Articles about Alfonse |
Main • Lif • Dragalia Lost |
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“ | I have already infiltrated your realm. I will learn how to defeat you. That knowledge lurks here, somewhere... And I need not seek you out once I find it. After nine days pass, you will appear before me again. So lay your curse upon me, Hel, ruler of the dead. I will accept it- happily. Because it means that it is your life that will end in nine days' time. | „ |
~ Alfonse to Hel after she attempts to curse him a second time |

“ | I am Alfonse, Prince of Askr. Please... Let's talk about something besides this costume. What do you say? | „ |
~ Alfonse: Spring Prince's Summoning Quote |
Summary
Alfonse is a protagonist in Fire Emblem Heroes. He is the prince of the Askran Kingdom, and a member of the Order of Heroes, a team of people working to defend Askr from the Emblian Empire, and threats from other worlds. He is the older brother of Sharena, and friends with Zacharias, a former member of the Order of Heroes. He is a kind and serious man, who is eager to maintain peace. He hopes to one day live up to his father, Gustav, and bring peace to Askr.
Powers and Stats
Tier: 1-C, higher with a Weapon Refine | 1-C, higher with a Weapon Refine | 1-C, higher with a Weapon Refine | 1-C, higher with a Weapon Refine
Key: Book I | Book II | Book III-VI | Book VII+
Name: Alfonse
Origin: Fire Emblem
Gender: Male
Age: Late teens to early adulthood
Classification: Prince of Askr
Powers and Abilities:
Abilities:
- Superhuman Physical Characteristics
- Weapon Mastery (Of Swords)
- Genius Intelligence
- Self Healing (via Sol)
- Statistics Amplification (Fólkvangr increases his strength if his HP is ≤ 50%)
- Portal Creation (All of Askran Royalty can create portals to other worlds)
- Likely Law Manipulation, Fate Manipulation and Mind Manipulation (Líf is capable of creating Contracts, which makes it impossible for beings to disobey their master, and can be put under control at any time.[1] Contracts also bind beings by fate, and can alter their destiny.[2] As he and Líf are the same person, he should be capable of creating Contracts. However, he has yet to display this ability)
- Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis)
- Minor Aura (Weapon Refines cause the user to glow)
- Possibly Invulnerability Negation (Can damage characters like The Black Knight or Ashera who are invulnerable to any weapons non blessed by the goddesses)
With Sacred Seals:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely)
- Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly)
- Healing (via Mystic Boost, and Breath of Life)
- Regeneration (Low-Mid. Renewal passively heals Alfonse, which can heal stab wounds through the torso[3])
- Can prevent opponents from moving through spaces near him via Obstruct,
- Can passively convert the foe's bonuses into penalties via Panic Ploy
- Poison Manipulation (via Poison Strike)
- Power Bestowal (via Close Guard)
Resistances:
- Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[4])
- Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos.[5] The Tempest distorts space-time, causality,[6] and reality[7])
- Possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes.[8] Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind),
- Possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will,[9] making it impossible to opose her)
- Soul Manipulation (Can survive Surtr's flames, which burns the soul.[10] Characters in Fire Emblem can consistently survive without their souls, albeit while being reduced to a husk personality wise)
- Magic (Via the resistance to magic stat directly stated to exist like here)
Abilities: Same as before
- Limited Fate Manipulation (While under Hel's curse, Alfonse cannot die for 9 days. Though after the 9 days are up, Alfonse will be killed by Hel[11])
Resistances: Same as before
Weapons:
- Effective Damage (Against Armor, Cavalry, and green Units)
- Power Nullification (Can nullify an enemy's bonuses to certain stats. Can prevent the enemy from making follow-up attacks, and counterattacking)
Skills/Specials/Assists:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely. Capable of also doubling said amplifications)
- Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly)
- Damage Boost (Has various specials that boosts his damage)
- Status Effect Inducement
- Can counterattack regardless of range via Distant Counter
- Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent his own)
- Limited Teleportation (Can instantly move next to an ally when he, or the ally is injured via Escape Route, and Wings of Mercy)
- Damage Reduction (Has various skills and specials that passively reduces the damage he receives)
- Enhanced Healing
- Poison Manipulation (via Poison Strike)
- Enhanced Regeneration (Low-Mid. via Renewal)
- Empowerment (via Vantage)
- Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke
- Can convert his allies penalties into bonuses via Harsh Command+
- Regeneration Negation (via Fatal Smoke)
- Fire Manipulation
- Ice Manipulation
- Light Manipulation
- Electricity Manipulation
- Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability)
- Can always survive with 1 HP via Miracle
Abilities:
- Superhuman Physical Characteristics
- Weapon Mastery (Of Swords, and Axes)
- Genius Intelligence
- Damage Boost (Giant Spoon+ deals +10 damage upon activating a Special)
- Statistics Amplification (via Death Blow, Spur Atk, and Sturdy Blow)
- Statistics Reduction (via Def Smoke)
- Self Healing (via Sol, and Noontime)
- Likely Law Manipulation, Fate Manipulation and Mind Manipulation (Líf is capable of creating Contracts, which makes it impossible for beings to disobey their master, and can be put under control at any time.[1] Contracts also bind beings by fate, and can alter their destiny.[2] As he and Líf are the same person, he should be capable of creating Contracts. However, he has yet to display this ability)
- Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis)
- Minor Aura (Weapon Refines cause the user to glow)
- Possibly Invulnerability Negation (Can damage characters like The Black Knight or Ashera who are invulnerable to any weapons non blessed by the goddesses)
With Sacred Seals:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely)
- Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly)
- Healing (via Mystic Boost, and Breath of Life)
- Regeneration (Low-Mid. Renewal passively heals Alfonse, which can heal stab wounds through the torso[3])
- Can prevent opponents from moving through spaces near him via Obstruct
- Can passively convert the foe's bonuses into penalties via Panic Ploy
- Poison Manipulation (via Poison Strike)
- Power Bestowal (via Infantry Rush, and Close Guard)
Resistances:
- Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[4])
- Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos.[5] The Tempest distorts space-time, causality,[6] and reality[7])
- Possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes.[8] Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind),
- Possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will,[9] making it impossible to opose her)
- Soul Manipulation (Can survive Surtr's flames, which burns the soul.[10] Characters in Fire Emblem can consistently survive without their souls, albeit while being reduced to a husk personality wise)
- Magic (Via the resistance to magic stat directly stated to exist like here)
Weapons:
- Effective Damage (Against Armor, Cavalry and blue Units)
- Power Nullification (Can nullify an enemy's bonuses to certain stats. Can prevent the enemy from making follow-up attacks, and counterattacking)
Skills/Specials/Assists:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely)
- Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly) *
- Damage Boost (Has various specials that boosts his damage)
- Status Effect Inducement
- Can counterattack regardless of range via Distant Counter
- Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent his own)
- Damage Reduction (Has various skills and specials that passively reduces the damage he receives)
- Enhanced Healing
- Poison Manipulation (via Poison Strike)
- Enhanced Regeneration (Low-Mid. via Renewal)
- Empowerment (via Vantage)
- Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke
- Can convert his allies penalties into bonuses via Harsh Command+
- Regeneration Negation (via Fatal Smoke)
- Fire Manipulation
- Ice Manipulation
- Light Manipulation
- Electricity Manipulation
- Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability)
- Can always survive with 1 HP via Miracle
Abilities:
- Superhuman Physical Characteristics
- Weapon Mastery (Of Swords, Tomes, and Lances)
- Genius Intelligence
- Magic and Durability Negation (Magic completely bypasses[12] physical defenses such as armor,[13] or thick hides[14])
- Light Manipulation (via Shine)
- Damage Boost and Self Healing (via Sol, and Open the Future)
- Statistics Amplification (Has various passives and abilities that increase their statistics)
- Portal Creation (All of Askran Royalty can create portals to other worlds)
- Likely Law Manipulation, Fate Manipulation and Mind Manipulation (Líf is capable of creating Contracts, which makes it impossible for beings to disobey their master, and can be put under control at any time.[1] Contracts also bind beings by fate, and can alter their destiny.[2] As he and Líf are the same person, he should be capable of creating Contracts. However, he has yet to display this ability)
- Power Nullification (Imbued Koma makes foes unable to make follow-up attacks)
- Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis)
- Possibly Invulnerability Negation (Can damage characters like The Black Knight or Ashera who are invulnerable to any weapons non blessed by the goddesses)
With Sacred Seals:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely)
- Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly)
- Healing (via Mystic Boost, and Breath of Life)
- Regeneration (Low-Mid. Renewal passively heals both of them, which can heal stab wounds through the torso[3])
- Can prevent opponents from moving through spaces near them via Obstruct
- Can passively convert the foe's bonuses into penalties via Panic Ploy
- Poison Manipulation (via Poison Strike)
- Power Bestowal (via Infantry Rush, and Close Guard)
Resistances:
- Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[4])
- Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos.[5] The Tempest distorts space-time, causality,[6] and reality[7])
- Possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes.[8] Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind),
- Possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will,[9] making it impossible to opose her)
- Soul Manipulation (Can survive Surtr's flames, which burns the soul.[10] Characters in Fire Emblem can consistently survive without their souls, albeit while being reduced to a husk personality wise)
- Magic (Via the resistance to magic stat directly stated to exist like here)
Weapons:
- Weapon Creation (via Blárblade+)
- Animal Manipulation (Can summon various magical animals with tomes such as Blárfox+ and Blárowl+)
- Effective Damage (Against Cavalry Units)
- Water Manipulation (via Sealife Tome+)
- Electricity Manipulation (via Thoron+)
- Danmaku
Skills/Specials/Assists:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely. Capable of also doubling said amplifications)
- Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly)
- Status Effect Inducement
- Can counterattack regardless of range via Close Counter
- Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent their own)
- Damage Reduction (Has various skills and specials that passively reduces the damage they receive)
- Enhanced Healing
- Poison Manipulation (via Poison Strike)
- Enhanced Regeneration (Low-Mid. via Renewal)
- Empowerment (via Vantage)
- Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke
- Can convert their allies penalties into bonuses via Harsh Command+
- Regeneration Negation (via Fatal Smoke)
- Fire Manipulation
- Ice Manipulation
- Light Manipulation
- Electricity Manipulation
- Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability)
- Can always survive with 1 HP via Miracle
Abilities:
- Superhuman Physical Characteristics
- Weapon Mastery (Of Swords, and Tomes)
- Genius Intelligence
- Magic, and Durability Negation (Magic completely bypasses[12] physical defenses such as armor,[13] or thick hides[14])
- Air Manipulation (via Amity Blooms+)
- Self Healing (via Sol)
- Statistics Amplification (Has various passives and abilities that increases his statistics)
- Durability Negation (via Moonbow), Portal Creation (All of Askran Royalty can create portals to other worlds), likely Law Manipulation, Fate Manipulation and Mind Manipulation (Líf is capable of creating Contracts, which makes it impossible for beings to disobey their master, and can be put under control at any time.[1] Contracts also bind beings by fate, and can alter their destiny.[2] As he and Líf are the same person, he should be capable of creating Contracts. However, he has yet to display this ability)
- Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis)
- Possibly Invulnerability Negation (Can damage characters like The Black Knight or Ashera who are invulnerable to any weapons non blessed by the goddesses)
With Sacred Seals:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely)
- Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly)
- Healing (via Mystic Boost, and Breath of Life)
- Regeneration (Low-Mid. Renewal passively heals Alfonse, which can heal stab wounds through the torso[3])
- Can prevent opponents from moving through spaces near him via Obstruct
- Can passively convert the foe's bonuses into penalties via Panic Ploy
- Poison Manipulation (via Poison Strike)
- Power Bestowal (via Infantry Rush, and Close Guard)
Resistances:
- Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[4])
- Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos.[5] The Tempest distorts space-time, causality,[6] and reality[7])
- Possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes.[8] Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind),
- Possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will,[9] making it impossible to opose her)
- Soul Manipulation (Can survive Surtr's flames, which burns the soul.[10] Characters in Fire Emblem can consistently survive without their souls, albeit while being reduced to a husk personality wise)
- Magic (Via the resistance to magic stat directly stated to exist like here)
Weapons:
- Weapon Creation (via Gronnblade+)
- Animal Manipulation (Can summon various magical animals with tomes such as Gronnfox+ and Gronnowl+)
- Effective Damage (Against Cavalry Units)
- Danmaku
Skills/Specials/Assists:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely)
- Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly)
- Status Effect Inducement
- Can counterattack regardless of range via Close Counter
- Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent their own)
- Damage Reduction (Has various skills and specials that passively reduces the damage they receive)
- Enhanced Healing
- Poison Manipulation (via Poison Strike)
- Enhanced Regeneration (Low-Mid. via Renewal)
- Empowerment (via Vantage)
- Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke
- Can convert their allies penalties into bonuses via Harsh Command+
- Regeneration Negation (via Fatal Smoke)
- Fire Manipulation
- Ice Manipulation
- Light Manipulation
- Electricity Manipulation
- Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability)
- Can always survive with 1 HP via Miracle
Attack Potency: Complex Multiverse level ([Note 1]Fought Ike,[15] who was stated to be the strongest hero in all the worlds,[15] placing him well above the likes of Marth, who, as the wielder of the Exalted Falchion, is equal to Naga, who is far stronger than Anankos, a First Dragon, of which a small fraction of their power is capable of causing the Tempest), higher with a Weapon Refine | Complex Multiverse level ([Note 2] Fought Surtr[16]), higher with a Weapon Refine | Complex Multiverse level ([Note 3] Traded blows with Hel, and even overpowered her[17]), higher with a Weapon Refine | Complex Multiverse level ([Note 4] Fought Gullveig, and defeated her, before she rewound time), higher with a Weapon Refine
Speed: Superhuman travel speed with Massively Hypersonic+ combat speed and reactions (Can keep up enemies in Lost Lore, who can dodge lightning attacks), higher with a Weapon Refine | Superhuman travel speed with Massively Hypersonic+ combat speed and reactions, higher with a Weapon Refine | Superhuman travel speed with Massively Hypersonic+ combat speed and reactions, higher with a Weapon Refine | Superhuman travel speed with Massively Hypersonic+ combat speed and reactions, higher with a Weapon Refine
Lifting Strength: Superhuman
Striking Strength: Complex Multiverse level, higher with a Weapon Refine | Complex Multiverse level, higher with a Weapon Refine | Complex Multiverse level, higher with a Weapon Refine | Complex Multiverse level, higher with a Weapon Refine
Durability: Complex Multiverse level, higher with a Weapon Refine | Complex Multiverse level, higher with a Weapon Refine | Complex Multiverse level, higher with a Weapon Refine | Complex Multiverse level, higher with a Weapon Refine
Stamina: Very high
Range: Extended Melee Range range with Swords, Tens of Meters with AoE Specials, Multiversal+ via Portals, Can counterattack regardless of range via Distant Counter | Extended Melee Range range with Axes, Tens of Meters with AoE Specials, Multiversal+ via Portals, Can counterattack regardless of range via Distant/Close Counter | Tens of Meters with Magic and AoE Specials, Multiversal+ via Portals, Can counterattack regardless of range via Distant/Close Counter | Tens of Meters with Magic and AoE Specials, Multiversal+ via Portals, Can counterattack regardless of range via Distant/Close Counter
Intelligence: Genius. He is a very talented swordsman, as well as a great strategist. He was able to plan ahead of time to create a smoke signal to warn a village to evacuate before Surtr attacked them,[18] and successfully created a plan to ambush and capture Laegjarn, one of Múspell's top generals.[19] He intentionally sprung Thrasir's trap knowing that she would come to check it, which gave the Order of Heroes the opportunity to take down one of Hel's top generals.[20] He is very perceptive, as he found out that Loki was impersonating Hríd,[21] figured out Líf's true identity,[22] and predicted the latter's attempt to trap them.[23] He has studied the ancient Askran language, can decipher ancient texts,[24] and is knowledgeable about ancient prophecies.[25] Along with Sharena, he temporarily looked after the Kingdom of Askr's affairs after Queen Henriette was incapacitated.[26]
Weaknesses: Cannot close portals.[27]
Notable Attacks/Techniques:
Base:
- Fólkvangr: Alfonse's personal sword. The stones in the hilt burn like white flames. At start of combat, if unit's HP ≤ 80%, grants Atk/Def+7 during combat. If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%.
- Shield: Alfonse's shield. It is designed after the crest of the Kingdom of Askr.
With Inheritance:
- Armorsmasher+: Effective against armored foes. Neutralizes armored foes' bonuses (from skills like Fortify, Rally, etc.) during combat.
- Bellringer+: When unit deals damage to foe during combat, restores 5 HP to unit. (Triggers even if 0 damage is dealt.)
- Firesweep S+: Unit and foe cannot counterattack. But the effect on the user is negated by Null-C Disrupt.
- Guard Sword+: Inflicts Special cooldown charge -1 on foe per attack during combat, meaning it will take longer for the foe to activate their special attack. (Only highest value applied. Does not stack.)
- Instant Sword+: If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
- Killing Edge+: Accelerates Special trigger, meaning it will take less time to activate the user's special. (cooldown count-1).
- Ninja Katana+: Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
- Unbound Blade+: If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe during combat and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
- Wo Dao+: Deals +10 damage when Special triggers.
- Zanbato+: Effective against cavalry foes.
Base:
N/A
With Inheritance:
- Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
- Reposition: Target ally moves to opposite side of unit.
- Smite: Pushes target ally 2 spaces away.
- Swap: Unit and target ally swap spaces.
Base:
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Spur Atk: Grants Atk+4 to adjacent allies during combat.
With Sacred Seals:
- Armored Blow: If unit initiates combat, grants Def+6 during combat.
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
- Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
- Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
- Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
- Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
- Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
- Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
- Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
- Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
- Infantry Rush: Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
- Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
- Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
- Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
- Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
- Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
- Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
- Renewal: At start of odd-numbered turns, restores 10 HP.
With Inheritance:
- Bonus Doubler: Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
- Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
- Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
- Distant Counter: Unit can counterattack regardless of foe's range.
- Frenzy: If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
- Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
- Deflect Melee: If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%.
- Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
- Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
- Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
- Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
- Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
- Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
- Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
- Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
- Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.
Base:
- Sol: Restores HP = 50% of damage dealt.
With Inheritance:
- Aegis: If foe is 2 spaces from unit, reduces damage from foe's attack by 50%.
- Pavise: Reduces damage from an adjacent foe's attack by 50%.
- Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
- Astra: Boosts damage dealt by 150%.
- Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
- Galeforce: If unit initiates combat, grants unit another action after combat. (Once per turn.)
- Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Base:
- Giant Spoon+: A Giant Spoon carrying a painted egg. Alfonse carries during the Spring Festival. Deals +10 damage when Special triggers.
With Inheritance:
- Carrot Axe+: If unit initiates combat, restores 4 HP after combat.
- Deck Swabber: If unit is not adjacent to an ally, inflicts Atk/Def-5 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat.
- Firesweep Axe+: Unit and foe cannot counterattack. But the effect on the user is negated by Null-C Disrupt.
- Guard Axe+: Inflicts Special cooldown charge -1 on foe per attack during combat, meaning it will take longer for the foe to activate their special attack. (Only highest value applied. Does not stack.)
- Slaying Hammer+: Effective against armored foes.
- Instant Axe+: If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
- Slaying Axe+: Accelerates Special trigger, meaning it will take less time to activate the user's special. (cooldown count-1).
- Legion's Axe: After combat, if unit attacked, converts bonuses on foe into penalties through its next action.
- Ninja Masakari+: Grants Spd+4. Inflicts Def/Res-4. If unit initiates combat, unit attacks twice.
- Poleaxe+: Effective against cavalry foes.
- Springy Axe+: At start of combat, if foe's HP ≥ 75%, grants Atk/Spd+5 to unit and neutralizes unit's penalties to Atk/Spd during combat.
Base:
N/A
With Inheritance:
- Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
- Reposition: Target ally moves to opposite side of unit.
- Smite: Pushes target ally 2 spaces away.
- Swap: Unit and target ally swap spaces.
Base:
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Spur Atk: Grants Atk+4 to adjacent allies during combat.
- Sturdy Blow: If unit initiates combat, grants Atk/Def+4 during combat.
- Def Smoke: Inflicts Def-7 on foes within 2 spaces of target through their next actions after combat.
With Sacred Seals:
- Armored Blow: If unit initiates combat, grants Def+6 during combat.
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
- Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
- Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
- Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
- Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
- Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
- Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
- Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
- Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
- Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
- Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
- Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
- Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
- Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
- Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
- Renewal: At start of odd-numbered turns, restores 10 HP.
With Inheritance:
- Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
- Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
- Distant Counter: Unit can counterattack regardless of foe's range.
- Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
- Deflect Melee: If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%.
- Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
- Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
- Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
- Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
- Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
- Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
- Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
- Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
- Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.
Base:
- Sol: Restores HP = 50% of damage dealt.
- Noontime: Restores HP = 30% of damage dealt.
With Inheritance:
- Aegis: If foe is 2 spaces from unit, reduces damage from foe's attack by 50%.
- Pavise: Reduces damage from an adjacent foe's attack by 50%.
- Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
- Astra: Boosts damage dealt by 150%.
- Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
- Galeforce: If unit initiates combat, grants unit another action after combat. (Once per turn.)
- Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Base:
- Shine: Surrounds the opponent in a bright light, dealing damage.
- Imbued Koma: Tops Alfonse and Sharena carry during the New Year's Festival. Sends waves of light along with envelopes, and fans towards the opponent. Accelerates Special trigger (cooldown count-1). At start of combat, if Special is ready, grants Atk/Spd/Def/Res+5 during combat and foe cannot make a follow-up attack.
With Inheritance:
- Blárblade+: Summons magical swords that fall onto the opponent. Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat.
- Blárfox+: Summons a magical fox that charges the opponent. If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
- Blárowl+: Summons a parliament of magical owls that fly towards the opponent. During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
- Blárserpent+: Summons a giant magical snake from beneath the opponent. If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
- Keen Blárwolf+: Summons a giant magical wolf head that charges the opponent. Effective against cavalry foes.
- Sealife Tome+: Sends a wave of water, and tropical fish towards the opponent. Grants Atk/Spd+1 to allies within 2 spaces during combat.
- Elthunder: Strikes the opponent with a lightning bolt.
- Thoron+: Sends a beam of electricity towards the opponent.
Base:
- Rally Attack: Grants Atk+4 to target ally for 1 turn.
With Inheritance:
- Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
- Reposition: Target ally moves to opposite side of unit.
- Smite: Pushes target ally 2 spaces away.
- Swap: Unit and target ally swap spaces.
Base:
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Spur Atk: Grants Atk+4 to adjacent allies during combat.
- Speed: Grants Spd+3.
- Fortify Def: At start of turn, grants Def+4 to adjacent allies for 1 turn.
- Close Counter: Unit can counterattack regardless of foe's range.
- Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
- Def/Res Oath: At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit for 1 turn.
With Sacred Seals:
- Armored Blow: If unit initiates combat, grants Def+6 during combat.
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
- Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
- Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
- Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
- Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
- Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
- Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
- Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
- Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
- Infantry Rush: Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
- Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
- Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
- Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
- Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
- Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
- Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
- Renewal: At start of odd-numbered turns, restores 10 HP.
With Inheritance:
- Bonus Doubler: Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
- Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
- Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
- Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
- Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
- Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
- Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
- Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
- Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
- Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
- Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
- Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.
Base:
- Sol: Restores HP = 50% of damage dealt.
- Open the Future: Boosts damage by 50% of unit's Def. Restores HP = 25% of damage dealt.
With Inheritance:
- Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
- Astra: Boosts damage dealt by 150%.
- Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
- Galeforce: If unit initiates combat, grants unit another action after combat. (Once per turn.)
- Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Base:
- Amity Blooms+: A vase of flowers Alfonse carries during the Day of Devotion. Summons strong gusts of wind, and flowers on the opponent. If unit is within 2 spaces of an ally, inflicts Atk/Res-5 on foe during combat, and when unit deals damage to foe during combat, restores 4 HP to unit. (Triggers even if 0 damage is dealt.)
With Inheritance:
- Gronnblade+: Summons magical swords that fall onto the opponent. Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat.
- Gronnfox+: Summons a magical fox that charges the opponent. If unit initiates combat, inflicts Atk/Spd/Def/Res-4 on foe during combat.
- Gronnowl+: Summons a parliament of magical owls that fly towards the opponent. During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
- Gronnserpent+: Summons a giant magical snake from beneath the opponent. If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.
- Keen Gronnwolf+: Summons a giant magical wolf head that charges the opponent. Effective against cavalry foes.
Base:
N/A
With Inheritance:
- Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
- Reposition: Target ally moves to opposite side of unit.
- Smite: Pushes target ally 2 spaces away.
- Swap: Unit and target ally swap spaces.
Base:
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Spur Atk: Grants Atk+4 to adjacent allies during combat.
- Def/Res Form: If unit is within 2 spaces of an ally, grants Def/Res+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).
- Bold Fighter: If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)
With Sacred Seals:
- Armored Blow: If unit initiates combat, grants Def+6 during combat.
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
- Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
- Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
- Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
- Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
- Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
- Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
- Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
- Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
- Infantry Rush: Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
- Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
- Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
- Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
- Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
- Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
- Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
- Renewal: At start of odd-numbered turns, restores 10 HP.
With Inheritance:
- Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
- Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
- Close Counter: Unit can counterattack regardless of foe's range.
- Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
- Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
- Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
- Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
- Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
- Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
- Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
- Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
- Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
- Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.
Base:
- Sol: Restores HP = 50% of damage dealt.
- Moonbow: Treats foe's Def/Res as if reduced by 30% during combat.
With Inheritance:
- Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
- Astra: Boosts damage dealt by 150%.
- Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
- Galeforce: If unit initiates combat, grants unit another action after combat. (Once per turn.)
- Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Note: In versus threads, it should be specified which version of Alfonse is being used.
- Alfonse: Askran Duo can only be used in Book II+ keys.
- Alfonse: Uplifting Love can only be used in Book IV+ keys.
Gallery
Notable Matchups
Victories:
Losses:
Inconclusive:
References
- ↑ 1.0 1.1 1.2 1.3 Fire Emblem Heroes - Xenologue 1: Detached Princess
- ↑ 2.0 2.1 2.2 2.3 Fire Emblem Heroes - Tempest Trials: To Die on the Battlefield
- ↑ 3.0 3.1 3.2 3.3 Fire Emblem Fates: Revelation - Chapter 26: The Vallite King
- ↑ 4.0 4.1 4.2 4.3 Fire Emblem Heroes - Book III Movie
- ↑ 5.0 5.1 5.2 5.3 Fire Emblem Heroes - Xenologue 2: The Brink of Chaos
- ↑ 6.0 6.1 6.2 6.3 Fire Emblem Heroes - Tempest Trials: Invisible Ties
- ↑ 7.0 7.1 7.2 7.3 Fire Emblem Heroes - Tempest Trials: Mirage Vortex
- ↑ 8.0 8.1 8.2 8.3 Fire Emblem Heroes - Tempest Trials: Resonating Fangs
- ↑ 9.0 9.1 9.2 9.3 Fire Emblem Heroes: Book III - Chapter 13-1: Obey Me
- ↑ 10.0 10.1 10.2 10.3 Fire Emblem Heroes - Forging Bonds: The Sworn Oath
- ↑ Fire Emblem Heroes: Book III - Chapter 6-3: Death Visits Again
- ↑ 12.0 12.1 Fire Emblem Engage - Chapter 4: A Land in Bloom
- ↑ 13.0 13.1 Fire Emblem: The Sacred Stones - Chapter 4: Ancient Horrors
- ↑ 14.0 14.1 Fire Emblem: The Sacred Stones - Lute/Kyle Support
- ↑ 15.0 15.1 Fire Emblem Heroes: Book I - Chapter 10-1: Radiant Mercenaries
- ↑ Fire Emblem Heroes: Book II - Chapter 13-5: Ruler of Flame
- ↑ Fire Emblem Heroes - Book III Ending Movie
- ↑ Fire Emblem Heroes: Book II - Chapter 4-5: Fiery Resolve
- ↑ Fire Emblem Heroes: Book II - Chapter 6-5: Sheathed Steel
- ↑ Fire Emblem Heroes: Book III - Chapter 10-5: Temple of Blood
- ↑ Fire Emblem Heroes: Book II - Chapter 12-5: The Traitor
- ↑ Fire Emblem Heroes: Book III - Chapter 8-5: Foreboding Words
- ↑ Fire Emblem Heroes: Book III - Chapter 12-1: Sharena's Counterpart
- ↑ Fire Emblem Heroes: Intermission 1 - Awakening Ancient Power
- ↑ Fire Emblem Heroes: Book II - Chapter 1-1: Undying Flame
- ↑ Fire Emblem Heroes: Book V - Chapter 8-2: Odd Wayfarer
- ↑ Fire Emblem Heroes: Prologue Part 1 - Prince with Golden Wings
Discussions
Discussion threads involving Alfonse |