VS Analysis: Alear | Fire Emblem Engage

 


“Here to answer your call. I am Divine Dragon Alear, and I will not rest until peace reigns beneath this sky.”


Fire Emblem Engage is a Strategy RPG developed by Intelligent Systems in 2023, and is the eighteenth mainline entry in the Fire Emblem franchise. This Versus Analysis is centered around Alear, the Divine Dragon, the main protagonist from Fire Emblem Engage.


Some annotations:

  • This Versus Analysis contains massive spoilers for Fire Emblem Engage and its Expansion Pass Fell Xenologue, Fire Emblem Heroes and the Fire Emblem franchise as a whole due the Crossover aspect from both titles.

  • Complementing the previous annotation. Both Fire Emblem Engage, the Expansion Pass and Fire Emblem Heroes are the primary sources. Additionally, the Fire Emblem Engage Manga adaptation published by Saikyō Jump is used as secondary source material due its complementary nature.

  • Because of Alear's nature as a playable avatar, the player can select their gender of preference, either male or female. As such in this Analysis, I will refer to Alear as a female for simplicity's sake and her being more prominent in advertising material.

  • However, Male Alear weapons and skills from Fire Emblem Heroes will be included, this is an Alear’s analysis and male Alear is just as valid as her female counterpart.

Background

“My mother was everything a Divine Dragon should be. I will honor her last wish and bring peace to Elyos.”


One thousand years ago, Firene, Brodia, Elusia, Solm, and the Holy Land Lythos at the center of the continent of Elyos, fought a vicious war against the Fell Dragon. The people of Elyos called upon heroes from other worlds to aid them utilizing the Emblem Ring. The nations united with the power of the Emblem raised victorious and sealed away the Fell Dragon.


After a millennium of prosperity across the continent, Alear, one of the most crucial heroes from Elyos and daughter of Lumera, the Divine Dragon Monarch, awakens from her slumber, but suffers from amnesia, not remembering much about her past. This is showcased during the unexplained appearance of the Corrupted at the Holy Land and her attempted escape, but after Clanne and Framme (the 33rd generation Steward of the Dragon) were in danger, she summoned Marth and defeated the Corrupted to save them. 


A day after a touching reunion with her mother Lumera, the castle was attacked by a group with the nefarious objective to steal the Emblem Rings guarded and free the Fell Dragon Sombron, whose sealing was weakened upon the years. In a desperate attempt to protect the castle against a mysterious figure, Alear was about to get hit by a powerful spell but Lumera took the damage instead, sacrificing her life as a result. Before her death, she entrusts her daughter the responsibility to stop the forces of the Fell Dragon and recollect the 12 Emblem Rings across the continent of Elyos.


During the campaign, Alear rediscovers her memories about the past. Turns out that she was Sombron’s biological father and Veyle’s older sister, and it was her who defeated him. Alear rebelled against his father because she learnt to be loved by a parental figure, Lumera, her adoptive mother. She survived the war because of Lumera granting her powers, making Alear a Divine Dragon.


In spite of the situation, Alear and her comrades thrived in the war against Sombron to save their homeland and stop his havoc across other worlds. In the end, Alear was crowned as the new Divine Dragon Monarch from Elyos thanks to the combined efforts of her newfound allies and the strength of her bonds with the Emblems.

Experience, Intelligence & Skill

“It's that I... I have Fell Dragon blood in my veins.I'm not sharing this with you out of shame. I know what matters is what I do, not how I was born.”


Alear is a very talented fighter among their army. Alear worked for her father Sombron and was considered the most capable Sombron’s child until her eventual adoption by Lumera. And after a very intense war, Alear was able to defeat Sombron.


Even after she awoke with amnesia, Alear was still a very skilled fighter going toe to toe against Lumera in a sparring match, retaining some knowledge about the Emblems and capable of keeping up in a fight against the Emblems. However, Alear had many troubles as a leader for her army, with overconfidence as her fatal flaw which led to an almost hopeless situation, losing all the Emblems she had and the Draconic Time Crystal.


Ultimately, Alear learnt from her journey, comrades and the Emblems in order to become the leader her army needed, defeating Sombron and his forces and becoming the new Divine Dragon Monarch from Elyos.

Classes

Divine Dragon

“Keeper of the power of the great reigning dragon. Uses Divine Dragon swords and martial arts.”


Alear starts in the Dragon Child class, their default class and has access to swords. After promoting with the Master Seal, Divine Dragon functions as their definitive class. In her promoted class, she wields both Swords and Arts Scrolls in the battlefield.


Alear is a Divine Dragon and as such has a far higher life span than most races in the Fire Emblem universe. In Elyos, they have the power to awaken the spirit of heroes from worlds beyond theirs, being accomplished with the Emblem Rings.

Equipment

Swords


Swords in Fire Emblem need no introduction, it is the protagonist weapon of preference (with their few exceptions), the legendary weapon of the game is usually a sword and is the bane of existence that every Super Smash Bros player has to face. In Fire Emblem, the sword is a member of the Weapon Triangle alongside lances and axes: Swords are effective against axes but weak against lances. Additionally, when a sword user in FE Engage inities combat and successfully hits their opponent, it inflicts Break Status on them.


Libération


Alear personal sword gifted by Lumera after training. Libération is an ancient sword that can only be wielded by Divine Dragons. In FEE, Libération fills Alear’s engage meter by 1 when she attacks and defeats a foe in a single turn.


In Fire Emblem Heroes, the weapon got a massive upgrade. It accelerates her Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, grants [Charge] to unit and support partners within 3 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat and inflicts Spd/Def-X on foe during combat (X = the number of allies from distinct titles within 3 spaces of unit x 4, +4 ; max 12), and also, if unit's Spd > foe's Spd, reduces damage from from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 4; max 40%).


[Charge] Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)


Wille Glanz


The other Alear personal sword obtained after defeating a revived Corrupted Lumera. Wille Glanz is a powerful sword that can be only wielded by a Divine Dragon. This sword can strike at either close or at range.


Misc. Swords

  • Slim Sword: Dodge+30. A very light and effective sword to wield.

  • Iron Sword: A standard sword made of iron─simple, but effective.

  • Steel Sword: A sword made of steel.

  • Silver Sword: An exceptional sword of rare metals.

  • Armorslayer: A sword made to penetrate heavy armor. Effective: Armored.

  • Killing Edge: A sword especially well-suited to inflicting deadly wounds with a high Crt rate of 30.

  • Levin Sword: A magical sword imbued in lightning that can strike at close or at range. Deals magical damage.

  • Wo Dao: A sword honed with a razor edge with a high Crit rate of 20.

  • Wyrmslayer: A sword crafted specifically to fight dragons. Effective: Dragon.

  • Brave Sword: A sword built for expert wielders. If user initiates combat, attacks twice.

  • Caladbolg: A legendary sword famous for its great power.

  • Iron Blade: A blade made of iron capable of smashing away foes. Cannot follow up, or strike first if initiating combat.

  • Steel Blade: A blade made of steel capable of smashing away foes. Cannot follow up, or strike first if initiating combat.

  • Silver Blade: A blade made of silver capable of smashing away foes. Cannot follow up, or strike first if initiating combat.

  • Georgios: A legendary blade capable of smashing away foes. Cannot follow up, or strike first if initiating combat.

  • Fólkvangr: Sword of Alfonse, prince of Askr. Grants Atk+3 for 1 turn if user has 50% HP or less at start of turn.

  • Biting Blade: Sword that can be consumed. If consumed the user


Arts Scrolls


Alear knows Martial Arts. In Engage, a unit needs an Art Scroll to use in combat to punch, kick and throw lasers at their opponents during combat, two strikes at minimum with most Scrolls. If a martial artist hits successfully against tomes, bows and daggers enemies, it inflicts Break Status on them.


Dragon’s Fist


Dragon’s Fist is an art and an Engage Weapon. It's a magical attack wielded by Emblem Alear. And like most Arts Scrolls, if the user initiates combat, attacks twice.


While Dragon’s Fist is an Emblem Weapon in Fire Emblem Engage, in Fire Emblem Heroes it is the exclusive preferential weapon of Legendary Female Alear. This Art Scroll took the role as a green Breath, does the following:


Accelerates Special trigger (cooldown count-1). Unit attack twice (even if foe initiates combat, unit attacks twice). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, inflicts Atk/Spd/Def/Res-X on foe during combat (X = number of allies from distant tiles within 3 spaces of unit x 3, + 4L max 10), and reduces damage from area-of-effect Specials (excluding Røkkr arena-of-effect Specials) and from foe's first attack during combat by 40% ("first attack" normally means only the first strikeL for effects that grant "unit attacks twice," it means the first and second strikes). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.


Divine One’s Arts


The exclusive preferential weapon of Legendary Male Alear in Fire Emblem Heroes. This Art Scroll disguised as a colorless Breath in the gacha game, and probably Dragon’s Fist without repeating the same weapon on Alear, does the following:


Accelerates Special trigger (cooldown count-1). Unit attacks twice (even if foe initiates combat, unit attacks twice). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def/Res-X on foe during combat (X = number of distinct game titles among allies within 3 spaces of unit × 3, + 4; max 10), reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), and also, if foe's attack can trigger foe's Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed the foe's maximum Special cooldown). If foe's Range = 2, calculates damage using the lower of foe's Def or Res.


Misc. Arts Scrolls

  • Initiate Art: Ddg+30, A scroll of a fundamental martial skill.

  • Iron-Body Art: A scroll of a basic martial skill. If user initiates combat, attacks twice.

  • Steel-Hand Art: A scroll of a standard martial skill. If user initiates combat, attacks twice.

  • Silver-Spirit Art: A scroll of a highly polished martial skill. If user initiates combat, attacks twice.

  • Shielding Art: A scroll of a defensive martial skill. Grants Def+5.

  • Flashing Fist Art: A scroll of brash martial skill. Grants Spd+5, but user takes +5 damage. If user initiates combat, attacks twice.

  • Divine Fist Art: A scroll of a legendary martial skill. If user initiates combat, attacks twice.

  • Scrollcake: A scroll with a sweet scent. Disappears when consumed as an item, but recovers user’s HP. Ddg+10.


Misc. Items

  • Vulnerability: Drink to recover 15 HP. 3 uses.

  • Antitoxin: Drink to recover 15 HP and cure potion. 3 uses.

  • Elixir: Drink to recover 30 HP. 3 uses.

  • Pure Water: Drink to grant Res+7 to user (bonus shrinks by 1 each turn). 3 uses.

  • Torch: Burn to illuminate a 7-space radius (shrinks one space per turn). 3 uses.

  • Seraph Robe: Expend to grant max HP+5 to user permanently. 1 use.

  • Energy Drop: Expend to grant Str+2 to user permanently. 1 use.

  • Spirit Dust: Expend to grant Mag+2 to user permanently. 1 use.

  • Secret Book: Expend to grant Dex+2 to user permanently. 1 use.

  • Speedwing: Expend to grant Spd+2 to user permanently. 1 use.

  • Goddess Icon: Expend to grant Lck+2 to user permanently. 1 use.

  • Dracoshield: Expend to grant Def+2 to user permanently. 1 use.

  • Talisman: Expend to grant Res+2 to user permanently. 1 use.

  • Boots: Expend to grant Mov+1 to user permanently. 1 use.

  • HP Tonic: Drink to grant max HP+5 for the duration of a battle. 1 use.

  • Strength Tonic: Drink to grant Str+2 for the duration of a battle. 1 use.

  • Dexterity Tonic: Drink to grant Dex+2 for the duration of a battle. 1 use.

  • Speed Tonic: Drink to grant Spd+2 for the duration of a battle. 1 use.

  • Luck Tonic: Drink to grant Lck+2 for the duration of a battle. 1 use.

  • Defense Tonic: Drink to grant Def+2 for the duration of a battle. 1 use.

  • Magic Tonic: Drink to grant Mag+2 for the duration of a battle. 1 use.

  • Resistance Tonic: Drink to grant Res+2 for the duration of a battle. 1 use.

  • Leftovers: Eat to recover 20 HP. 1 use.


Draconic Time Crystal


The Draconic Time Crystal is a gemstone found by Vander and given to Alear in Chapter 3. This Time Crystal can reverse the flow of time, making it the third turn rewinding mechanic in Fire Emblem, which grants Alear the capacity to undo previous undesired actions including Alear dying and better knowledge and preparation in the battlefield. Compared to the other turn rewinding mechanics, the Draconic Time Crystal has unlimited uses (at least in Normal difficulty, in Hard and above is up to ten times) so it can be argued as gameplay mechanics.


The Draconic Time Crystal has its limitations showcased in Chapter 10 and 11. In Chapter 10, Veyle stole both the Emblems and the Draconic Time Crystal from Alear. This event forced Alear and her forces to withdraw from Destinea Cathedral. In the middle of Chapter 11, Ivy joins forces with Alear and Zelkov retrieves the Time Crystal (in addition to Emblem Lyn and Lucina). In spite of this, Alear cannot rewind time to a moment that happened prior to acquiring the Draconic Time Crystal.


Zephia Enchanted Crystal


In Chapter 23, Zephia gave Alear and Veyle an enchanted crystal before dying to take revenge against Sombron. This Enchanted Crystal allowed Alear’s army to travel to the past (1000 years to be exact) in order to destroy one of the remaining Fell Dragon Shard. Alear can also return to the exact point before she traveled to the past.

Abilities and Techniques

Personal Skills and Heroes Default Kit


Alear personal skills in both Fire Emblem Engage and Heroes.


Divinely Inspiring: Adjacent Allies deal +3 damage and take 1 less damage. Alear personal skill in Fire Emblem Engage. Passive Skill.


Divine Spirit: Unit's engage meter is shortened one step. Divine Dragon class skill, which is exclusive to Alear, in Fire Emblem Engage. Passive Skill.


Dragon Blast: Dragon Blast is Emblem Alear Engage Attack. It does the following in FEE. Use to make two attacks against an adjacent foe with a sword and powerful magic beam. [Dragon] +20% damage.


It was later introduced in FEH as an exclusive Special Skill for L!F!Alear. It does the following. Boosts Special damage by 50% of unit's Spd. If unit is on a team with their support partner, when unit's or unit's support partner's Special triggers (excluding area-of-effect Specials), neutralizes "reduces damage by X%" effects from foe's non-Special skills. If unit is within 3 spaces of their support partner and unit or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).


Emblem’s Miracle: L!M!Alear Exclusive Passive A Skill in Fire Emblem Heroes and it does the following. Unit can counterattack regardless of foe's range. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+9 to unit during combat and reduces damage from foe's first attack during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). If the number of allies within 3 spaces of unit ≥ 3 and foe initiates combat, if unit's HP > 1 and foe would reduce unit's HP to 0 during combat, unit survives with 1 HP, and after combat, restores 99 HP to unit (effect only triggers for player's team once per map and does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce unit's HP to 0; when any other such effect triggers on a unit granted this effect, this effect will trigger too).


In addition to their personal skills, the versions of Alear in Fire Emblem Heroes also have skills that are available as their default kit, but not exclusive to theirs.


Dragon’s Roar: Boosts Special damage by 40% of unit's Res when Special triggers. If unit's or foe's Special is ready, or if unit's or foe's Special triggered before or during this combat, and also, if unit's Res ≥ foe's Res-4 during combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials). L!M!Alear Special skill in Fire Emblem Heroes.


Luna: Treats foe's Def/Res as if reduced by 50% during combat. F!Alear Special skill in Fire Emblem Heroes.


Draconic Aura: Boosts damage by 30% of unit's Atk. M!Alear Special skill in Fire Emblem Heroes.


Atk/Spd Ideal 4: At start of combat, if unit's HP = 100% or if [Bonus] is active on unit, grants Atk/Spd+7 to unit during combat. At start of combat, if unit's HP = 100% and [Bonus] is active on unit, grants an additional Atk/Spd+2 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 (extra movement or effects like Dominance). Passive C Skill shared by both F!Alear and M!Alear in Fire Emblem Heroes.


Atk/Spd Finish 4: If unit is within 3 spaces of an ally, grants Atk/Spd+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)  L!F!Alear Passive A Skill in Fire Emblem Heroes.


Close Call 4: Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. 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 × 5 (max 50%). If unit initiates combat, unit moves 1 space away after combat. F!Alear Passive B Skill in Fire Emblem Heroes.


Repel 4: Inflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. 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 × 5 (max 50%). If unit initiates combat, foe is moved 1 space away after combat. M!Alear Passive B Skill in Fire Emblem Heroes.


Null C-Disrupt 4: Inflicts Atk/Spd-4 on foe, neutralizes effects that prevent unit's counterattacks, and reduces damage from foe's first attack by 30% during combat. L!F!Alear Passive B Skill in Fire Emblem Heroes.


S/R Bulwark 4: Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Spd/Res-4 on foe and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes). Restores 7 HP to unit after combat. L!M!Alear Passive B Skill in Fire Emblem Heroes.


Spd Smoke 4: After combat, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions, and grants Spd+6 and [Dodge] to unit for 1 turn.


[Dodge] 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%).  F!Alear Passive C Skill in Fire Emblem Heroes.


Green Feud 3: If in combat against a green foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat. During combat, disables skills of all green foes, excluding foe in combat. M!Alear Passive C Skill in Fire Emblem Heroes.


Atk/Spd Pledge: At start of turn, if unit is within 2 spaces of an ally, grants Atk/Spd+6 and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit for 1 turn. If unit is within 2 spaces of an ally, grants Atk/Spd+3 to unit during combat. Passive C Skill shared by both L!F!Alear and L!M!Alear in Fire Emblem Heroes.

Inheritable Engage Skills


Fire Emblem Engage units can inherit skills from Emblems by consuming SP. Those skills are divided in Inheritable Skills, which can only be obtained by that method, and Sync Skills (covered in the Emblem Engage section later), that are usable when equipping an Emblem Ring but some can be inheritable. Those inheritable skills are the following:


  • Avoid +30

  • Sword Agility 5: Grants Avo+30 at a cost of Crit-10 when using a sword.

  • Magic +5

  • Tome Precision 5: Grants Hit/Avo+15 when using a tome.

  • Hit +30

  • Lance Power 5: Grants Atk+10 at a cost of Avo-10 when using a lance.

  • Build +5

  • Knife Precision 5: Grants Hit/Avo+15 when using a knife.

  • Strength +6

  • Sword Power 5: Grants Atk+10 at a cost of Avo-10 when using a sword.

  • Speed +5

  • Bow Focus 5: Grants Hit+30 at a cost of Ddg-10 when using a bow.

  • Dodge +30

  • Lance Agility 5: Grants Avo+30 at a cost of Crit-10 when using a lance.

  • Defense +5

  • Axe Power 5: Grants Atk+10 at a cost of Avo-10 when using an axe.

  • Resistance +5

  • Staff Mastery 5: Grants Hit+30 when using a staff. Staves also heal an additional 15 HP.

  • Dexterity +5

  • Bow Agility 5: Grants Avo+30 at a cost of Crit-10 when using a bow.

  • HP +15

  • Sword Focus 5: Grants Hit+30 at a cost of Ddg-10 when using a sword.

  • Luck +12

  • Art Focus 5: Grants Hit+30 at a cost of Ddg-10 when using an art.

  • HP/Lck +10

  • Special Guard 5: If foe is equipped with a special attack, unit takes 5 less damage during combat.

  • Assembly Gambit: Use to attack an adjacent foe, then move 1 space away after combat. Target foe moves to unit’s previous space.

  • Str/Dex +5

  • Bow Guard 5: If foe is equipped with a bow, unit takes 5 less damage during combat.

  • Str/Def +5

  • Axe Guard 5: If foe is equipped with an axe, unit takes 5 less damage during combat.

  • Mag/Res +5

  • Magic Guard 5: If foe is equipped with a tome, unit takes 5 less damage during combat.

  • Spd/Res +5

  • Lance Guard 5: If foe is equipped with a lance, unit takes 5 less damage during combat.

  • Spd/Dex +5

  • Sword Guard 5: If foe is equipped with a sword, unit takes 5 less damage during combat.

  • Mag/Dex +5

  • Knife Guard: If foe is equipped with a knife, unit takes 5 less damage during combat.

Inheritable Heroes Skills


Fire Emblem Heroes has its own skills that can be inheritable by using SP. Unlike JRPGs, units in Fire Emblem do not forget skills learnt and gameplay-wise, they equip the skills according to the situation they face and in some modes, multiple skills can be used at once.


A list of some of the most notable Inheritable skills in FEH (this is the updated full list):


Assists Skills:

  • Ardent Sacrifice: Restores 10 HP to target ally.Unit loses 10 HP but cannot go below 1.

  • Draw Back: Unit moves 1 space away from target ally. Ally moves to unit's previous space.

  • Harsh Command+: Neutralizes target 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.

  • Pivot: Unit moves to opposite side of target ally.

  • Rally Stats+ (Atk/Spd/Def/Res): Grants two Stats+6 (those stats depend on type of Rally) to target ally for 1 turn.

  • Rally Up Stats+ (Atk/Spd/Def/Res): Grants one Stat+6 (that stat depends on type of Rally) to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

  • Reposition: Target ally moves to opposite side of unit.

  • Shove: Pushes target ally 1 space away.

  • Smite: Pushes target ally 2 spaces away.

  • Swap: Unit and target ally swap spaces.


Special Skills:

  • Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.

  • Galeforce: If unit initiates combat, grants unit another action after combat. (Once per turn.)

  • Godlike Reflexes: If unit's Spd ≥ foe's Spd-4 and unit's Special is ready or unit's Special triggered during combat, deals damage = 15% of unit's Spd. When Special triggers, reduces damage from foe's attack by 40%. (Special triggers only if unit's Spd ≥ foe's Spd-4.)

  • Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.

  • No Quarter: Boosts damage by X% of unit's Atk when Special triggers (if foe is armored, X = 40; otherwise, X = 30). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills.

  • Ruptured Sky: Boosts damage by 20% of foe's Atk. If in combat against a dragon foe or beast foe, boosts damage by 40% instead of 20%.


Passive A Skills:

  • D Bonus Doubler: Unit can counterattack regardless of foe's range. Grants Atk/Spd/Def/Res+X to unit during combat (X = highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).

  • Flash Sparrow: If unit initiates combat, grants Atk/Spd+7 to unit during combat, and also, if unit's Spd ≥ foe's Spd-5, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).


Passive B Skills:

  • Axebreaker 3: If unit's HP ≥ 50% in combat against an axe foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.

  • Dragon Wall 3: If unit's Res > foe's Res, 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%).

  • Dragon’s Ire 4: At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-4 on foe during combat, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, neutralizes effects that prevent unit's follow-up attacks.

  • Dragon’s Wrath 4: Reduces damage from foe's first attack during combat by 25%. If unit's Atk > foe's Res, unit's first attack deals damage = 25% of unit's Atk minus foe's Res during combat.

  • Guard 4: At start of combat, if unit's HP ≥ 25%, inflicts Atk-4 and Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack) and reduces damage from foe's first attack during combat by 30%.

  • Laguz Friend 4: Inflicts Atk-5 on foe during combat. If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 20% of the greater of unit's Def or Res (excluding area-of-effect Specials) and neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, when Special triggers, unit's next attack deals damage = 20% of the greater of unit's Def or Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills (resets at end of combat).

  • Poison Strike 3: If unit initiates combat, deals 10 damage to foe after combat.

  • Potent 4: Inflicts Spd/Def-4 on foe during combat and reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by 30%. If decreasing the Spd difference necessary to make a follow-up attack by 25 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers [Potent Follow X%] during combat (if unit cannot perform follow-up and attack twice, X = 80; otherwise, X = 40). [Potent Follow X%] Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = X% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).

  • Mystic Boost 4: Inflicts Atk-5 on foe during combat. Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." If foe uses staff, neutralizes effects that prevent unit's counterattacks during combat. Restores 10 HP to unit after combat.

  • Vantage 3: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.

  • Wings of Mercy 4: Inflicts Def/Res-3 on foe during combat. If unit is within 3 spaces of an ally and that ally's HP ≤ 99%, unit can move to a space adjacent to that ally. If an ally's HP ≤ 60%, unit can move to a space within 2 spaces of that ally.


Passive C Skills:

  • Fatal Smoke 4: Foe cannot recover HP during or after combat. Neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. After combat, inflicts [Deep Wounds] and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on target and foes within 2 spaces of target through their next actions. [Deep Wounds] Unit's HP cannot be healed through its next action.

  • Panic Smoke 4: After combat, inflicts Atk/Spd/Def/Res-3 and [Panic] on target and foes within 2 spaces of target through their next actions, and grants [Foe Penalty Doubler] to unit and allies in cardinal directions. [Panic] Converts bonuses on target into penalties through its next action. [Foe Penalty Doubler] Inflicts penalty on foe's Atk/Spd/Def/Res during combat = any current penalty on each of those stats through their next action. Calculates each stat penalty independently.

  • Time’s Pulse 4: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. After combat, if Special cooldown count is at its maximum value, grants Special cooldown count-1.

Sacred Seals


Sacred Seals are seals that grant a unit in Fire Emblem Heroes the option to utilize a fourth skill and that skill can either complement and stack with a previous skill used. However, a unit can only equip 1 Sacred Seal at a time. These Seals are the most common on Alear (this is the updated full list):


  • Distant Counter (Dragon | Melee): Unit can counterattack regardless of foe's range.

  • Dragon’s Wrath 3: If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat.

Non-Physical Interaction


Alear can interact with abstract and non-corporeal beings such as Emblem Heroes and Hel.

Resistances


Alear is among the large cast of playable characters in Fire Emblem Heroes, who showcased resistances to the following abilities and hax.


Emblem Engage, aka Summons and Forms

“I am guided by the Emblems.”


An Emblem Ring is a special ring in Elyos used across their history. These Rings contain heroes from other worlds and if summoned by a Divine Dragon, their respective hero is summoned to aid them during battle.


An Emblem Hero is a spirit that resembles their original self. Its characteristics is that they are intangible beings that can live indefinitely and they retain their experiences and abilities that their original self lived in their past life. Some Emblems contain multiple heroes.


Alear, the current holder of the Emblems, has the possession of 12 Rings and 7 Bracelets (aka, the Emblem recipient from the alternative Elyos). She can summon multiple Emblem Spirits at once, but she can only equip one at the time.


When Alear puts on an Emblem Ring, she can fuse herself with the Emblem Hero for a limited amount of time. Her clothes transform into a combat suit that can fly and has access to the weapons and skill of the Emblem Hero.

Emblem Rings

Marth - Emblem of Beginnings

“Shine on, Emblem of Beginnings”


Marth is the protagonist of Shadow Dragon and Mystery of the Emblem and the first Emblem awoken by Alear as well as her preferred Emblem. Emblem Marth grants the following kit:


Engage Weapon:

  • Rapier (Marth): Sword wielded by Emblem Marth. Effective: Cavalry, Armored.

  • Mercurius: Sword wielded by Emblem Marth. Doubles user’s earned experience.

  • Falchion: Sacred sword wielded by Emblem Marth. Effective: Dragon.

Sync Skills:

  • Perceptive+: If the unit initiates combat, grants Avo+30 during combat. Avo increases with high Spd. [+1 Avoid for every 4 Speed.] (Inheritable).

  • Break Defenses: If unit’s attack breaks foe, unit makes an extra attack at 50% damage. (Inheritable).

  • Unyielding++:  At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP. (Inheritable).


Divine Speed (Engage Skill): Unit performs an extra attack at 50% damage in combat. [Dragon] Unit recovers HP equal to damage dealt by extra attack.


Lodestar Rush (Engage Attack): Use to launch 7 consecutive sword attacks at 30% damage. Adjacent foe only. [Dragon] +2 attacks.



Celica - Emblem of Echoes

“Care for us, Emblem of Echoes”


Celica is one of the protagonists of Echoes: Shadows of Valentia, whose Emblem Ring was granted to Firene. Emblem Celica grants the following kit:


Engage Weapon:

  • Seraphin: Holy tome wielded by Emblem Celica. Effective: Corrupted.

  • Recover: A staff imbued with healing magic. Recovers vast amounts of an ally’s HP.

  • Ragnarok: Mighty fire tome wielded by Emblem Celica.


Sync Skills:

  • Holy Stance++: If a Corrupted attacks unit, deals 50% of damage taken back to foe. (Inheritable).

  • Resonance+: When equipped with a tome, if unit’s HP is 2 or more, unit loses 1 HP at start of combat and deals +3 damage during combat. (Inheritable).

  • Favorite Food:  When unit eats a packed lunch, its engage meter is maxed out. (Inheritable).


Echo (Engage Skill): Use to attack with magic at 50% damage. Use a second time to launch another 50% attack. [Dragon] Range +1.


Warp Ragnarok (Engage Attack): Use to warp up to 10 spaces and make a powerful magic attack. [Dragon] Attack range +1.



Sigurd - Emblem of the Holy War

“Provide for us, Emblem of the Holy War”


Sigurd is the protagonist of  the first part of Genealogy of the Holy War and the Emblem granted by Lumera to Alear. Emblem Sigurd grants the following kit:


Engage Weapon:

  • Ridersbane (Sigurd): Lance wielded by Emblem Sigurd. Effective: Cavalry.

  • Brave Lance (Sigurd): Lance wielded by Emblem Sigurd. If user initiates combat, attacks twice.

  • Tyrfing: Sword wielded by Emblem Sigurd. Grants Res+5.


Sync Skills:

  • Canter+: Unit can move 3 spaces after acting. (Inheritable).

  • Momentum+: Grants Atk+1 to first attack during combat for each space unit moved before attacking. (Inheritable).

  • Headlong Rush: Grants immunity to freeze. (Inheritable).


Gallop (Engage Skill): Grants Mov+5. [Dragon] Grants another Mov+1.


Override (Engage Attack): Use to attack and move through a line of adjacent foes. Sword/lance only. [Dragon] +20% damage.



Leif - Emblem of Genealogy

“Free us, Emblem of Genealogy”


Leif is the protagonist of Thracia 776. Emblem Leif grants the following kit:


Engage Weapon:

  • Killer Axe (Leif): Axe wielded by Emblem Leif. Easily inflicts fatal wounds.

  • Master Lance: Lance wielded by Emblem Leif. If user initiates combat, attacks twice. Can strike close or at range.

  • Light Brand: Magical sword wielded by Emblem Leif. Grants Lck+10. Can strike close or at range.


Sync Skills:

  • Arms Shield++: When unit has weapon advantage, unit takes 7 less damage. (Inheritable).

  • Vantage++: If unit’s HP is 75% or less and foe initiates combat, unit can counter before foe’s first attack. (Inheritable).


Adaptable (Engage Skill): If foe initiates combat, unit counters with the best weapon available (in terms of range, weapon advantage, effective bonus, etc.). [Dragon] Hit+30 during combat.


Quadruple Hit (Engage Attack): Use to attack once each with sword, lance, axe, and bow. [Dragon] +20% damage.



Roy - Emblem of Binding

“Rise up, Emblem of Binding”


Roy is the protagonist of Binding Blade, whose Emblem Ring was granted to Brodia. Emblem Roy grants the following kit:


Engage Weapon:

  • Lancereaver: Unusual sword wielded by Emblem Roy. Grants advantage vs. lances but disadvantage vs. axes.

  • Wyrmslayer (Roy): Sword wielded by Emblem Roy. Effective: Dragon.

  • Binding Blade: Famous sword wielded by Emblem Roy. Grants Def/Res+5. Can strike close or at range.


Sync Skills:

  • Hold Out+++: If unit had 2 HP or more at start of combat, unit always survives combat with at least 1 HP. (Inheritable).

  • Advance: Use to move 1 space toward a foe that is 2 spaces away and attack. (Inheritable).

  • Unyielding++:  At start of player phase, if HP is 40% or less, restores 40% of unit’s max HP. (Inheritable).


Rise Above (Engage Skill): Grants Lvl+5.[Dragon] Additional Lvl+1


Blazing Lion (Engage Attack): Use to attack adjacent foe and an area 3 spaces wide. Target area and the 2 rows beyond it are set on fire. Sword only. [Dragon] Expands attack area.



Lyn - Emblem of Blazing

“Sweep across, Emblem of Blazing”


Lyn is one of the protagonists of Blazing Blade, whose Emblem Ring was granted to Elusia. Emblem Lyn grants the following kit:


Engage Weapon:

  • Killer Bow (Lyn): Bow wielded by Emblem Lyn. Easily inflicts fatal wounds. Effective: Flying.

  • Mani Katti: Divine sword wielded by Emblem Lyn. Effective: Cavalry, Armored.

  • Mulagir: Mighty bow wielded by Emblem Lyn. Grants Spd+5. Effective: Flying, Dragon.


Sync Skills:

  • Alacrity++: If unit initiates combat with a Spd advantage of 5 or more, unit’s follow-up (if possible) occurs before foe can counterattack. (Inheritable).

  • Speedtaker: Grants a stacking Spd+2 each time unit initiates combat and defeats a foe. Bonus lasts for the rest of the battle. (Max +10). (Inheritable).


Call Doubles (Engage Skill): Creates four illusory doubles that can make chain attacks with unit. [Dragon] +1 double created.


Astra Storm (Engage Attack): Use to launch 5 bow attacks at 30% damage, up to range 10. [Dragon] Range +5.



Eirika - Emblem of the Sacred

“Restore calm, Emblem of the Sacred”


Eirika and Ephraim are the protagonists of Sacred Stones. This peculiar Emblem Ring contains two Emblem Heroes. Emblem Eirika grants the following kit:


Engage Weapon:

  • Rapier (Eirika): Sword wielded by Emblem Eirika. Effective: Cavalry, Armored.

  • Wind Sword: Magical sword wielded by Emblem Eirika. Can strike close or at range. Effective: Flying.

  • Sieglinde: Paired sword wielded by Emblem Eirika. Effective: Corrupted.


Sync Skills:

  • Night and Day: Use to switch Emblems and swap between Lunar Brace/Gentility and Solar Brace/Bravery for all allies.

  • Lunar Brace+: If unit initiates combat with a physical attack, deals extra damage=30% of foe’s Def. (Inheritable)

  • Solar Brace+: If unit initiates combat, unit recovers HP=50% of damage dealt. (Ephraim only).

  • Eclipse Brace+: If unit initiates combat, unit deals extra damage=30% of foe’s Def with physical attacks and recovers HP=50% of damage dealt. (Engaged only).

  • Gentility+: Unit takes 5 less damage. (Inheritable).

  • Bravery+: Unit deals +5 damage. (Ephraim only).

  • Blue Skies+: Unit takes 5 less damage and deals +5 damage. (Engaged only).


Sacred Twins (Engage Skill): While engaged with Eirika, changes Lunar Brace to Eclipse Brace and Gentility to Blue Skies for all allies.


Twin Strike (Engage Attack): Use to make a sword attack followed by a lance attack from Ephraim on adjacent foe. Effective: Corrupted. [Dragon] +20% damage.



Ike - Emblem of Radiance

“Fight on, Emblem of Radiance”


Ike is the protagonist of Path of Radiance and a central figure in Radiant Dawn, whose Emblem Ring was granted to Solm. Emblem Ike grants the following kit:


Engage Weapon:

  • Hammer (Ike): Hammer of Emblem Ike. Smashes foes. Cannot follow up, or strike first if initiating combat. Eff: Armored.

  • Urvan: Heirloom axe wielded by Emblem Ike. Grants Res+3.

  • Ragnell: Sacred sword wielded by Emblem Ike. Grants Def+5. Can strike close or at range.


Sync Skills:

  • Demolish: Break destructible terrain in a single blow when using Destroy. (Inheritable).

  • Resolve+: If unit’s HP is 75% or less after combat, grants Def/Res+7 as long as unit’s HP stays below 75%. (Inheritable).

  • Reposition: Use to move an adjacent ally to the opposite side of unit. (Inheritable).

  • Wrath: At start of combat, for each HP the unit has lost, grants Crit+1 during combat. (Max +30). (Inheritable).


Laguz Friend (Engage Skill): Unit takes 50% less damage, but sets unit’s Avo to 0. [Dragon] Extra -10% to damage.


Great Aether (Engage Attack): Use to grant Def/Res+5, but unit can’t counter for 1 turn. Next turn, attack a 2-space area, heal HP=30% of damage dealt. Sword/axe only. [Dragon] +1 damage per hit taken.



Micaiah - Emblem of Dawn

“Heal us, Emblem of Dawn”


Micaiah is one of the protagonists of Radiant Dawn, whose Emblem Ring was hidden in Firene. Emblem Micaiah grants the following kit:


Engage Weapon:

  • Shine: Light tome wielded by Emblem Micaiah. Illuminates a 5-space radius (shrinks one space per turn).

  • Nosferatu: Light tome wielded by Emblem Micaiah. User recovers HP equal to 50% of damage dealt.

  • Thani: Mighty light tome wielded by Emblem Micaiah. Effective: Cavalry, Armored.


Sync Skills:

  • Cleric++: Unit can equip staves up to level A.

  • Healing Light: When unit heals an ally with a staff, unit also recovers HP=50% of the amount healed. (Inheritable).

  • Silence Ward: Grants immunity to silence. (Inheritable).


Augment (Engage Skill): Grants staff range +5 and area of effect +1. [Dragon] Additional staff range +1.


Great Sacrifice (Engage Attack): Use to restore full HP to all allies, even those not under the player’s control. After use, unit’s HP=1. [Dragon] Unit’s HP=30% current.



Lucina - Emblem of Awakening

“Reignite us, Emblem of Awakening”


Lucina is one of the protagonists of Awakening. Emblem Lucina grants the following kit:


Engage Weapon:

  • Noble Rapier: Sword wielded by Emblem Lucina. Effective: Cavalry, Armored.

  • Parthia: Bow wielded by Emblem Lucina. Doubles user’s earned experience. Grants Res+5. Effective: Flying.

  • Parallel Falchion: Sacred sword wielded by Emblem Lucina. Effective: Dragon.


Sync Skills:

  • Dual Strike: Unit participates in chain attacks as if it were a backup unit.

  • Dual Assist+: If unit is able to chain attack, unit will do so when allies attack foes unit could reach by moving. Trigger %=70. (Max +10). (Inheritable).

  • Dual Support: Grants a bonus to Avo that increases with unit’s support level with adjacent allies. (Max +90) [+5 Avoid for each support level. None = 1, C = 2, B = 3, A = 4, S = 6.] (Inheritable).


Bonded Shield (Engage Skill): Use to prevent first attacks on adjacent allies until your next turn. Trigger %=80. [Dragon] +10% to trigger rate.


All For One (Engage Attack): Use to make a sword attack against an adjacent foe. All allies within 2 spaces chain attack. [Dragon] Ally chain attacks are guaranteed to hit.



Corrin - Emblem of Fates

“Bare your fangs, Emblem of Fates”


Corrin is the protagonist of Fates, whose Emblem Ring was hidden in Solm. Emblem Corrin grants the following kit:


Engage Weapon:

  • Dual Katana: Unusual sword wielded by Emblem Corrin. Grants advantage vs. lances but disadvantage vs. axes.

  • Wakizashi: Throwing sword wielded by Emblem Corrin. Can only strike at range, not close up.

  • Yato: Sacred sword wielded by Emblem Corrin.


Sync Skills:

  • Dragon Vein: Use to add a special effect to certain spaces. [Dragon] Choose any Vein effect.

    • [Backup] Creates stone pillars that increase Def/Res.

    • [Cavalry] Creates water that decreases Avo.

    • [Covert] Creates fog that increases Avo.

    • [Armored] Creates vines that grant immunity to break.

    • [Flying] Creates healing glow that restores HP.

    • [Mystical] Creates flames that inflict damage.

    • [Qi Adept] Creates ice pillars that hinder movement.

  • Quality Time+: After unit acts or waits, restores 10 HP to adjacent allies and slightly increases support with them. (Inheritable).

  • Draconic Hex: If unit initiates combat, inflicts -4 to all of foe’s basic stats after combat. (Penalties shrink by 1 each turn.) (Inheritable).

  • Pair Up: Prevents damage from foes’ chain attacks against unit. (Inheritable).


Dreadful Aura (Engage Skill): If unit initiates combat, target foe and all foes within 1 space of it cannot move for 1 turn after combat.


Torrential Roar (Engage Attack): Use to attack 3 spaces in a line, turning those spaces into water terrain. [Dragon] Range +1.



Byleth - Emblem of the Academy

“Teach us, Emblem of the Academy”


Byleth is one of the protagonists of Three Houses. Emblem Byleth grants the following kit:


Engage Weapon:

  • Blutgang (Backup): Magical sword wielded by Emblem Byleth. Effective: Dragon, Cavalry.

  • Areadbhar (Cavalry): Lance wielded by Emblem Byleth. If user initiates combat, grants Mt+50%.

  • Failnaught (Covert): Bow wielded by Emblem Byleth. If user initiates combat, grants Avo+20. Effective: Dragon, Flying.

  • Aegis Shield (Armor): Shield wielded by Emblem Byleth. Grants Def+6 and Res+3. May halve damage if carried. Trigger %=Dex.

  • Lúin (Flying): Lance wielded by Emblem Byleth. Raises damage based on user’s Spd. Effective: Dragon. [+1 damage for every 3 Spd.]

  • Thyrsus (Mystical): Staff wielded by Emblem Byleth. Grants magic range +2. May halve damage if carried. [Trigger %=Dex.]

  • Rafail Gem (Qi Adept): Relic gem of Emblem Byleth. User is immune to Effective and critical hits. May halve damage if carried. [Trigger %=Dex.]

  • Aymr (Dragon): Axe of Emblem Byleth. Smashes foes. Cannot follow up, or strike first if initiating combat. Eff: Dragon.

  • Vajra-Mushti: Gauntlets wielded by Emblem Byleth. If user initiates combat, attacks twice. Uses lowest of foe’s Def/Res.

  • Sword of the Creator: Sword of Emblem Byleth. Raises damage with user’s Mag. Can strike close or at range. Effective: Dragon [+1 damage for every 3 Mag.]


Sync Skills:

  • Divine Pulse+: May turn a missed attack into a hit. Trigger %=50. Chance increases with high Lck. [+1% for every 1 Luck.] (Inheritable).

  • Mentorship: Grants 1.2× EXP modifier to unit and adjacent allies. (Inheritable).

  • Lost & Found: If unit finishes an action or waits next to an ally, may find an item and increase support with that ally. Trigger %=Lck.


Instruct (Engage Skill): Use to grant allies within 2 spaces a stat bonus based on user’s type. Bonus lasts for 1 turn. [Dragon] All seven basic stats (Str, Dex, Spd, Def, Res, Mag, Lck) +3.


Goddess Dance (Engage Attack): Use to grant another action to all adjacent allies. [Dragon] Grants +3 to all targets’ basic stats for 1 turn.

Emblem Bracelets

Tiki - Emblem of Dragons

“Dream well, Emblem of Dragons”


Tiki is a central figure in Shadow Dragon and Mystery of the Emblem (which her Emblem Bracelet is based off), and also appears in Awakening. Emblem Tiki grants the following kit:


Engage Weapon:

  • Eternal Claw: Claw attack used by Emblem Tiki. Easily inflicts fatal wounds.

  • Tail Smash: Smash attack used by Emblem Tiki. Smashes foes. Cannot follow up, or strike first if initiating combat.

  • Fire Breath (Backup, Cavalry, Covert and Qi Adept): A scorching breath attack. Ignores foe’s Def/Res.

  • Ice Breath (Armor): Strikes foes in area at half Def. Freezes foes. Cannot follow up, or strike first if initiating combat.

  • Flame Breath (Flying): Sets area on fire. Strikes foes at 70% damage and half Def. Cannot follow up, or strike first if initiating combat.

  • Dark Breath (Mystical): Magically strikes foes in area at half Res. Cannot follow up, or strike first if initiating combat.

  • Fog Breath (Dragon): Strikes foes in area at half Def. Eff: Dragon. Creates fog. Cannot follow up, or strike first if initiating combat.


Sync Skills:

  • Starsphere: Grants unit enhanced stat growth when leveling up. [Adds +15% to final growth rates.] (Inheritable).

  • Geosphere+: At start of player phase, if there are allies adjacent to unit, grants Def/Res+5 to unit and those allies for 1 turn. (Inheritable).

  • Lifesphere++: If unit uses Wait without attacking or using items, restores 40 HP and heals status effects. (Inheritable).

  • Lightsphere: If unit initiates combat, halves chance of receiving critical hit from foe. (Inheritable).


Draconic Form (Engage Skill): Unit transforms into and fights as a dragon while engaged. Grants +10 to max HP and +5 to Bld and all basic stats.


Divine Blessing (Engage Attack): Use to grant 1 ally a Revival Stone. [Dragon] Restore 20 HP to ally. If Marth is adjacent, it grants an additional effect: If ally is not synced, fully restore HP. If ally is synced, +3 to engage meter. If ally is engaged, restore engage turns.



Hector - Emblem of Strength

“Embolden us, Emblem of Strength”


Hector is one of the protagonists of Blazing Blade. Emblem Hector grants the following kit:


Engage Weapon:

  • Wolf Beil: Axe wielded by Emblem Hector. Effective: Cavalry, Armored.

  • Runesword: Magic sword of Emblem Hector. Can strike close or at range. Restore HP equal to 50% of damage dealt.

  • Armads: Lightning-charged axe wielded by Emblem Hector. Grants Def+5. Effective: Dragon.


Sync Skills:

  • Quick Riposte+: If unit’s HP is 60% or more and foe initiates combat, unit will always follow up (if weapon allows). (Inheritable).

  • Adaptability+: When hit by a foe’s attack, grants Def+3 for a physical attack or Res+3 for a magical attack after combat. Lasts until end of battle, or until activated again. (Inheritable).

  • Heavy Attack: When making a physical attack, if an equipped weapon’s Wt exceeds unit’s Bld, adds excess as damage. (Max +5) (Inheritable).

  • Piercing Glare: Use when HP is full to consume 20% of max HP and prevent foes from entering the 4 spaces diagonally adjacent to unit for 1 turn.


Impenetrable (Engage Skill): If foe initiates combat, grants Def/Res+30% during combat. [Dragon] Ddg+50%.


Storm’s Eye (Engage Attack): Grants immunity to break. Foe cannot follow up. Unit follows up. Lasts 1 turn. Sword/axe only. [Dragon] Prevent one critical hit. If Lyn is adjacent, it grants an additional effect: Unit counters before foe’s first attack and follows up.



Soren - Emblem of Acumen

“Advise us, Emblem of Acumen”


Soren is a character that appears in both Path of Radiance and Radiant Dawn. Emblem Soren grants the following kit:


Engage Weapon:

  • Bolting: Long-range thunder magic wielded by Emblem Soren. Cannot follow up.

  • Reflect: Staff of Emblem Soren. Allies within 2 spaces gain “deals 50% of magic damage taken back to foe” for 1 turn.

  • Rexcalibur: Powerful wind magic wielded by Emblem Soren. Effective: Flying.


Sync Skills:

  • Assign Decoy: Use to make one chosen ally more likely to be targeted by enemies for 1 turn. Effect is removed after ally is targeted by or otherwise damaged by foes 3 times. (Inheritable).

  • Anima Focus: When using tomes, unit inflicts Def-3 with fire, Hit-20 with thunder, or Mov-2 wth wind magic for 1 turn. (Inheritable).

  • Keen Insight+: When unit deals Effective damage, deal +7 damage. (Inheritable).

  • Block Recovery: When attacking a broken foe with a tome, grants a chance the foe will remain broken. Chance increases with high Spd. [Trigger% = (Spd – foe’s Spd) x 5, max 50] (Inheritable).


Flare (Engage Skill): When attacking with tomes, inflicts Res-20% on foe, and unit recovers 50% of damage dealt. [Dragon] Critical rate is doubled.


Cataclysm (Engage Attack): Use to attack foes in an area with fire, thunder and wind magic at 40% damage. Wind is effective: Flying. [Dragon] Sets terrain on fire. If Ike is adjacent, the area of attack increases.



Chrom and Robin - Emblem of Bonds

“Awaken, Emblem of Bonds”


Chrom and Robin are the protagonists of Awakening. This peculiar Emblem Bracelet contains two Emblem Heroes. Emblem Chrom grants the following kit:


Engage Weapon:

  • Levin Sword (Robin): Magic sword wielded by Emblem Robin. Can hit foes with magic lightning from a distance.

  • Thoron (Robin): Powerful lightning magic wielded by Emblem Robin.

  • Falchion (Chrom): A legendary sword wielded by Emblem Chrom. Effective: Dragon.


Sync Skills:

  • Surprise Attack: If unit initiates combat from terrain that provides an Avo bonus, foe cannot counterattack. (Inheritable)

  • Rally Spectrum+: Use to grant allies within 2 spaces +3 to all seven basic stats for 1 turn. (Inheritable)

  • Brute Force: While making a physical attack, critical hits deal increased damage. [Damage increased by one third.] (Inheritable).

  • Charm: If unit’s attack triggers a chain attack, increases chain attack accuracy to 90%. (Inheritable).


Other Half (Engage Skill): If unit initiates combat, Robin chain attacks. Grants Mag+10 while engaged. [Dragon] Robin chain attacks 2 times.


Giga Levin Sword (Engage Attack): Use to attack with a magic sword. Magic attack that uses physical attack power. Swords only. [Dragon] Deals extra damage = half of Str. If Lucina is adjacent, it grants an additional effect: Adjacent allies chain attack.



Camilla - Emblem of Dark Night

“Soar High, Emblem of Revelation”


Camilla is a central figure in Fates (Conquest). Emblem Camilla grants the following kit:


Engage Weapon:

  • Bolt Axe: Magic axe wielded by Emblem Camilla. Can strike close or at range.

  • Lightning: Magic wielded by Emblem Camilla. If user initiates combat, attacks twice.

  • Camilla’s Axe: Axe wielded by Emblem Camilla. Grants Res+10 and deals extra damage = foe’s Res-Def.


Sync Skills:

  • Dragon Vein: Use to add a special effect to certain spaces. [Dragon] Choose any Vein effect.

    • [Backup] Creates stone pillars that increase Def/Res.

    • [Cavalry] Creates water that decreases Avo.

    • [Covert] Creates fog that increases Avo.

    • [Armored] Creates vines that grant immunity to break.

    • [Flying] Creates healing glow that restores HP.

    • [Mystical] Creates flames that inflict damage.

    • [Qi Adept] Creates ice pillars that hinder movement.

  • Decisive Strike+: If unit initiates combat and lands a critical, deals 10 damage to foe after combat. (Inheritable).

  • Detoxify: Cures poison at start of turn. (Inheritable).

  • Groundswell: After unit acts or waits in flames, miasma, or similar terrain effect, unit clears effect and recovers 10 HP. (Inheritable).


Soar (Engage Skill): Grants Mov+2. Unit can cross terrain as if flying. [Dragon] If unit initiates combat, deals damage to foes within 2 spaces equal to 10% of their max HP after combat.


Dark Inferno (Engage Attack): Use to deal damage to foes on certain spaces near unit and set those spaces on fire. [Dragon] Increases area of effect. If Corrin is adjacent, the area of attack covers the spaces not covered before.




Edelgard, Dimitri, and Claude - Emblem of Rivals

“Lead us, Emblem of Rivals”


Edelgard, Dimitri and Claude are the protagonists of Three Houses. This peculiar Emblem Bracelet contains three Emblem Heroes. Emblem Edelgard grants the following kit:


Engage Weapon:

  • Aymr (Edelgard): Axe of Emblem Edelgard. Smashes foes. Cannot follow up, or strike first if initiating combat. Eff: Dragon.

  • Areadbhar (Dimitri): Lance wielded by Emblem Dimitri. If user initiates combat, grants Mt+50%.

  • Failnaught (Claude): Bow wielded by Emblem Claude. If user initiates combat, grants Avo+20. Effective: Dragon, Flying.


Sync Skills:

  • Gambit: Effects change based on synced Emblem.

    • Flame Gambit: Use when synced with Edelgard to attack a foe, then set the target foe’s space and nearby spaces on fire.

    • Shield Gambit: Use when synced with Dimitri to negate damage from first attacks of ranged foes targeting unit in next enemy phase.

    • Poison Gambit: Use when synced with Claude to attack a foe, then poison target and all foes adjacent to it after combat.

  • Friendly Rivalry: At start of player phase, the Emblem will randomly switch to Edelgard, Dimitri, or Claude.

  • Lineage: Increases unit’s earned experience by 20%. (Inheritable).

  • Weapon Sync+: If unit initiates combat using same weapon type as the synced Emblem, grants Atk+7. If engaged, grants Atk+7 regardless of weapon type. (Inheritable).


Combat Arts (Engage Skill): Enables use of Edelgard, Dimitri, or Claude’s Combat Art. Spends some remaining engage turns.[Dragon] +10% damage.

  • Raging Storm (Edelgard): After combat, take another action. (Spend 3 turns.)

  • Atrocity (Dimitri): Attack at double weapon’s Mt. (Spend 1 turn.)

  • Fallen Star (Claude): Avoid foe’s attacks during next combat. (Spend 1 turn.)


Houses Unite (Engage Attack): Use to attack with Aymr, Areadbhar, and Failnaught at 50% damage.[Dragon] +10% damage. If Byleth is adjacent, it grants an additional effect: After combat, take another action.



Veronica - Emblem of Heroes

“Heed our summons, Emblem of Heroes”


Veronica is a central figure in Heroes. Emblem Veronica grants the following kit:


Engage Weapon:

  • Hliðskjálf: A staff wielded by Emblem Veronica. If user initiates combat, foe cannot counterattack.

  • Fortify+: A staff wielded by Emblem Veronica. Heals HP and status effects for all allies within a 7-space radius.

  • Élivágar: Powerful magic wielded by Emblem Veronica. Nullifies basic stat bonuses on target for 1 turn after combat.


Sync Skills:

  • Reprisal+: If unit’s HP is not full, adds 50% of lost HP to Atk. (Inheritable).

  • Book of Worlds: Book of Worlds advances 1 stage (to max 5) for each consecutive round that unit uses Wait. Reverts to base stage if unit triggers the effect. (Inheritable).

    • [Book I: Seal] If unit initiates combat, freezes foe after combat.

    • [Book II: Flame] If unit initiates combat, freezes foe and sets foe’s space on fire after combat.

    • [Book III: Death] If unit initiates combat, deals 10 damage, freezes foe, and sets foe’s space on fire after combat.

    • [Book IV: Dream] If unit initiates combat, restores HP equal to damage dealt during combat, then deals 10 damage, freezes foe, and sets foe’s space on fire after combat.

    • [Book V: Science] If unit initiates combat, restores HP to self and adjacent allies equal to damage dealt during combat, then deals 10 damage, freezes foe, and sets foe’s space on fire after combat.

  • Level Boost: When unit defeats a foe of a higher level, grants Lvl+1 until the end of battle. (Max +3) (Inheritable).

  • SP Conversion: Grants +20 SP for each defeated foe. Triggers even without a ring or bracelet equipped. (Inheritable).


Contract (Engage Skill): Use to grant another action to an adjacent ally who has already acted. (Ally cannot move.) [Dragon] Grants Str/Mag/Def/Res+2 to ally during action.


Summon Hero (Engage Attack): Use to summon a random unit. [Dragon] Summons a powerful unit. [Removes 3-stars from pool. The 3-star rate is added to 4-star rate.]

Emblem Alear, the Fire Emblem

“Connect us, Fire Emblem”


After dying as a Corrupted, Alear was resurrected by the 12 Emblems Heroes and as such, she became an Emblem, the Fire Emblem. The Ring of the Connector is tied to Alear and allows her and an ally to Engage. While in the game Alear needs to be near an ally to fuse, this is treated as gameplay mechanics because she could transform into an Emblem by herself. Additionally, her Legendary Hero variant has access to her own Emblem skills.


Engage Weapon:

  • Lyrátion: Sword of Emblem Alear. If user defeats foe in player phase, fills adjacent allies’ engage meters by 1.

  • Dragon’s Fist (Covered in Arts Scrolls)

  • Oligoludia: Sword wielded by Emblem Alear. Effective: Corrupted.


Sync Skills:

  • Holy Aura: Unit is Effective: Fell Dragon. Allies within 2 spaces with Effective: Dragon gain Effective: Fell Dragon. [Might multiplier of 2.]

  • Bond Forger+: Grants Hit/Avo+30 to unit and allies within 2 spaces that are synced or engaged with an Emblem.

  • Holy Shield:  Neutralizes Effective against this unit.

  • Boon of Elyos: If unit initiates combat, grants bonus to Crit and Ddg equal to 2× the number of allies who have acted this turn.


Attuned (Engage Skill): If unit initiates combat and defeats foe, grants engage partner +4 to all seven basic stats while engaged.

  • [Dragon] Extra +1 to all stats.

  • [Backup] Extra +2 to Str.

  • [Cavalry] Extra +2 to Dex.

  • [Covert] Extra +2 to Spd.

  • [Armored] Extra +2 to Def.

  • [Flying] Extra +2 to Res.

  • [Mystical] Extra +2 to Mag.

  • [Qi Adept] Extra +2 to Lck.


Dragon Blast (Engage Attack): Covered in Personal Skills.


Bond Blast (Engage Attack): This Engage Attack can be used if Emblem Alear is adjacent to her Engage partner.


Use to make a sword attack from the unit and engage partner followed by a magic beam attack against an adjacent foe.

  • [Dragon] +20% damage.

  • [Backup] +20% of Str to sword.

  • [Mystical] +20% of Mag to beam.

  • [Qi Adept] Breaks foe.

Feats

Overall

Power

  • Can theoretically damage and defeat every foe in the game

  • Capable to one-shot soldiers and the Corrupted

  • Destroy large boulders (0.135 Tons)

  • Pulverized a portion of a castle wall (13.165 Tons)

  • Can utilize the Levin Sword, which can create multiple clouds (4.07 - 16.93 Megatons)

Speed

Durability

Scaling

Sombron

Alear defeated Sombron both in the past, when she was a Fell Dragon alongside the Emblems, and in her present, after Sombron obtained an immeasurable power with the 12 Emblems. The latter being comparable to an Alear revived as an Emblem.


The Emblems

Alear fought and defeated The Emblems she faced, this includes but is not limited to their Dark forms and paralogues. Not to mention that Alear eventually becomes an Emblem. An Emblem Hero retains its memories and abilities they had in their respective worlds, and as such Emblems should scale to their original self.


The Order of Heroes

There’s an Emblem remaining to talk about and it is Emblem Veronica, based on her Book VI portrait and appearing during Book VII development in Fire Emblem Engage. Similar to other Emblems, Emblem Veronica retains her memories and abilities. More importantly, her appearance in Engage means that her world is one of the worlds existing in the multiverse and that Alear should scale to the Order of Heroes and deities such as Freyja.


Weaknesses

“Is this really how it ends? I'm so sorry, everyone...”


Covering the obvious weakness first, because of the Weapon Triangle in Fire Emblem, sword users struggle in combat against lance users. Alear is also a dragon, which makes her weak against weapons designed to be effective against dragons.


She has fear of the Corrupted and despises them because of her past trauma, this being Sombron trashing her siblings if he sees them as defects.

Explanations

Is Sombron with the powers of 12 rings a Universal Buster?

Sombron after absorbing the power of the twelve Emblem Rings he lifted Gradlon, created a portal capable to destroy Eylos’s world and left. Worlds in Fire Emblem are infinite in size and each with their own flow of time, making them a 4-D universal structure.


The biggest argument against the universal feat is that the destruction is over time, but this doesn’t discredit Sombron as he mentioned that he has the power to travel across an infinite amount of worlds to fulfill his goal, one of those worlds is where Veronica comes from. Additionally, the Engage cast talks about Sombron as a multiversal threat and was able to banish Emblem Heroes such as Ike, which is stronger than Veronica according to Nil, and by extension Emblem Veronica, a FEH character.


If anything, Sombron should absolutely be capable of destroying more than a universe, given the massive scaling chain and reliable sources of him capable to do so.

Are Emblem Heroes comparable to their Original Self?

In Fire Emblem Engage there are rings that contain the spirits of heroes from other worlds. While they are not the same person as their original self, they retain their memories and abilities. Some of the most clear cut examples include them recognizing which Dark Emblem they are facing off and events they lived in the past. Emblem Sigurd remembers events after his own death such as him passing knowledge to his son Seliph as a ghost. The explanation of this is found in Fire Emblem Heroes, Emblem Heroes are referred to as concepts of their original self.


And in terms of feats and scaling this is no different, Alear became an Emblem, the Fire Emblem, and her stats were unchanged gameplay-wise. For these reasons, an Emblem Hero has the experience, abilities and should also be comparable in feats and scaling.

Why is Fire Emblem Heroes treated as canon and mainline?

Fire Emblem Heroes is a hard topic in the Fire Emblem Versus Scene, mostly because of the popular but wrong belief of being a spin-off title and how it makes the verse a contender for the title of strongest Nintendo franchise. So let’s tackle why Fire Emblem Heroes is both mainline and canon to Fire Emblem, and how it affects Engage Scaling.


FEH is mainline and it is consider as such by Intelligent Systems across multiple media such as the Legacy of Archanea book, the FE Museum, its part of a chronology video made by IS, and Sakurai’s binary number countdown of the series, who collaborated with both IS and Koei in the making of Byleth as a DLC fighter for Super Smash Bros Ultimate.


Fire Emblem Heroes exists in Fire Emblem Engage, for starters Veronica debuts as an Emblem Hero in a console entry that has an infinite amount of worlds, a player can obtain S Bond Rings of Alfonse, Sharena and Anna and their respective weapons, Alear can participate in Tempest Trials, originated in Heroes, and Lucina’s mural portrait is with the Bow Thögn, a bow made for her Legendary Hero variant.


Ignoring FEH for Alear just for the sake of fairness is removing feats and scaling arguments that also applies to Engage and its lore. Even more so because Engage scaling also applies to the likes of Veronica, which is the representative of Heroes in the game.

Fire Emblem Heroes and Dimensional Tiering

Fire Emblem Heroes cosmology is composed of the numerous realms across the entire catalog of games in the franchise. In Fire Emblem there are endless possible scenarios, infinite worlds and timelines, with many characters capable to create, utilize and withstand the power of infinite worlds. This is a very clear cut example of Infinite Multiversal, and that’s just scratching the surface because of higher infinity (dimensional tiering) arguments.


In Fire Emblem there is an infinite quantity of dream worlds and some of these worlds contain an infinite amount of worlds, with Azura Dream World being an example of this. Additionally dreams can exist on a higher plane of existence showcased with the Realm of Fantasy, where the user can access by dreaming within Ljósálfheimr, and that realm is beneath it. In this context, the Realm of Fantasy is contained by a much larger realm which is on a higher plane of existence. This is supported when it is revealed that time in a higher dream occurs separate from reality and higher dreams can exist beneath Ljósálfheimr, but above the Realm of Fantasy. This would make the dreams in Ljósálfheimr a 6-D structure with a hyper-timeline at the bare minimum. The 6-D structure is best explained in an event that occurs on Forging Bonds: sir Mycen was in a dream (4-D) and woke up in another dream thanks to Sonya (5-D). Both after experiencing that dream, they woke up in another dream and were received by Peony and Trianda (6-D).


Ljósálfheimr and Dökkálfheimr are equals and as such dreams and nightmares, with the deities Freyr and Freyja as equals and representatives of their respective realms. In the events of Nihility & Dream, the fairies found Freyja’s nightmare, a plane previously inaccessible to them, who already can traverse towards a 6-D plane of existence. This occurs because Ginnungagap, ruler of the nothingness, interacted and was going to destroy the realm of nightmares into nothingness. This feat is unique in that reality is above both Ljósálfheimr and Dökkálfheimr in a similar way those realms were above dreams and nightmares respectively, making it as a result a 7-D structure.


Fire Emblem Heroes in general is a very clear cut example of a higher infinity tiering system, with most of the characters in the verse are currently 7-D Complex Multiversal and there’s very strong evidence of the cosmology being much higher thanks to Yggdrasil, the connector of all 9 realms, and the heavens, which are considered higher planes by many deities, but is still very soon to discuss at the moment of writing.


Source List


Future Plans for the blog

  • Versus Analysis: Jaden Yuki

  • Versus Analysis: Changli

  • Versus Analysis: Terry Bogard

  • Lyn VS Yasuo

  • Yu-Gi-Oh! Cosmology Explained (Entire Anime/Manga Franchise)

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