Adjacent

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Units are considered adjacent if they are occupying a tile orthogonally adjacent to each other.

Example[edit | edit source]

The red spaces are adjacent to Anna: Commander Anna: Commander.

Anna Commander Face FC.png

Sources of adjacent[edit | edit source]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Ardent Service+ At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Ardent Service At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Aura If unit initiates combat, restores 5 HP to adjacent allies after combat.
Aversa's Night Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-3 on that foe and bonuses on that foe become penalties through its next action.
Blárowl+ During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Blárowl During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Book of Dreams Grants Atk+3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Book of Shadows Grants Spd+3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res-4 on foe during combat.
Býleistr At start of odd-numbered turns, grants Atk/Spd/Def/Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Cymbeline If unit initiates combat, grants Atk+4 to adjacent allies for 1 turn after combat.
Dancer's Fan+ If unit initiates combat, restores 7 HP to adjacent allies after combat.
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
Dancer's Fan If unit initiates combat, restores 7 HP to adjacent allies after combat.
After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
Dancer's Ring+ If unit initiates combat, restores 7 HP to adjacent allies after combat.
Dancer's Ring If unit initiates combat, restores 7 HP to adjacent allies after combat.
Dancer's Score+ If unit initiates combat, restores 7 HP to adjacent allies after combat.
Dancer's Score If unit initiates combat, restores 7 HP to adjacent allies after combat.
Dark Aura At start of turn, if adjacent allies use sword, axe, lance, or dragonstone, grants Atk+6 to those allies for 1 turn.
Fresh Bouquet+ At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Fresh Bouquet At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Fruit of Iðunn Grants Spd+3. If unit's HP ≥ 50%, allies within 2 spaces can move to a space adjacent to unit.
Grimoire If unit's HP ≥ 50%, unit can move to a space adjacent to an ally within 2 spaces.
Gronnowl+ During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Gronnowl During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Light Breath+ If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat.
Light Breath If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat.
Nidhogg Effective against flying foes.
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Nóatún If unit's HP ≤ 40%, unit can move to a space adjacent to any ally.
Rauðrowl+ During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Rauðrowl During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Reese's Tome During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Sieglinde At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Siegmund At start of turn, grants Atk+3 to adjacent allies for 1 turn.

Weapons related to this keyword when refined

Weapon Refined Description
Aura At start of turn, grants Atk+6 to adjacent magic and staff allies for 1 turn.
Dancer's Fan+ If unit initiates combat, restores 7 HP to adjacent allies after combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Nóatún If unit's HP ≤ 50%, unit can move to a space adjacent to any ally.
Sieglinde At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Siegmund At the start of turn, grants adjacent allies Atk+4 for 1 turn.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Falchion 2 W.png Falchion If unit is adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
Spd Def Bond W.png Fensalir If unit is adjacent to an ally, grants Spd/Def+5 during combat.
Sycophancy W.png Fujin Yumi If unit's HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.
Hinoka's Spear W.png Hinoka's Spear Infantry and flying allies within 2 spaces can move to a space adjacent to unit.
Sycophancy W.png Nóatún If unit's HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.
Wind's Brand W.png Wind's Brand During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.

List of Assists

None, currently.

List of Specials

Special Description
Blue Flame Boosts damage by 10. If unit is adjacent to an ally, boosts damage by 25 instead.
Buckler Reduces damage from an adjacent foe's attack by 30%.
Escutcheon
Pavise Reduces damage from an adjacent foe's attack by 50%.

List of Passives

Icon Passive Description
Aerobatics 1.png Aerobatics 1 If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Aerobatics 2.png Aerobatics 2 If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Aerobatics 3.png Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Armor March 1.png Armor March 1 At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space.
(That turn only. Does not stack.)
Armor March 2.png Armor March 2 At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space.
(That turn only. Does not stack.)
Armor March 3.png Armor March 3 At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space.
(That turn only. Does not stack.)
Atk Def Bond 1.png Atk/Def Bond 1 If unit is adjacent to an ally, grants Atk/Def+3 during combat.
Atk Def Bond 2.png Atk/Def Bond 2 If unit is adjacent to an ally, grants Atk/Def+4 during combat.
Atk Def Bond 3.png Atk/Def Bond 3 If unit is adjacent to an ally, grants Atk/Def+5 during combat.
Atk Res Bond 1.png Atk/Res Bond 1 If unit is adjacent to an ally, grants Atk/Res+3 during combat.
Atk Res Bond 2.png Atk/Res Bond 2 If unit is adjacent to an ally, grants Atk/Res+4 during combat.
Atk Res Bond 3.png Atk/Res Bond 3 If unit is adjacent to an ally, grants Atk/Res+5 during combat.
Atk Res Solo 1.png Atk/Res Solo 1 If unit is not adjacent to an ally, grants Atk/Res+2 during combat.
Atk Res Solo 2.png Atk/Res Solo 2 If unit is not adjacent to an ally, grants Atk/Res+4 during combat.
Atk Res Solo 3.png Atk/Res Solo 3 If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
Atk Spd Bond 1.png Atk/Spd Bond 1 If unit is adjacent to an ally, grants Atk/Spd+3 during combat.
Atk Spd Bond 2.png Atk/Spd Bond 2 If unit is adjacent to an ally, grants Atk/Spd+4 during combat.
Atk Spd Bond 3.png Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat.
Atk Spd Solo 1.png Atk/Spd Solo 1 If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.
Atk Spd Solo 2.png Atk/Spd Solo 2 If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.
Atk Spd Solo 3.png Atk/Spd Solo 3 If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
Breath of Life 1.png Breath of Life 1 If unit initiates combat, restores 3 HP to adjacent allies after combat.
Breath of Life 2.png Breath of Life 2 If unit initiates combat, restores 5 HP to adjacent allies after combat.
Breath of Life 3.png Breath of Life 3 If unit initiates combat, restores 7 HP to adjacent allies after combat.
Escape Route 1.png Escape Route 1 If unit's HP ≤ 30%, unit can move to a space adjacent to any ally.
Escape Route 2.png Escape Route 2 If unit's HP ≤ 40%, unit can move to a space adjacent to any ally.
Escape Route 3.png Escape Route 3 If unit's HP ≤ 50%, unit can move to a space adjacent to any ally.
Even Atk Wave 1.png Even Atk Wave 1 At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Atk Wave 2.png Even Atk Wave 2 At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Atk Wave 3.png Even Atk Wave 3 At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 1.png Even Def Wave 1 At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 2.png Even Def Wave 2 At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Def Wave 3.png Even Def Wave 3 At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Res Wave 1.png Even Res Wave 1 At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Res Wave 2.png Even Res Wave 2 At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Res Wave 3.png Even Res Wave 3 At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Spd Wave 1.png Even Spd Wave 1 At start of even-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Spd Wave 2.png Even Spd Wave 2 At start of even-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Even Spd Wave 3.png Even Spd Wave 3 At start of even-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Flier Formation 1.png Flier Formation 1 If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces.
Flier Formation 2.png Flier Formation 2 If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces.
Flier Formation 3.png Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces.
Flier Guidance 1.png Flier Guidance 1 If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit.
Flier Guidance 2.png Flier Guidance 2 If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit.
Flier Guidance 3.png Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit.
Fortify Armor.png Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn.
Fortify Cavalry.png Fortify Cavalry At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn.
Fortify Def 1.png Fortify Def 1 At start of turn, grants Def+2 to adjacent allies for 1 turn.
Fortify Def 2.png Fortify Def 2 At start of turn, grants Def+3 to adjacent allies for 1 turn.
Fortify Def 3.png Fortify Def 3 At start of turn, grants Def+4 to adjacent allies for 1 turn.
Fortify Dragons.png Fortify Dragons At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn.
Fortify Fliers.png Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn.
Fortify Res 1.png Fortify Res 1 At start of turn, grants Res+2 to adjacent allies for 1 turn.
Fortify Res 2.png Fortify Res 2 At start of turn, grants Res+3 to adjacent allies for 1 turn.
Fortify Res 3.png Fortify Res 3 At start of turn, grants Res+4 to adjacent allies for 1 turn.
Guidance 1.png Guidance 1 If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Guidance 2.png Guidance 2 If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Guidance 3.png Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Hone Armor.png Hone Armor At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn.
Hone Atk 1.png Hone Atk 1 At start of turn, grants Atk+2 to adjacent allies for 1 turn.
Hone Atk 2.png Hone Atk 2 At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Hone Atk 3.png Hone Atk 3 At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Hone Cavalry.png Hone Cavalry At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn.
Hone Dragons.png Hone Dragons At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.
Hone Fliers.png Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn.
Hone Spd 1.png Hone Spd 1 At start of turn, grants Spd+2 to adjacent allies for 1 turn.
Hone Spd 2.png Hone Spd 2 At start of turn, grants Spd+3 to adjacent allies for 1 turn.
Hone Spd 3.png Hone Spd 3 At start of turn, grants Spd+4 to adjacent allies for 1 turn.
Obstruct 1.png Obstruct 1 If unit's HP ≥ 90%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
Obstruct 2.png Obstruct 2 If unit's HP ≥ 70%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
Obstruct 3.png Obstruct 3 If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
Odd Atk Wave 1.png Odd Atk Wave 1 At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Atk Wave 2.png Odd Atk Wave 2 At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Atk Wave 3.png Odd Atk Wave 3 At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 1.png Odd Def Wave 1 At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 2.png Odd Def Wave 2 At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Def Wave 3.png Odd Def Wave 3 At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 1.png Odd Res Wave 1 At start of odd-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 2.png Odd Res Wave 2 At start of odd-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Res Wave 3.png Odd Res Wave 3 At start of odd-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 1.png Odd Spd Wave 1 At start of odd-numbered turns, grants Spd+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 2.png Odd Spd Wave 2 At start of odd-numbered turns, grants Spd+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Odd Spd Wave 3.png Odd Spd Wave 3 At start of odd-numbered turns, grants Spd+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
Sorcery Blade 1.png Sorcery Blade 1 At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Sorcery Blade 2.png Sorcery Blade 2 At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Sorcery Blade 3.png Sorcery Blade 3 At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Spd Def Bond 1.png Spd/Def Bond 1 If unit is adjacent to an ally, grants Spd/Def+3 during combat.
Spd Def Bond 2.png Spd/Def Bond 2 If unit is adjacent to an ally, grants Spd/Def+4 during combat.
Spd Def Bond 3.png Spd/Def Bond 3 If unit is adjacent to an ally, grants Spd/Def+5 during combat.
Spd Res Bond 1.png Spd/Res Bond 1 If unit is adjacent to an ally, grants Spd/Res+3 during combat.
Spd Res Bond 2.png Spd/Res Bond 2 If unit is adjacent to an ally, grants Spd/Res+4 during combat.
Spd Res Bond 3.png Spd/Res Bond 3 If unit is adjacent to an ally, grants Spd/Res+5 during combat.
Spur Atk 1.png Spur Atk 1 Grants Atk+2 to adjacent allies during combat.
Spur Atk 2.png Spur Atk 2 Grants Atk+3 to adjacent allies during combat.
Spur Atk 3.png Spur Atk 3 Grants Atk+4 to adjacent allies during combat.
Spur Atk Def 1.png Spur Atk/Def 1 Grants Atk/Def+2 to adjacent allies during combat.
Spur Atk Def 2.png Spur Atk/Def 2 Grants Atk/Def+3 to adjacent allies during combat.
Spur Atk Res 1.png Spur Atk/Res 1 Grants Atk/Res+2 to adjacent allies during combat.
Spur Atk Res 2.png Spur Atk/Res 2 Grants Atk/Res+3 to adjacent allies during combat.
Spur Atk Spd 1.png Spur Atk/Spd 1 Grants Atk/Spd+2 to adjacent allies during combat.
Spur Atk Spd 2.png Spur Atk/Spd 2 Grants Atk/Spd+3 to adjacent allies during combat.
Spur Def 1.png Spur Def 1 Grants Def+2 to adjacent allies during combat.
Spur Def 2.png Spur Def 2 Grants Def+3 to adjacent allies during combat.
Spur Def 3.png Spur Def 3 Grants Def+4 to adjacent allies during combat.
Spur Def Res 1.png Spur Def/Res 1 Grants Def/Res +2 to adjacent allies during combat.
Spur Def Res 2.png Spur Def/Res 2 Grants Def/Res +3 to adjacent allies during combat.
Spur Res 1.png Spur Res 1 Grants Res+2 to adjacent allies during combat.
Spur Res 2.png Spur Res 2 Grants Res+3 to adjacent allies during combat.
Spur Res 3.png Spur Res 3 Grants Res+4 to adjacent allies during combat.
Spur Spd 1.png Spur Spd 1 Grants Spd+2 to adjacent allies during combat.
Spur Spd 2.png Spur Spd 2 Grants Spd+3 to adjacent allies during combat.
Spur Spd 3.png Spur Spd 3 Grants Spd+4 to adjacent allies during combat.
Spur Spd Def 1.png Spur Spd/Def 1 Grants Spd/Def+2 to adjacent allies during combat.
Spur Spd Def 2.png Spur Spd/Def 2 Grants Spd/Def+3 to adjacent allies during combat.
Spur Spd Res 1.png Spur Spd/Res 1 Grants Spd/Res+2 to adjacent allies during combat.
Spur Spd Res 2.png Spur Spd/Res 2 Grants Spd/Res+3 to adjacent allies during combat.
Warp Powder.png Warp Powder If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces.
Wings of Mercy 1.png Wings of Mercy 1 If an ally's HP ≤ 30%, unit can move to a space adjacent to that ally.
Wings of Mercy 2.png Wings of Mercy 2 If an ally's HP ≤ 40%, unit can move to a space adjacent to that ally.
Wings of Mercy 3.png Wings of Mercy 3 If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally.
With Everyone.png With Everyone! At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.

List of items

None, currently.

List of structures

None, currently.