Analysis by Wecondo12
Linhardt - Hevring's Heir


Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 39
ATK 34
SPD 25
DEF 30
RES 38

Stat Variations

Level 1 Stat Variation
Low 16 7 5 7 9
Middle 17 8 6 8 10
High 18 9 7 9 11

Level 40 Stat Variations
Low 35 31 22 26 35
Middle 39 34 25 30 38
High 42 37 29 33 41

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.

Skill Sets

Strategy? Just Warp. (Utility)

Build by Wecondo12
Dazzling Pain+
Alternate: Tannenbaton+
A Fort. Def/Res 3
Alternate: Def/Res Bond 3
Alternate: Physic+
B Sabotage Atk 3
Alternate: Sabotage Spd 3
Windfire Balm+
Alternate: Miracle
C Time's Pulse 3
Alternate: Distant Guard 3

+DEF or +RES

SDistant Guard 3

Show Explanation/Analysis

Weapon: Dazzling Pain / Dazzling Tannenbaton

Assist: Restore+ / Physic+

Special: Windfire Balm+ / Miracle

Passive A: Fort. Def/Res 3 / Def/Res Bond 3

Passive B: Sabotage Atk / Sabotage Spd

Passive C: Time’s Pulse / Distant Guard / Preference

Sacred Seal: Distant Guard / Close Guard

  • Everybody’s favorite warp user got done dirty in Fire Emblem Heroes, being denied a personal weapon and instead tossed on the banner as a 4* focus. Still, Linhardt can perform well with proper investment thanks to his good statline.
  • Linhardt’s innate Pain is a great option as it allows him to safely inflict chip damage to foes who lack Null C-Disrupt. He can also opt for the Dazzling Tannenbaton to grant his allies the Guard effect and an added +2 Defense/Resistance during Enemy Phase, although this staff is difficult to obtain due to it’s seasonal locked status.
  • Windfire Balm in conjunction with Time’s Pulse grants Linhardt the ability to buff his allies every time he heals, something a mounted healer is unable to replicate due to their lack of access to Time’s Pulse. However, Miracle can also be used on a budget or if one wishes to use a different C slot skill.
  • Restore is generally the best assist skill available as it allows Linhardt to nullify his allies visible debuffs on-demand, although it uses up his turn in the process. He can also use Physic to heal safely from a distance, but it can potentially leave him unable to heal in tight maps.
  • Fort. Def/Res 3 raises Linhardt’s visible Resistance even further, making him a more effective user of skills that scale off Linhardt’s Resistance, such as Ploys and Sabotages. He can also opt for Def/Res Bond on a budget, since it grants a similar defensive boost, albeit with a condition and at the cost of not raising his visible Resistance.
  • Sabotage skills allow Linhardt to inflict a large penalty to the stats of all foes adjacent to each other, provided their Resistance is 3 less than his. With his excellent Resistance(combined with the fact that a large number of units in Fire Emblem Heroes have only average at best Resistance) Linhardt can easily activate the skill against a multitude of foes, giving his allies a considerable advantage against the afflicted foes in combat(just watch out for Fallen Ike and debuff absorption skills, such as Atk/Res Unity).
  • Finally, the Distant Guard and Close Guard sacred seals give allies within 2 spaces +4 Defense and Resistance in combat against 2 Range and 1 Range foes respectively, which can be quite potent if stacked with Tannenbaton or Distant/Close Guard in the C slot, and it remains a helpful bonus otherwise.

No seriously Linhardt is good, recruit him in your 3h runs. (Offense)

Build by Wecondo12
Dazzling Witchy Wand+
Alternate: Dazzling Pain+
A Atk/Res Solo (3 or 4)
Alternate: Atk/Res Push 4
Restore+ B Wrathful Staff 3
Miracle C Joint Drive Atk
Alternate: Savage Blow 3


SLive to Serve 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Weapon: Dazzling Witchy Wand / Dazzling Pain

Assist: Restore+

Special: Miracle

Passive A: Atk/Res Solo 3 or 4 / Atk/Res Push 4 / Atk/Spd Solo 4 / Atk/Spd Push 4

Passive B: Wrathful Staff

Passive C: Joint Drive Atk / Savage Blow / Preference

Sacred Seal: Live To Serve / Savage Blow / Atk/Spd Solo / Atk/Def Solo

  • Linhardt can also take advantage of his access to the Wrathful Dazzling combination and good Attack with a Player Phase build.
  • The Witchy Wand allows Linhardt to completely reset his foe’s special cooldown, a powerful asset against foes who rely on precharged special triggers, such as Ophelia. The Pain staff is a great choice as well, however, due to the added chip damage it provides which can help greatly against foes with damage reduction skills. One more thing to note, the staff refine used depends on whether you have access to the Dazzling or Wrathful B slot skill, so Wrathful refine is necessary if the Dazzling Staff B slot is used, and vice-versa.
  • Stat boosting A slot skills such as Atk/Res Solo and Atk/Res Push 4 give Linhardt extra offensive power while enhancing his already solid magic tanking abilities. He can also opt to invest in his Speed rather than his Resistance, which can give him just enough Speed to perform follow-up Attacks against mid tier Speed foes(or at the very least avoid them more often), although this will require considerable investment even with his Speed superasset due to his low base 25 Speed.
  • Joint Drive Atk gives Linhardt and his allies within 2 spaces an additional +4 Attack, as long as at least one ally is within 2 spaces of him. Savage Blow can also be used in conjunction with the Pain staff and the Savage Blow sacred seal to rack up even more passive chip damage every time Linhardt attacks.
  • Live To Serve is a great sacred seal option in conjunction with Push skills as it allows him to heal off the damage he takes from them just by healing damaged allies. One can also opt for a Solo skill in the sacred seal slot for another massive stat boost.



Linhardt enjoys many advantages as a healer, namely access to the Wrathful Dazzling combination and a plethora of solid inheritable weapons, such as Pain, the Palm Staff, Witchy Wand, and Tannenbaton.

Solid Attack and Defenses

Linhardt has little trouble dishing out damage thanks to his good base 34 Attack(Provided he has Wrathful Staff), and he can tank hits from either side of the spectrum thanks to his respectable base 30 Defense and excellent base 38 Resistance. His high Resistance also makes him a fantastic user of Resistance based skills such as Ploys and Sabotages.


Lacking Skill Access

A flaw shared by all healers, Linhardt is denied the many of the skill options afforded to other Infantry units due to his status as a healer, leaving him with a very limited pool of usable skills compared to most units.

Low Speed

While high enough to avoid follow-up attacks from the slowest of foes, Linhardt’s base 25 Speed is rather poor, and without heavy investment he will almost never perform follow-up Attacks naturally while remaining susceptible to enemy follow-ups.

Weapon Skills

Weapons SP Rng. Mt.
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10

Inflicts 10 damage on targeted foe after combat.

Unlocks at 3 ★
Restricted to units that use a Staff.
150 2 3

After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target.

Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 10
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50

Restores 10 HP.

Learns by default at 3 ★
1 100

Restores 8 HP. Rng 2.

Learns by default at 4 ★
2 200

Restores HP = 50% of Atk. (Minimum of 8 HP.) Rng. = 2

Learns by default at 5 ★
2 300

Special Skills

Special Skills SP Turns

If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.

Learns by default at 5 ★
Unlocks at 3 ★
Inheritable by all units.
200 5

Passive Skills

Passive Skills SP Slot
Renewal 1

At the start of every fourth turn, restores 10 HP.

Inheritable by all units.
Unlocks at 1 ★
Renewal 2

At the start of every third turn, restores 10 HP.

Inheritable by all units.
Unlocks at 2 ★
Renewal 3

At the start of every second turn, restores 10 HP.

Inheritable by all units.
Unlocks at 4 ★
Distant Guard 1

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+2 during combat."

Inheritable by all units.
Unlocks at 3 ★
Distant Guard 2

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+3 during combat."

Inheritable by all units.
Unlocks at 4 ★
Distant Guard 3

Allies within 2 spaces gain: "If foe uses bow, dagger, magic, or staff, grants Def/Res+4 during combat."

Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: Three Houses

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