- Default
- Attack
- Special
- Injured




Libra - Fetching Friar |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 7 | 5 | 6 |
Middle | 18 | 9 | 8 | 6 | 7 |
High | 19 | 10 | 9 | 7 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 32 | 29 | 24 | 25 |
Middle | 40 | 35 | 32 | 28 | 29 |
High | 43 | 38 | 35 | 31 | 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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Counter+ (Melee Tank)
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Inviolable Axe (+Eff) | A | Atk/Spd Unity Alternate: Kestrel Stance 3 |
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Positional Assist | B | Spurn 3 Alternate: Null Follow-Up 3 |
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Ruptured Sky Alternate: Moonbow |
C | Joint Drive Spd Alternate: Joint Drive Atk |
IVs | +Spd or +Atk / -Res | S | Darting Breath Alternate: Atk/Spd Bond 3 |
Weapon: Inviolable Axe (+Eff)
Assist: Positional Assist / flexible
Special: Ruptured Sky / Moonbow / flexible
IVs: +Spd or +Atk / -Res
Passive A: Atk/Spd Unity / Atk/Def Unity / Kestrel Stance / flexible
Passive B: Spurn / Null Follow-Up / Null C-Disrupt
Passive C: Joint Drive Spd / Joint Drive Atk / flexible
Sacred Seal: Darting Breath / Atk/Spd Bond / flexible
- With an overall balanced statline, Libra can function decently well as a tank, particularly against melee units if he does not need to use Distant Counter or a similar skill. Libra benefits heavily from some support units on this build. If using a support such as Flayn, Elimine, or Nifl that provides damage reduction, Libra can opt for Null Follow-Up in order to disable guaranteed enemy follow-up attacks, improving his matchups substantially. Alternatively, if he has Null Follow-Up support from Legendary Male Byleth, he prefers to use a skill like Spurn to gain damage reduction up to 40%. Null C-Disrupt can also be useful to allow him to counter effects like Firesweep weapons and similar, but is generally a less useful choice compared to the other two listed options. Without these or other useful support units, Libra will struggle against some common melee foes like Legendary Sigurd.
- Darting Breath seal allows Libra to gain extra charge on all attacks when he is attacked. This allows him to get hit once and immediately retaliate with a 2-cooldown Special like Ruptured Sky or Moonbow, potentially KOing opponents with lower Def and HP.
- Something similar to this build can be used with Distant Counter or a similar skill in order to allow Libra to counterattack units at all ranges. However, he loses the stats and effects from an A skill by doing so, and will struggle in some modes as Libra’s statline is already not amazing.
I’m a healer, but… (Pawns of Loki)
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Inviolable Axe (+Eff) | A | Surge Sparrow Alternate: HP +5 |
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B | Spurn 3 Alternate: Null Follow-Up 3 |
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Moonbow Alternate: Noontime |
C | Joint Drive Spd Alternate: Savage Blow 3 |
IVs | +Spd or +Atk / -Res | S | Blade Session 3 Alternate: HP +5 |
Weapon: Inviolable Axe (+Eff)
Assist: flexible / unimportant
Special: Moonbow / Noontime / flexible
IVs: +Spd or +Atk / -Res
Passive A: Surge Sparrow / HP +5 / flexible
Passive B: Spurn / Null Follow-Up / Null C-Disrupt
Passive C: Joint Drive Spd / Joint Drive Atk / Savage Blow / flexible
Sacred Seal: Blade Session / HP +5 / flexible
- Inviolable Axe’s healing effect gives Libra a somewhat unique role in Pawns of Loki, the mode where scoring is affected by each unit on the team’s HP at the end of each round. While he isn’t the most capable unit when it comes to dealing damage, he does have solid utility as a healer. As staff units will not use assist skills in Pawns of Loki, healing is harder to come by, and Libra is more useful.
- The skills are chosen to generally improve Libra’s damage dealt, reduce damage taken, or the player can instead opt for HP boosts in the A and S slots in order to improve Pawns of Loki scoring. Skills like Surge Sparrow and Null Follow-Up will improve his ability to damage enemy units while remaining at high HP. However, these are not necessary in order for him to fulfill the basic role of healing, and the player may in fact benefit more from the HP boost to scoring if playing on Intermediate difficulty or below.
Strengths
Inviolable Axe
Libra’s unique weapon, Inviolable Axe, has multiple useful effects including debuffing his foe by up to 8 in Atk, Spd, and Def, adding +7 damage when he activates a Special, and healing himself and allies within 2 spaces by 7 HP after combat.
Axe Infantry
Libra’s status as an axe-wielding infantry means he can use useful skills like Spurn, Time’s Pulse, and Null Follow-Up.
Decent Stats All Around
Libra has a very balanced statline that slightly favors Atk, which allows him to deal decent damage, outspeed some units, and take hits somewhat well. He can be built multiple different ways because of this.
Weaknesses
Lack of Stat Specialization
Even considering the -8 to his enemy’s Spd from Inviolable Axe, Libra is still slower than many of the fastest units in the game today, meaning that he has a hard time taking advantage of skills like Spurn against those units and will be doubled more easily. He also has mediocre Def and HP, so without any kind of damage reduction he may fold to particularly powerful hits. Inviolable Axe also doesn’t offer any particularly unique, powerful effects like damage reduction, merely improving his stats and damage while offering some healing.
Competition
There are a huge number of other infantry axe units in Fire Emblem Heroes, and many of them have either powerful unique weapons that Libra does not, or more specialized stats including higher Spd, or both. He can still function decently well with the right build, but players may have many other units that can fill similar roles with unique boons that Libra lacks. In addition to this, when considering Libra for a particular role such as a melee tank, other unit types have powerful effects he cannot use, such as Armored units and skills like A/D Near Save.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 2 ★ Unlocks at 2 ★
Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Deals +10 damage when Special triggers. Learns by default at 4 ★ Unlocks at 3 ★
Inheritable by Axe users only.
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200 | 1 | 9 |
![]() Deals +10 damage when Special triggers. Learns by default at 5 ★ Unlocks at 5 ★
Inheritable by Axe users only.
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300 | 1 | 13 |
![]() If unit initiates combat or is within 2 spaces of an ally, inflicts Atk/Spd/Def-4 on foe during combat and unit deals +7 damage. Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Downfall (+Def) |
Arcane Downfall (+Res) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() At the start of every fourth turn, restores 10 HP.
Inheritable by all units.
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60 | B |
![]() At the start of every third turn, restores 10 HP.
Inheritable by all units.
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120 | B |
![]() At the start of every second turn, restores 10 HP.
Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Grants Res+2 to adjacent allies during combat.
Inheritable by all units.
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50 | C |
![]() Grants Atk/Res+2 to adjacent allies during combat.
Inheritable by all units.
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120 | C |
![]() Grants Atk/Res+3 to adjacent allies during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Awakening
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