Community Posts with Keyword Garon All
Analysis by Cecil
Garon - King of Nohr

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 33
SPD 22
DEF 33
RES 32

Stat Variations

Level 1 Stat Variation
Middle 17 9 5 9 8

Level 40 Stat Variations
Middle 43 33 22 33 32

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.

Garon does not have access to Boons or Banes.

Skill Sets

Anti Anti-Dragon. Or is that Anti-Dragon Dragon? (Anti-Meta Dragon Team)

Build by
Breath of Blight A Distant Counter
Rally Up Atk+
Alternate: Rally Atk/Spd
B Swordbreaker 3
Alternate: Wrath 3
Alternate: Moonbow
C Ward Dragons
Alternate: Hone Dragons
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Weapon: Breath of Blight
  • Assist: Rally Up Atk+ / Rally Atk/Spd / Reposition

  • Special: Glimmer / Moonbow

  • Passive A: Distant Counter

  • Passive B: Swordbreaker / Wrath

  • Passive C: Ward Dragons / Hone Dragons / Fortify Dragons

  • 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)

Build by
Lightning Breath+ (+Def) A Steady Breath
Alternate: Fury 3
Rally Up Atk+ B Guard 3
Alternate: Quick Riposte 3
Alternate: Aether
C Spur Def/Res 2
Alternate: Panic Ploy 3
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Weapon: Lightning Breath+ (+Def)

  • Assist: Rally Up Atk+ / Rally Atk/Spd / Reposition

  • Special: Bonfire / Aether

  • Passive A: Steady Breath / Fury

  • Passive B: Guard / Quick Riposte

  • Passive C: Spur Def/Res / Panic Ploy

  • 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)

Build by
Breath of Blight A Fury 3
Alternate: Distant Def 3
Alternate: Rally Attack
B Swordbreaker 3
Alternate: Dragon Fang
C Panic Ploy 3
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Weapon: Breath of Blight

  • Assist: Reposition / Rally Atk

  • Special: Moonbow / Dragon Fang

  • Passive A: Fury / Distant Def  / HP+5

  • Passive B: Swordbreaker

  • Passive C: Panic Ploy

  • 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.


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.


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.


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.

Cannot merge as many times as summonable units.

This is likely to be the reason most players don’t invest in Garon. Being a Grand Hero Battle reward, players can only obtain a limited amount of Garons to merge into one another. Players who’ve been around for a while are much more likely to have multiple copies of a unit such as Adult Tiki. This means that Garon isn’t very powerful at high levels of the Arena where he’ll face units at +10, and compared to them, he faces a huge statistical disadvantage.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Only inheritable by Dragon units.
200 1 11
Breath of BlightNeutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit = number of foes within 3 spaces × 5. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Distant Def 1If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat.
Inheritable by all units.
Distant Def 2If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat.
Inheritable by all units.
Distant Def 3If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat.
Inheritable by all units.
Panic Ploy 1At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
Inheritable by all units.
Panic Ploy 2At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
Inheritable by all units.
Panic Ploy 3At 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.
Inheritable by all units.
Unlocks at 4 ★

Other Info

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