Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).
No Staff
- Non-inheritable by Staff-wielding units.
Units with Skill
Skillsets that use skill
Decisive Strategy (AOE Spiral)
![]() |
Spooky Censer+ (+Spd) | A | Swift Sparrow (2 or 3) |
---|---|---|---|
![]() |
Positional Assist | B | Special Spiral 3 |
![]() |
Blazing Wind Alternate: Blazing Flame |
C | Even Atk Wave 3 |
SP | 1470 | S | Flashing Blade 3 Alternate: Heavy Blade 3 |
A Little Pepper on that Ribeye (Special Spiral AOE)
![]() |
Barb Shuriken+ (+Spd) Alternate: Pumpkin-a-Box+ (+Spd) |
A | Fury (3 or 4) Alternate: Life and Death (3 or 4) |
---|---|---|---|
![]() |
Positional Assist | B | Special Spiral 3 |
![]() |
Blazing Wind | C | Savage Blow 3 Alternate: Time's Pulse 3 |
SP | 1410 | S | Attack +3 Alternate: Heavy Blade 3 / Flashing Blade 3 |
Zephyr Spellcaster (AoE Nuke)
![]() |
Winds of Change | A | Life and Death (3 or 4) |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Blazing Wind Alternate: Blazing Light |
C | Odd Atk Wave 3 Alternate: Time's Pulse 3 |
SP | 1395 | S | Hardy Bearing 3 Alternate: Quickened Pulse |
Horror Hunter Angel (Area-of-Effect Special)
![]() |
Mirage Longbow | A | Life and Death 4 Alternate: Fury (3 or 4) |
---|---|---|---|
![]() |
Draw Back Alternate: Reposition |
B | Special Spiral 3 |
![]() |
Blazing Wind Alternate: Blazing Light |
C | Savage Blow 3 |
SP | 1785 | S | Flashing Blade 3 Alternate: Heavy Blade 3 |
Fireworks! (Offensive Nuke)
![]() |
Imbued Koma | A | Life and Death 4 Alternate: Life and Death 3 |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Blazing Wind | C | Time's Pulse 3 |
SP | 1725 | S | Hardy Bearing 3 Alternate: Quickened Pulse |
Celica's Gale (Area-of-Effect Special)
![]() |
Saintly Seraphim | A | Fury (3 or 4) Alternate: Life and Death 4 |
---|---|---|---|
![]() |
Reposition Alternate: Draw Back |
B | Special Spiral 3 Alternate: Soul of Zofia |
![]() |
Blazing Wind Alternate: Blazing Light |
C | Atk/Spd Oath 3 |
SP | 1275 | S | Flashing Blade 3 Alternate: Heavy Blade 3 |
A Hawk For An Eye (AoE Offensive)
![]() |
Guardian's Bow | A | Life and Death 4 |
---|---|---|---|
![]() |
Draw Back | B | Special Spiral 3 |
![]() |
Blazing Wind | C | Pulse Smoke 3 Alternate: Time's Pulse 3 |
SP | 1575 | S | Hardy Bearing 3 Alternate: Attack +3 |
Flight of the Boingy Bits (AoE Special Spiral)
![]() |
Tharja's Hex (+Eff) | A | Life and Death 3 |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Blazing Wind | C | Atk/Res Oath 3 Alternate: Rouse Atk/Def 3 |
SP | 1695 | S | Heavy Blade 3 Alternate: Flashing Blade 3 |
Slashing Storm (AOE Special Activation)
Just Blaze (AOE Special Activation)
![]() |
Dark Mystletainn | A | Death Blow 4 Alternate: Death Blow 3 |
---|---|---|---|
![]() |
Reposition | B | Chill Def 3 |
![]() |
Blazing Wind | C | Hone Cavalry |
SP | 1785 | S | Quickened Pulse |
Drop the Anvil (AOE Special Activation)
![]() |
Laevatein | A | Death Blow 4 Alternate: Death Blow 3 |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Blazing Wind | C | Odd Atk Wave 3 |
SP | 1845 | S | Heavy Blade 3 |
Sword of Promised Victory (AoE Special Activation)
![]() |
Dark Excalibur (+Eff) | A | Life and Death 3 Alternate: Death Blow (3 or 4) |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Blazing Wind Alternate: Blazing Light |
C | Odd Atk Wave 3 Alternate: Atk Ploy 3 |
SP | 1695 | S | Heavy Blade 3 |
Obsidian Moonlight (AoE Special Activation)
![]() |
Kagero's Dart (+Eff) | A | Life and Death 3 Alternate: Fury (3 or 4) |
---|---|---|---|
![]() |
Reposition | B | Special Spiral 3 |
![]() |
Blazing Wind Alternate: Blazing Light |
C | Odd Atk Wave 3 Alternate: Atk Smoke 3 |
SP | 1695 | S | Heavy Blade 3 |
Also Her Best! (AoE Special)
![]() |
Iris's Tome (+Eff) | A | Life and Death 3 Alternate: Fury 3 |
---|---|---|---|
![]() |
Draw Back | B | Special Spiral 3 |
![]() |
Blazing Wind | C | Odd Atk Wave 3 |
SP | 1870 | S | Heavy Blade 3 Alternate: Flashing Blade 3 |
Scarlet Speedwells (Turn 1 AOE)
![]() |
Scarlet Sword (+Eff) | A | Life and Death 4 Alternate: Fury (3 or 4) |
---|---|---|---|
![]() |
Reposition Alternate: Draw Back |
B | Special Spiral 3 |
![]() |
Blazing Wind | C | Savage Blow 3 Alternate: Time's Pulse 3 |
SP | 1785 | S | Quickened Pulse Alternate: Swift Sparrow 2 |
Rising/Blazing/Growing Skills
Overview
With a whopping twelve members, this is the largest skill family in Fire Emblem Heroes. They are commonly seen on Grand Hero Battle units, making many of them easily available to F2P users. Each of them triggers when a unit initiates an attack. They deal non-lethal damage in a radius different to each skill. The Growing skills have a wider radius, whereas the Blazing skills have increased damage. It is possible to hit two or more foes with these specials, which can decimate enemy lines, particularly if they line up with the target zone of the special. Knowing the targeting for each special is key to using them effectively. As your unit attacks immediately after firing the special, it can wipe them out in one hit.
Synergy
These skills calculate their damage directly from the unit’s attack stat, making them most effective in the hands of high-power units. Heavy Blade is therefore a great A slot skill choice, synergizing with high attack units and helping to offset the long charge time. When choosing to use these specials, you must decide what is more important: Hitting multiple enemies, or decimating a single foe. Growing specials are better at the former, and Blazing specials at the latter. Savage Blow is a nice C slot skill to run alongside these skills, providing further AOE chip damage for free. They are a great way to circumvent breaker skills such as Swordbreaker, potentially KO'ing a foe before they can hit back or double attack.
Weaknesses
The long charge time of four turns are these special’s primary weakness. Charging them often means having to survive the attacks and possibly specials of one or more foes. While they are capable of dealing extraordinary damage across the field, the long charge time makes it is far less likely for large groups of enemies to remain alive. The damage from these specials is also non-lethal, meaning one of your units will eventually have to enter combat and KO them normally. These factors make them tricky to use effectively, and less favorable than other more reliable specials.