Table of Contents
- Default
- Attack
- Special
- Injured
| Marth - Altean Prince |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 6 | 7 | 6 | 5 |
| Middle | 19 | 7 | 8 | 7 | 6 |
| High | 20 | 8 | 9 | 8 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
As a unit who isn’t particularly offensively or defensively inclined, Marth prefers IVs that will allow him to fill more roles on the battlefield. His Resistance is his least useful stat, given that the only units he should be battling that will target his Resistance should be Dragons, and his Speed prevents them from making follow-ups that would KO him outright.
Boons
- +ATK: allows Marth to hit his enemies harder, which is never a bad thing.
- +SPD: boosts Marth’s Speed to 37, allowing him to consistently avoid follow-ups from almost every pressing threat aside from Mia.
Neutral
- HP: at neutral prevents this stat from dipping as low as it would with a bane.
- DEF: at neutral allows Marth to check physical threats such as green and red armors.
Banes
-
-RES: is the ideal bane for Marth, given that he should be staying far away from mages.
Skill Sets
A Distant Ruler (All Rounder)
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Falchion (Refined) | A | Distant Counter |
|---|---|---|---|
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Reciprocal Aid Alternate: Ardent Sacrifice |
B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Luna Alternate: Moonbow |
C | Drive Spd 2 Alternate: Drive Def 2 |
| SP | 2,095 | S | Distant Def 3 |
- Preferred IV: +SPD / -RES
- Weapon: Falchion (Refined)
- Assist: Reciprocal Aid / Ardent Sacrifice
- Special: Luna / Moonbow
- Passive A: Distant Counter
- Passive B: Quick Riposte / Renewal / Swordbreaker
- Passive C: Drive Spd / Drive Atk / Drive Def / Drive Res / Flexible
- Sacred Seal: Distant Def
As a red sword with decent bulk, it stands to reason that Marth would make for a good Distant Counter candidate. Moreover, the valuable support he can give his teammates through the Refined Falchion’s effect along with an additional Drive skill means that they’ll likely be able to handle any and all threats that give them trouble.
+SPD is his suggested boon as it grants Marth the ability to prevent follow-ups from most unbuffed enemies (barring those who carry Brave weapons or Bold Fighter). Though -RES may seem anti-synergistic with Distant Counter, the addition of the Distant Def seal to this build allows him to survive most green Blade mages assuming they are only partially buffed.
Refined Falchion is amazing, offering effective damage against dragons, Renewal 3, as well as Drive Atk/Spd/Def/Res 1 all at once. It’s definitely one of the more impressive and potent weapon effects currently in the game, and turns Marth into an excellent support unit who is more than capable of holding his own in combat. Combined with Reciprocal Aid or Ardent Sacrifice, the Falchion allows Marth to provide valuable healing if necessary.
Distant Counter allows Marth to check most green mages (including Blade mages) provided they are not fully buffed. It also allows him to KO if not put a sizeable dent in most archers (provided their name is not Brave Lyn, as she totes Sacae’s Blessing). This wouldn’t be possible if not for the Distant Def seal, which adds to his already considerable bulk -- it enables him to take hits from ranged enemies, charge his mid-to-low cooldown Special, and then KO another threat on the field.
Marth’s B Slot is perhaps the most flexible part of this build. Quick Riposte is ideal because it guarantees follow-ups while Marth is being attacked, allowing him to bait more effectively. Renewal, however, synergizes with the Refined Falchion’s HP recovery effect, granting Marth 20 HP of recovery every second turn. Swordbreaker is also a potential option here if a team has issues dealing with Sword units, as it allows Marth to check most of them and then heal up the damage he takes with Falchion.
Finally, Marth’s C slot can be filled by a Drive Skill of choice. Due to Drive effects stacking, along with Falchion’s effect, Marth will be granting all allied units within two spaces +5 to a single stat, and +2 to all the others.
* HEAVY BREATHING * (Melee Specialist)
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Falchion (Refined) | A | Steady Breath |
|---|---|---|---|
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Reciprocal Aid Alternate: Ardent Sacrifice |
B | Quick Riposte 3 Alternate: Swordbreaker 3 |
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Aether Alternate: Luna |
C | Drive Spd 2 Alternate: Drive Def 2 |
| SP | 2,455 | S | Close Def 3 |
- Preferred IV: +SPD / -RES
- Weapon: Falchion (Refined)
- Assist: Reciprocal Aid / Ardent Sacrifice
- Special: Aether / Luna
- Passive A: Steady Breath / Warding Breath / Close Def
- Passive B: Quick Riposte / Swordbreaker / Renewal
- Passive C: Drive Spd / Drive Atk / Drive Def / Drive Res / Flexible
- Sacred Seal: Close Defense
Due to Marth’s physical bulk and his ability to serve as a safe check to most dragons and armors (barring blues, of course), he is able to run a melee duelist build with a great degree of effectiveness.
+SPD once again ensures Marth is not doubled by most units, while -RES is patched up by the Close Def seal when battling dragons. Refined Falchion continues to be Marth’s best weapon option, providing 3 unique effects (effectiveness against dragons, Renewal 3, and Drive Atk/Spd/Def/Res 1) at once.
The A slot chosen will be largely dependent on what purpose Marth needs to serve. Steady Breath allows Marth to duel other swords much more effectively, especially when combined with the effect of the Close Def seal and Swordbreaker. Together, these three elements of this build grant Marth +10 Defense when attacked by a melee unit, extra cooldown reduction, prevention of follow-ups from speedy swords like Mia, and guaranteed follow-ups against them. It’s a rather potent mix. Quick Riposte is preferable, however, as it offers wider coverage, and 37 Speed is not enough to guarantee follow-ups on greens Marth should be able to handle such as Amelia.
Alternatively, if Marth will be primarily battling dragons, Warding Breath is a serviceable option, especially since Marth’s Speed prevents him from being doubled by most dragon units. If the intent is to have him to be able to check all types of melee units, then Close Defense will work here as well. Note that it is suggested to use a lower cooldown Special like Luna in this case, however -- Aether will take forever to charge without Steady / Warding Breath’s effect.
If Marth is to instead take a more supportive role, he can run Renewal 3 in his B Slot in order to double the Refined Falchion’s healing. When combined with Reciprocal Aid or Ardent Sacrifice, this makes him a potent combat medic and source of HP management. Once again, his C slot is variable, though a Drive Skill is ideal since it will stack with Refined Falchion’s Drive Atk/Spd/Def/Res 1 effect.
The Pauper's Prince (Budget Support)
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Falchion (Refined) | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid Alternate: Ardent Sacrifice |
B | Renewal 3 |
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Moonbow Alternate: Luna |
C | Drive Spd 2 Alternate: Spur Spd 3 |
| SP | 1,945 | S | Drive Def 2 |
- Preferred IV: +SPD / -RES
- Weapon: Falchion (Refined)
- Assist: Reciprocal Aid / Ardent Sacrifice
- Special: Moonbow / Glimmer / Luna / Draconic Aura
- Passive A: Fury
- Passive B: Renewal / Swordbreaker
- Passive C: Drive Spd / Drive Atk / Drive Def / Drive Res / Flexible Spur
- Sacred Seal: Drive Def
Summoners on a budget need not despair -- Marth is perfectly able to run a low investment build that still allows him to perform reasonably well in combat while maximizing his team support potential.
The reasoning on Preferred IV choice, Assist choice, and Weapon choice is the same as above builds. Fury gives Marth a nice stat boost both offensively and defensively, while the damage it deals is easily mitigated by the stacked Refined Falchion and Renewal healing effect. Swordbreaker is also another potential option if you need Marth to handle swords, but note that this does reduce his medic utility a fair bit. Low cooldown Specials like Glimmer and Moonbow allow Marth to hit back hard once he takes a hit and counterattacks, while mid-cooldown Specials like Luna and Draconic Aura give him a bit of extra firepower. Once again, Drive skills were chosen for Marth’s C slot since they stack with the Refined Falchion’s Drive effect, and also stack with the Drive Def seal. A Spur can also be used if a Drive skill is unavailable, although more precise positioning will be required in that case.
Introduction
As the ugly duckling of the Falchion users, Marth has been known as a longtime unfortunate pitybreaker… and not much else. Sporting 31 / 34 offenses at base and middling defensive stats, Marth was definitely outshined by his descendants Chrom and Lucina, who possessed more valuable and effective stat spreads and niches.
As of the 2.2 update, however, Marth has received a considerable buff due to the Refined Falchion. Possessing not one, not two, but three (!!) separate effects, the Refined Falchion has made Marth become one of the best Drive support units in the game, if not the best there ever was. He’s also able to handle a good amount of common threats himself, to boot. If min-maxed reds who only do one thing and do it well are too inflexible for a playstyle, or one is looking for a sword unit who can cleave dragons in half and look fabulous while doing so, then Marth may be the right unit for a team.
Strengths
Refined Falchion
The Refined Falchion has three separate effects -- effectiveness against dragons, Renewal 3, and Drive Atk/Spd/Def/Res 1.
This is definitely one of the most comprehensive and powerful weapon effects available, and offers an unprecedented amount of team support with a little investment.
Extra Versatility
Compared to his next biggest Drive competitor, Brave Lucina, Marth's offers more Drives with no movement or weapon type restrictions.
This allows him to be easily incorporated into a countless number of differing team compositions.
Good Bulk
Marth’s Speed, when boosted with a Boon, prevents him from being doubled by a vast majority of units in the game.
This, when combined with his decent HP and Defense, means that Marth can most definitely defend himself when he needs to.
Weaknesses
Middling Offensive Presence
Marth’s Attack suffers since he’ll more often than not want to run a Speed Boon to reach higher defensive Speed Tiers.
This does cause Marth’s damage output to take a bit of a hit. With 37 Speed he’s not going to be doubling most units, so he’d appreciate the boost in Attack if he was able to take it.
Low-ish Res
While 23 Resistance isn’t the lowest for a sword unit, it isn’t exactly stellar, either.
Marth’s Resistance does compromise his ability to check green Blade mages if they’re fully buffed, which means that he can’t bait them outright.
High Competition
Though this is less of a strike against Marth rather than just a fact of life, Marth faces a lot of competition for a red spot on a team.
Although nobody can run Drive sets like he can, Brave Lucina still exists and has comparable Drive-stacking ability.
Team Options
Counters
Marth, as a red without particularly hefty defensive stats, fears pretty much every blue. Of particular note are those who use Brave weapons, target his weaker Resistance, and blue Dragons, who are able to overcome Falchion’s effectiveness against them with Triangle Adept.
- Blue Brave Users: Reinhardt, Cordelia, Hinoka, Ephraim, as well as Brave Lance Est and Effie all are able to easily KO Marth without him even being able to counterattack.
- Blue Mages: Linde, Delthea as well as Blade Olwen, L’Arachel, and Summer Corrin easily overpower Marth with magic damage.
- Blue Dragons: Nowi and Female Corrin can withstand a hit from Falchion if they’re toting Triangle Adept, and in Female Corrin’s case, her high Speed prevents Marth from being able to follow-up on her.
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Falchion (Refined) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Glimmer | C | Savage Blow 3 |
| S | Attack +3 | ||
Utilizing summoner support, Marth becomes a solid offensive bruiser capable of surviving multiple combat phases from physical threats and providing good support for breaking theme teams. At 40 speed, he is capable of naturally doubling the majority of common middle speed arena units, and has enough attack to chunk if not outright kill mages of any color.
Dragon teams in particular can be threatened by this Marth on the initiation due to his considerable bulk and access to Falchion. Glimmer increases his ability to one shot blue mages, though he needs support preferably from dancers to fulfill his role. Consider this Marth as fulfilling a similar role as a Pain staff user but with more bulk and better 1v1 matchups at the expense of worse AoE
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Falchion (Refined) | A | Fury 3 |
|---|---|---|---|
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Pivot | B | Renewal 3 |
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Luna | C | Spur Spd 3 |
| S | Close Def 3 | ||
This build is based on MELEE if you catch my wave dash. This Marth is decked out with great attack and speed due to fury and to combat that he has the refined Falchion effect along with renewal 3 to heal 20 HP every other turn. To further help with that melee he has close def 3 for all of those Chroms who say the Marth is bad because he barely speaks English.
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Falchion (Refined) | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid | B | Renewal 3 |
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Miracle | C | Drive Spd 2 |
| S | Drive Atk 2 | ||
Charismatic King (Ultra Support)
+Hp/-Res
Weapon: Falchion (Refined)
Support: Reciprocal Aid
Special: Miracle
A: Fury 3/Brazen Atk/Spd 3
B: Renewal 3
C: Drive Spd 2 / Drive Atk 2 / Drive Def 2 / Drive Res 2
S: Drive Atk 2/Drive Def 2
This Marth is designed to be a combat-buffbot, a minor healer, and a dragon counter. He fits well into practically every team composition imaginable while also being something other than the red sword standard damage dealer. Everything in this Build is designed to either support Marth’s team or help Marth survive so he can keep supporting his team.
My Marth in particular has an Hp boon, which is really important for keeping him alive and for increasing the range of units he can fully heal, but we’ll get to that later. Unfortunately, my Marth also has a Res bane, which hurts his magical bulk, but isn’t a deal breaker with this build. Practically any combination of boons and banes work for this build, but, when aiming for pure survivability, boons should be prioritized in this order: Hp/Spd, Def/Res, Atk. By that logic, banes should be prioritized in this order: Atk, Def/Res, Hp, Spd.
For his weapon, Marth’s refined Falchion is the cornerstone to this build; the whole point of him being a support is ruined if he has any other weapon. Having +3 Hp, built in Renewal 3, Drive 1 in all stats, and effectiveness against dragons makes this weapon leagues better than others when aiming for a support build like this one.
Having Reciprocal Aid for a support, it allows Marth to fully heal any unit that has Hp equal to or lower than his. Combining that with his Hp bonus from the refined Falchion allows him to fully heal just about any unit, besides a few outliners and some, if not most, armored units.
Miracle is an odd choice of special for Marth, but it works fantastic in stalling for time while waiting for him to regain Hp from the Falchion and his B skill, Renewal 3. In my experience with this as his special, it works great to allow him to run in and heal a unit that’s in danger while also being able to “die” once, or take an attack that would normally kill him, before retreating behind his teammates to regain health and continue to support.
Giving him Fury gives him extra survivability from the all around stat increase. He even doesn’t have to worry about the 6 chip damage after battle because he can heal 20 health in 2 turns. Alternatively, he can be given Brazen Atk/Spd 3 or Brazen Atk/Def 3 to give him a boost to his stats when low on Hp, which he often will be while healing his team.
Renewal 3 is a required skill, there CAN NOT be any alternatives for his passive B skill. Renewal gives him the regeneration he needs to be able to properly heal his team through Reciprocal Aid.
His passive C Skill is pretty flexible. Drive skills are preferred as he is meant to support with this build. Personally, I chose Drive Spd 2 because the team Marth is in is a very speedy team, so the Drive Spd and the Falchion give his team just enough of a boost to double just about everything. Drive Atk 2 is also a very viable skill to use here; more damage is always useful. The specific Drive stat needs to be flexible to match the team’s needs.
Everything that was said about the C skill also applies for the Seal, but with half as many options, specifically only Drive Atk and Drive Def. I personally have Drive Atk 2 for his seal, bringing his bonuses up to Atk/Spd +5 and Def/Res +2. For my team, I have other units that provide in combat Def and Res buffs, specifically through spurs so that those units don’t get in Marth’s way of buffing the unit of choice.
This Build is focused on Marth being able to support by providing in combat buffs, which don’t have any limits, being able to heal his team, and staying alive so he can keep supporting as long as he can.
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Falchion (Refined) | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid | B | Renewal 3 |
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Sol | C | Drive Spd 2 |
| S | Drive Atk 2 | ||
Marth is my go to buffer for any team I put him in. With Refined Falchion and Drive speed and attack, he can buff like nobody's business. Plus, with his Attack boon and decent defense (even if it's his bane), he can hold himself in a fight since he out speeds most enemies. With Sol, he can easily keep his health up and take down the enemy, with Renewal and Falchion patching up any health he lost so he can give his health to an ally in danger with Reciprocal Aid.
Overall, Marth is arguably my best Sword user. Being a reliable buffer and a great support healer, all while being able to take down an enemy or two.
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Falchion (+Spd) | A | Life and Death 3 |
|---|---|---|---|
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Rally Def/Res | B | Wrath 3 |
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Glimmer | C | Panic Ploy 3 |
| S | Speed +3 | ||
"My Prayers Are With You" - God Slayer Marth
A more standardize build focusing on Attack and Speed as most units do, however a unit like Marth can be so much more useful to a team than just a Buffing Bot.
With this, the Hero King can truly shred through enemy defenses with ease, whilst he himself can get a bit scraped up. This build tries to confirm at least one kill upon the enemy.
Whilst it may lower Marth's overall tankiness, it also increases his offensiveness drastically, especially with the high amounts of Speed he is packing.
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IV Spread:
+Att -Res = Spd Refine, +Spd -Res = Att Refine. (They're both just as effective, but +Att is technically superior as it allows Marth to confirm slightly more kills.)
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Blessing:
+Att [Earth: Ike], [Wind: Lyn]
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Alternative skills:
Reposition/Pivot - More of a standardize approach, it's still extremely good.
Desperation - More designed for budget, however it's not as effective.
Renewal - Just to keep Marth closer to higher HP.
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Supporting Skills:
Reciprocal Aid - Allows Marth to stay healthier. Be warned Wrath is only active during 75% health.
Infantry Pulse - This is the greatest skill for another unit to buff Marth with. It will allow Glimmer to confirm a ton more kills on his opponent, especially certain blue units.
All Hone/Fortify Skills - If you have an Erika giving him a buff to all his stats, he'd really appreciate it.
All Drive Skills - Sometimes can allow Marth to play slightly more Enemy Phased, though he's better Player Phase.
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Counters:
Bulkier Blue Units - Certain blue units (i.e. Effie, M! Robin, Reinhardt, etc) can either barely survive his attack (Especially with no Glimmer proc), or outright shrug the damage.
Triangle Adept Units/Swordbreaker - Completely ignore his attacks, and completely shed through his health
Mages - Exploits his really low Res to great effect.
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Strengths:
HIGH DPS
Now Easy to Obtain and Merge (Won't need more than +1 Merge)
Nukes
Easy Special Proc
Weaknesses:
Mages
Triangle Adept Blues/Swordbreakers
Divine Dew's
Outclassed by better, more consistent DPS sword units who can survive more than one attack
Wrath's 75% Health Margin.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
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 |
|---|---|---|
| Unlocks at 3 ★ Inheritable by all units.
|
60 | B |
| Unlocks at 4 ★ Inheritable by all units.
|
120 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | B |
| Inheritable by all units.
|
50 | C |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
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
|
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Fate Grand Order
Dragonball Legends

IV Calc
Heroes