Analysis by CatDisc
Altean Prince


Obtainable as a 4 - 5 only
Hero Ratings
Overall Rating
/ 5
Max Avg Total Stats at Lvl 40
HP 41
ATK 31
SPD 34
DEF 29
RES 23
Stat Variations
Level 1 Stat Variation
Low 18 6 7 6 5
Middle 19 7 8 7 6
High 20 8 9 8 7

Level 40 Stat Variations
Low 37 28 31 25 20
Middle 41 31 34 29 23
High 44 34 37 32 26
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.

Marth excels with either a +SPD or +ATK boon, increasing his ability to duel with bulkier units that often give him trouble. +SPD is especially useful as it lets Marth compete at a high SPD tier, and with proper buffs, he is able to consistently double other fast Heroes.

For banes, a -RES nature compliments Marth nicely as he already tries to avoid dealing with mages due to his low RES. Maintaining Marth's physical bulk is important for winning exchanges with other melee units.

Skill Sets
Girl Marth (◕‿◕✿)
Falchion A Fury 3
Reciprocal Aid B Desperation 3
Moonbow C Threaten Def 3

Show Explanation/Analysis
  • Preferred Nature: +SPD/-RES
  • Weapon: Falchion
  • Support Skill: Reciprocal Aid / Ardent Sacrifice
  • Special: Moonbow / Luna
  • A Slot: Fury 3 / Life and Death 3
  • B Slot: Desperation 3 / Vantage 3
  • C Slot: Threaten Def 3 / Any Hone or Fortify 
  • Sacred Seal: Speed +1

Most Marth builds has him trying to emulate other red swordsmen and fulfill their role the best he can. His optimal build is pretty much a carbon copy of Lucina's, with Marth's stats making him slightly more tanky. His legendary weapon, Falchion, is simply amazing, sporting 16 MT, three-turn health regeneration, and an effectiveness against Dragons.

The health passive synergizes great with either Reciprocal Aid or Ardent Sacrifice, making Marth a psuedo-healer, along with being an amazing offensive unit. This flexibility between offense and support makes Marth a standout red swordsman for any team. For Specials, Marth can run the standard Moonbow, or if you prefer more damage at a slower charge, Luna is also a great option.

His Passive Skills also work well with each other. Fury 3 increases all of his stats at the cost of 6 HP after combat has resolved. This HP drop is often enough to put him in Desperation 3 or Vantage 3 range. The choice between Desperation 3 and Vantage 3 is personal, however it is recommended that former is only run with a +SPD Marth. Finally, C Skills should always fit the team rather than the individual unit. Assuming your team has the standard Hone and Fortify buffs equipped on other units, Threaten Def 3 is a good option that helps Marth deal with bulkier enemies.

Your Local PharMarthcy
Falchion A Fury 3
Reciprocal Aid B Renewal 3
Moonbow C Hone Atk 3

Show Explanation/Analysis
  • Preferred Nature: +SPD/-RES
  • Weapon: Falchion
  • Support Skill: Reciprocal Aid / Ardent Sacrifice
  • Special: Moonbow / Luna
  • A Slot: Fury 3
  • B Slot: Renewal 3
  • C Slot: Hone Atk 3 / Any Hone or Fortify 
  • Sacred Seal: Speed +1

If you want to go all in on Healer Marth, the build is actually fairly viable. From his optimal build, Marth loses out on a lot of power from the lack of an offensive B Skill. Renewal 3 combined with Falchion's health regeneration makes Marth with Reciprocal Aid an absolute god at keeping his front liners healthy. Every second and third turn, Marth heals for 20 HP, making long, drawn-out Arena matches weigh in your favor.

This supporty playstyle Healer Marth encourages, validates a change in C Skills. Any Hone or Fortify skill works wonders, as Marth is forced to be adjacent to his allies in order to swap HP pools. 

Samurai Marth ∩༼˵☯‿☯˵༽つ¤=[]:::::>
Falchion A Distant Counter
Reciprocal Aid B Vantage 3
Luna C Threaten Def 3

Show Explanation/Analysis
  • Preferred Nature: +SPD/-RES
  • Weapon: Falchion
  • Support Skill: Reciprocal Aid / Ardent Sacrifice
  • Special: Luna / Moonbow
  • A Slot: Distant Counter
  • B Slot: Vantage 3
  • C Slot: Threaten Def 3 / Any Hone or Fortify 
  • Sacred Seal: Speed +1

As previously stated, Marth steals other red swordsman's builds, with this time being no different. Taking a page from Ryoma, Marth utilizes Distant Counter fairly well, fulfilling the niche of a healer while also being a good counter attacker.

Marth keeps almost everything from the optimal build except his Passive A, Passive B, and Special skills. Unfortunately, in order to gain access to Distant Counter, Marth has to give up on Fury 3, losing out on valuable stats and the synergy with his B Skill. Distant Counter combined with Vantage 3 makes Marth incredibly hard to kill, able to make the first attack even if engaged on.

With this build, he can be used to bait green mages and other ranged units into attacking him and dying on the counter. Finally, his standard Special, Moonbow, is replaced with Luna as a three-turn charge Special synergizes better with Distant Counter users.

User Submitted Builds
Submit a Hero Build

= Has Build Explanation

Hero Updated
Marth by Starsunder 3 days ago
Marth by ngolifetommy 4 days ago
Marth by ArgentSable 5 days ago
Marth by Thanaryss 1 week ago
Marth by Timix 1 week ago
User Submitted Build Statistics
Weapon Skills
Weapons SP Rng. Mt.
Iron Sword 50 1 6
Steel Sword 100 1 8
Silver Sword
Learns by default at 4 ★
200 1 11
FalchionEffective against dragons. At the start of every third turn, unit recovers 10 HP.
Learns by default at 5 ★
Unlocks at 5 ★
400 1 16
Support Skills
Support Skills Rng. SP
PivotUnit moves to opposite side of adjacent ally.
Learns by default at 4 ★
1 150
Passive Skills
Passive Skills SP Slot
Escape Route 1Enables unit whose own HP ≤ 30% to wrap adjacent to any ally. 60
Escape Route 2Enables unit whose own HP ≤ 40% to wrap adjacent to any ally.
Unlocks at 4 ★
Escape Route 3Enables unit whose own HP ≤ 50% to wrap adjacent to any ally.
Unlocks at 5 ★
Spur Spd 1Grants adjacent allies Spd+2 during combat. 50
Spur Spd 2Grants adjacent allies Spd+3 during combat. 100
Spur Spd 3Grants adjacent allies Spd+4 during combat.
Unlocks at 4 ★


  • Fantastic legendary weapon, Falchion
  • Well-rounded stats around the board
  • Versatility as a damage dealer and a psuedo-healer


  • Fairly low resistance
  • Can be outclassed by other red swordsman, fights for a team spot

Marth is a relatively balanced hero, with high ATK and SPD alongside surprisingly good DEF and HP stats. This jack-of-all-trades, master of none stat distribution Marth possess makes him a great generic red unit to run on any team comp. However, this lack of specialization can lead to Marth getting outclassed by units that fulfill his role much better.


    Great offensive stat spread

    • Marth possesses great ATK and SPD, both at a respectable 31 and 34, able to double units with mediocre to above average speed with the correct buffs

    Good physical bulk

    • With a base 41 HP and 29 DEF, Marth is a decently bulky red swordsman, able to survive combat from other physical damage dealers


    • At a base 16 MT, Marth's Falchion, while not completely unique, makes Marth stand out as a red swordsman. His weapon not only deals bonus damage to dragons, but also regenerates his HP pool every three turns

    Lack of identity within current meta

    • Marth's red swordsman spot on a team, is extremely competitive; with an overabundance of red lords (Ike, Ryoma, Lucina, etc.) Marth has a hard time differentiating himself with other popular units

    Low RES:

    • At only 23 RES, Marth is incredibly vulnerable to offensive tome users of any color, especially with all current meta mages focusing on SPD and ATK
    Team Options

    While good alone, Marth needs the assistance of his team to truly shine to increase his offensive and supportive capabilities. Units that can cover Marth's weakness of powerful tome users are especially valuable since his RES is below average.

    • Nowi, Hector, and Effie - bulky frontline units that Marth can keep healthy with Reciprocal Aid
    • Julia, Nino, Soren, and Spring Camilla - ranged green mages that can often burst down pesky blue threats that interfere with Marth's combat
    • Eirika and Ephraim - both wielding legendary weapons that act as Hone Atk 2, incredibly useful buffers that can increase Marth's devastating offensive power
    • Azura, Olivia, and Ninian - dancers that enable Marth to make riskier engages by offering him another turn of combat or running away

    Marth, along with many other  low RES swordsmen, are extremely weak to units that are on the other side of the weapon triangle. Blue units that are either faster than him or can withstand his attacks give Marth the most trouble.

    • Female Corrin, Nowi, and Ninian - tanky blue dragons that usually have Triangle Adept 3 to deal with other red swordsman
    • Linde, Spring Lucina, and Mae - incredibly powerful blue mages that, with proper buffs, can outspeed Marth
    • Male Robin - a bulky blue mage that often includes Triangle Adept 3 and Swordbreaker 3 in his build
    • Reinhardt and Olwen - calvary units that possess a Brave tome in the form of Dire Thunder
    • Sanaki, Lilina, and Sophia - strong red mages that often carry Swordbreaker 3
    • Tharja, Nino, and other Blade tome users - the Hone and Spur buffs that they stack can tear through Marth's poor RES
    • Effie, Ephraim, and Lukas - defensive blue units that take nearly no damage from Marth 
    From Series
    Fire Emblem: Mystery of the Emblem
    Fire Emblem: New Mystery of the Emblem
    Fire Emblem: Shadow Dragon
    Fire Emblem: Shadow Dragon and the Blade of Light