- Default
- Attack
- Special
- Injured




Groom Marth - Altean Groom |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 6 | 9 | 5 | 4 |
Middle | 18 | 7 | 10 | 6 | 5 |
High | 19 | 8 | 11 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 28 | 33 | 27 | 17 |
Middle | 40 | 31 | 36 | 30 | 20 |
High | 43 | 34 | 39 | 33 | 23 |
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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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Dashing Duelist (Jack of all Trades)
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Slaying Axe+ | A | Swift Sparrow 2 Alternate: Fury 3 |
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Reposition Alternate: Rally Spd/Def |
B | Desperation 3 |
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Bonfire Alternate: Luna |
C | Drive Atk 2 |
IVs | +SPD or +ATK / -RES | S | Drive Atk 2 |
- Weapon: Slaying Axe+ (Spd) / Slaying Axe+ (Def)
- Assist: Reposition / Swap / Rally Spd/Def
- Special: Bonfire / Luna / Moonbow
- Passive A: Swift Sparrow 2 / Life and Death / Fury
- Passive B: Desperation / Guard
- Passive C: Drive Atk / Fortify Cavalry / Varies
- Sacred Seal: Drive Atk / Drive Def / Varies
Boasting an impressive mix of speed and defense for a Cavalry Axe hero, this set aims to take advantage of his serviceable attack and speed while maintaining his physical bulk. Slaying Axe is the weapon of choice, allowing Marth to land powerful specials consecutively. Bonfire allows Marth to fire off a guaranteed 15 damage at the opponent, which may be further amplified by defensive buffs such Fortify Cavalry and Fury. Luna meanwhile allows him to deal more damage against physically bulky foes, such as Hardin and Lukas. Moonbow meanwhile provides Marth with a special to proc against enemies that are unable to retaliate such as mages and Firesweep users.
Swift Sparrow is the A skill of choice, providing Marth with a strong offensive boost upon initiation with no drawbacks. Life and Death on the other hand grants stronger offenses on both Player and Enemy Phase while lowering his defenses. While Fury gives a weaker offense than both skills, the defensive boosts coupled with its chip damage assists Marth in getting into Desperation range easily.
Desperation synergies well with Marth’s excellent speed, allowing him to avoid retaliation against foes once his health reaches the activation threshold. Guard on the other hand allows him to safely engage foes capable of unleashing powerful specials easily such as Hardin and Hector.
Marth’s C skill slot is extremely flexible depending on your team composition. His native Drive Attack allows him to buff any ally in the vicinity with a boost in power. A Cavalry buff may be chosen if utilizing him in a Cavalry centric team, Tactics skill are also something to consider if running a mixed composition, especially alongside teammates such as Camilla.
For Sacred Seals, Marth can opt for a Drive or Tactics skill to improve his support potential or a combat boost like Attack + 3 to deal more damage on the battlefield.
After You (Supportive Groom)
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Ardent Service+ (+Spd) Alternate: Ardent Service+ (+Def) |
A | Fury 3 |
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Reposition Alternate: Rally Spd/Def |
B | Chill Atk 3 Alternate: Wings of Mercy 3 |
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Bonfire Alternate: Luna |
C | Drive Atk 2 |
IVs | +SPD or +ATK / -RES | S | Drive Atk 2 |
- Weapon: Ardent Service+ (Spd) / Ardent Service+ (Def)
- Assist: Reposition / Draw Back / Rally Def/Res
- Special: Moonbow / Luna
- Passive A: Fury / Sturdy Stance / Close Defense
- Passive B: Chill Atk / Chill Spd / Wings of Mercy
- Passive C: Drive Atk / Fortify Cavalry / Spd Tactic
- Sacred Seal: Drive Atk / Drive Def / Def Tactics
Ardent Service serves as an excellent tool in providing buffs to both allies and the wielder. This allows Marth to serve as a dedicated support unit while maintaining his offensive capabilities. While Ardent Service may seem redundant in Cavalry teams, it allows more flexibility in Cavalry buffs in your composition, such as Goad and Ward Cavalry. Fury is the A skill of choice for this set for its reliable defensive boosts in exchange for after-combat damage. Sturdy Stance and Close Defense may be taken as alternatives should chip damage be a deterrent.
Chill skills complement Marth’s supportive capabilities by inflicting debuffs on the opponent, allowing for easier engagements for both Marth and his allies. Wings of Mercy, on the other hand, allow Marth to easily position himself to injured allies, either repositioning them out of danger or assist in dispatching their foes.
Marth’s C skills and Sacred Seal focus on assisting his allies for this set. Drive skills are recommended due to their ease of use while still providing a substantial stat boost. Cavalry Buffs may be chosen in the C slot if utilizing him in a Cavalry team. Tactics skills, on the other hand, can once again be considered if a mixed composition is considered in Marth’s team.
Strengths
Excellent Speed
While not particularly outstanding amongst other units, Marth’s 36 speed makes him the fastest Cavalry unit to date. This allows him to double the majority of units in the game after a Hone Cavalry.
Great Dueling Spread
Though Marth’s attack and defense may seem unassuming on their own, the combination of his speed and Cavalry status enables him to be an excellent duelist under Cavalry boosts.
Weaknesses
Low Magical Bulk
Marth’s magical bulk of 60 leaves him unable to tank multiple non-blue magical attacks without heavy support.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Inheritable by Axe users only.
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100 | 1 | 8 |
![]() At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn. Learns by default at 4 ★ |
200 | 1 | 10 |
![]() At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn. Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
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300 | 1 | 14 |
Available Rearmed Weapons |
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Arcane Downfall |
Support Skills
Support Skills | Rng. | SP |
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![]() Grants Def+4 to an adjacent ally until the end of the turn. Learns by default at 4 ★ |
1 | 150 |
![]() Grants Spd/Def+3 to an adjacent ally until the end of the turn. |
1 | 300 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally. Inheritable by all units.
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60 | B |
![]() If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally. Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
![]() If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally. Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Grants Atk+2 to adjacent allies during combat. Inheritable by all units.
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50 | C |
![]() Grants allies within 2 spaces Atk+2 during combat. Inheritable by all units.
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120 | C |
![]() Grants allies within 2 spaces Atk+3 during combat. Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
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