- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Marth - Altean Prince |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 6 | 7 | 6 | 5 |
Middle | 19 | 7 | 8 | 7 | 6 |
High | 20 | 8 | 9 | 8 | 7 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 28 | 31 | 25 | 20 |
Middle | 41 | 31 | 34 | 29 | 23 |
High | 44 | 34 | 37 | 32 | 26 |
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
A blessing for us all! (Support)
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Falchion (Refined) | A | R Duel Infantry 3 Alternate: Fury (3 or 4) |
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Rally Atk/Spd+ Alternate: Positional Assist |
B | Atk/Spd Ruse 3 Alternate: Even Pulse Tie 3 |
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Ruptured Sky Alternate: Moonbow |
C | Joint Drive Spd |
IVs | Flexible | S | Def Feint 3 Alternate: Chill Def 3 |
Weapon: Falchion (Refined)
Assist: Rally Atk/Spd+ / Positional Assist
Special: Ruptured Sky / Moonbow
Passive A: R Duel Infantry / Fury (3 or 4) / Life and Death (3 or 4)
Passive B: Atk/Spd Ruse / Even Pulse Tie
Passive C: Joint Drive Spd / Flexible
Sacred Seal: Def Feint / Chill Def / Atk/Spd 2 / Def/Res 2 / Flexible
- The combination of Drive Atk/Spd/Def/Res 1 and Renewal make Marth a solid choice for support. There are 2 main routes that can be taken with a supportive Marth, but regardless of which one is chosen, he’ll rarely take part in combat.
- Arena Support- Because of how Arena scoring works, a Dual Rally+, 500 SP Special, R Duel Infantry, and skills with at least 240 SP are crucial to maximize scoring. Since he’s locked to a Dual Rally+, Atk/Spd Ruse and Def Feint are excellent choices that inflict debuffs on foes within cardinal directions when Marth Rallies. The combination of Joint Drive Spd and Marth’s refined Falchion grants +2 Atk/Def/Res and +6 Speed to allies within 2 spaces, which is easily capable of turning the tide in favor of his allies.
- Aether Raids Support- Soaking debuffs from Chill skills and Bright/Dark Shrines is crucial when supporting a superunit, so Fury and Life and Death are excellent choices to maximize the chances that Marth will soak those debuffs instead of his allies. The Dual Rally+ and Atk/Spd Ruse can be replaced by a positional Assist and Even Pulse Tie respectively, since the omnipresence of Panic makes visible buffs unreliable and Even Pulse Tie shuts down Infantry Pulse teams. Chill Def is chosen to allow Mila to inflict Isolation on Masquerade Eldigan, but Atk/Spd 2 or Def/Res 2 can also be used to ensure Marth soaks the Bright or Dark Shrine respectively.
Flickering Flames (Galeforce / General Offense)
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Ninja Katana+ | A | Atk/Spd Push 4 Alternate: Swift Sparrow (2 or 3) |
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Positional Assist | B | Wings of Mercy 3 Alternate: Desperation 3 |
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Galeforce Alternate: Ruptured Sky |
C | Time's Pulse 3 Alternate: Odd Tempest 3 |
IVs | +ATK or +SPD / -HP or -RES | S | Flashing Blade 3 |
Weapon: Ninja Katana+
Assist: Positional Assist
Special: Galeforce / Ruptured Sky / Moonbow
Passive A: Atk/Spd Push 4 / Swift Sparrow (2 or 3) / Fury (3 or 4)
Passive B: Wings of Mercy / Desperation
Passive C: Time’s Pulse / Odd Tempest / Joint Drive Atk
Sacred Seal: Flashing Blade 3
- While 31/34 offenses aren’t the greatest, Marth can still be a dangerous offensive presence with investment. Ninja Katana’s +4 Speed in exchange for -4 Def/Res bumps Marth’s Speed to 38 and allows him to attack twice when he initiates (meaning he attacks 4 times if he can perform a follow-up attack).
- The combination of Ninja Katana, Galeforce, Time’s Pulse, and Flashing Blade allows Marth to activate Galeforce after 2 attacks and move again assuming no Guard effect is active. Wings of Mercy is chosen because Galeforce chains are a common strategy in Aether Raids Offense; when one Galeforcer drops to ≤ 50% HP, another can teleport to a space adjacent to them, attack another enemy, and activate Galeforce themselves. If Marth is receiving cooldown reduction from an ally such as Velouria or Groom Rafiel, Time’s Pulse can be replaced with Odd Tempest to grant Marth additional reach that may only be achievable under normal circumstances through a refresh or Shove/Smite.
- Alternatively, Marth can swap out Galeforce for an offensive Special. 2-cooldown Specials such as Ruptured Sky and Moonbow work best with Ninja Katana’s Brave effect, as Marth can activate his Special twice if he performs a follow-up attack and no Guard effect is active. Desperation allows Marth to perform 4 consecutive attacks if his HP is ≤ 75%, which is capable of KOing much of the cast in combination with 2 Special activations.
- Regardless of which set is chosen, Fury, Swift Sparrow, and Atk/Spd Push 4 are excellent choices that boost Marth’s offenses. Fury is a particularly great choice for Galeforce chains because of its 6/8 recoil damage granting greater ease in dropping to ≤ 50% HP for Wings of Mercy chains; Atk/Spd Push 4 performs a similar role, inflicting 5 recoil damage instead.
Resilience of the Hero-King (Superunit)
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Slaying Edge+ (+Spd) Alternate: Carrot Cudgel+ (+Spd) |
A | Distant Counter |
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Positional Assist | B | Spurn 3 Alternate: Null Follow-Up 3 |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Joint Drive Res |
IVs | +SPD or +RES / -HP | S | Spd/Res Solo 3 |
Weapon: Slaying Edge+ (+SPD) / Carrot Cudgel+ (+SPD) / Bellringer+ (+SPD)
Assist: Positional Assist
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Spurn / Null Follow-Up
Passive C: Pulse Smoke / Joint Drive Res
Sacred Seal: Spd/Res Solo
- Marth can become a solid superunit thanks to his well-balanced statline that focuses on Speed. While his Resistance is concerningly low given the ubiquity of Mages and Staff units in Aether Raids, Resistance-stacking through Blessings, skills, support, and debuffs can help patch this issue.
- Unfortunately, Marth’s Falchion is not very helpful for the purpose of supertanking because Dragons are uncommon on Aether Raids Defense (save for Sothis, who neutralizes Dragon-effective effects); as such, he has a myriad of solid weapons to choose from.
- Slaying Edge allows Marth to activate Noontime on his first counterattack (which maximizes healing and sustainability), but since Brave Lucina is so common for supporting superunits, either swapping Slaying Edge for Carrot Cudgel / Bellringer or swapping Noontime for Sol may be better.
- Carrot Cudgel grants +5 Atk/Def and neutralizes Marth’s visible Atk/Def debuffs during combat if he is within 2 spaces of an ally, making it a great option for improving Marth’s damage output, sustainability with his Special, and physical bulkiness.
- Bellringer heals 5 HP for every attack Marth performs, granting him excellent sustainability in combination with Noontime or Sol.
- Distant Counter, Spurn, and Pulse Smoke all play different roles, but are key for superunits. Distant Counter ensures Marth’s bulk is worthwhile by allowing him to attack against ranged units (increasing damage output and healing), Spurn allows Marth to take advantage of his Speed via damage reduction equal to the gap between his Speed and the enemy’s Speed x 4% (up to 40%, so a gap of 10 Speed), and Pulse Smoke shuts down the omnipresent Infantry Pulse teams by inflicting +1 Special cooldown to the target and enemies within 2 spaces. Spd/Res Solo secures follow-up attacks and maximum damage reduction while bolstering Marth’s otherwise low magical bulk.
- Alternatives for Marth’s B and C slots include Null Follow-Up and Joint Drive Res. Null Follow-Up shuts down common threats like Bramimond and Yune by nullifying effects that prevent Marth’s follow-up attack or guarantee theirs, while granting +4 Resistance to himself and allies within 2 spaces with Joint Drive Res can save the day against mage-heavy Defense teams.
Strengths
Decent physical bulk
Even for today’s standards, Marth’s 69 physical bulk is solid enough to consistently survive at least one physical attack.
Falchion refine
In update 2.2, Marth’s Falchion received a refine!
- As always, Falchion has Dragon-effectiveness, allowing Marth to duel Dragons that he would otherwise struggle to compete with.
- While base Falchion had Renewal 2 built into it, Marth has Renewal 3, granting him sustainability that isn’t reliant on damage or combat (unlike weapons like Bellringer and Specials like Noontime).
- Most importantly, Marth has Drive Atk/Spd/Def/Res 1--that is, he grants +2 Atk/Spd/Def/Res to allies within 2 spaces of him.
Marth can become an effective mix between a Dragon duelist and a support unit.
Infantry advantages
As always, it’s worth mentioning the boons Marth receives as an Infantry unit.
- Infantry-effective weapons are exceedingly uncommon, so the only effective damage Marth really needs to worry about is from Young Caeda’s Feather Sword.
- Marth can select from a myriad of powerful skills, including Flashing Blade, Spurn, Null Follow-Up, Special Spiral, Lull Spd/Def, and Odd Tempest.
Flexible and versatile
Already aforementioned was how Marth’s Falchion refine can make him a hybrid between combat and support, but his overall balanced statline also allows him to play a pure offensive or even a superunit role. His ability to be tuned to players’ likings make him a versatile unit capable of fitting a variety of roles.
Great art, Resplendent or not
Marth is cool. :)
Weaknesses
Middling offenses
Right from the get-go, Marth was noted for being comparatively weaker offensively than Lucina, and even her offenses are considered to just be decent for today’s standards. 31/34 offenses are workable, but take investment and support to make use of; even with his Resplendent, 33/36 is still only alright.
Low magical bulk
41 HP and 23 Resistance add to 63 magical bulk, which puts Marth in danger of being OHKO’d by powerful magical attacks. In addition, he may struggle to duel the Dragons he’s supposed to be best against.
Outclassed and outdated
Marth was pretty great back in 2.2, but by this point, he’s unfortunately very outclassed. An almost humorously large number of Sword units have far better weapons and statlines than our Hero-King (even with Resplendent), meaning he struggles to find a niche in the metagame. Supportive superstars such as Kaden, Flayn, and especially Brave Lucina and Male Corrin bring more to the table for their allies than Marth does.
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Falchion (+Spd) | A | Swift Sparrow 3 |
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Pivot | B | Wings of Mercy 3 |
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Aether | C | Breath of Life 3 |
S | Speed +3 |
This is a more offensive build for Marth, since several of the ones already on here are support-oriented. Breath of Life and Wings of Mercy still allow him to support his teammates, though not in the same Drive-spectrum way that most of his builds do. Swift Sparrow and Speed +3 help him avoid getting doubled, plus the follow-up attacks will help him activate Aether, which works both as a sustain and extra damage output.
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Falchion (Refined) | A | Fire Boost 3 |
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Ardent Sacrifice | B | Renewal 3 |
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Astra | C | Threat. Atk/Spd 3 |
S | HP/Atk 1 |
EDIT: Updated this build for better optimization.
This build is focused on using Marth as a mixed offensive support unit. His ideal boons in this setup are HP and Atk at the very least, although Spd boons and buffs are always welcome.
While the "Grants Atk/Spd/Def/Res +2 to allies within 2 spaces during combat" buff from his refined Falchion might not seem like much at first glance, it can stack very well with similar "during combat" buffs. Not only that, it has a built-in Renewal 3 when refined, which stacks with Renewal equipped in his B (or Seal) slot. Thanks to his HP regeneration, giving him Ardent Sacrifice will benefit other teammates if extra healing is needed. Keep in mind that he won't outright replace staff units, since their healing is generally much stronger. If you happen to have an extra Threat. Atk/Spd 3 to spare, this can greatly benefit Marth both in terms of damage (+5 Atk and Spd buff) and offensive support (-5 Atk and Spd debuff). If not, Threaten Spd 3 can be a good budget alternative. His other skills Fire Boost and HP/Atk + pair pretty well together, especially if he has high HP. Lastly, Astra can be used for his special. Otherwise, it can be swapped with something else if it doesn't seem helpful.
Handy tips: Thanks to him being a fairly common 3 and 4 start unit, it can be very easy to increase his stats by "merging" any extra copies you have. Using any Dragonflowers can help as well.
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Falchion (Refined) | A | Fort. Def/Res 3 |
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Reciprocal Aid | B | Renewal 3 |
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Bonfire | C | Drive Atk 2 |
S | Drive Def 2 |
Marth is a powerful support unit, this build focuses on capitalizing his strengths as a support unit with his drive spectrum refinement. Since he's most likely not attacking it'd be better to focus on evening out his bulk with +res boon and fortress def/res 3, while the A slot is expensive it's the best for a tanky support unit for Marth.
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Falchion (Refined) | A | R Duel Infantry 3 |
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Rally Def/Res+ | B | Renewal 3 |
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Aether | C | Drive Spd 2 |
S | Drive Spd 2 |
This is my arena build; he has anchored 6 teams that got into tier 21. He has three main purposes: 1) field buffing his team to get not get doubled, like Nowi, and getting the bonus unit the same spur so it can get more kills. 2) kill dragons. There are a lot of them in top-tier arena. With a little support he can KO Fallen Corrin and do enough damage to often finish off Legendary Tiki. 3) Kill Surtr. He can land the first or final blow, not both. But he can take a normal hit from Surtr plus the 20 damage from Sinmara. For this reason I prefer the Atk asset, not Spd. If he faces the handful of hyper fast swordsmen who can double him, I send Nowi against them instead. With the HP regeneration from Renewal and Falchion he is also my fighter of last resort when other enemies will not go down. (he functionally has no Flaw at this point, since he's 5*+10, but the system is not letting me show that, so -res was his original Flaw)
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Falchion (Refined) | A | Swift Sparrow 2 |
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Reposition | B | Desperation 3 |
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Glimmer | C | Drive Spd 2 |
S | Drive Atk 2 |
My +10 +10 favourite is finally complete.
Swift Sparrow 2:Just lets Marth deal a little more damage and go a little faster,which is always good to have.
Desperation 3: Makes quicker work of enemy units,and is he's likely to double thanks to his 44 speed(at +101+10)
Drive Spd 2: Makes Marth's support capability better,giving a total of +5 spd to allies.
Drive Atk 2:Combined with his refined Falchion,Marth can help his allies deal more damage by giving a total of +5 atk as well.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | B |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
Unlocks at 3 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light
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