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Legendary Marth

CEARS

Hero Stats

HP 46
ATK 51
SPD 44
DEF 33
RES 22
Boon+ Spd Bane - Res

Skill Set

Hero Build Overview/Explanation

BUILD NAME: TrueHeroKing
ROLE: [Support/Attacker/Mid-Defender]

WEPONE: [Exalted Falchion]
(Mt 16) (Rng 1) (Eff Dragon) (HP+3)
Effective against dragon foes. Grants (SPD)+3. Grants bonus to (ATK/SPD/DEF/RES) DURING combat =(equals) current bonus on each of unit's stats. Calculates each stat bonus independently. At start of combat, if units HP is ≥ (Greater less or equal to) 50% or if [BONUS] WILL ACTIVATE HERE] is active on unit, grants (ATK/SPD/DEF/RES)+4 to unit during combat.

[BONUS]
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (like Harsh Command, or specials like Wind Balm, ABCS skills that give benefits, extra movement, or Dominance and Etc.). If unit initiates combat or is within 2 spaces of an ally, grants (ATK/SPD/DEF/RES)+4 and bonus to (ATK/SPD/DEF/RES) DURING combat =(equals) current penalty on each of unit's stats x 2. (Example: if units has -7 penalty to (ATK), grants (ATK)+18, for a net bonus of (ATK)+11.)
THIS Calculates each stat bonus independently.

ASSIST SKILL: [Harsh Command+] or [Reciprocal Aid]
[Harsh Command+] Neutralizes targets ally's penalties (from skills like Panic, Threaten, Etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any PENALTIES on target ally into BONUSES.
[Reciprocal Aid] Unit and target ally swap HP. (Neither can go above their max HP)
(Note: Both of these makes up for his only one of his weaknesses, Sustain and ally survivability)
Special Attack: [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. Boots Special damage by 35% of unit's (SPD). After combat, if unit's Special triggered, grants (ATK/SPD/DEF/RES)+6 to unit and allies even if unit's (HP) reaches 0.

SKILL A: [Distant Ward]
If magic, staff, or Dragonstone foe initiates combat, grants (ATK/RES)+5 to unit during combat and unit can counterattack regardless of foe's range

SKILL B: [Wrath], [Special Spiral 3]Highly Recommended], [Binding Shield II]Highly Recommended]
[Wrath] At start of turn, if unit's (HP) (Less than or equal to)≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when special triggers.
[Special Spiral 3] If Special triggers before or during combat grants special cooldown count-2 after combat
[Binding Shield II] If unit's (SPD) ≥ (Greater less or equal to) foe's (SPD)+5 or if unit is in combat with a dragon foe, unit makes a guaranteed follow-up attack and foe can not counterattack or make a follow-up attack.

SKILL C: [DEF/RES Menace] or [Threat ATK/SPD 3] Highly Recommended]
[DEF/RES Menace] At start of turn, if unit is within 4 spaces of a foe inflicts (DEF/RES)-6 on closest foes through their next actions and grants (DEF/RES)+6 to unit for 1 turn
[Threat ATK/SPD 3] At start of turn, if unit is within 2 spaces of a foe, grants (ATK/SPD)+5 to unit for 1 turn and inflicts (ATK/SPD)-5 on foes within 2 spaces through their next actions.

SACRED SEAL: [Quickened Pulse] or [Renewal 3] Highly Recommended]
[Quickened Pulse] At the start of turn 1, grants Special cooldown count-1
[Renewal 3] At start of odd-numbered turns, restores 10 (HP)

THE IDEA
So I wanted Legendary Marth for a long time now, and well I finally got him. It turns out Legendary Marth can beat any unit by being a stat monster. So far I know that he can get about (ATK/SPD/DEF/RES)+25 and you really don't even have to try that hard to get it. So the entire idea of this unit is to try and break his stats hard on every turn, and so far this is the best way to do it.

HOW TO USE MARTH
Now how to use him? well its easy when his Skill C (Threat ATK/SPD 3, or DEF/RES Menace) activates, it causes his [BONUS] to trigger which allows him to get(ATK/SPD/DEF/RES)+4 during combat. Not only that Marth becomes immune to effects that lowers his stats and gives him a beefy buff in return by how much that stat got reduce for example if foe reduces any of Marth's stats by (ATK)-7, Marth would gain about (ATK)+18 due to the weapons net bonus effect of 11 (idea is that: 7(depuff) + 11(net bonus) = (18)stat buff) . Keep in mind each stat is calculated independently so this means that a unit reduces Marth stats in (ATK) and (SPD) those stats would gain the bonus effect and those would be the only stats gained. Not only that Marth's weapon gives another stat bonus as well potentially doubling all the stats he just gained during combat [idea is this: 20(ATK) x 2(bonus)=40(Stat)] though its tricky to say because I don't know how much bonus Marth gets during combat from his weapon alone. Also when a foe places a new depuff or places consecutive depuffs on Marth the bonus effect still triggers giving him more stats.

That bonus is very useful but Marth also gains a (ATK/SPD/DEF/RES)+6 and helps his allies when he uses his special by giving them (ATK)+6 as long as they are within 2 spaces of each other. Even though his special dmg is based of (SPD) by 35% it isn't enough to beat everyone that is why [Wrath] comes into play giving that extra damage that he needs along with a -1 cooldown time to his special. Keep in mind Marth's (HP) must be (Less than or equal to)≤ 75% . [Special Spiral 3] is an option to use as well but it mainly focus on triggering Marth's Special and you don't require an (HP)% to trigger its benefits so in conclusion [Special Spiral 3] is just as good as using [Wrath], it's a good replacement if [Wrath] isn't your style. Keep in mind any buff received from Marth will last for 1 TRURN, so its a good idea to keep Math on the offensive and attack first so everyone can benefit from his Shining Emblem.

A MARTH AND A SHEILD
Binding Shield II is a skill that allows guaranteed follow up attacks while preventing your enemy's counter attacks such as dragon foe's or foe's that Marth out speeds against which is perfect for Abyssal stages like Duma. Marth will experience draw backs from this and will experience different weaknesses. Nevertheless this B Skill is very powerful as the others but it doesn't allow a strong Special stat support that Marth gives when he uses [Special Spiral 3] or [Wrath] to trigger the effects that Shining Emblem gives as often as the other skills. Though his special charge will be slowed he is still a force to be reckoned with and is a good idea to have a build set saved with binding shield in it just incase a change of strategy is in order, or you need extra leverage in Special Maps where there are Abyssal Stages.
(Note: Abyssal stages that has a lot of dragon units in it, or stages where Marth can out speed most units are perfect places where Binding Shield II can make a massive difference)

MARTH AGINEST THE AETHER RAIDS
Using Marth as an offensive unit in raids is an excellent choice if your dealing with units and buildings that lowers stats, Or as a unit to go on the offensive period that can support by giving more stats to your units. Since his kit reaches very far Marth is worth the time to build. Marth dose have weaknesses against creatine units like magic users but there are units with a C Skill called [A/R Far Save] and A Skills like [Distant Ward] that gives more survivability or makes up for his weakness entirely.

When you have Legendary Marth as a defender to your Aether Raid Base you can win defenses yet loss some as well. In other words using Marth to defend your Aether Raid Base is pretty mediocre. It heavily depends on your buildings, units, placement, and most importantly the units and support buildings that others are goanna use while he is defending. Though I don't use Marth as a defender that much when it comes to Aether Raids I can say he dose a very good job at everything else.

WHAT IS HIS WEAKNESSES
*Units like Bertram that has [Dull Close 3] or effects that NEUTRALIZES bonuses
*Sustainability, He doesn't have skills that heals himself unless you have a sacred seal [Renewal 3] equipped
*He's a legend unit so his legendary effect can only be active in fire season his effect is (HP)+3 and (RES)+4 to allies that has the fire blessing conferred on them.
*Can get sniped by magic based attacks (good luck with that though)

WHAT IS HIS STREAGNTHS
*He's a panic counter
*He gains stats like crazy and in some cases makes up for his low res stat, he can potentially get (ATK/SPD/DEF/RES)+25 without much effort
*Incredibly good Special that gives (ATK/SPD/DEF/RES)+6 to himself and (ATK)+6 to his allies as long as there are allies within 2 spaces of Marth
*A great stat supporter when ever his special triggers Marth and his allies gain (ATK/SPD/DEF/RES)+6 anywhere on the bord, also the stats gained are stacked.
*Extremally high (SPD) stat that is essential for Defender units, and Offensive units
*Special damage is based of by 35% of Marth's (SPD) this includes his bonuses to his (SPD) stat
*With Binding Shield II you don't have to worry about follow up attacks or counters attacks from foe's as long as you have higher speed than your foe both initiating or receiving attacks
*He can handle everything even with guard on him

CONCLUSION
Legendary Marth is a complicated unit, his greatest weakness is the player and how well he can use him. To be fair here it took me awhile to figure him out. But once you figure out his essentials he can become overpowered quickly. So I can say this build functioned super well, to well actually, I am using him in my Aether Raid teams and might but him in for Aether Raid Defense as well just to troll people.