- Default
- Attack
- Special
- Injured




Masked Marth - Enigmatic Blade |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 7 | 9 | 5 | 3 |
Middle | 19 | 8 | 10 | 6 | 4 |
High | 20 | 9 | 11 | 7 | 5 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 40 | 31 | 33 | 22 | 16 |
Middle | 43 | 34 | 36 | 25 | 19 |
High | 46 | 37 | 39 | 29 | 22 |
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 |
---|---|---|---|---|
This unit requires use of Trait Fruits to get access to IVs
Skill Sets
We Have Lucina At Home, Literally. (Low Investment Offensive)
![]() |
Sealed Falchion (+Eff) | A | Fury (3 or 4) |
---|---|---|---|
![]() |
Positional Assist | B | Desperation 3 |
![]() |
Moonbow Alternate: Luna |
C | Rouse Spd/Def 3 |
IVs | +SPD or +ATK / -HP | S | Brazen Atk/Spd 3 Alternate: Swift Sparrow 2 |
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist
Special: Moonbow / Luna / Bonfire
Passive A: Fury
Passive B: Desperation
Passive C: Rouse Spd/Def / Flexible
Sacred Seal: Brazen Atk/Spd / Swift Sparrow
- If you're not willing to put in heavy investment for Masked Marth just yet, the good ol' FuryDesp combination, fortunately, works extremely well with both his statline and the effects of refined Sealed Falchion. As a result of being cheaply built and honoring both of Sealed Falchion's conditions, Marth remains a very respectable offensive threat for general content.
- Fury is cheaply available in the 3-4 star pool and provides a nice amount of stat padding across all of Masked Marth's stats. Additionally, the recoil effect suffered after combat synergizes well with:
- Desperation, allowing Marth to make two attacks in a row provided he can make a follow-up.
- The base effect of Sealed Falchion, which provides a hefty boost of +5 to all stats if Marth is damaged at all (or has a visible bonus, which is also good but not always guaranteed in all scenarios).
- The Brazen Atk/Spd Sacred Seal, which also offers a respectable boost of +7 to Marth's Atk/Spd if he lands conveniently in Desperation's HP threshold. For initial reliability, you may opt for Swift Sparrow instead.
- Moonbow or Luna are pretty standard Specials which allow Marth to bypass high Defense enemies in a pinch. Bonfire is technically pretty reliable as Sealed Falchion can bring Marth's Defense up to an effective 35+ (38 with Fury) under perfect conditions, giving a solid burst damage of 17-19 or more.
- The rest of the build is mostly fringe and personal preference. The most affordable C slot that works with Masked Marth's weapon is Rouse Spd/Def, which grants self-provided bonuses to himself provided he isn't adjacent to any allies.
If Found Return to Mia (Speed Tank)
![]() |
Sealed Falchion (+Eff) | A | Distant Counter Alternate: Atk/Spd Solo (3 or 4) |
---|---|---|---|
![]() |
Positional Assist | B | Spurn 3 Alternate: Close Call 3 / Repel 3 |
![]() |
Noontime Alternate: Sol |
C | Atk Smoke 3 Alternate: Pulse Smoke 3 |
IVs | +SPD / -HP | S | Spd/Res Solo 3 |
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist
Special: Noontime / Sol
Passive A: Distant Counter / Atk/Spd Solo
Passive B: Spurn / Close Call / Repel
Passive C: Atk Smoke / Pulse Smoke
Sacred Seal: Spd/Res Solo / Kestrel Stance
- This build is pretty much traditional on high-Spd, high-Atk infantry units like Masked Marth at this point. That is, to compensate for Marth's otherwise forgettable base bulk even after Sealed Falchion's effective +10 to relevant stats (Res only misses out at +5), running Repel or Close Call or Spurn in the B slot allows him to take advantage of his fantastic resulting Speed instead to bear the force of incoming attacks.
- Running any of the three aforementioned skills is important for this build due to their Speed-based damage reduction effect—4% less damage for every Speed point compared to the enemy unit for up to 40%. After the fact, Marth becomes a formidable superunit, especially considering Sealed Falchion can prevent the foe's follow-ups, which further compounds his tankability especially against units with guaranteed follow-up attacks such as Bramimond.
- There's little else better than Distant Counter for Marth's A-slot as it allows him to counterattack ranged units. This is especially in Aether Raids Offense as it prevents Marth from being whittled down too easily by the multitudes of ranged enemies in that mode. Lacking that or simply wanting to make Marth a melee-only, non-AR unit, Atk/Spd Solo is a great alternative as it further improves Marth's hitting power and damage reduction in both player and enemy phase.
- Spd/Res Solo or Kestrel Stance are Marth's best Sacred Seal choices for this build, as both provide more Speed to make better use of Spurn/Close Call/Repel while improving his bulk or damage output, respectively.
- Atk Smoke tends to work consistently on Masked Marth given it further debilitates incoming damage from surrounding foes while being easy to access. Pulse Smoke is also a good option, however, as it badly cripples enemy setups reliant on precharged units.
- Finally, to strengthen the purpose of this build and significantly increase Marth's longevity, a sustain Special will be preferred above anything else. Noontime is reliable due to its low CD of 2 (and the fact that it activates on every counterattack with Geirskögul support), whereas Sol has higher healing returns at a more exploitable CD of 3.
Setting Right What Once Went Wrong (Time's Pulse / High Investment Offensive)
![]() |
Sealed Falchion (+Eff) | A | Swift Sparrow 3 Alternate: Atk/Spd Push 4 |
---|---|---|---|
![]() |
Positional Assist | B | Desperation 3 Alternate: Lull Spd/Def 3 |
![]() |
Galeforce Alternate: Bonfire |
C | Time's Pulse 3 |
IVs | +ATK or +SPD / -HP or -RES | S | Heavy Blade 3 / Flashing Blade 3 Alternate: Swift Sparrow 2 |
Weapon: Sealed Falchion (+Eff)
Assist: Positional Assist
Special: Galeforce / Bonfire / Luna / Ruptured Sky / Moonbow
Passive A: Swift Sparrow 3 / Atk/Spd Push 4 / Atk/Spd Solo 4 / Fury / Flashing Blade
Passive B: Desperation / Wings of Mercy / Lull Spd/Def Lull Atk/Spd
Passive C: Time's Pulse
Sacred Seal: Flashing Blade / Heavy Blade / Swift Sparrow / Brazen Atk/Spd
- This is a high-investment version of the previous offensive build, with elevated priority on Special activation thanks to Time's Pulse precharging Marth's chosen Special by -1 at full CD count. Throughout all versions of this build, Sealed Falchion still makes Masked Marth as powerful as ever due to largely increased stats (+10 to all) and ability to stop the enemy's follow-up in a pinch. Several possible builds from this are as follows:
- Galeforce:
- To activate Galeforce in a single round, Flashing or Heavy Blade in some form is also necessary to circumvent the still-long cooldown count of 4 after Time's Pulse. This can be done through Marth's A slot, Sacred Seal, or providing Infantry Flash or Infantry Rush support nearby.
- After getting into the proper HP threshold, Desperation makes it relatively easy to trigger in two successful hits without the need for a counterattack, though a relevant Lull skill may make it easier to get Flashing / Heavy Blade going successfully.
- On an Aether Raids Offense team focused on chaining Galeforce, running Wings of Mercy would allow her to get into the thick of the action more conveniently, provided you have a unit to act as the beacon. Furthermore, if you're not confident in Marth's ability to get two shots off and activating his Special (since one shot kills are possible), you can opt to run ally-provided precharge support, especially Velouria's Wolfpup Fang to circumvent this.
- General Offensive:
- Running Luna or Bonfire generally requires Flashing / Heavy Blade in some form as well, if you'd like to activate either of these in a single round of combat.
- If you'd like to focus on overwhelming the enemy with extremely high stats, however, you can simply run stat-boosting skills in both Marth's A-slot and Sacred Seal in conjunction with either Ruptured Sky or Moonbow. After Time's Pulse, these two Specials only require one action to charge, meaning no Blade skill is required at all and you can focus on running stat seals like Brazen Atk/Spd or Swift Sparrow.
- Most Atk/Spd-boosting A slot choice will do well here, though Fury or Atk/Spd Push 4 are especially notable for inflicting recoil damage and fulfilling an essential effect of Sealed Falchion.
- Galeforce:
- There's little better than the good and ol' reliable Desperation, which synergizes amazingly with the prior damage effect of Sealed Falchion while making Marth simply harder to stop in more general gameplay modes. Sealed Falchion even provides an partial form of Null Follow-Up, making that largely unnecessary for consideration on this build.
Strengths
Refined Falchion
W̶e̶ ̶d̶o̶n̶'̶t̶ ̶d̶a̶r̶e̶ ̶s̶p̶e̶a̶k̶ ̶o̶f̶ ̶t̶h̶e̶ ̶B̶o̶n̶d̶ ̶r̶e̶f̶i̶n̶e̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶h̶o̶u̶s̶e̶.̶ ̶E̶v̶e̶r̶.̶
While Masked Marth was already a solid if a lukewarm option with the previous iteration of his refined Falchion, he has the option of forgoing that with refined Sealed Falchion instead. It works far more compatibly and flexibly with his offensive statline, as it grants more movement flexibility (whereas base Falchion required ally adjacency) as well as a larger stat boost of +10 (assuming you honor its two easy conditions). The icing on the cake is the anti-follow-up effect if the foe's HP is above 75%, which allows for more comfortable combat against enemies with artificial follow-up manipulation tactics such as Bramimond and Brave Edelgard. Overall, this refined version of Sealed Falchion does pretty well enough to upgrade Masked Marth to new generational standards.
Great Offensive Statline
34/36 aged rather nicely despite recent units making remarkable landmarks in Attack and Speed. With the help of Sealed Falchion's stat boosts as well as other skills taken, this translates well to a good number of follow-up opportunities as well as consistently solid damage output.
Access to Great Infantry Skills
Spurn, Close Call, Repel, and Time's Pulse are a few of many fantastic skills that Marth can access thanks to him being infantry. Furthermore, he gets to benefit from ally support skills such as Infantry Rush and Infantry Pulse.
Extremely Cheap to Build for Early Risers
For people who have played early on and collected all copies of Marth in 2017-2018: you're in luck! Having nine free copies of Masked Marth means it only takes a mere 250 Heroic Grails to fully merge him, as opposed to other free unit projects which could take months. Furthermore, the nature of Sealed Falchion allows many players to take a low-budget approach to building Marth and still get great results out of him.
Weaknesses
Mediocre Base Defenses
In exchange for great values in his Attack and Speed and HP, Marth's Defense and Resistance drop at lower base values. Though, this isn't particularly significant in actual play thanks to Sealed Falchion's stat boosts, follow-up prevention effect, as well as relevant skills.
Sword Infantry Competition
There are a LOT of red sword infantry units in Fire Emblem Heroes, and Masked Marth is unfortunately only a drop of blood in this crimson ocean. On the hyper offense side, units like Catherine and Brave Celica offer some harsh competition, whereas Mareeta, Fallen Ike, and Kris are native masters at the art of Speed tanking.
tfw no pixie dust
This point doesn't really matter for Marth's combat viability (plenty of low BST units are actually great in practice) or players who don't plan on using FEH Pass at all or at least consistently.
However, the fact that Resplendent Lucina exists puts a slight damper on Masked Marth's usage at this time of writing. Specifically, Lucina gets a straight stat boost of +2 to all stats in her otherwise identical stat spread compared to Masked Marth. Additionally, since Lucina can be summoned frequently—especially through Weekly Revival Summoning Events where she gets a rate-up—it may be faster for some players to +10 Lucina with Orbs rather than gathering Heroic Grails for Marth.
Heroic Grail Cost for Late Bloomers
As stated previously, one of the reasons for Masked Marth's positive reputation among veteran players is due to how frequently free copies of him popped up in the first couple of years of the game. Unfortunately, as is the case with other older GHB or TT units, newer players are forced to cough up the full amount of Heroic Grails necessary (3700 total) to fully invest in Masked Marth. This comes to a point where it's practically not worth it to fully invest in him rather than more recent sword infantry units (Catherine in particular takes practically zero merges or investment to get going) unless they're particularly attached to the character.
![]() |
Sealed Falchion (+Eff) | A | Distant Counter |
---|---|---|---|
![]() |
Harsh Command+ | B | Repel 3 |
![]() |
Noontime | C | Joint Drive Spd |
S | Spd/Res Solo 3 |
This is an extremely basic dodge tank build, but I'd argue Sealed Falchion turns Lucina/Masked Marth into one of the best and most reliable of them all. +10 atk/spd/def and +5 res allows her to dish out tons of damage, reliably secure Repel's 40% reduction, double all but the fastest units, and Tank fairly reliably. The icing on the cake is the follow up negation, which acts as a pseudo-null follow up in many cases, improving her matchup against units like Bramimond or V!Lif, however unlike Mareeta or Ryoma, this skill will not negate Impact Skills or wary fighter, so it only increases her defensive potential rather than offensive like Null Follow Up would. The rest of her kit is basic, it simply grants more spd and res, her most important stat and her stat that Sealed Falchion doesn't buff as high respectively.
![]() |
Falchion (Awakening) (+Eff) | A | Kestrel Stance 3 |
---|---|---|---|
![]() |
Reciprocal Aid | B | Vantage 3 |
![]() |
Glimmer | C | Hone Spd 3 |
S | Steady Stance 1 |
Enemy Phase based unit, utilizing the buffs granted by Brave Lucina, Marth is able to achieve 63 Atk and 50 Spd when attacked during the enemy phase, not taking into account visible buffs from outside of battle, when placed adjacent to an ally.
![]() |
Sealed Falchion | A | Fury 4 |
---|---|---|---|
![]() |
Reposition | B | Close Call 3 |
![]() |
Sol | C | Time's Pulse 3 |
S | Flashing Blade 3 |
MM here has always had a bit of a bad wrap, constantly being referred to as the "inferior" Lucina, first due to limited merges, then due to lack of an access to IVs. But now, she's better than her OG counterpart since she's easier to get and to +10 than trying your luck and wasting orbs.
Sealed Falchion is actually much much better than the Refined Spectrum bond Falchion. It gives out slightly more stats in return for losing out on Renewal (which is okay, this is a risk/reward build. Not to mention Sealed Falchion is totally in line for a refine of it's own soon enough)
Sol is what we're going for in order to have some sustainability instead, you could still use full Aether if you want to as it's still possible to get that fired off quickly.
Fury 4 is just too good of a partner in crime for Sealed Falchion as it is another set of bonus stats and keeps Lucina hurt no matter how much health recovery she takes back, this ensuring that Sealed Falchion will remain in effect at all times.
Spurn is what I actually use and as it's not listed here for her for some reason, Close Call/Repel have similar effects anyways, using her rather high speed, especially for a really early game unit to help tank hits better and not get oneshotted easy.
Time's pulse is obviously there to make using her healing special charge up faster before the fight even starts thus ensuring she's even harder to deal with and to sustain herself for longer fights.
Flashing Blade, same as Time's pulse but makes the special charge faster in combat. Making Sol or Aether charged and ready to go.
![]() |
Falchion (Awakening) | A | Distant Counter |
---|---|---|---|
![]() |
Reposition | B | Close Call 3 / Repel 3 |
![]() |
Noontime | C | Joint Drive Spd |
S | Atk/Spd Bond 3 |
Despite a very unexciting base kit at first glance, M!Marth has a very interesting niche (as well as her unmasked counterpart) as a Falchion speed tank. With IV fruits coming, she now has a fantastic base 39 speed with a speed boon, which with Close Call/Repel/Spurn greatly boost her middling defense and resistance. Her only default skill, the Falchion, is actually very crucial to the effectiveness of this build. Not only does it give her the typically more desired dragon killing effect, it also comes with Renewal built in, which gives even more defensive utility. With the Awakening Refine, it also gives her a massive +4/+4/+4/+4 in combat boost while adjacent to an ally. Drop Joint Hone Speed and the Atk/Spd Bond Sacred Seal which proc in tandem with the awakening refine, that gets her speed from 39 to 53 with no merges, and in both player and enemy phases to boot. This build uses Noontime for very standalone suitability, but if you want to pack a bigger punch, there is another option: as an infantry unit she also gets access to an ally's Infantry Rush, which can be put on her adjacent ally to quickly accelerate her special. With an in combat 59 (50+4+5) attack, she should have no trouble proccing the skills Atk condition. And remember, this is all before merges and the now massive +3 in each stat from dragonflowers that comes with being a Gen 1 infantry unit.
In all, she (ahem, I mean HE) is a force to be reckoned with. I'll admit that this build isn't the most free to play friendly, but to be fair she IS a TT unit, which is very easy to access for at least a +1 merge, so if you have some spare grails, or some M!Marths lying around from all the old TTs, don't overlook building M!Marth~
![]() |
Falchion (Awakening) (+Eff) | A | Atk/Spd Bond 4 |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Blue Flame | C | Def Smoke 3 |
S | Atk/Spd Bond 3 |
51 55(71) 41(57) 29(33) 23(27)
*note*
My Masked Marth is +10 and i’m too lazy to figure out what her stats would have been at that point but I did subtract dragon flowers from her stats and my bond rank with her. Yw
The stats in “()” are potential stats while near in ally [In Combat] with +16 going to Atk/Spd and +4 to Def/Res.
*end note*
The general idea around this build is to hit hard and fast and be as overkill as possible to ensure your opponent drops as quick as me on a Tuesday night. This build however requires and ally to stick around and give those bonuses (my personal favorite being a healer with Fort def/res 4 and live to serve 3 to be as tanky as possible)
⚔️[The Awakening Falchion Upgraded]⚔️ gives +4 to all stats when next to an ally, while also giving renewal 3 and “effective against dragons” which means even a blue dragon doesn’t stand a chance against her;
🛡[Reposition]🛡 is useful for getting allies near her;
🔥[Blue Flame]🔥 gives a bonus of +10 damage to her attack but boosts it up to 25 if near an ally, only needing 3 turns (under normal circumstances) to charge up;
🥇[Atk/Spd bond 4]🥇 gives +7 Atk/Spd while next to an ally while also neutralizing penalties to Atk/Spd during combat, meaning she ain’t gonna falter against any debuffs to those stats;
🥈[Special Spiral 3]🥈 let’s her Critical attack charge up super fast, meaning she’ll be ripping through everyone about every turn;
🥉[Def Smoke 3]🥉 Is to ensure if somehow they had enough defense to survive, the probably don’t now.
And 🎖[Atk/Spd bond 3]🎖 is the same as A skill, minus the penalty protection and only gives +5 to Atk/Spd. This could also be switched out for 🎖[Def/Res bond 3]🎖 if you want extra bulk
My FeH code is: 5390538122 if you wanna borrow her
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Only Inheritable by Sword Units.
|
50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
|
100 | 1 | 8 |
![]() Learns by default at 4 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Other Info
Origin |
Fire Emblem: Awakening
|
---|
Banners Featured In
None