Table of Contents

Tier Rating

Analysis by Adonyx
Winter Marth - Royal Altean Duo

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 42
ATK 36
SPD 41
DEF 30
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 10 7 5
Middle 18 10 11 8 6
High 19 11 12 9 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 33 38 26 22
Middle 42 36 41 30 25
High 45 39 45 33 29

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.
HPATKSPDDEFRES

Assets

  • +SPD: Speed is Winter Marth’s greatest strength, and increasing it further gives him a huge edge over most; he even gets +4 instead of +3 with an Asset.

  • +ATK: Increasing Winter Marth’s Attack is always useful, particularly if utilizing a defensive build.

  • +RES: Winter Marth gets +4 instead of +3 with a +RES Asset, which works greatly in his favor as it’s his weakest stat. Increasing his Resistance also helps his ability to run a defensive set, particularly in Aether Raids.

Neutral

  • DEF: It’s best to leave Winter Marth’s Defense at neutral, particularly because he gets -4 instead of -3 with a Flaw.

Flaws

  • -HP: This is Winter Marth’s best Flaw, as it will impact him the least. If he is unmerged, a -HP Flaw will also make it marginally easier to reach the HP threshold for Daring Fighter.

Skill Sets

For Elice (Offensive Nuke)

Recommended
Tanngrisnir A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Solo 3
Swap
Alternate: Pivot
B Daring Fighter 3
Fire Emblem C Armor March 3
Alternate: Joint Hone Spd
SP1325SSturdy Blow 2
Alternate: Darting Blow 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP

  • As this is an offensive set, increasing Winter Marth’s offenses is ideal.

Weapon: Tanngrisnir / Brave Bow+

  • Tanngrisnir is perfectly designed for Winter Marth, as the accelerated Special charge gain allows him to easily utilize his base Daring Fighter without having to also run Heavy/Flashing Blade. The stat boosts are also easy to maintain via Joint Hone Spd and Winter Marth’s Duo skill.

  • Brave Bow is an alternative that potentially offers a higher damage ceiling, but there aren’t many enemies that Winter Marth can KO with it that he can’t already KO with Tanngrisnir. However, it could be useful for PvE modes due to inflated enemy HP stats. 

Assist: Swap / Pivot

Special: Fire Emblem

  • Fire Emblem offers Winter Marth an excellent and consistent Special with a low cooldown, perfect for usage with Tanngrisnir and Daring Fighter.

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Solo

  • Since Winter Marth’s base Daring Fighter allows him to bypass skills that would otherwise prevent him from naturally doubling, increasing both his Attack and Speed with skills like Swift Sparrow or Atk/Spd Solo are ideal for maximizing his offensive power.

Passive B: Daring Fighter

  • Daring Fighter allows Winter Marth to break through enemies with skills like Bowbreaker or Wary Fighter that would otherwise deny him from doubling via Speed. It also functions as a slightly improved variant of Desperation, which synergizes perfectly with Tanngrisnir and Fire Emblem.

Passive C: Armor March / Joint Hone Spd

  • For an offensive set, having Armor March is extremely useful to help negate Winter Marth’s poor movement as an armored unit. He can also bypass the need to self-buff with Joint Hone Spd via his Duo skill and Fire Emblem activations, though it can be useful depending on the team composition.

Sacred Seal: Sturdy Blow / Darting Blow / Brazen Atk/Spd

  • Both Sturdy Blow and Darting Blow are excellent choices for Winter Marth; the choice between the two is mostly up to preference. Sturdy Blow offers a big boost in damage, but Darting Blow can potentially make the difference in doubling an excessively fast unit.

  • Brazen Atk/Spd is an alternative option for maximizing Daring Fighter, but is generally not quite as good as Sturdy Blow or Darting Blow due to its HP threshold.

Altean Defender (Defensive Tank)

Short Bow+ (+Res)
Alternate: Guard Bow+ (+Res)
A Close Counter
Alternate: Distant Def 4
Swap
Alternate: Pivot
B Special Fighter 3
Noontime C Pulse Smoke 3
Alternate: Atk Smoke 3
SP1695SFierce Stance 3
Alternate: Swift Stance 2

Show Explanation/Analysis

Preferred IV: +ATK or +SPD or +RES / -HP

  • +RES is generally ideal if using Winter Marth as a tank in Aether Raids, but +ATK or +SPD can also work.

Weapon: Short Bow (+Def/+Res) / Guard Bow (+Def/+Res)

  • Short Bow synergizes nicely with Noontime and Special Fighter to both increase Winter Marth’s damage output as well as slightly improving his healing.

  • Guard Bow is a good alternative for making Winter Marth significantly tankier (particularly in Aether Raids), at the cost of damage output.

  • The choice between a +Def or +Res refine is up to preference; +Res is generally more useful, but for example this is less necessary during Light season with Eir.

Assist: Swap / Pivot

Special: Noontime

  • Noontime’s healing and low cooldown are ideal for maximizing Winter Marth’s survivability, as with Special Fighter he will be able to activate it repeatedly.

Passive A: Close Counter / Distant Def 4

  • Close Counter is vitally important to ensure that Winter Marth can efficiently deal with melee threats as well as ranged threats, at the cost of not improving his matchups against ranged threats.

  • On the other hand, Distant Def 4 will drastically improve Winter Marth’s matchups against ranged threats, but he will not be able to tackle melee threats on Enemy Phase.

Passive B: Special Fighter

  • The key component of Special Fighter is the accelerated Special charge gain, allowing Winter Marth to repeatedly activate Noontime. The Guard effect is generally not as useful in Aether Raids, but can come in handy from time to time.

Passive C: Pulse Smoke / Atk Smoke / Armor March

  • Pulse Smoke is incredibly strong in Aether Raids, as it allows Winter Marth to completely shut down Infantry Pulse-based defense setups. Atk Smoke is a decent budget alternative if Pulse Smoke is unavailable, however, as it will help reduce incoming damage.

  • Armor March is a decent option if using more than 1 armored unit, though generally this is tough to pull off in Aether Raids due to the turn limit.

Sacred Seal: Fierce Stance / Swift Stance / Steady Posture

  • Any of the various Stance Seals will work great here, but Fierce Stance is ideal to maximize Winter Marth’s damage output to improve his ability to KO his opponents in one hit.

Strengths

Tanngrisnir

Winter Marth’s unique bow seems specifically designed to have incredible synergy with both his Duo skill and base Daring Fighter skill. The stat boosts are exceptional on top of his already strong statline, and the accelerated Special charge gain circumvents the main downside of running Daring Fighter.

Duo Hero

Winter Marth’s Duo skill allows him to grant a +3 field buff to nearby armored and flying allies, but the main allure is the fact that it also provides the Bonus Doubler effect. This also synergizes well with his Fire Emblem Special, which allows him to provide a slightly stronger buff when activated.

Fire Emblem

Winter Marth shares his unique Special with his Legendary incarnation, and it’s just as strong here. While a +4 buff isn’t particularly impressive nowadays, a 2 cooldown Special that boosts damage by 30% of Speed is quite powerful already. The +4 buff synergizes nicely with Winter Marth’s Duo skill as well.

Armor

As an armor unit, Winter Marth gets to enjoy the benefits of huge BST and access to unique armor skills like his base Daring Fighter or Special Fighter.

Weaknesses

Armor

Winter Marth shares the same weaknesses as most other armor units, which include a vulnerability to anti-armor weapons and poor base mobility (though this can be somewhat alleviated with Armor March or Armored Boots).

Limited Unit

As a seasonal unit, Winter Marth is rather difficult to obtain multiple copies of for obtaining optimal IVs or for merging purposes.

Duo Skill

Grants Atk/Spd/Def/Res+3 and【Bonus Doubler】 to armored and flying allies within 3 rows centered on unit. (That turn only. Does not stack.) 【Bonus Doubler】 Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats for 1 turn. Calculates each stat bonus independently.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
TanngrisnirEffective against flying foes. Grants Spd+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, grants Atk/Spd/Def/Res+3 and Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.)
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Fire EmblemBoosts damage by 30% of unit's Spd. Grants Atk/Spd/Def/Res+4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0.)
Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Atk/Spd Form 1Atk/Spd+X to unit during combat. (X = number of allies within 2 spaces; max 3.)
Inheritable by all units.
Unlocks at 1 ★
60
A
Atk/Spd Form 2Grants Atk/Spd+X to unit during combat. (X = number of allies within 2 spaces + 2; max 5.)
Inheritable by all units.
Unlocks at 2 ★
120
A
Atk/Spd Form 3Grants Atk/Spd+X to unit during combat. (X = 2 x number of allies within 2 spaces, + 1; max 7.)
Unlocks at 4 ★
240
A
Daring Fighter 1If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Only inheritable by armor units.
Unlocks at 3 ★
60
B
Daring Fighter 2If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Only inheritable by armor units.
Unlocks at 4 ★
120
B
Daring Fighter 3If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Only inheritable by armor units.
Unlocks at 5 ★
240
B
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 2 ★
50
C
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
100
C
Hone Spd 3Grants adjacent allies Spd+4 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
200
C
Joint Hone SpdAt start of turn, if unit is adjacent to an ally, grants Spd+5 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 5 ★
300
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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