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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Rally Atk/Spd | B | Renewal 3 |
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Aether | C | Drive Spd 2 |
| S | Drive Def 2 | ||
Note: This build uses Marth's new Falchion upgrade
With the new weapon refinery effect to his Falchion, Marth decided to take up arms and stick it to his descendant Lucina, more specifically her CYL variant. His new Falchion upgrade essentially gives a drive spectrum of +2 to every stat to all allies within two spaces.
While this doesn't do much for him as a combat unit, this allows Marth to instead serve as a reliable support unit, with blade tome users being the only allies he cannot boost as effectively as others. With the addition of Drive Spd and the Drive Def seal, Marth is able to supply allies with +2 atk, +5 spd, +5 defense and +2 res to boost their offense and defense. This can be furthered by giving Marth a dual rally to boost offense or defense depending on player preference, while also adding to arena score.
His skillset is otherwise standard: Fury to give more power and bulk, Renewal to heal up and stay healthy, and virtually any applicable special will do, whether for score or otherwise.
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Falchion (Refined) | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid | B | Renewal 3 |
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Bonfire | C | Drive Atk 2 |
| S | Drive Def 2 | ||
Marth's Falchion refine encourages him to play in a more supportive role. Drive Spectrum grants +2 to all stats to allies within 2 spaces of him. C slot is practically customizable with the use of any of the three Drive skills; atk, spd or res while his Seal slot is taken up by Drive Def 2.
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Falchion | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid | B | Renewal 3 |
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Luna | C | Drive Spd 2 |
5* +4
It's been so long since I started him I forget what his boon and bane are, I think it's +SPD/-RES but I'm not 100% sure.
Currently use him as the Sword of choice in my main Infantry team, surprisingly bulky, hits hard and can heal.
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Falchion | A | Swift Sparrow 2 |
|---|---|---|---|
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Reciprocal Aid | B | Renewal 3 |
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Moonbow | C | Threaten Def 3 |
| S | Speed +1 | ||
This Marth build is a very good support build that not only can be the front line and kill lots of units, but also heal his allies.
Running a Spd boon on him, with the help of the Type A Passive Swift Sparrow and Speed Seal, allows him to double enemies and lets him have a higher probability from getting doubled by enemies. With that said, using Fury instead of the rare skill Swift Sparrow is also a good substitute as it will give him the permanent boost of +3 on all stats but HP with the loss of 1 point on both Atk and Spd and getting hurt 6 HP per battle. Having a bane on Res is a sacrifice that he can take because he does a lot of melee ranged fights and the only melee ranged fights that are magical attacks come from Dragons, which is usually solved with his weapon Falchion that he already comes with.
Falchion is a legendary weapon that has the highest Mt that the game offers. This weapon, with the help of the Type B Passive Renewal, lets him heal 20 points at the start of each battle and 10 points every turn divisible by 2 and 3 turns. That means he heals 20 points every turn divisible by 6. Since he has that healing factor, using him on Tempest Trials equipped with the Assist Skill Reciprocal Aid allows him to heal others.
The special to have on him is the standard Moonbow so that he can lay out more damage at low cooldown of 2. If you would rather do more damage at a slightly higher cooldown of 3, Luna is also a viable option.
Type C Passive is pretty flexible depending on your team composition, but I like to run either Threaten Def or Threaten Spd. I usually run Threaten Def more than Threaten Spd for the fact that lowering defense is less situational and will always help where lowering speed is more situational in cases where the unit he's attacking can still either outspeed or not enough to double.
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Falchion | A | Fortress Def 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Renewal 3 |
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Bonfire | C | Hone Spd 3 |
| S | Hardy Bearing 2 | ||
Tanky Healer
I originally got my marth with this stat line back in april. At the time i couldnt be picky because i was and still am a ftp player. Now with all the abilities i have access to Marth now works as a staple unit on my team. He is a tanky healer like the title says, hardy bearing allows him to fight most enemies without worry of quick riposte or vantage. Which allows him to easily take care of hector and a few other higher tier units easier; such as minerva or ryoma. His spd is still serviceable and allows him to double slower units while preventing him from being doubled by units with average spd. For the most part he can deal with every green unit and most red physical units. He can only take a hit or two from red mages and is completely ruined by blue mages but its not his job to fight them so I recommend having another unit to specifically counter mages, such as Felicia, Linde, or Deirdre. Mainly he will act as a wall for your more frail units and heal those who need it. He is especially good at tempest trials since he heals by 20 hp at the start of every round. The c skill can be changed to whatever works for your team. Anyways the point is that now with all the seals and skills you can make use of units even if they have bad ivs
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

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