Ultimately, Garon’s C slot is largely down to player preference, and it depends on the kinds of buffs chosen for the rest of the team. Ward Dragons, Hone Dragons, and Fortify Dragons are all solid choices. Rally Up Atk is an incredibly effective buffing skill and is a strong choice if running defensive buffs.
Physically Defensive Dragon (Tank)
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Lightning Breath+ (+Def) | A | Steady Breath Alternate: Fury 3 |
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Rally Up Atk+ | B | Guard 3 Alternate: Quick Riposte 3 |
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Bonfire Alternate: Aether |
C | Spur Def/Res 2 Alternate: Panic Ploy 3 |
IVs | +ATK -SPD | S | Quick Riposte 3 |
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Weapon: Lightning Breath+ (+Def)
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Assist: Rally Up Atk+ / Rally Atk/Spd / Reposition
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Special: Bonfire / Aether
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Passive A: Steady Breath / Fury
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Passive B: Guard / Quick Riposte
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Passive C: Spur Def/Res / Panic Ploy
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Sacred Seal: Quick Riposte / Close Def
Garon’s base 33 Defense is high, but often not high enough to survive strong physical attacks. This set is designed to make Garon much more resilient against physical attackers while remaining decent against mages. It’s a typical build effective against many foes, but it will make Garon weak to anti-dragon weaponry like most other dragons.
Lightning Breath gives Garon two primary benefits: Having Distant Counter means that Garon can afford to run Steady Breath in his A slot, and being refinable allows Garon to gain a respectable amount of physical bulk. With Steady Breath and a +Def refine, Garon sits at 41 Defense when foes initiate combat. Bonfire is his Special of choice, charging and firing in one round of combat. Aether is another choice, but it only activates if Garon is attacked twice by the foe. Aether provides Garon with some healing and boosts his Arena score potential.
When it comes to his B slot skill and seal, Garon has two choices. Guard + Quick Riposte is the first option, protecting him from enemy Specials and is the clear best choice if Garon is receiving defensive buffs. He can also run Quick Riposte + Close Def to make him stronger at close range, and to power up Bonfire. Garon’s C slot skill and Assist skill are down to player preference. Rally Up Atk is the best buffing skill available as an Assist, while Spur Def/Res allows Garon to support other tanky teammates. He can also use his default Panic Ploy but with a total of 48 HP after his refine, there are more effective users of the skill.
Pohr Nohr (Budget Tank)
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Breath of Blight | A | Fury 3 Alternate: Distant Def 3 |
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Reposition Alternate: Rally Attack |
B | Swordbreaker 3 |
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Moonbow Alternate: Dragon Fang |
C | Panic Ploy 3 |
IVs | +ATK -SPD | S | Quick Riposte 3 |
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Weapon: Breath of Blight
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Assist: Reposition / Rally Atk
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Special: Moonbow / Dragon Fang
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Passive A: Fury / Distant Def / HP+5
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Passive B: Swordbreaker
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Passive C: Panic Ploy
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Sacred Seal: Quick Riposte
With a budget set, Garon can still be quite effective in his anti-Falchion role. Lack of Distant Counter makes him much weaker against mages, but he can still be effective. Fury is a nice budget choice, boosting his stats and giving him a useful boost to Attack and Defense. He can also run Distant Def, but without the ability to counterattack against ranged opponents, it’s not a useful choice.
Swordbreaker is essential for Garon, as his low Speed makes him very prone to follow-up attacks. It allows him to beat units such as Lucina and Chrom while taking much less damage, and grants him wins against Karla, Ayra, Soleil, and Fir, all who would double and KO Garon otherwise. Quick Riposte lets Garon get follow-up attacks on green units and other dragons.
Moonbow is a fast-charging Special that lets Garon hit high-Resistance foes hard. He can also use the slow but strong Dragon Fang to OHKO a unit once he’s survived a few battles. Reposition is a cheap and effective option perfect for letting Garon support squisher teammates, but he can also use a Rally skill to buff if he chooses. Panic Ploy is perfectly usable on Garon, but with base 43 HP he won’t be able to apply it on many foes. HP+5 can be taken as an A slot skill to help Garon with Panic Ploy.
Introduction
The evil king of Nohr makes quite a splash in Fire Emblem Heroes, being the first freely available red dragon. Garon is a red infantry dragon, and comes equipped with his own unique weapon, the Breath of Blight. Compared to other red dragons such as Adult Tiki and Young Tiki, Garon has better mixed bulk than Adult Tiki and better overall stats than Young Tiki (except for Speed). Being immune to anti-dragon weaponry makes Garon something of an anti-meta threat, who can beat units other red dragons simply cannot.
Garon weighs in at 163 base stats, and while he does not have access to boons and banes to optimise his stats, he already possesses a well-placed statline. Garon comes with excellent mixed bulk, and enough Attack to leave dents in just about anything. Attacking on the magical side of things also helps Garon inflict damage, and his Breath of Blight will strike ranged opponents on the weaker of their Defense or Resistance.
Unfortunately, Garon is not without his share of issues. The biggest problem Garon faces is his lack of mergeability. While most experienced and advanced players won’t want to bother with Garon due to this fact, he is an undeniably strong unit, and an excellent promotion choice for new players to the game. Garon’s properties and great statline solidify him as a strong unit with his own valuable niche.
Strengths
Great mixed defenses
Garon enjoys having 33 Defense and 32 Resistance, leaving him with no real defensive weaknesses. No matter how he is built, Garon is a tough nut to crack and even has a decent base 43 HP. While other dragons such as Adult Tiki and Corrin (F) have lopsided defensive stats, Garon is resilient on both fronts. Having great Resistance also makes Garon difficult to target with Ploy skills, and he enjoys one of the highest Resistance stats among red melee units.
Immune to anti-dragon weaponry
Garon carries a unique weapon, the Breath of Blight. While it carries a few properties, the most valuable is the ability to negate bonus damage from anti-dragon weaponry. This means that anti-dragon weapons such as the Falchion, Divine Naga, and Breath of Fog won’t deal bonus damage against Garon. However, Garon will still take bonus damage from weapons effective against infantry, such as the Poison Dagger. This fact means that Garon is the only red dragon who can reliably beat the majority of anti-dragon units he encounters.
Can heal in the middle of battle
Breath of Blight has one additional effect, dealing 10 damage to all enemies within three spaces on turn four of the battle. While four turns is a long time to wait, it means that the damage is more likely to land on more foes as they’ll have had the chance to close the distance by then. Garon is also healed by this effect, and it can send him back above useful HP thresholds at a critical stage of the battle. The three-range radius makes it likely Garon will hit at least two foes. In modes like Grand Conquest or Rival Domains, it can hit a large number of foes and be extremely effective. It’s important to note that this damage is dealt outside of combat, and cannot reduce an opponent’s HP below one.
Weaknesses
Low Speed
Garon’s one statistical weakness is in the form of his Speed stat. At base 22, he is nowhere near fast enough to avoid follow-up attacks from sword-wielding units, most who possess significantly higher Speed. Low Speed limits Garon to a defensive role, as he won’t be able to hit twice when attacking unless using a skill like Swordbreaker. Garon can employ skills such as Quick Riposte and Swordbreaker to get around his Speed issue, making it less of a weakness.
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Pale Breath+ (+Def) | A | Distant Foil |
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Swap | B | Quick Riposte 3 |
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Aether | C | Panic Ploy 3 |
S | Atk/Def Bond 3 |
Well, I never thought I would ever create an account just to show a build, but I'm here now so lets get the show started!
King of Nohr: Garon
My boy certainly has seen better times, I can remember when he was tier 2 as if it was yesterday... Unfortunately Garon is only seen as a niche pick in an Anti-Dragon team, but, I'm here to show you that he can be so much more, especially as an Enemy Phase Supertank!
Weapon: Pale Breath+ (+Def)
Now, this is the bread and butter of your Def Supertank and retaliation, focusing on standing near his allies and support partner to effectively do large chunks of damage to cocky sword units that initiate combat, and even kill if buffed!
Assist: Swap
Does this really need to be explained? Though you can run more supportive tools, such as a Rally, Harsh Command, and even Reciprocal Aid, this tool generally benefits him more than Reposition when moving away but retaining a sort of defensive 'stance' around both Allies and Foes.
Special: Aether
Though not having any CD reduction on this particular build, as a Supertank, you may require both and extra burst of damage and healing when in a pinch, and that's exactly what this provides.
Passive A: Close Foil
Adding even more bulk and offense potential is never a bad thing, especially when physical units are amongst the most commonly used in the game, and even if not used you shouldn't really be using a Defence tank against mages... Along with the bonus of Attack and Defence, you are also able to counter bow units, so you can finally be rid of all the Blue Chroms plaguing Arena and Aether Raids!
Passive B: Quick Riposte 3
Also self-explanatory, little speed but high damage capabilities on enemy phase means it would be a given to give this guy follow-up potential.
Passive C: Panic Ploy 3
Debuff tool for having a large HP stat? Don't mind if I do! Even without an Asset in HP, you'll generally have enough to inflict panic on most enemies that cross your path. Adding onto this, even with the chance that you cross paths with the fearsome F!Ike, you'll still generally have a large enough Defence stat to tank whatever's being thrown at you.
Passive S: Atk/Def Bond 3
The baby version of your weapon still packs a hell of a punch, and even with the introduction of healing after every duel with the new Mystic Boost seal, this generally is still the go to. There may also be other units in your squad that may want the passive healing more than Garon, such as Atk/Spd Push users and mages.
Well, that about wraps up everything about my personal Garon! I do hope I've made an impression on all 3 people that use Garon, myself included. I still believe that this guy is worth using in most circumstances, even without the specific use of Breath of Blight.
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Dark Breath+ (+Def) | A | Fort. Def/Res 3 |
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Rally Up Atk+ | B | Quick Riposte 3 |
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Aether | C | Close Guard 3 |
S | Fierce Stance 3 |
This set takes advantage is his immense mixed bulk, and add to it. Dark Breath allows him to debuff enemies, making them easier to tank as well as deal with on the Player Phase. Rally Up Atk is there for good team support, and the same is true for Close Guard.
Fort. Def/Res is the big skill here. It skyrockets his defensive stats to impressive levels (mine is +7 with SS, and he hits 50/44 Def/Res) while maintaining his great Atk, which is fixed with the Fierce Stance seal. QR helps with his poor Spd, which is this set's main flaw outside of no DC.
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Breath of Blight | A | Distant Counter |
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Swap | B | Quick Riposte 3 |
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Bonfire | C | Atk Tactic 3 |
S | Close Def 3 |
Daddy Garon is one of the best units for high investment as usage, especially if you can't get ahold of Halloween Myrhh, since he functions very much like an armour unit, but without any weaknesses that get him one shotted by hammers or even Falchions. This build is aimed to go to +10 and work on a mixed dragon team and just any mixed team in general hence the use of Attack Tactic as an easy enough to get buff, though anything works really. Breath of Blight when paired with Distant Counter allows him to have a less penalised version of Lightning Breath with the bonus of being free from actual dragon weaknesses and getting a tricky to use but still existant damage and heal combo on turn 4. His low speed means he'll use Quick Riposte to double and become an enemy phase unit, and with his mixed bulk that's easy to acheive. Close Defence is chosen however Distant Defence works just as well, it's all down to what kind of enemies Garon is facing. Either way, due to his high Resistance and Defence, he can make great use of the dual buff these skills provide to let him tank mages, physical attackers and fellow dragon units alike. He plays like an armour unit thanks to his great bulk but doesn't need a seal or C skill to get 2 movement. He might be slow but Daddy brings the pain where it counts and serves as a very reliable mixed tank to handle a wide variety of enemies, especially useful for a dragon emblem team where pesky Falchions, Naga tomes and Buckets (of all things) are going to be raining down on his draconic allies. You can't go wrong with him if you invest properly into him, and you'll get as much use out of him in his role as you would an armoured unit thanks to his great defensive statline and adaptive damage and the potential clutch self heal, which is especially handy in Grand Conquests and other large map game modes.
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Lightning Breath+ (+Res) | A | Steady Stance 3 |
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Pivot | B | Quick Riposte 3 |
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Ignis | C | Odd Res Wave 3 |
S | Distant Def 3 |
Pretty much the build stands for a mixed tank that allows garon stand pretty much every singel hit and avoid oneshots while hitting back really hard both mele or ranged units.
The seal is pretty much optional since the most annoying units are mages I chosed dist def, but is not important, this build is really cheap to get since the ress wave can be obtained by Avera (grials unit) and the breath is pretty comon to.
If you have a DC fodder I recomend you go with water breath (+4 to both defensive stats) so you will have a higher atq, you could always go with his own breath but that will end in a lack of refine, so you would be loosing a +4 to a defensive stat and the extra hp.
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Lightning Breath+ (+Def) | A | Brazen Def/Res 3 |
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Reposition | B | Quick Riposte 3 |
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Aether | C | Atk Smoke 3 |
S | Distant Def 3 |
A set made to capitalize on Garon's massive bulk. The long cooldown on Aether is offset by his massive survivability thanks to brazen def/res. And no matter how he is attacked, Atk smoke will increase his chances of surviving the next attack. Finally, quick riposte helps him deal with his low speed.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
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240 | A |
![]() Inheritable by all units.
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60 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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Banners Featured In
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