- Default
- Attack
- Special
- Injured




Young Marth - Legacied Hero |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 7 | 8 | 7 | 6 |
Middle | 19 | 8 | 9 | 8 | 7 |
High | 20 | 9 | 10 | 9 | 8 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 37 | 33 | 34 | 29 | 23 |
Middle | 41 | 36 | 37 | 32 | 26 |
High | 44 | 39 | 40 | 35 | 30 |
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 |
---|---|---|---|---|
Skill Sets
I want power. (OHKO Nuke)
![]() |
Rapier | A | Distant Counter Alternate: Brazen Atk/Spd (3 or 4) |
---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Hero's Blood | C | Time's Pulse 3 |
IVs | +ATK / -HP | S | Brazen Atk/Spd 3 |
Weapon: Rapier
Assist: Reposition
Special: Hero’s Blood
Passive A: Distant Counter / Brazen Atk/Spd (3 or 4)
Passive B: Wrath
Passive C: Time’s Pulse
Sacred Seal: Brazen Atk/Spd
- The combination of 36 Attack, 37 Speed, and Hero’s Blood gives Youth Marth the opportunity to become a nuke that focuses on OHKOing with his Special activations.
- Rapier is a fantastic weapon for this, granting Cavalry and Armor effectiveness (to secure OHKOs) and Vantage. Vantage allows Marth to potentially OHKO even on Enemy Phase, as he will be able to counterattack before the enemy attacks if his HP is ≤ 75%.
- Marth’s personal Special, Hero’s Blood, is a fantastic 2-cooldown Special that increases his damage by 30% of his Speed and grants +4 to all stats to himself and his allies after combat. In combination with Wrath and Time’s Pulse, Marth can charge Hero’s Blood to 0 cooldown every turn when his HP is ≤ 75%. Wrath also increases the damage dealt by Hero’s Blood by 10 if that same HP requirement is met. Thanks to all of these, Marth can become a fantastic unit capable of OHKOing most enemies.
- Distant Counter is vital because it grants Marth the opportunity to OHKO not only on Player Phase, but on Enemy Phase and against all weapon types. However, for a strictly Player Phase focus, Brazen Atk/Spd can be used instead, as it increases Marth’s Atk/Spd when his HP is ≤ 80%. It also has great synergy with Wrath and Vantage thanks to its similar HP requirement.
- It should be noted that on Enemy Phase, Marth will only be able to activate Hero’s Blood against one enemy, as it will go back to 2 cooldown after it is activated until Player Phase begins.
A Hero's Boldness (Enemy Phase Sweeper/Tank)
![]() |
Rapier | A | Distant Counter |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 Alternate: Close Call 3 |
![]() |
Hero's Blood Alternate: Noontime |
C | Pulse Smoke 3 Alternate: Def Smoke 3 |
IVs | +SPD or +RES or +ATK / -HP | S | Fierce Stance 3 Alternate: Swift Stance 2 |
Weapon: Rapier
Assist: Reposition
Special: Hero’s Blood / Noontime
Passive A: Distant Counter
Passive B: Special Spiral / Close Call / Null C-Disrupt
Passive C: Pulse Smoke / Atk Smoke
Sacred Seal: Fierce Stance / Swift Stance / Atk Smoke
- Young Marth’s balanced statline allows him to become a great Enemy Phase unit. Marth could go 1 of 2 ways with an Enemy Phase set: he could either focus on nuking with Special Spiral and Hero’s Blood or focus on survival with Close Call and Noontime.
- Regardless of what set is run, Rapier is a great weapon for Marth, granting +3 Speed (for Close Call and performing follow-up attacks), Cavalry and Armor effectiveness (for securing OHKOs), and Vantage (for allowing Marth to OHKO with Hero’s Blood or heal with Noontime before the enemy counterattacks).
- Special Spiral Nuking- One Enemy Phase option for Marth is to focus on OHKOing enemies with Hero’s Blood and Special Spiral. Hero’s Blood is a 2-cooldown Special that increases Marth’s damage by 30% of his Speed, making it a strong nuking option. Its 2 cooldown is essential for this set, as Special Spiral reduces Marth’s Special cooldown by 2 after every combat the Special is activated; as such, after Hero’s Blood is activated for the first time, it will always be ready next combat. Rapier’s Vantage comes into play with this as well, allowing Marth to counterattack with a Hero’s Blood boosted attack that can OHKO the enemy before they can attack.
- Given that this set focuses on OHKOing, Marth wants to increase his Attack with Fierce Stance or Brazen Atk/Spd in his Sacred Seal. Although Pulse Smoke doesn’t grant Marth any additional damage, it helps ensure he isn’t OHKO’d before he reaches Vantage range by enemies with strong Specials such as Legendary Alm and Lysithea. Infantry Pulse teams in Aether Raids are extremely common, so Pulse Smoke helps to shut those teams down.
- Close Call Tanking- The other Enemy Phase option for Marth is to focus on tanking with Close Call. Close Call reduces the amount of damage Marth takes by 4% for every point of Speed he has over the enemy (capping at 40%, so a gap of 10 Speed). Distant Counter plays a key role with this set, as there’s little point to surviving several attacks if Marth cannot counterattack to damage and potentially KO his initiators. Noontime is used for this set to give Marth sustainability and healing through Special activation; it also synergizes with Rapier’s Vantage, as Marth may need healing to survive a counterattack.
- For this set, Pulse Smoke and Swift Stance are strong C and S slots respectively, both of which increase Marth’s survivability in different ways. Pulse Smoke shuts down units that could OHKO Marth with strong Specials, while Swift Stance increases his magical bulk and reduced damage from Close Call.
- Alternatively, Young Marth could also use Null C-Disrupt to counter against all enemies regardless of Firesweep weapons or Dazzling Staff.
Child at Play (Galeforce)
![]() |
Rapier Alternate: Slaying Edge+ (+Spd) |
A | Flashing Blade 4 Alternate: Atk/Spd Push 4 |
---|---|---|---|
![]() |
Reposition | B | Null Follow-Up 3 Alternate: Wings of Mercy 3 |
![]() |
Galeforce | C | Time's Pulse 3 Alternate: Def Smoke 3 |
IVs | +SPD or +ATK / -HP | S | Swift Sparrow 2 Alternate: Flashing Blade 3 |
Weapon: Rapier / Slaying Edge+ (+SPD)
Assist: Reposition
Special: Galeforce
Passive A: Flashing Blade 4 / Atk/Spd Push 4 / Swift Sparrow (2 or 3)
Passive B: Null Follow-Up / Wings of Mercy / Chill Def
Passive C: Time’s Pulse / Def Smoke
Sacred Seal: Swift Sparrow / Flashing Blade
- Thanks to Young Marth’s strong 36/37 offenses, he can become an effective Galeforce unit. His already great offenses can be bolstered with a +ATK or +SPD IV and Rapier’s +3 Speed or a Speed-refined Slaying Edge+, which also grants +3 Speed (along with +5 HP).
- Because Rapier does not grant -1 Special cooldown, Marth will need to either swap Rapier for a Slaying Edge or use Time’s Pulse. This ensures that Galeforce’s cooldown is at 4, allowing Marth to activate it after 2 attacks (assuming Flashing Blade activates and no Guard effect is active) even if the enemy does not counterattack.
- In order to activate Flashing Blade as consistently as possible, Marth greatly appreciates skills that increase his Speed, making Atk/Spd Push 4 and Swift Sparrow particularly great choices. Atk/Spd Push 4 grants Marth +7 Atk/Spd if his HP is ≥ 25% and inflicts 5 recoil damage after combat, making it easier for other Galeforce allies with Wings of Mercy to assist Marth in sweeping the enemy team. Swift Sparrow grants +4/6 Attack and +4/7 Speed when Marth initiates combat, which he will be doing most of the time given the Player Phase playstyle of this set.
- Null Follow-Up is an excellent B slot for this set, ensuring Marth’s follow-up attack will not be prevented by skills such as Wary Fighter. If Marth’s follow-up attack was prevented, he likely would not be able to activate Galeforce or KO the enemy. Wings of Mercy is also a strong alternative if one of Marth’s allies begin the Galeforce chain instead of him, as he’ll be able to warp far distances to a space adjacent to a low-HP ally.
Strengths
Strong offenses
Ironically, Young Marth’s offenses are substantially stronger than base Marth’s offenses, clocking at an impressive 36 Attack and 37 Speed. With a great offensive statline, Marth can consistently deal high amounts of damage and perform follow-up attacks.
Respectable bulk
41 HP, 31 Defense, and 26 Resistance grants Young Marth a decent 71 physical bulk and 66 magical bulk. While his magical bulk may seem on the low side, Marth also has a Resistance Superasset, meaning an Asset in Resistance will increase his Resistance by 4 (rather than 3) to 30 (rather than 29). Marth’s high Speed also allows him to utilize Repel and Close Call efficiently, which reduces the amount of damage Marth receives by 4% for every point of Speed he has over the enemy, capping at 40% (a gap of 10 Speed).
Rapier
Rapier is a great personal weapon, granting Young Marth +3 Speed, effective damage against Cavalry and Armored units, and Vantage (allowing Marth to counterattack before the enemy can attack if his HP is ≤ 75%). +3 Speed increases Marth’s chances to perform a follow-up attack and slightly increases his damage from Hero’s Blood, effectiveness against Cavalry and Armored enemies allows Marth to consistently OHKO them, and Vantage can potentially allow Marth to sweep an enemy team before they can attack him on Enemy Phase.
Hero’s Blood
Hero’s Blood is a reskinned Fire Emblem; that is, a 2-cooldown Special that grants bonus damage equal to 30% of Young Marth’s Speed and grants +4 to all stats to Marth and all allies after combat. Because of its low 2 cooldown, Marth can use Special Spiral in his B slot to immediately ready Hero’s Blood after it is activated for the first time. With this, Marth can become a fantastic OHKO nuke that can even perform a follow-up attack if he fails to OHKO thanks to his impressive Speed. He can also contribute supportively with his +4 spectrum buff after combat.
Infantry advantages
As an Infantry unit, Young Marth has access to some of the most useful skills in the game, including Special Spiral and Null Follow-Up. Given that Infantry-effective weapons are so rare and niche, Marth rarely needs to worry about being OHKO’d.
Weaknesses
Susceptible to Panic and Chills
Young Marth’s high stats come at the cost of being susceptible to Chill skills, which inflict -7 to a stat to the enemy with the highest value in that stat (for instance, Chill Spd inflicts -7 Speed on the enemy with the highest Speed). Marth’s HP also fails to reach values high enough to consistently avoid Sudden Panic and Panic Manors, which can be detrimental if wanting to use him as a superunit.
OHKO-centric
Some of Young Marth’s strongest sets rely on him OHKOing the enemy. While he can frequently perform a follow-up attack to KO the enemy if his first attack didn’t, he’ll still be taking damage from the enemy’s counterattack.
![]() |
Rapier | A | Distant Counter |
---|---|---|---|
![]() |
Ardent Sacrifice | B | Null C-Disrupt 3 |
![]() |
Hero's Blood | C | Savage Blow 3 |
S | Brazen Atk/Res 3 |
Preferred IVs: Atk+ or Res+
• Baby Marth’s attack even without a boon is already pretty impressive at 36. However, every point in attack more means more damage against cavalry or armoured foes which therefore increases the likelihood of an one-shot. A boon in resistance is also a good choice, considering that Baby Marth has a super boon in resistance, getting his res up to 30. A boon in resistance is beneficial for any Distant Counter builds so they can survive a blow from a tome. Plus, with the Rapier granting Baby Marth Vantage you would want to get him into Vantage range as safely as possible. The issue with a res boon however is that Marth would need to sacrifice points in other stats which he however all needs, since f. ex. a speed bane would reduce his likelihood to double enemies and would increase the damage reduction from skills like Repel 3 while a defence bane would make him more susceptible to physical damage.
Weapon: Rapier
• Baby Marth comes with an absurdly good personal weapon, being the Rapier. The Rapier is a 16 might sword with dual effectiveness, Vantage and on top of that it also grants a flat +3 bonus to speed. Did I mention that Marth is a 4-star hero? You wouldn‘t guess it from his kit. With that weapon Marth is in an odd position, since this weapon has both defensive and offensive synergy. I personally however believe, that Marth is best put on the defences and can function pretty well in Aether Raids defence.
Assist: Ardent Sacrifice
• His Assist matters little. Just slap something onto him that has defensive synergy like a Ardent Sacrifice or a Rally. Preferably he would like to get into Vantage range safely and Ardent Sacrifice or Reciprocal Aid can help with that.
Special: Hero‘s Blood
• On top of having an amazing (almost) personal weapon, Marth also comes with an unique special that is the exact same as Legendary Marth’s and Christmas Marth’s Fire Emblem special. There is realistically no reason as to why you wouldn’t want to use Hero’s Blood, since it increases damage based on speed which is Baby Marth’s highest stat. It also is useful in combination with Vantage, since it will be ready after your first encounter if neither Marth nor the opponent attacked twice, so it can be used on the enemy phase to Vantage kill an opponent. Also, in Infantry Pulse set ups, you will only need two units with Infantry Pulse to fully charge the special which frees up the C-Slot on other units on your Aether Raids defence team.
A-Slot: Distant Counter
• TIME FOR SOME CHEESE! Vantage on the weapon plus dual effective damage is a natural fit with Distant Counter. The idea is that your Baby Marth is reduced below 75% HP on player phase so that he can murder cavaliers and armoured units before they can to anything to him. Considerably worse units than Marth with this very build are in the right scenario capable of soloing entire maps on their own. However, these units can usually be stopped right in their tracks by either the Reinhardt or Brave Veronica (a. i. strong, offensive healer with the Razzle-Dazzle combination). While Marth can do fairly little against the Reinhardt since even a maxed out, res+ Marth with this build cannot survive a decently invested Reinhardt if Marth is at full HP. However, there is something he can do about the Razzle-Dazzle healers…
B-Slot: Null-C Disrupt 3
• The combination of Vantage+Distant Counter+Null C-Disrupt alone would be broken enough, but Marth adds dual effectiveness on top of that and becomes hands down the best user of the Distant Counter + Vantage combination in the game. Because every other choice either is hard to obtain (Phina) or lacks Null-C Disrupt (Young Caeda and the Distant Counter weapons users). It’s fairly likely that a maximum investment Baby Marth could realistically solo even difficult maps like Legendary Hero Infernal Maps under the right circumstances. Because with this build the only conceivable way of safely killing Baby Marth is Hardy Bearing which isn’t the most common Seal in the world. That also greatly helps Marth’s survivability since its fairly unlikely that he has to eat a hit.
C-Slot: Variable
• At the end of the day his C-Slot is pretty unimportant. There are of course useful skills like Savage Blow 3, Times Pulse 3, Odd/Even Atk. Wave 3, Panic or Defence Smoke 3, but no matter what you pick, it won’t influence his overall performance all that much.
Sacred Seal Slot: Brazen Atk/Spd 3, Brazen Atk/Res 3 or Brazen Atk/Def 3
• Which one you pick is up to preference, but the idea is always the same: More damage. With an additional +7 attack once he drops below 80% HP Baby Marth is almost guaranteed to one-shot any cavalier or armoured knight without their respective protective shields.
Issues with this build:
• 1. Loses to prominent members of Aether Raids offense: This Baby Marth build belongs in Aether Raids defence teams in my opinion, however Aether Raids offense is filled with a lot of units Marth just straight up loses against. While Reinhardt has been less prominent as of late, he still pops up every now and again and if Marth is not in Vantage range, Reinhardt will just kill him before he even has the chance to do anything. Ophelia will also one-shot him, if she has Hardy Bearing equipped. Other prominent blue picks also spell trouble, like Brunya, New Year’s Alfonse or Legendary Chrom. However, a smart defensive set-up can mitigate this issues somewhat.
• 2. Fairly weak at full HP: The most prominent weakness of Vantage builds is the fact that to function at all, the unit needs to be low on HP to function. Marth is fairly bulky and against most enemies he will get into Vantage range somewhat safely, but it’s no guarantee and the AI in Aether Raids defence is not smart enough to utilize Ardent Sacrifice or Reciprocal Aid in any meaningful way.
• 3. Very high investment cost: While Distant Counter has become available for free-to-play players through the Compile Manual feature and Male-Byleth who was distributed to celebrate the release of Three Houses, it is still rare and hard to get. And Null-C Disrupt is not yet available through any free-to-play friendly means and is only on Nailah, a five-star exclusive unit that did not have many appearances on banners. I mean, I summoned three Nailahs in my time, but there is a very likely chance, that you will never even see a Nailah.
• 4. Limited-time unit: The „The start of it all“ banner is a limited-time banner, meaning that you only have the opportunity to get Marth in that very small window of time and after that it may take months until Baby Marth reappears on another banner. So, unless you throw orbs at this banner like there’s no tomorrow, it’s somewhat unlikely that you will get enough Baby Marths to plus ten him.
![]() |
Rapier | A | Distant Counter |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Hero's Blood | C | Joint Hone Atk |
S | Brazen Atk/Spd 3 |
Young Marth appears to be underpowered compared to Young Caeda, but in reality, he's wayyy better than her. Marth is available as a 4*, which makes it fairly easy to summon him. Rapier is a great weapon, and was previously exclusive to Phina. Reposition. If you're pulling on reds, chances are that Caeda might show up too. This is great, as she can be used to give Marth distant counter if you don't want to keep her. Special spiral is a great choice for his B slot, as it allows Young Marth to proc vantage and Hero's blood at the same time. C slot is flexible, spd/def oath is a great skill that comes with his base kit, smoke skills work well too. For the seal, any brazen skill will do, but brazen atk/spd works best because Hero's blood adds damage based on spd.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
|
50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
|
100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
|
500 | 2 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Inheritable by all units.
Unlocks at 1 ★ |
60 | B |
![]() Inheritable by all units.
Unlocks at 2 ★ |
120 | B |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | B |
![]() Infantry & Flying Units Only
Unlocks at 3 ★ |
60 | A |
![]() Infantry & Flying Units Only
Unlocks at 4 ★ |
120 | A |
![]() Infantry & Flying Units Only
Unlocks at 5 ★ |
240 | A |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
Fire Emblem: Shadow Dragon and the Blade of Light
|
---|