Table of Contents
- Default
- Attack
- Special
- Injured
| Masked Marth - Enigmatic Blade |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 19 | 8 | 10 | 6 | 4 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 43 | 34 | 36 | 25 | 19 |
| High |
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 |
|---|---|---|---|---|
This unit has no access to IVs.
Skill Sets
Awakened Blade (Generalist Masked Marth)
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Falchion (Awakening) (Refined) | A | Distant Counter Alternate: Fury 3 |
|---|---|---|---|
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Reciprocal Aid Alternate: Reposition |
B | Quick Riposte 3 Alternate: Renewal 3 |
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Aether | C | Drive Spd 2 Alternate: Hone Spd 3 |
| SP | 2,545 | S | Distant Def 3 |
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Weapon: Falchion (+Eff)
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Assist: Reciprocal Aid / Ardent Sacrifice / Reposition
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Special: Aether / Luna / Moonbow
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Passive A: Distant Counter / Steady Breath / Fury 3
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Passive B: Quick Riposte 3 / Swordbreaker 3 / Renewal 3
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Passive C: Drive Speed 2 / Hone Speed 3 / Hone Attack 3
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Sacred Seal: Distant Defense 3 / Close Defense 3 / Quick Riposte 3
Masked Marth’s refined effect on Falchion solves a lot of her problems in term of stat spread. It makes her tankier and more well-rounded in both Player Phase and Enemy Phase, allowing her to be a good generalist Sword unit that can fill several roles.
Reciprocal Aid / Ardent Sacrifice synergizes well with Falchion, allowing Masked Marth to not only serve as a combatant but also support her allies in term of HP management, especially in situations like Tempest Trials or when one of her teammates has to tank several units of the same color in the Arena. Renewal could also be run as an optional B slot for Masked Marth to make her self-healing better and allow her to keep all her teammates healthy. If HP management is not necessary for the team, simply picking up Reposition will help the team a lot in term of positioning.
Her weapon effect synergizes quite well with the Distant Counter skill + Distant Defense seal, making her bulkier than before against mages and archers. Her speed threshold allows her to avoid being doubled by most ranged threats and, when combined with Quick Riposte, it allows her to safely dispatch most of them with ease. Do note that Armor Mages and Halloween Jakob with Bold Fighter can still double her regardless of SPD. A Breaker skill like Swordbreaker or Tomebreaker can help her secure matchups against troublesome enemies like Bold Fighter Zelgius or Bold Fighter Winter Tharja.
Another way to go with Masked Marth is to forego her ability to counter ranged units, which is perfectly reasonable as she cannot counter Brave Lyn -- the most popular Bow user -- regardless of build, and Green Mages are at the moment not influential in Arena. If that’s the case, Masked Marth would appreciate skills that improve her melee combat ability. Steady Breath + Quick Riposte is easily one of the best skill combinations for this purpose, synergizing with Falchion’s effect and Aether to make her a self-sustaining duelist.
Alternatives to Steady Breath are Atk Spd Bond (or any other Bond skills) which also synergize with Falchion’s effect, and other similar choices like Close Defense (better against Manaketes), or Fury (budget option).
Fate Changer (Offensive Masked Marth)
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Falchion (Awakening) (Refined) | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Reciprocal Aid Alternate: Reposition |
B | Wrath 3 Alternate: Swordbreaker 3 |
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Luna Alternate: Glimmer |
C | Drive Spd 2 Alternate: Hone Spd 3 |
| SP | 2,205 | S | Heavy Blade 3 |
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Weapon: Falchion (+Eff)
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Assist: Reciprocal Aid / Ardent Sacrifice / Reposition
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Special: Luna / Moonbow / Glimmer
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Passive A: Swift Sparrow / Fury / Atk Spd Bond
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Passive B: Wrath / Swordbreaker / Renewal
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Passive C: Drive Speed / Hone Speed / Threaten Speed
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Sacred Seal: Heavy Blade / Speed +3 / Attack +3
A more offensive approach to Masked Marth. Thanks to her amazing base offensive stat spread and Falchion, she can be a great Player Phase oriented unit. While it is harder to utilize Falchion’s Bond effect in Player Phase compared to Enemy Phase, Masked Marth can deal devastating damage with the Luna + Heavy Blade + Swift Sparrow combo, allowing her to dispatch many units with ease upon initiation.
Other options to Swift Sparrow include Fury for more bulkiness and a general stat boost, Life and Death for more Attack / Speed at the cost of some bulk, and Atk Spd Bond which is also quite powerful for Enemy Phase as well.
Wrath is the best offensive B slot in the game at the moment, and is extremely potent in the hands of a fast sweeper like Masked Marth. With Falchion’s recovery, Reciprocal Aid, and Wrath, Masked Marth can have very easy time managing her own HP and special cooldown in order to best pick her engagement.
A more budget option is Swordbreaker, due to how popular fast and hard hitting sword units like Ayra, Mia, and Zelgius are in Arena. It also allows her to win mirror matchups and outduel other Swordbreaker holders with lower Speed than her. Last but not least, Renewal is a good budget option to keep her healthy alongside with Falchion's effect, and gives her more utility as a combat medic.
Introduction
A recurring character of the Tempest Trials, Masked Marth is essentially a Neutral Boon/Bane Lucina. This makes her an overall worse unit due to lack of ability to customize her in terms of stats. That being said, she is still useful thanks to her coming at 5 star rarity from Tempest Trial Rewards, possessing the Falchion blade, and showing a great statline. Similar to her less enigmatic variant, Masked Marth is often deployed as a speedy bruiser for the Arena whose build is effective in the areas of Player Phase, Enemy Phase, and sustainability. She is also a great combat medic with the Falchion + Renewal combo, and therefore can be extremely helpful in Tempest Trials or Chain Challenges.
Strengths
Possessing Falchion
Falchion provides Masked Marth the niche of Dragon killing, which is extremely relevant in current Arena. This allows her to even take on Blue Manaketes like Nowi, Female Corrin, or Ninian.
The Renewal effect on Falchion makes Masked Marth well-suited for long challenges or drawn out battles, and also gives her the niche of serving as a combat medic as well.
Once refined, Falchion provides her with a whopping +4 to all stats when standing next to an ally, vastly improving her combat potential.
Great Offensive Stat Spread
34 base ATK with Refined Falchion allows Masked Marth to hit like a truck, and is capable of dispatching most units through doubling.
36 base SPD is enough to bypass the most common Speed tier in Arena, especially when utilized with her Refined Falchion’s effect. Masked Marth is extremely hard to double if used properly and will regularly double the majority of common Arena threats.
Weaknesses
Poor Resistance Stat
Base 19 RES is not something you want when fighting Manaketes, and Masked Marth in general is very vulnerable to magic attacks, even with Falchion.
Poor RES also means Masked Marth is easily susceptible to Ploy skills, and must take extra care to not get debuffed by enemies.
Mediocre Defense Stats
25 DEF at neutral is not stellar, although it can be bolstered by Falchion.
While it is by no means terrible, Masked Marth will take heavy damage from physical Brave weapons due to her DEF stat. She will have to rely on skills like Close or Distant Defense to mitigate damage dealt to her.
Lack of Access to IVs and Conventional Mergeability
Being a Tempest Trial Reward Unit, Masked Marth comes at Neutral IVs and cannot get Boon/Bane. This limits her potential for customization and harms some of her matchups -- the additional points in SPD are crucial for a unit of her SPD range.
She also has limited availability and getting new copies of her is completely dependent on Tempest Trials, making her somewhat of a sub-optimal choice for an Arena core.
Team Options
Counters
Masked Marth in general will struggle against magic attacks. She particularly has troubles with Blue and Red mages as she gets no damage reduction against those types of magic. She is also not particularly amazing against physically bulky Blue units aside from Manaketes. Her DEF is also not particularly high and many units with Brave weapons can take her down on initiation.
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Reinhardt, Linde, Delthea, Summer Corrin, L’arachel - Strong Blue magic users that can tear through Masked Marth's pitiful RES in one fell swoop.
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Winter Robin, Effie, Lukas, Shiro, Nephenee, Fjorm - Physically bulky blue that can take Masked Marth's attacks and KO her on retaliation.
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Est, Tana, Cordelia, Ephraim - High damage physical blues that can one round Masked Marth on initiation.
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Falchion | A | Heavy Blade 3 |
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Reciprocal Aid | B | Vantage 3 |
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Aether | C | Threaten Spd 3 |
| S | HP +4 | ||
I HATED the IV's I got on my Ike (they were like +RES/-SPD) and I was unsatisfied leaving Heavy Blade on such trash... Also, seeing as I'm not a mega-whale this is the best I can do to make my TT runs a bit easier + Masked Marth is cool :D
Masked Marth at +3 merge gets 51 ATK and 37 SPD, and those are the only stats that matter.
I've been struggling with making Heavy Blade/Masked Marth work for months and I believe the answer is to always run her with Vantage and Threaten SPD 3.
Her speed is high... but also low among top tiers, and the most important aspect of this builds game is, "you. need. to. double."
So-- what you do is, you just let her shlice at everything in front of her with calculated disregard. She gets a +2 proc to the Aether charge when SHE attacks, so Vantage will help get you those charges and improve her survivability. Then you start your turn off making all the baddies SPD drop 5, and if you haven't charged Aether during the initial attack and counter-attack you'll have it now.
Masked Marth doesn't really die to anything but Blue's and Brave Wep. users so stay out of their ranges.
She also works superb with a Hone ATK and some help from her Dancer pals.
-- Thats her aggressive side, and apart from that she works just like a typical Medic unit.
This isn't for everyone because it means eating an Ike, but if you've got him with bad IV's, and you've got the feathers you can give this a shot :)
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Falchion | A | Fury 3 |
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Reciprocal Aid | B | Renewal 3 |
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Luna | C | Hone Atk 3 |
| S | HP +5 | ||
This unit cannot have a Boon/Bane as it is obtained from TT through scoring
For passives, Fury is a boost in all stats for the cost of taking damage after combat. Since renewal and Falchion both have healing passives, it allows Marth to stay alive and even aid allies with reciprocal aid. For C slot Hone Atk can be deemed useful as it boosts allies attack at the start of each turn if they are adjacent to each other. As for special, Luna can be taken for offensive maneuvers or miracle on defense to survive OHKO's from blues
For seal slot, a +hp seal can be used for sustain and easier for swapping hp with higher hp units or a +speed seal can be used to double against slower units or prevent doubling from faster units.
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Falchion | A | Darting Blow 3 |
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Reciprocal Aid | B | Renewal 3 |
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Luna | C | Hone Spd 3 |
This Masked Marth is to be used as a healer. The falchion along with renewal keeps a consistent heal on Marth, while reciporcal aid swaps the health to heal an ally. Darting blow to almost Garuntee a double and along with healing, hone speed gives your allies a speed boost.
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Falchion | A | Life and Death 3 |
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Swap | B | Vantage 3 |
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Aether | C | Sword Experience 3 |
| S | Attack +1 | ||
Masked Marth Big Status are atack and speed so i decided to make this build that makes him an counter unit,because using vantage he will atack first at Hp 75> and with his other two skills Life and death will make him stronger and Aether will regen his life and decrease enemy status so this will make him stay mire time on the BatleCamp.
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Falchion | A | HP +5 |
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Reciprocal Aid | B | Renewal 3 |
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Pavise | C | Breath of Life 3 |
Though Falchion users are prominent, some people just have never been able to gain access to one. With Maskcina's release, it's become very easy for free players to set up this hero despite her lack of skills. This guide is built to offer advice for players to set up this unit with minimal investment.
The set as listed above can be built at a lower potency with the following heroes:
Donnel (Reciprocal Aid, HP +3, HP +4)
Lissa (Renewal 1, 2)
Felicia (Breath of Life 1, 2, 3)
Corrin F: Dragon Gaze, Draconic Aura
Draug/Gwendolyn (Buckler, Escutcheon/Pavise)
> HP +4 comes free off of a 3 star Donnel, along with Reciprocal Aid. This gives her enough HP to heal any non-armor unit without an HP boon or a tempest boost to maximum health, and allows her to heal herself up as well in a situation where she's needed in a fight over another teammate.
> Renewal 2 comes free off of a 4 star Lissa and is actually personally what I prefer over Renewal 3 in most scenarios as is. Because you still heal 20 HP every three turns-which means if you time the battles right, Maskcina can take damage and heal back to full easily instead of healing smaller amounts at times it may not even be needed. It also means if you end a map on turn 4 of a chain map, Maskcina will get 20 HP, then heal 20 HP at the start of the next map.
> Breath of Life 3 comes free off a 4 star Felicia, but any C slot is fine-this just makes you able to potentially heal allies without the use of Reciprocal Aid. Hone or Spur skills are alternatives you can use instead if you desire as they can close gaps that are vital to clearing maps fast in Tempest Trials.
> For a special, Draconic Aura is a good offensive skill as it deals a guaranteed 15 damage to an enemy when it goes off. Glimmer or Astra are the only other alternatives for her to use otherwise.
> If you want Maskcina to tank and survive however, Escutcheon or Pavise are preferred options and easily come from Draug and Gwendolyn respectively at 4 star-though I prefer this on a normal Marth due to the reduced defenses. I prefer Pavise due to her ability to consistently follow-up and her lower defenses.
> Miracle is also a special that can be used, but has a much higher cooldown and doesn't contribute as much as the above listed specials.
For Seals, you can use anything you want, but the two suggested seals are HP +3 and Breath of Life 1.
> HP +3 can boost Maskcina's HP ceiling up higher to fix up bulkier units (up to 51 HP unmerged) and is the easiest seal to access for most players.
> Breath of Life can be stacked with Breath of Life 3 to heal 10 HP, allowing you to heal nearby allies without the need of Reciprocal Aid.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
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100 | 1 | 8 |
| Learns by default at 4 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Other Info
| Origin |
Fire Emblem: Awakening
|
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Banners Featured In
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