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Legendary Marth

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Tier Rating

Analysis by RedFerrari1998
Legendary Marth - Hero-King

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
163
HP 40
ATK 34
SPD 36
DEF 32
RES 21

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 9 7 3
Middle 18 8 10 8 4
High 19 9 11 9 5

Level 40 Stat Variations
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.
HPATKSPDDEFRES

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.

Assets

  • +SPD: Legendary Marth’s best choice of asset is Speed. Taking him from 36 to 39, a Speed asset will help Legendary Marth to obtain consistent double attack, as well as boost the power of Fire Emblem.

  • +ATK: With his high 34 Attack, an Attack asset 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

  • 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 asset can even be a good option if one wishes the run Legendary Marth more defensively.

  • HP: Legendary Marth has good HP at 40. As HP is a superflaw (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.

Flaws

  • -RES: Resistance makes for Legendary Marth’s ideal flaw. 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 flaw regardless.

Skill Sets

Immortalized (Frontline Generalist)

Recommended
Exalted Falchion A Fury 3
Alternate: Atk/Spd Bond 3
Reposition B Wrath 3
Alternate: Renewal 3
Fire Emblem C Even Spd Wave 3
Alternate: Odd Atk Wave 3
SP1745SQuickened Pulse
Alternate: Speed +3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES

  • Weapon: Exalted Falchion  

  • Assist: Reposition / Flexible

  • Special: Fire Emblem

  • Passive A: Fury / Atk/Spd Bond

  • Passive B: Wrath / Renewal / Binding Shield

  • Passive C: Even Spd Wave / Odd Atk Wave / Flexible

  • 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 asset in either his Attack or Speed to maximize his offensive capabilities. A Defense asset can also work to help him against physical opponents. Resistance is his optimal dump stat and his best choice for a flaw. 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)

Slaying Edge+ (+Spd) A Distant Counter
Reposition B Wrath 3
Fire Emblem C Even Spd Wave 3
Alternate: Odd Atk Wave 3
SP1895SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES

  • Weapon: Slaying Edge (+Spd)

  • Assist: Reposition / Flexible

  • Special: Fire Emblem  

  • Passive A: Distant Counter  

  • Passive B: Wrath  

  • Passive C: Even Spd Wave / Spd Smoke / Flexible

  • 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 asset with a Resistance flaw ideally, but an Attack asset 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)

Exalted Falchion A Swift Sparrow 2
Alternate: Fury 3
Reposition B Desperation 3
Alternate: Wrath 3
Fire Emblem C Even Spd Wave 3
Alternate: Odd Atk Wave 3
SP1745SFlashing Blade 3
Alternate: Heavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES

  • Weapon: Exalted Falchion

  • Assist: Reposition / Flexible

  • Special: Fire Emblem

  • Passive A: Swift Sparrow / Fury / Life and Death

  • Passive B: Desperation / Wrath

  • Passive C: Even Spd Wave / Odd Atk Wave / Flexible

  • 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 asset. As per usual, Resistance is his optimal flaw. 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)

Exalted Falchion A Spd/Def Bond 3
Alternate: Atk/Spd Bond 3
Reposition B Guard 3
Alternate: Renewal 3
Fire Emblem C Even Spd Wave 3
Alternate: Odd Def Wave 3
SP1745SClose Def 3
Alternate: Attack/Def +2

Show Explanation/Analysis
  • Preferred IV: +SPD, +ATK, or +DEF / -RES

  • Weapon: Exalted Falchion

  • Assist: Reposition / Flexible

  • Special: Fire Emblem

  • Passive A: Spd/Def Bond / Atk/Def Bond / Atk/Spd Bond

  • Passive B: Guard / Renewal / Binding Shield

  • Passive C: Even Spd Wave / Odd Def Wave / Flexible

  • 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 asset 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 flaw 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 outweigh 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

Buffs. Buffs are what Legendary Marth wants more than anything so he is able to skyrocket his performance through the Exalted Falchion, so having allies capable of this is incredibly beneficial. Legendary Marth will also seek protection from blue threats.

  • Buffers: Buffers are Legendary Marth’s best friend, and there are thankfully a good selection to choose from. Eirika and Ephraim are both natural selections, with their personal weapons carrying Hone Atk by default. Delthea and Linde are both solid options too when armed with Dark Aura to give Legendary Marth a large Attack boost. Titania is the only unit capable of using three Tactic skills at once, making her another solid choice for a support unit. While they won’t be boosted further through Exalted Falchion, any support unit designed to give Spur or Drive buffs such as Marth, Brave Lucina, or WF Hinoka will also make for good teammates.

  • Pulse users: If Legendary Marth is able to activate Fire Emblem immediately, he is able to get an incredibly strong opening turn. As such, using allies with Pulse skills is a good idea. Legendary Hector, Dorcas, Summer Xander, and Marisa all naturally come with Pulse skills and can all activate them with Legendary Marth. Legendary Hector in particular is noteworthy as he can also serve as an excellent blue counter. So can Dorcas and Summer Xander, though to a lesser extent than Legendary Hector can.

  • Strong Green Fighters: For protection against blue threats, a strong green ally will be much appreciated. Any form of Hector with Armads, Brave Ephraim, Myrrh, and Fallen Robin are all very strong green fighters, boasting impressive Attack and Defense. There are also strong mage options available, such as SF Nino and Spring Sharena.

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.

  • 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.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Exalted FalchionEffective against dragon foes. Grants Spd+3. Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

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
Atk/Spd Bond 1Grants Atk/Spd+3 during combat if unit is adjacent to an ally.
Inheritable by all units.
60
A
Atk/Spd Bond 2Grants Atk/Spd+4 during combat if unit is adjacent to an ally.
Inheritable by all units.
120
A
Atk/Spd Bond 3Grants Atk/Spd+5 during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 5 ★
240
A
Binding ShieldIn combat against a dragon foe, unit makes a guaranteed follow-up attack and foe cannot counterattack or make a follow-up attack.
Non-Inheritable skill.
Unlocks at 5 ★
300
B
Infantry Flash 1Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Units Only
60
C
Infantry Flash 2Infantry allies within 2 spaces gain: "If unit's Spd ≥ foe's Spd+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Units Only
120
C
Infantry Flash 3Infantry allies within 2 spaces gain: "If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
Infantry Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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