Boosts damage dealt by 50% of unit's Def.
No Staff
- Non-inheritable by Staff-wielding units.
Units with Skill
Unlocks at 5 ★
Unlocks at 4 ★
Skillsets that use skill
Out of Retirement (Support/Defensive)
Inveterate Axe (+Eff) | A | Steady Stance (3 or 4) Alternate: Sturdy Stance 3 |
|
---|---|---|---|
Reposition | B | Chill Spd 3 Alternate: Lull Atk/Def 3 |
|
Bonfire Alternate: Ignis |
C | Distant Guard 3 Alternate: Goad Cavalry |
|
SP | 1245 | S | Distant Guard 3 Alternate: Atk/Def Bond 3 |
Foxy Grandpa (Defensive)
Slaying Axe+ (+Def) Alternate: Hack-o'-Lantern+ (+Def) |
A | Steady Stance 4 Alternate: Fort. Def/Res 3 |
|
---|---|---|---|
Reposition | B | Quick Riposte 3 | |
Bonfire Alternate: Aether |
C | Atk Smoke 3 | |
SP | 1695 | S | Close Def 3 |
That Other Progenitor God (Double Wrath)
Devil Axe (+Eff) | A | Fury (3 or 4) Alternate: Fierce Breath |
|
---|---|---|---|
Reposition | B | Wrath 3 | |
Bonfire Alternate: Moonbow |
C | Time's Pulse 3 Alternate: Infantry Pulse 3 |
|
SP | 1020 | S | Brazen Atk/Spd 3 Alternate: Quickened Pulse |
The Oldest Xbox Known to Talyssian Seas (Standard Offensive)
Devil Axe (+Eff) | A | Fury (3 or 4) Alternate: Swift Sparrow (2 or 3) |
|
---|---|---|---|
Reposition | B | Desperation 3 Alternate: Escape Route 3 |
|
Bonfire Alternate: Moonbow |
C | Even Spd Wave 3 Alternate: Infantry Pulse 3 |
|
SP | 960 | S | Brazen Atk/Spd 3 Alternate: Swift Sparrow 2 |
Slaying Impact
Slaying Edge+ (+Spd) | A | Sturdy Impact | |
---|---|---|---|
Reposition | B | Chill Spd 3 | |
Bonfire | C | Even Spd Wave 3 Alternate: Goad Fliers |
|
SP | 1695 | S | Atk/Spd Bond 3 |
Do Not Pass Go (Mixed Phase)
Stalwart Sword (+Eff) | A | Distant Counter Alternate: Steady Breath |
|
---|---|---|---|
Swap | B | Bold Fighter 3 | |
Bonfire Alternate: Luna |
C | Armor March 3 Alternate: Def Smoke 3 |
|
SP | 2295 | S | Quick Riposte 3 |
Three Steps Ahead (Anti-Cavalry + Budget)
Keen Gronnwolf+ (+Eff) Alternate: Gronnwolf+ |
A | Fury 3 | |
---|---|---|---|
Draw Back Alternate: Reposition |
B | Vantage 3 Alternate: Bowbreaker 3 |
|
Bonfire Alternate: Ignis |
C | Drive Spd 2 Alternate: Hone Spd 3 |
|
SP | 1485 | S | Atk/Def Bond 3 |
The Beginning (Melee Generalist)
Bull Blade (+Eff) | A | Atk/Def Solo 3 Alternate: Fury (3 or 4) |
|
---|---|---|---|
Reposition | B | Quick Riposte 3 Alternate: Renewal 3 |
|
Bonfire Alternate: Moonbow |
C | Hone Cavalry Alternate: Atk Smoke 3 |
|
SP | 1945 | S | Attack/Def +2 Alternate: Heavy Blade 3 |
The End (Melee Generalist)
Panther Lance (+Eff) | A | Atk/Def Solo 3 Alternate: Fury (3 or 4) |
|
---|---|---|---|
Reposition | B | Quick Riposte 3 Alternate: Renewal 3 |
|
Bonfire Alternate: Moonbow |
C | Hone Cavalry Alternate: Atk Smoke 3 |
|
SP | 1945 | S | Attack/Def +2 Alternate: Heavy Blade 3 |
Owl’s well that ends well (Tanky Owl Tome)
Askran Obligé (AR Offense Bonus Supporter)
Fólkvangr (+Def) Alternate: Fólkvangr (+Eff) |
A | Fury (3 or 4) | |
---|---|---|---|
Smite Alternate: Shove |
B | Spd/Def Link 3 Alternate: Wings of Mercy 3 |
|
Bonfire Alternate: Moonbow |
C | Atk Tactic 3 Alternate: Res Tactic 3 |
|
SP | 1245 | S | Res Tactic 3 Alternate: Drive Atk 2 |
Def/Res Scaling Specials
Overview
There are several specials with damage based off defensive stats in Fire Emblem Heroes. Bonfire and Ignis activate off Defense, whereas Iceberg and Glacies activate off Resistance. Chilling Wind and Glowing Ember are the non-upgraded versions of these skills. Ignis and Glacies are the stronger of the two, trading slower charge times for higher damage. Bonfire and Iceberg are more often intended for use in a duel, thanks to their reasonable charge time. Provided the unit’s Defense or Resistance is high enough, they are a great general-use special. Ignis and Glacies are powerful nukes, designed to tear through enemies in a single hit with their huge 80% stat modifier. For example, a unit with 35 Defense will deal an additional 28 damage with Ignis.
Synergy
The first and only real requirement to run these specials is a high Defense or Resistance. The higher the stat, the higher the damage. Preferably, the unit should also have a high Attack stat in order to deal more damage. These specials are often run as part of a “bomb” build run on tanks, intended to charge up a powerful special and use it to OHKO a fresh opponent. These builds are very potent in the right hands, and allow them to threaten nearly anyone on the battlefield. Slaying or Killer weapons are popular choices thanks to their special charge decrease. Common skills seen on these builds are Fury, Quick Riposte, Renewal, Vantage and Distant Counter. Less-desirable skills such as Atk/Def+2 and Fortress Defense can be used effectively in tandem with these specials. Skills such as Close Defense, Armored Blow and Distant Defense all work with these specials, giving them an even larger boost.
Weaknesses
Users of these specials must be KO’d before they have a chance to unleash them. This is possible with fast-charging specials such as Moonbow, which conveniently ignores a percentage of a foe’s defense when attacking. Having a Luna user holding the Quickened Pulse seal is an effective method of countering these specials. Once an enemy has it charged, if they have Vantage and/or Distant Counter, it can be nearly impossible to avoid losing a unit. The Hardy Bearing seal can bypass Vantage, as can a Vantage user of your own (by luring them to attack you).