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)
![]() |
Falchion (Refined) | A | Distant Counter |
|---|---|---|---|
![]() |
Reciprocal Aid Alternate: Ardent Sacrifice |
B | Quick Riposte 3 Alternate: Quick Riposte 2 |
![]() |
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)
![]() |
Falchion (Refined) | A | Steady Breath |
|---|---|---|---|
![]() |
Reciprocal Aid Alternate: Ardent Sacrifice |
B | Quick Riposte 3 Alternate: Swordbreaker 3 |
![]() |
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)
![]() |
Falchion (Refined) | A | Fury 3 |
|---|---|---|---|
![]() |
Reciprocal Aid Alternate: Ardent Sacrifice |
B | Renewal 3 |
![]() |
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.
![]() |
Falchion | A | Fury 3 |
|---|---|---|---|
![]() |
Reciprocal Aid | B | Drag Back |
![]() |
Moonbow | C | Drive Spd 2 |
| S | Close Def 3 | ||
Fury 3 helps him lose HP then recovers with renewal 3(in his falchion) and use reciprocal aid to heal and ally.
Falchion (REFINE) His refine helps him buff allies within 2 spaces 2+ in each stat which makes him into a good healing bot and buff bot which makes him a good support unit
Just because he is a good buff/heal bot those not mean he can't be used offensively. Because his offensive stats are pretty good of 54/38 with fury 3.
Drag back helps so that if he defeats a enemy he can gets out of the range of any enemy but it can also be used to drag a enemy back and then have a ally to finish off the enemy
Close Def 3 Seal helps him survive against physical attacks but also attacks from dragons if he is attacked by any dragon and then he can finish off the enemy taking less damage then usual.
Drive Skills depending on the team i use Drive Spd/Atk/Def/Res helps him boost one stat depending on the team i use.
![]() |
Falchion | A | Distant Counter |
|---|---|---|---|
![]() |
Reposition | B | Vantage 3 |
![]() |
Moonbow | C | Breath of Life 3 |
| S | Resistance +3 | ||
With Falcion +Res and Res 3 seal, Marth is becoming a threat to mages. He can currently surrive all mages. He also has Fury 3, Renewal 3, Breath of Life, Poison Strike (seal), Ardent Sacrifice and Aether for TT.
![]() |
Falchion (Refined) | A | Fury 3 |
|---|---|---|---|
![]() |
Rally Def/Res | B | Drag Back |
![]() |
Moonbow | C | Drive Res 2 |
| S | Drive Def 2 | ||
Dragon Supporter (Arena Defense) - CHEAP & EASY!
Preferred Boon - Speed
Preferred Bane - Res
With Marth's Falchion refine, he becomes a walking buff machine of +2Atk/+2Spd/+5Def/+5Res with this build. This makes him quite useful in arena defense, particularly when paired with other Infantry units who are more likely to stay near his 2-space buff radius. The buffs are unaffected by Panic Ploy which is also useful. While one could argue that an additional emblem buff would be better than Marth, he has the advantage of being fairly non-threatening if set as a defense team leader. He is particularly useful if your other 3 units are high merge, since his buffs improve them even further for little investment. His Falchion and high speed are also a legitimate threat against any dragon units, which are quite common in arena. Lastly, he is better than a dancer if your whole team is an enemy-phase team, since you do not want your units to be attacking first.
Fury 3 is a solid skill focused on keeping Marth alive for at least one hit. The +3 Speed from Fury is quite noteworthy on Marth's 34 (37 with boon) Speed stat, so there is little reason to take much else in the A slot.
Drag Back is the perfect option for messing with people in arena. It will move the enemy one space closer to your allies, and pull Marth back into the team so he can keep his buffs active. Even if Marth is horribly murdered from attacking an Effie, he will still pull her towards the team after he dies, which is a key advantage to this skill in the hands of the AI.
Dual defensive drives in the C and S slots are essential for turning enemy-phase dragons into unkillable monsters.
Rally Def Res is very important, because the AI will use this instead of suiciding into a blue unit, if a blue unit comes into range of Marth and Marth has an ally nearby.
The special on Marth does not matter, but we take Moonbow to help him get cheese kills when attacking thanks to his decent Speed, and to put a dent in armored foes. This will make him even more dangerous against dragons, who are very slow and will get doubled.
![]() |
Falchion | A | Fury 3 |
|---|---|---|---|
![]() |
Rally Def/Res | B | Renewal 3 |
![]() |
Luna | C | Drive Res 2 |
| S | Drive Def 2 | ||
+ATK/-RES Marth +2 merge:
Pretty standard Falchion user build but with emphasis on ally support thanks to Marth's special refinement, which grants +2 Atk/Spd/Def/Res to allies within 2 spaces.
With the special refinement + Rally Def/Res + Drive Res 2 (C-skill) + Drive Def 2 (seal), Marth can potentially boost an ally's def/res by a whopping 8.
This is a great enemy phase support build and can work on a number of mixed teams.
If a Drive Spd or Atk seal ever comes out, you could opt for a more offensive minded overdrive support.
![]() |
Falchion (Refined) | A | Distant Counter |
|---|---|---|---|
![]() |
Reciprocal Aid | B | Quick Riposte 3 |
![]() |
Luna | C | Drive Spd 2 |
| S | Distant Def 3 | ||
This is shown as Marth's optimal build, and I agree with that. However, I'm going to give my thoughts on why I think so, and any alternative skills you can use.
First off, I personally don't use Marth as a buffbot, and prefer that the hero king stands as a solid unit on his own combat wise as well. He has a well-rounded stat spread, so specializing him for something such as a strictly offensive build with life and death as opposed to an all-rounder support hybrid is sort of a waste in my opinion, as he will have to sacrafice his high defense and average resistance for offensive capabilities, when fury could round his stats better.
Ivs: +Spd, -Res/Hp- Getting to the build, +spd -res are chosen for his ivs as his speed is already fairly high, allowing him to ensure more doubles and to avoid receiving them. His resistance is around average, sitting at 23, so losing 3 shouldn't affect him much. -hp may also be chosen, as the damage he takes from mages and dragons will be reduced by 3 points, however it should be noted that he takes -4 in this stat with a bane, so -res is generally better.
Weapon: Falchion (+Eff)- His unique refine doesn't do too much for him as a combat unit, which is why people overlooked it at first. However, it gives him +3 hp, renewal 3, and a drive spectrum skill that provides +2 atk/spd/def/res to all allies within 2 spaces of him. This is very useful, and also means that his renewal will be more reliable and he can switch hp with allies using reciprocal aid or share 10hp with ardent sacrifice, and gain it back easier.
Assist: Reciprocal Aid/Ardent Sacrifice/Any Double Rally- Going back a bit to him having reciprocal aid or ardent sacrafice, having renewal 3 helps him better manage his hp gain, with the former letting him switch around hp as needed in case he or another ally needs to have more hp to ensure they can safely engage in combat, and the latter letting him give small amounts of hp to an ally and regaining it back with renewal 3 from his weapon. A double rally skill may also be used to increase arena score and further increase his buffing potential.
Special: Luna/Moonbow/Aether- Luna is highly recommended as he will probably do well against greens, and this skill can ensure victory over green or red physical units with high defense, or KOing a dangerous ranged unit that could pose as a threat to him or your team, as Luna should be ready after a single round of combat, assuming said round is 3 turns long. Moonbow can be taken to help him finish off units with higher defenses or deal more damage to them in a single round, assuming he doubles. And finally, aether can be taken to both increase arena score, and to let him deal a high amount of damage and heal back what hp he's lost.
A: Distant Counter- A lot of people may be unsure of putting this skill on Marth, however he poses as a surprisingly good candidate of the skill. While many sword units with distant counter weapons exist, Marth has good defense, decent resistance, and enough speed to avoid many doubles, making him a better all-rounder as he is able to defend himself against green and red mages (note: watch out for swordbreaker and doubles from red mages) that he would normally want to stay back from on enemy phase, and even deal with non-brave archers (note: obviously excluding Brave Lyn), although they may be very uncommon in the arena.
B: Quick Riposte 3/Renewal 3/Swordbreaker 3- Quick Riposte is a great skill for most enemy phase units with distant counter, since many units in the arena are speedy and may survive a hit from the hero king, and possibly even retaliate with a lethal special. Since 37 speed isn't enough to double consistently, but enough to avoid a huge amount of units from doubling him, QR is a great skill to equip on Marth. Renewal 3 can be taken to restore 20 hp every 2 turns, which is insane, and helps his potential of regaining health and getting back into combat, or being a pseudo healer. Swordbreaker 3 can also be chosen due to popular speedy sword units in the arena such as Ayra and Mia, who may be able to take out the poor hero king out on enemy phase due to sheer offensive power and speed.
C: Drive Spd 3/Drive Atk 3/Drive Def 3/Drive Res 3/Varies on Team- His C skill is self explanatory, it adds +3 to stack with one of the stats from his drive spectrum ability for increased support capability. This skill is up to the player's preference and team's needs.
Seal: Distant Defense 3- While 29 defense is solid, it could still be better, and 20-23 res (depending on ivs) is rather low. This seal adds +6 def/res when a ranged enemy attacks him, meaning he will have 35 defense and 26-29 res (depending on ivs) on enemy phase against ranged units. This is much better, and he will be able to handle most ranged units well, aside from blue mages and most, if not all, brave users.
This is my build for Marth, and my thoughts on it. For anyone who is looking to use the hero king, I hope this guide helps you in building him well. :)
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
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes