Table of Contents
- Default
- Attack
- Special
- Injured
| Legendary Marth - Hero-King |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 7 | 9 | 7 | 3 |
| Middle | 18 | 8 | 10 | 8 | 4 |
| High | 19 | 9 | 11 | 9 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 36 | 31 | 33 | 29 | 18 |
| Middle | 40 | 34 | 36 | 32 | 21 |
| High | 43 | 37 | 39 | 35 | 24 |
IV Sets
| Key stats worth increasing through nature if possible. | |
| Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
| Relatively worthless stat that can safely be decreased through nature. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
With a stat distribution almost identical to Ayra, it’s no surprise that Legendary Marth would ideally want the same IV set as she enjoys using. Due to his balanced nature, a neutral Legendary Marth is a more than viable option too.
Boon
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+SPD: Legendary Marth’s best choice of boon is Speed. Taking him from 36 to 39, a Speed boon will help Legendary Marth to obtain consistent double attack, as well as boost the power of Fire Emblem.
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+ATK: With his high 34 Attack, an Attack boon makes for a solid choice with Legendary Marth. While Speed is more desirable, a +ATK Legendary Marth will still perform fantastically thanks to increased damage output.
Neutral
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DEF: With 32 Defense, Legendary Marth possesses solid physical bulk. This stat is best kept neutral as Legendary Marth prefers not to take the hit to his physical bulk. A Defense boon can even be a good option if one wishes the run Legendary Marth more defensively.
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HP: Legendary Marth has good HP at 40. As HP is a superbane (meaning he’ll suffer -4 to the stat as opposed to the usual -3), it is advised HP is kept neutral, particularly as HP will affect both physical and magical bulk.
Bane
- -RES: Resistance makes for Legendary Marth’s ideal bane. With all other stats being beneficial, Resistance is the stat he’ll miss the least. A large portion of magical threats can deal with Legendary Marth with or without a Resistance bane regardless.
Skill Sets
Immortalized (Frontline Generalist)
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Exalted Falchion | A | Fury 3 Alternate: Atk/Spd Bond 3 |
|---|---|---|---|
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Reposition | B | Wrath 3 Alternate: Renewal 3 |
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Fire Emblem | C | Even Spd Wave 3 Alternate: Odd Atk Wave 3 |
| SP | 1,745 | S | Quickened Pulse |
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Preferred IV: +SPD or +ATK / -RES
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Weapon: Exalted Falchion
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Assist: Reposition / Flexible
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Special: Fire Emblem
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Passive A: Fury / Atk/Spd Bond
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Passive B: Wrath / Renewal / Binding Shield
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Passive C: Even Spd Wave / Odd Atk Wave / Flexible
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Sacred Seal: Quickened Pulse / Speed +3
Thanks to his well balanced statline, Legendary Marth can serve as an amazing jack-of-all-trades unit where he doesn’t specialize but certainly does not lack in any area.
For his IVs, he’ll want a boon in either his Attack or Speed to maximize his offensive capabilities. A Defense boon can also work to help him against physical opponents. Resistance is his optimal dump stat and his best choice for a bane. Exalted Falchion is an amazing weapon, doubling the effect from field buffs and giving Legendary Marth a boost in power when buffed . Reposition is a strong general choice of Assist for infantry, allowing Legendary Marth to help with unit positioning whenever he’s not needed for combat. Fire Emblem is an amazing Special, activating off of Legendary Marth’s high Speed and providing a nice buff to his team whenever it activates.
Fury is a cheap but very effective A slot skill, providing him with a nice all-around boost to his stats. If one wishes to go even more budget, Legendary Marth works very well with his default A slot, Atk/Spd Bond, which grants a strong offensive boost whenever he’s adjacent to an ally. Wrath is a powerful B slot that gives Legendary Marth extra Special charge at the start of every turn and an additional 10 damage when his Special activates whenever he is under 75% HP, greatly increasing his damage potential. Renewal is another solid option, granting Legendary Marth some self sustainability through healing every other turn. Last but not least, Binding Shield also works well for fighting dragons, although Legendary Marth already performs extremely well against most dragons anyway.
A Wave skill in the C slot goes well with Legendary Marth as the buff it provides him will give a 12 point boost due to Exalted Falchion. Legendary Marth will find the most benefit from Even Spd Wave, granting him incredible doubling potential and a nice boost in power to Fire Emblem. Odd Atk Wave is another solid option for a colossal Attack boost whenever active. Neither skill is required for this build though, so the C slot can be replaced as one wishes. Legendary Marth’s default Infantry Flash makes for a solid C slot on a infantry team. Quickened Pulse makes for a great Sacred Seal choice, guaranteeing that Legendary Marth will activate Fire Emblem in his first battle if he doubles. Ideally, this should be paired with someone with Infantry Pulse to guarantee Fire Emblem’s activation on Legendary Marth’s first attack. Otherwise, a simple Speed seal will offer increased doubling potential and more power from Fire Emblem.
The Vengeful One (Mixed Phase Nuke)
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Slaying Edge+ (+Spd) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Fire Emblem | C | Even Spd Wave 3 Alternate: Odd Atk Wave 3 |
| SP | 1,895 | S | Quickened Pulse |
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Preferred IV: +SPD or +ATK / -RES
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Weapon: Slaying Edge (+Spd)
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Assist: Reposition / Flexible
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Special: Fire Emblem
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Passive A: Distant Counter
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Passive B: Wrath
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Passive C: Even Spd Wave / Spd Smoke / Flexible
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Sacred Seal: Quickened Pulse
This is the set Ayra enjoys running so very much, and now Legendary Marth can don it too. While he is less effective than she is with this build, Legendary Marth can still use it to fantastic effect.
All in all, this set is based around the constant activation of Fire Emblem in order to deal massive damage. He’ll want a Speed boon with a Resistance bane ideally, but an Attack boon also works nicely. With a Slaying Edge and Quickened Pulse, Legendary Marth becomes more than capable of activating Fire Emblem twice in a single battle (assuming he doubles). On top of this, Quickened Pulse with a Slaying Edge ensures that Legendary Marth can activate Fire Emblem immediately, granting him a lot of power behind his opening attack and allowing him to bypass any foe with Guard.
While Legendary Marth is normally fairly poor at defending against mages, he is more capable of doing so here thanks to the Slaying Edge refine granting an HP boost for additional mixed bulk. As for the refine itself, Speed is the best option for increasing Legendary Marth’s doubling potential and the power of Fire Emblem. Thanks to this additional bulk, Legendary Marth is capable of using Distant Counter since the threat of a OHKO from a mage is less prevalent. He should still be wary of magical foes if he’s damaged though, but Legendary Marth can opt for attacking mages on Player Phase instead if necessary. Wrath is fantastic here, granting an additional 10 damage whenever Legendary Marth activates Fire Emblem while under 75% HP. Not only this, but Wrath also grants a point of Special charge at the start of every turn, ensuring Legendary Marth always has Fire Emblem ready every turn.
The Assist is open on this set for whatever your team wants. Reposition is a safe general bet. As for the C slot, Even Spd Wave is a fantastic choice than grants Legendary Marth with a solid Speed boost every other turn. Spd Smoke is another good choice, helping Legendary Marth to obtain double attacks against anyone affected. However, the C slot is still open to player preference and nothing usable in this slot is required for this build to function well, so take whatever will benefit the team the most.
Inside the Fire (Full Offensive)
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Exalted Falchion | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 Alternate: Wrath 3 |
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Fire Emblem | C | Even Spd Wave 3 Alternate: Odd Atk Wave 3 |
| SP | 1,745 | S | Flashing Blade 3 |
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Preferred IV: +SPD or +ATK / -RES
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Weapon: Exalted Falchion
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Assist: Reposition / Flexible
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Special: Fire Emblem
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Passive A: Swift Sparrow / Fury / Life and Death
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Passive B: Desperation / Wrath
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Passive C: Even Spd Wave / Odd Atk Wave / Flexible
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Sacred Seal: Flashing Blade / Heavy Blade
With his strong offensive stats, Legendary Marth can go all in for an amazing Player Phase fighter.
Legendary Marth will ideally want a boost to his offensive potential through either an Attack or Speed boon. As per usual, Resistance is his optimal bane. Exalted Falchion will allow Legendary Marth to enjoy double the benefits from any buffs he has, making it for a fantastic weapon and the only one he’ll really need. Swords like Firesweep could be used, but when Exalted Falchion is so powerful, it’s not worth ditching it. Reposition is a nice choice of Assist that lets Legendary Marth help with unit positioning when he’s not needed to fight, but there’s a wide variety of Assists that can work such as Dual Rallies for scoring. Fire Emblem is the only Special Legendary Marth will need due to the low cooldown and high power of this Special.
For maximizing offensive power, Swift Sparrow grants Legendary Marth with a solid offensive boost whenever he initiates combat. Fury is another strong option, with the stat boost helping him both offensively and defensively, and the recoil damage can aid Legendary Marth in reaching the HP threshold for Desperation or Wrath. Life and Death is another option, granting a slightly higher offensive boost than Swift Sparrow, though at the cost of Legendary Marth’s good defensive capabilities. Desperation is a great B slot choice, allowing Legendary Marth to perform any follow-up attack immediately after his first when he’s below 75% HP. Wrath is another solid option, boosting the power of Fire Emblem whenever active and granting Legendary Marth passive Special charge every turn.
Even Spd Wave provides a massive Speed boost every other turn thanks to Exalted Falchion, making it an exceptional C slot choice. Odd Atk Wave is similar, though granting a massive Attack boost every other turn instead, and on different turns than Even Spd Wave would. Still, neither of these skills are required, so the C slot can be swapped out for almost anything such as a Drive skill or Legendary Marth’s default Infantry Flash. Either Flashing Blade or Heavy Blade make for fantastic Sacred Seals, both allowing Legendary Marth to guaranteed a Fire Emblem activation assuming he doubles and activates either skill. Flashing Blade is a more desirable option in general as buffing Speed is more of a priority for Legendary Marth than buffing Attack is.
Indestructible (Defensive Duelist)
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Exalted Falchion | A | Spd/Def Bond 3 Alternate: Atk/Spd Bond 3 |
|---|---|---|---|
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Reposition | B | Guard 3 Alternate: Renewal 3 |
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Fire Emblem | C | Even Spd Wave 3 Alternate: Odd Def Wave 3 |
| SP | 1,745 | S | Close Def 3 |
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Preferred IV: +SPD, +ATK, or +DEF / -RES
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Weapon: Exalted Falchion
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Assist: Reposition / Flexible
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Special: Fire Emblem
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Passive A: Spd/Def Bond / Atk/Def Bond / Atk/Spd Bond
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Passive B: Guard / Renewal / Binding Shield
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Passive C: Even Spd Wave / Odd Def Wave / Flexible
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Sacred Seal: Close Def / Attack/Def +2
Despite seemingly being more oriented towards offense, Legendary Marth can avert expectations and run a very powerful Enemy Phase set.
Legendary Marth with benefit from either an Attack, Speed, or Defense boon with this set. Speed is the ideal of the three as it helps him both offensively and defensively, and also boosts the power of Fire Emblem. Resistance is the go-to Bane as usual as it is Legendary Marth’s least desirable stat. Exalted Falchion works fantastically as per usual, allowing Legendary Marth to enjoy the bonuses from skills such as Hone and Fortify twice over. The Assist slot is open to preference, with Reposition being a safe choice in general. Fire Emblem remains the only Special Legendary Marth will ever need thanks to its low cooldown and powerful effect.
As Legendary Marth will ideally want to be near teammates to benefit from buffs, he will benefit greatly from using a Bond skill. Spd/Def Bond is the ideal choice, granting him a huge defensive boost. Atk/Def Bond is another solid option that throws in some extra offensive capabilities while still helping him defensively. His default Atk/Spd Bond is also very solid, once again helping him both offensively and defensively. Guard is a strong B slot option, preventing the enemy from charging their Special when Legendary Marth is above 80% HP, allowing him to safely bait armored foes using Bold Fighter. Renewal is another strong choice, allowing Legendary Marth to sustain himself through self healing and helping him stay in the fight for longer. Binding Shield can be used to allow Legendary Marth to safely deal with dragons on Player Phase, but the other mentioned skills are more beneficial for general use.
The C slot can be used for a Wave skill so Legendary Marth can buff himself with something his team might not be capable of. Both Even Spd Wave and Odd Def Wave can help Legendary Marth to perform even better than usual defensively, but unnecessary if his team can provide him with the appropriate buffs. If this is the case, the C slot is open to a wide variety of choices such as Drive skills, Tactic skills, or his default Infantry Flash. Close Def makes for a fantastic choice of seal, granting him a defensive boost against both physical melee foes and dragons. The simple Attack/Def seal also works for a nice defensive boost.
Introduction
The original hero of Fire Emblem himself, Marth is finally given the justice he deserves through his own legendary form. Donning a new fancy Falchion and the Fire Emblem itself, Legendary Marth serves as an incredibly strong sword infantry unit with many upsides and very few downsides.
Legendary Marth is extremely comparable to Ayra. Not only do they share almost identical stat distributions, but both even have exclusive Specials that boost damage based off of the user’s Speed stat. As one can imagine, being comparable to Ayra is a massive benefit. Legendary Marth is solid in almost every area, with great HP, Attack, Speed, and Defense. His Resistance is low, but this is by far his least important stat.
Not only does Legendary Marth carry great stats, but he also carries great skills. Exalted Falchion, Legendary Marth’s personal take on the Falchion, grants him extra bonuses to stats equivalent to how much that stat is already buffed. His exclusive Special, Fire Emblem, is also very strong with a low cooldown and even providing a buff to Legendary Marth’s entire party after activation. Finally, he has Binding Shield, an exclusive B slot that turns Legendary Marth into the ultimate dragon slayer, though this skill can often be severe overkill with a couple exceptions and other B slots can be more beneficial in general.
All in all, it is very hard to fault Legendary Marth for anything. While he does have low Resistance and while Fire Emblem’s buff can be sometimes tricky to put to use, the positives of Legendary Marth outway the negatives by a landslide. Through his legendary form, Marth is finally given the treatment that he truly deserves.
Strengths
Amazing Stat Distribution
To call Legendary Marth’s stats anything less than fantastic would be an understatement. He boasts an amazing 34/36 offensive spread, the same as his fellow Falchion user Lucina. On top of this, he possesses 40 HP and 32 Defense for solid physical bulk. This overall leads to Legendary Marth being an incredibly effective frontline hero and he is capable of running a variety of builds, both offensively and defensively.
Exalted Falchion
The Exalted Falchion is Legendary Marth’s take on the classic Falchion. While this variant does lose its healing capabilities, it makes up for it with powerful new effects. It retains the usual dragon effectiveness found on Falchion, grants a three point Speed boost, and gives a bonus to each one of Legendary Marth's stats during combat equivalent to how much that stat is buffed (from skills such as Hone or Fortify). In simpler terms, this means Legendary Marth effectively gets double the effect from field buffs, so a Hone Spd buff would grant him eight Speed as opposed to the usual four during combat.
Fire Emblem
None other than the Fire Emblem itself appears as Legendary Marth’s personal Special. This Special is comparable to Regnal Astra: both deal damage based off the user’s Speed and both have a short two charge cooldown. While Fire Emblem is strictly weaker than Regnal Astra in terms of damage, offering a damage boost equivalent to 30% Speed compared to Regnal Astra’s 40%, Fire Emblem instead offers a four point buff to all stats to Legendary Marth and all his teammates until the start of the next Player Phase. Legendary Marth will ideally want to utilize this Special early during Player Phase so he and his allies can utilize the stat boost during the rest of Player Phase and Enemy Phase. If this is not possible, Fire Emblem will still serve as a powerful Special primarily due to its low cooldown.
Binding Shield
Binding Shield is Legendary Marth’s personal B slot skill. This skill functions just like a typical Breaker skill but against dragons, granting Legendary Marth a guaranteed follow-up attack against any dragon while also preventing the dragon from performing a follow-up attack. Unlike normal Breaker skills, this also has no HP requirement, so Binding Shield will always be active. Not just that, but if Legendary Marth initiates combat against a dragon, he’ll also prevent them from counterattacking. All these factors combine to make Legendary Marth an incredibly potent dragon slayer when using this skill. However, using this skill does mean sacrificing his B slot to handle a specific group of units who Legendary Marth already does fantastically against thanks to Exalted Falchion, so other B slots may be much more worthwhile in general.
Legendary Hero
Being a Fire Legendary Hero, Legendary Marth is able to provide a stat boost of three HP and four Resistance to any unit on his team carrying a Fire Blessing. Note that this bonus will only apply if it is currently a Fire season and Legendary Marth is on the team with the unit carrying the Fire Blessing.
Weaknesses
Low Resistance
The one weak point in Legendary Marth’s stat line, his Resistance stat of 21 is fairly low. Mages will be able to deal great damage to him. If allowed to get the attack on him, dragons can do a significant amount of damage to him too, particularly blue dragons such as Nowi who are capable of an OHKO against Legendary Marth if he isn’t buffed. As such, caution should be taken if Legendary Marth will be fighting around magical foes.
The buffs from Fire Emblem can be tricky to utilize
While getting a buff will very rarely be a bad thing, putting them to decent use can be sometimes tricky depending on how the buff is given. In the case of Legendary Marth, he can have trouble putting the buffs from Fire Emblem to personal use. As stated earlier, Legendary Marth ideally wants to activate Fire Emblem early into Player Phase so his team can utilize the buffs through both phases. Unfortunately, Legendary Marth himself will only get to utilize the buffs on Enemy Phase without support from a refresher. Also, if Legendary Marth cannot activate Fire Emblem on the Player Phase, it’s entirely possible he and his team will not get to utilize the buffs at all depending on what occurs on the Enemy Phase.
While this isn’t a large weakness by any means, it needs to be understood that Legendary Marth shouldn’t rely on the buffs from Fire Emblem to empower himself. He will still want buff support from allies through the use of Hone/Fortify skills, Rallies, Tactics, etc. in order to make the most out of Exalted Falchion. All in all though, Fire Emblem is still a powerful Special, but the buffs it provides should be seen more as a nice occasional bonus rather than something to rely on.
Team Options
Counters
Legendary Marth’s largest threat are magical foes, namely blue magical foes who can cut through his low Resistance. Any defensive blue will also pose a noteworthy threat to Legendary Marth.
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Magical Blues: While his stats are solid, blues which deal magical damage will be major threats thanks to Legendary Marth’s low Resistance and Weapon Triangle disadvantage. Reinhardt is the most noteworthy, able to gain a guaranteed second attack against Legendary Marth with Dire Thunder and thus preventing Legendary Marth from surviving through Resistance buffs. Ishtar, Linde, and Delthea are all also able to defeat Legendary Marth in a single hit unless he’s received major Resistance buffs. Despite Legendary Marth being a strong dragon killer, Nowi is potentially capable of a OHKO against him.
- Defensive Blues: Legendary Marth may be strong, but he is affected by the Weapon Triangle as much as anyone else. Many defensive blues will be able to deal with Legendary Marth with relative ease, most notably the strong blue armored units such as Brave Hector, Hardin, and Winter Robin.
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Exalted Falchion | A | Atk/Spd Bond 3 |
|---|---|---|---|
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Swap | B | Binding Shield |
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Fire Emblem | C | Infantry Flash 3 |
| S | Speed +3 | ||
Merge: +0
Element: Fire (HP+3, Res+4)
Offensive Support Legendary Marth
Exalted Falchion (Weapon)
This weapon's effect is closely similar to Eirika's refinement towards her Sieglinde. However, the major difference being that Marth does not actually need to be within 2 spaces of an ally to benefit stat buffs. So long as his allies are buffed by any means, he will also receive them in a form of combat buff.
He is also granted a passive Spd+3, which is very handy for his signature Special, Fire Emblem. Finally, it is also effective against Dragons, as all Fachions would.
Swap (Assist)
Mostly self-explanatory. Swap will allow Marth to switch places with his ally while keeping Atk/Spd Bond in effect.
Fire Emblem (Special)
Another god-like Special which bears similarities to Ayra's Regnal Astra. It's slightly weaker in terms of raw power, but it also grants Legendary Marth and his allies Atk/Spd/Def/Res+4 when it is activated. It will still take effect even if Legendary Marth falls in battle.
With that, this completely synergizes well with Legendary Marth's build.
Atk/Spd Bond 3 (A-Slot)
Grants Atk/Spd+5 during combat if Legendary Marth is adjacent to an ally. This complements his two important stats very well.
Binding Shield (B-Slot)
This unique skill grants Marth a unique Breathbreaker and Sweep effect. Regardless of the weapon triangle, this allows Legendary Marth to take on even the strongest Blue Dragons without the fear of retaliation.
However, Swordbreaker will nullify one part of the skill, which means that both Legendary Marth and a Dragon foe will have to settle by Speed to decide the winner.
Infantry Flash 3 (C-Slot)
Basically "Flashing Blade Drive" and the Speed variant of Infantry Rush, which is currently exclusive to Summer Noire. This grants Infantry allies a Flashing Blade effect, which can be beneficial for many insanely fast Infantry units like Lon'qu, Mia, Karla, Ayra, and so forth.
Speed +3 (Sacred Seal)
Very self-explanatory.
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Pros:
+ Amazing base kit which requires very minimal Skill Inheritance (that being an Assist skill)
+ Fire Emblem is both an offensive and supportive Special; it deals extra damage based on 30% of Legendary Marth's Speed, and after combat when the Special was activated, grants him and all allies Atk/Spd/Def/Res+4
+ Following that last statement, this will greatly benefit Infantry Bladetome users deployed along with Legendary Marth
+ Binding Shield allows Legendary Marth to take on any Dragon foe without any fear of counterattack and allowing him to make follow-ups while they can't
+ Very good offensive statline, which can be comparable to Ayra's
Cons:
- Has below average Res. While it doesn't matter much to Legendary Marth whenever he initiates combat against Dragon foes, he still has to watch out for Mages in general (especially Reinhardt)
- Binding Shield is a great skill, but it does take up his B-Slot as he will want something like Desperation or Wrath in place instead
- Likewise, as a Legendary Hero, he will ONLY appear in Legendary Hero Banners; making it incredibly tedious to pull for good IV's or even multiple copies of him
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Exalted Falchion | A | Defiant Atk 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Wrath 3 |
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Fire Emblem | C | Atk Smoke 3 |
| S | Spd Smoke 3 | ||
Full-damage Legend!Marth. The combination of Defiant Atk and his weapon's effect will result in him gaining a whopping +14 Atk during combat, with Wrath helping that along as well as giving Fire Emblem free CDR every turn (removing the need for having Flashing/Heavy Blade as his seal). With both Atk and Spd Smoke working together, he effectively (not literally) gains 7 physical and magical bulk as well as 7 Spd, making it easier to get him down to the Defiant threshold without dying a painful death. Ardent Sacrifice is there to get him down to that last bit if he needs it, as well as to give his allies a small heal if they need the health more than he does.
The reason that no Atk-based Brazen skills (which, with his weapon and Fire Emblem, gives him +15 in two stats as opposed to Defiant's +14 in one) are here in place of Defiant Atk is because they need Fire Emblem to trigger as opposed to Defiant Atk giving him the +14 at the start of the turn. Due to this and the easier HP threshold that Brazen skills offer, Defiant skills are far more effective during the Player Phase while Brazen skills are best used during the Enemy Phase.
Also, the reason I'm not going with Brash Assault is because he'll reach 47 Spd after triggering Fire Emblem (if you were to boon Spd it would be 50, though obviously losing an Atk boon makes him lose 3 Atk). There aren't many units that can reach this high without help, especially if they tried getting to 52/55 or higher Spd to try and double him. It rises even higher if they're affected by Spd Smoke, making them need effectively 61/64 Spd to double him. Due to this, you don't have to worry as much about his Spd and therefore Brash Assault isn't needed as much.
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Exalted Falchion | A | Defiant Res 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Binding Shield |
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Fire Emblem | C | Infantry Flash 3 |
| S | Close Def 3 | ||
Anti-Dragon Legend!Marth. Defiant Res in combination with his weapon's effect gives him +14 Res when his HP is at or below half max value, giving him a max Res (under his own power, with no assistance) of 38. With the Close Def seal, this is bumped up to 44.
With the anti-dragon dual Wary Fighter/Sweep effect Binding Shield has, even blue powerhouses like Nowi won't be able to do too much against him, truly making him the greatest anti-Dragon unit in the game.
Note that I don't mean this as the greatest anti-Dragon build ever. Brazen skills, in combination with Fire Emblem's post-battle buff and...obviously, the effect of Exalted Falchion to copy-paste Field Buffs...achieve +15 for two stats as opposed to the Defiant skills' +14 for one stat. Though...Defiant, in its own way, is still superior to Brazen, since Defiant will be there since the start of the turn as opposed to the Brazen strategy needing a battle and dancer. In this way, Defiant is superior as a Player Phase method due to its ease of access, while Brazen is a superior Enemy Phase alternative due to the higher stats and more lenient HP condition.
Also yes, I know that a skill like Defiant Atk or Defiant Spd would offer better damage than Defiant Res. In that case, why do people use Berkut's Lance+ or Safeguard+? This build is meant as a way to make it far easier him tank dragons, not as a way to make Glacies viable on him.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Dragon GazeBoosts Atk by 30%.
Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
Draconic AuraBoosts Atk by 30%.
Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
Fire EmblemBoosts damage dealt by 30% of unit's Spd. Grants Atk/Spd/Def/Res+4 to unit and all allies for 1 turn after combat. (Bonus granted to allies even if unit's HP reaches 0.)
Unlocks at 5 ★ Non-Inheritable skill.
|
500 | 2 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
|
120 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | A |
| Unlocks at 5 ★ Non-Inheritable skill.
|
300 | B |
| Infantry Units Only |
60 | C |
| Infantry Units Only |
120 | C |
| Unlocks at 5 ★ Infantry Units Only |
240 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|

Fate Grand Order
Dragonball Legends


IV Calc
Heroes