GamePress
Analysis by Chibi_Chu
Brave Marth - Prince of Light

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
182
HP 41
ATK 41
SPD 43
DEF 32
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 10 12 7 2
Middle 19 11 13 8 3
High 20 12 14 9 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 38 40 29 21
Middle 41 41 43 32 25
High 44 45 47 35 28

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

Skill Sets

A Prince Before a Son or Brother (Superunit)

Build by Chibi_Chu
Recommended
Genesis Falchion A Distant Counter
Alternate: Distant Pressure
Positional Assist B Spurn 3
Alternate: Null C-Disrupt 3
Shining Emblem
Alternate: Noontime
C Joint Drive Atk
Alternate: Pulse Smoke 3
IVs

+Atk or +Spd / -Def

SAtk/Spd Solo 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Genesis Falchion

Assist: Positional Assist 

Special: Shining Emblem / Noontime / Sol

Passive A: Distant Counter / Distant Pressure 

Passive B: Spurn / Null C-Disrupt 

Passive C: Joint Drive Atk / Joint Drive Spd / Pulse Smoke 

Sacred Seal: Atk/Spd Solo / Mystic Boost / Steady Breath

  • The combination of an amazing 41/41/43/32/25 statline and Genesis Falchion makes Marth one of the strongest Aether Raids Offense and PvE superunits in the game, with Genesis Falchion’s myriad of effects making it a great Enemy Phase weapon.
    • Its -1 Special cooldown reduces Shining Emblem and Noontime’s cooldown to 1, allowing Marth to activate them on counterattack if no Guard effect is active. Alternatively, with Special acceleration via allies such as Brave Lucina, Summer Hilda, and New Year Velouria, he can achieve the same feat with ordinarily-3-cooldown Specials such as Luna and Sol.
    • Dragon effectiveness is nice for securing OHKOs and ORKOs against Dragons. Considering his best Mythic ally if using Shining Emblem as his Special is Ashera, an Astra Mythic, Dragon effectiveness is valuable for handling Duma and Seiros, 2 of Anima’s most common Mythics.
    • If Marth initiates combat or he is within 2 spaces of an ally, he gains +5 to all stats, furthering his offensive and defensive capabilities.
    • Finally, Marth gains a variety of effects depending on the total visible buffs of the 3 allies with the highest visible buff totals:
      • If the total is ≥ 10, Marth gains Null Follow-Up, neutralizing effects that guarantee the enemy’s follow-up attack (such as Quick Riposte and Slick Fighter) or prevent Marth’s follow-up attack (such as Wary Fighter).
      • If the total is ≥ 25, Marth gains +5 Attack during combat and heals 5 HP for each attack he lands.
      • If the total is ≥ 60, Marth gains a Vantage effect, allowing him to counterattack before the enemy attacks when the enemy initiates combat.
  • Shining Emblem synergizes nicely with Genesis Falchion. Granting +6 Attack to allies within 2 spaces at the start of the turn already guarantees that Marth gains Null Follow-Up, the most important effect, during combat as long as 2 allies were within 2 spaces. On activation, bonus damage equal to 35% of Marth’s Speed significantly boosts his damage output, and granting allies +6 to all stats after activation guarantees that Marth gains every bonus-locked Genesis Falchion effect. Note, however, that granting +6 to all to himself at the start of the turn (and after every Shining Emblem activation) can be harmful because of the ubiquity of Panic. While this does not matter for Genesis Falchion’s bonus effects (as long as Marth’s allies avoid Panic), if Ashera’s【Null Panic】effect is unavailable, Shining Emblem can be replaced by a healing Special such as Noontime and Sol or a damaging Special such as Luna to increasing his sustainability or damage output respectively.
    • For 3-cooldown Specials, Marth will need Special acceleration in order to activate them on his first counterattack. This can be achieved in a variety of ways, such as Brave Lucina, Summer Hilda, New Year Velouria, and the Steady Breath Sacred Seal.
  • While Marth’s native Distant Pressure grants him +5 Speed and allows him to counterattack against ranged enemies, its 5 recoil damage is undesirable for Enemy Phase longevity, making normal Distant Counter preferred. However, his base Spurn is his strongest B slot option, reducing damage by 4% for every point of Speed he has over the enemy (up to 40%) and adding +5 damage to Special activations. If he is receiving damage reduction in some other form (such as Flayn’s Caduceus Staff), Null C-Disrupt can be used to counterattack against enemies that would normally prevent counterattacks, such as Staff units with Dazzling Staff, units with Firesweep weapons, and particularly speedy units with Windsweep.
  • Since Marth already requires an ally to be within 2 spaces to gain Genesis Falchion’s +5 to all stats on Enemy Phase, Joint Drive C slots are his most consistent options. Joint Drive Atk and Spd are particularly helpful for damage output regardless of the situation, whereas Joint Drive Def and Res can be situationally useless. Alternatives include Pulse Smoke and Atk Smoke, with the former inflicting +1 Special cooldown on the target and enemies within 2 spaces (to shut down Defense Keeps reliant on activating their Specials) and the latter inflicting -7 Attack on enemies within 2 spaces after combat.
  • Atk/Spd Solo is chosen as Marth’s Sacred Seal to further bolster his offenses, although Spd/Res Solo can be used to perform better against magical enemies. Mystic Boost is another alternative, shutting down Wrathful Staff (which allows Staff units to deal normal damage as opposed to halved) and healing Marth for 6 HP after combat. This may encourage players to use a damage-boosting Special rather than a healing one if they replace Shining Emblem, as 5 healing per attack from Genesis Falchion + 6 healing after every combat can often suffice for sustainability.

Dancing Blade (Windsweep)

Build by Chibi_Chu
Recommended
Genesis Falchion A Atk/Spd Boosting A Slot
Positional Assist B Windsweep 3
Shining Emblem
Alternate: Galeforce
C Even Tempest 3
Alternate: Odd Tempest 3
IVs

+Atk or +Spd / -HP or -Def or -Res

SAtk/Spd Solo 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Genesis Falchion 

Assist: Positional Assist 

Special: Shining Emblem / Galeforce 

Passive A: Atk/Spd Boosting A Slot

Passive B: Windsweep

Passive C: Even Tempest / Odd Tempest

Sacred Seal: Atk/Spd Solo / Flashing Blade / Blade Session

  • 41/43 offenses and Genesis Falchion allow Marth to become a phenomenal Player Phase specialist. The latter grants Marth -1 Special cooldown, +5 to all stats, and Null Follow-Up (neutralizes effects that guarantee enemy’s follow-up attack, but more importantly, also ones that prevent Marth’s follow-up attack), making him a consistent damage dealer that can quickly activate Specials.
  • The key to this set is Windsweep, a B slot that prevents physical enemies from counterattacking if Marth’s Speed is greater than theirs in exchange for Marth losing the ability to perform a follow-up attack. While this seems terrible, Genesis Falchion’s aforementioned Null Follow-Up effect neutralizes Windsweep’s follow-up prevention, meaning Marth can both avoid counterattacks and perform follow-up attacks against physical enemies as long as he is faster than them.
  • Shining Emblem becomes a 1 cooldown Special thanks to Genesis Falchion’s Slaying effect, allowing Marth to activate it on his follow-up attack assuming no Guard effect is active. Granting +6 to all stats to Marth and +6 Attack to allies within 2 spaces if there is an ally within that range at the start of the turn, in addition to granting +6 to all stats to allies after activating it, makes it a very self-sufficient and easy-to-use Special.
    • Alternatively, he can use Galeforce to perform another action after activation. Note that Marth requires Heavy Blade or Flashing Blade in his Sacred Seal to activate Galeforce in 2 attacks (assuming no Guard effect is active). Galeforce makes Marth less reliant on refreshers for additional actions, although he sacrifices some offensive power via his Sacred Seal and requires refreshers anyway if a Guard effect is present.
  • Marth’s A Slot and Sacred Seal are devoted to further boosting his offenses for even better damage output and ensuring that he avoids counterattacks against even the fastest physical enemies. Atk/Spd Push 4, Surge Sparrow, Life and Death 4, Atk/Spd Solo, and Swift Sparrow are all excellent A Slot choices, with all except the lattermost granting Marth +7 Atk/Spd as long as certain conditions are met (≥ 25% HP for Push, initiation for Surge, not being adjacent to any allies for Solo) and/or in exchange for caveats (5 recoil damage for Push, -5 Def/Res for Life and Death). Atk/Spd Solo and Blade Session are Marth’s strongest Sacred Seals, with Solo consistently granting +6 Atk/Spd as long as he is not adjacent to an ally and Blade Session granting +X Atk/Spd, with X being 3 * the number of allies that have already moved + 3 (X’s minimum being 3, and its maximum being 9).
  • Even and Odd Tempest are Marth’s best C slots, as 3 Movement on even or odd turns respectively offers much more leeway for hit-and-run strategies.

Honoring His Legacy (Vantage Nuke)

Build by Chibi_Chu
Genesis Falchion A Distant Pressure
Positional Assist B Special Spiral 3
Shining Emblem C Joint Drive Atk
Alternate: Joint Drive Spd
IVs

+Atk or +Spd / -Res

SAtk/Spd Solo 3

Show Explanation/Analysis

Weapon: Genesis Falchion 

Assist: Positional Assist

Special: Shining Emblem 

Passive A: Distant Pressure

Passive B: Special Spiral

Passive C: Joint Drive Atk / Joint Drive Spd 

Sacred Seal: Atk/Spd Solo

  • When the total visible buffs of the 3 allies with the highest visible buff totals is ≥ 60, Marth gains a Vantage effect from Genesis Falchion, allowing him to counterattack before the enemy attacks when the enemy initiates combat. Using this, Marth can become an Enemy Phase nuke focused on OHKOing with his counterattack before the enemy even gets to attack.
  • The combination of Genesis Falchion’s Vantage effect, Shining Emblem’s 2 cooldown, and Special Spiral makes Marth a potent OHKO unit. Shining Emblem deals damage equal to 35% of Marth’s Speed, making it the most consistent Special for OHKOing. It also grants Marth +6 to all stats and allies within 2 spaces +6 Attack as long as at least one ally is within that range, augmenting his damage output and working towards Genesis Falchion’s ally buff total condition of ≥ 10 in order to grant Marth Null Follow-Up during combat (to ensure, as much as possible, that he survives his first combat). On his first Enemy Phase combat, he will activate Shining Emblem on his counterattack as long as no Guard effect is present; this will grant all allies +6 to all stats to achieve the ≥ 60 total ally buff condition for Genesis Falchion’s Vantage effect. After combat, Special Spiral will decrease Shining Emblem’s cooldown by 2, meaning it will immediately be activated again; this time, though, in conjunction with a Vantage effect, giving Marth the opportunity to OHKO before the enemy can even attack him.
  • Marth’s native Distant Pressure is his best A slot. Counterattacking against all enemy types is vital for ensuring he gets the opportunity to OHKO them before they attack him, and the +5 Speed for 5 recoil damage after combat is well worth it to maximize his Shining Emblem bonus damage and ensure avoidance of Windsweep effects that would prevent his counterattack if he were slower than the enemy. 
  • Joint Drive Atk boosts Marth’s Attack by 4 during combat when he is within 2 spaces of an ally, bolstering his OHKO potential and being his most consistent way of increasing damage with his C Slot. Joint Drive Spd can be used instead to further increase Shining Emblem’s bonus damage and chances of avoiding Windsweep effects.
  • The combination of Genesis Falchion and the Atk/Spd Solo Sacred Seal grants Marth +11 Atk/Spd during combat as long as he is both within 2 spaces of an ally and not adjacent to an ally, making Atk/Spd Solo his strongest Sacred Seal choice.

Strengths

Stellar statline

The Choose Your Legends 5 winners bring with them a new Base Stat Total generation, most noticeable in Marth’s whopping 182 BST. With 41 HP, 41 Attack, 43 Speed, 32 Defense, and 25 Resistance, Marth can deal high damage, consistently perform/avoid follow-up attacks, and tank deceptively well thanks to Speed-based damage reduction Skills such as his native Spurn.

Genesis Falchion

In honor of Anri, the first king of Altea, Marth dresses in red and wields the incredibly powerful Genesis Falchion.

  • A staple of all Falchion users, Marth deals effective damage against Dragons. After all calculations for his Attack are done, it is multiplied by 1.5, securing OHKOs or ORKOs on nearly all Dragon enemies (most notably Duma and Seiros, 2 common Anima Mythics).
  • -1 Special cooldown is as vital as ever and allows Marth great flexibility in Skills and support allies. Notably, reducing Shining Emblem and Noontime’s cooldowns to 1 allows him to activate them on his first counterattack. In combination with Special accelerating effects such as Heavy Blade and Flashing Blade, Marth can activate Galeforce in 2 attacks. If Guard is a concern, Marth can tag team with an ally that accelerates his Special—for example, Brave Lucina, Summer Hilda, or New Year Velouria—or further reduce his Galeforce cooldown on Turn 1 with Skills such as Time’s Pulse, Quickened Pulse, Infantry Pulse, Groom Rafiel’s Groom's Wings, and Velouria’s Wolfpup Fang.
  • If Marth initiates combat or is within 2 spaces of an ally, he gains +5 to all stats during combat.
  • Finally, Marth receives a variety of effects depending on the total visible buffs of the 3 allies with the highest visible buff totals. Note that these allies do not have to be within 2 spaces of Marth; in fact, they can be anywhere on the map!
    • If the total is ≥ 10, Marth gains Null Follow-Up, neutralizing effects that guarantee the enemy’s follow-up attack (such as Quick Riposte and Slick Fighter) or prevent Marth’s follow-up attack (such as Wary Fighter).
    • If the total is ≥ 25, Marth gains +5 Attack during combat and heals 5 HP for each attack he lands.
    • If the total is ≥ 60, Marth gains a Vantage effect, allowing him to counterattack before the enemy attacks when the enemy initiates combat.

Genesis Falchion’s myriad of effects lands Marth in the top echelon of the game, even with the bloated Infantry Sword pool. The combination of Dragon-effectiveness, Slaying, +10 Attack, +5 Spd/Def/Res, Null Follow-Up, 5 HP healing per attack, and Vantage is hard to beat, as Marth can play different roles depending on his remaining Skills and excel in them with relative ease.

Shining Emblem

The necessity for allies to have visible buffs for Genesis Falchion to reach its full potential seems daunting, but Marth’s 2-cooldown Special, Shining Emblem, patches this nicely.

  • If Marth is within 2 spaces of an ally, he receives +6 to all and allies within 2 spaces receive +6 Attack at the start of the turn.
  • When Marth activates Shining Emblem during combat, he deals additional damage equal to 35% of his Speed. After combat, Marth and all allies receive +6 to all stats.

Shining Emblem outshines its predecessors, Fire Emblem and Hero’s Blood, in both the damage department (5% more Speed is converted to bonus damage) and the buff department (+6 to all compared to +4 to all, which also helps with everyone’s damage output), making it a fantastic personal Special.

Infantry advantages

While Marth already has Null Follow-Up, one of the most powerful Infantry-exclusive Skills in the game, in Genesis Falchion, this gives him a free B slot to use other Infantry-exclusive Skills such as his native Spurn, Null C-Disrupt, and Special Spiral to augment his combat. Access to Time’s Pulse and Flashing Blade, in addition to being able to take advantage of allies’ Skills such as Guidance and Ground Orders, further boost Marth’s flexibility and consistency.

Free-to-play and beginner friendly

As he is a king of the people, Marth’s base kit of Genesis Falchion, Shining Emblem, Distant Pressure, Spurn, and Even Tempest is fantastic. Regardless of how players wish to build and optimize Marth, he will very likely equip at least one of his base Skills (aside from Genesis Falchion, of course), making him less expensive to build than most other units.

Weaknesses

Somewhat susceptible to Panic

Shining Emblem can be exploited by Panic, a negative status effect that converts visible buffs into “negative/reverse” buffs (different from visible debuffs, as they can stack with negative buffs). However, this has a variety of workarounds:

  • Genesis Falchion is only dependent on allies’ visible buffs. As long as they are not panicked, Marth will reap the weapon’s benefits even if he is panicked.
  • Ashera’s Order’s Restraint grants【Null Panic】to allies within 2 spaces at the start of the turn. This allows Marth and friends to take advantage of visible buffs without fear of said buffs being reversed, making him a great superunit in Aether Raids Offense during Astra seasons.
  • While it may feel wrong, Shining Emblem can be replaced entirely if it consistently poses problems.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Genesis Falchion

Accelerates Special trigger (cooldown count-1). Effective against dragon foes. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also grants effects based on the total value of bonuses on the 3 allies with the highest bonus totals: If ≥ 10, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. If ≥ 25, grants an additional Atk+5 during combat, and also, if unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.) If ≥ 60, if foe initiates combat, unit can counterattack before foe's first attack.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic Aura

Boosts damage by 30% of unit's Atk.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Shining Emblem

At start of turn, if unit is within 2 spaces of an ally, grants unit Atk/Spd/Def/Res+6 for 1 turn and grants allies within 2 spaces of unit Atk+6 for 1 turn.

Boosts Special damage by 35% of unit's Spd. After combat, if unit's Special triggered, grants Atk/Spd/Def/Res+6 to unit and all allies for 1 turn. (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
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 4 ★
300
A
Distant Pressure

Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25%, grants Spd+5 during combat, but after combat, if unit attacked, deals 5 damage to unit.

Restricted to melee units.
Unlocks at 5 ★
300
A
Spurn 1

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit's HP ≤ 25% and unit's attack can trigger their Special, deals +5 damage when Special triggers.

Infantry Sword, Lance & Axe Only
Unlocks at 1 ★
60
B
Spurn 2

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit's HP ≤ 50% and unit's attack can trigger their Special, deals +5 damage when Special triggers.

Infantry Sword, Lance & Axe Only
Unlocks at 2 ★
120
B
Spurn 3

If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 75% and unit's attack can trigger their Special, deals +5 damage when Special triggers.

Infantry Sword, Lance & Axe Only
Unlocks at 4 ★
240
B
Even Tempest 1

At start of even-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 3 ★
60
C
Even Tempest 2

At start of even-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 4 ★
120
C
Even Tempest 3

At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem

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