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.

Anna Commander Face FC.png


Skills[edit | edit source]

List of Weapons[edit | edit source]

Unrefined weapons with this keyword
Weapon Effect
Icon Class Blue Lance.png Siegmund At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Icon Class Blue Tome.png Aura If unit initiates combat, restores 5 HP to adjacent allies after combat.
Icon Class Blue Tome.png Blárowl+ During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Icon Class Blue Tome.png Dancer's Score+ If unit initiates combat, restores 7 HP to adjacent allies after combat.
Icon Class Blue Tome.png Dark Aura At start of turn, if adjacent allies use sword, axe, lance, or dragonstone, grants Atk+6 to those allies for 1 turn.
Icon Class Blue Tome.png Fresh Bouquet+ At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn.
Icon Class Bow.png Nidhogg Effective against flying foes.
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Icon Class Breath.png Light Breath+ If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat.
Icon Class Dagger.png 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.
Icon Class Green Axe.png Ardent Service+ At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn.
Icon Class Green Axe.png 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.)
Icon Class Green Axe.png Nóatún If unit’s HP ≤ 40%, unit can move to a space adjacent to any ally.
Icon Class Green Tome.png Dancer's Ring+ If unit initiates combat, restores 7 HP to adjacent allies after combat.
Icon Class Green Tome.png Gronnowl+ During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Icon Class Red Sword.png Sieglinde At start of turn, grants Atk+3 to adjacent allies for 1 turn.
Icon Class Red Tome.png Cymbeline If unit initiates combat, grants Atk+4 to adjacent allies for 1 turn after combat.
Icon Class Red Tome.png Fruit of Iðunn Grants Spd+3. If unit's HP ≥ 50%, allies within 2 spaces can move to a space adjacent to unit.
Icon Class Red Tome.png Grimoire If unit has ≥ 50% HP, unit can move to a space adjacent to an ally within 2 spaces.
Icon Class Red Tome.png Rauðrowl+ During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Icon Class Red Tome.png Reese's Tome During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Weapons which gain this keyword when refined
Weapon Refined Effect
Icon Class Blue Lance.png Siegmund At the start of turn, grants adjacent allies Atk+4 for 1 turn.
Icon Class Blue Tome.png Aura At start of turn, grants Atk+6 to adjacent magic and staff allies for 1 turn.
Icon Class Dagger.png 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.
Icon Class Green Axe.png Nóatún If unit’s HP ≤ 50%, unit can move to a space adjacent to any ally.
Icon Class Red Sword.png Sieglinde At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Weapons which gain this keyword when refined with a certain skill
Weapon Refined Skill Effect 1 Refined Skill Effect 2
Icon Class Blue Lance.png Fensalir If unit is adjacent to an ally, grants Spd/Def+5 during combat.
Icon Class Blue Lance.png Hinoka's Spear Infantry and flying allies within 2 spaces can move to a space adjacent to unit.
Icon Class Bow.png Fujin Yumi If unit's HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.
Icon Class Green Axe.png Nóatún If unit's HP ≥ 50%, unit can move to a space adjacent to any ally within 2 spaces.
Icon Class Green Tome.png Wind's Brand During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Icon Class Red Sword.png Falchion (Awakening) If unit is adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.

List of Passives[edit | edit source]

Passives with this keyword
Type Passive Effect
Passive Icon A.png Atk/Def Bond 3 If unit is adjacent to an ally, grants Atk/Def+5 during combat.
Passive Icon A.png Atk/Res Bond 3 If unit is adjacent to an ally, grants Atk/Res+5 during combat.
Passive Icon A.png Atk/Res Solo 3 If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
Passive Icon A.png Atk/Spd Bond 3 If unit is adjacent to an ally, grants Atk/Spd+5 during combat.
Passive Icon A.png Spd/Def Bond 3 If unit is adjacent to an ally, grants Spd/Def+5 during combat.
Passive Icon A.png Spd/Res Bond 3 If unit is adjacent to an ally, grants Spd/Res+5 during combat.
Passive Icon B.png Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.
Passive Icon B.png Escape Route 3 If unit’s HP ≤ 50%, unit can move to a space adjacent to any ally.
Passive Icon B.png Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces.
Passive Icon B.png Obstruct 3 If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit.
(Does not affect foes with Pass skills.)
Passive Icon B.png Warp Powder If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces.
Passive Icon B.png Wings of Mercy 3 If an ally's HP ≤ 50%, unit can move to a space adjacent to that ally.
Passive Icon C.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.)
Passive Icon C.png Breath of Life 3 If unit initiates combat, restores 7 HP to adjacent allies after combat.
Passive Icon C.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.)
Passive Icon C.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.)
Passive Icon C.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.)
Passive Icon C.png Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit.
Passive Icon C.png Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn.
Passive Icon C.png Fortify Cavalry At start of turn, grants Def/Res+6 to adjacent cavalry allies for 1 turn.
Passive Icon C.png Fortify Def 3 At start of turn, grants Def+4 to adjacent allies for 1 turn.
Passive Icon C.png Fortify Dragons At start of turn, grants Def/Res+6 to adjacent dragon allies for 1 turn.
Passive Icon C.png Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn.
Passive Icon C.png Fortify Res 3 At start of turn, grants Res+4 to adjacent allies for 1 turn.
Passive Icon C.png Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Passive Icon C.png Hone Armor At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn.
Passive Icon C.png Hone Atk 3 At start of turn, grants Atk+4 to adjacent allies for 1 turn.
Passive Icon C.png Hone Cavalry At start of turn, grants Atk/Spd+6 to adjacent cavalry allies for 1 turn.
Passive Icon C.png Hone Dragons At start of turn, grants Atk/Spd+6 to adjacent dragon allies for 1 turn.
Passive Icon C.png Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn.
Passive Icon C.png Hone Spd 3 At start of turn, grants Spd+4 to adjacent allies for 1 turn.
Passive Icon C.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.)
Passive Icon C.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.)
Passive Icon C.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.)
Passive Icon C.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.)
Passive Icon C.png Spur Atk/Def 2 Grants Atk/Def+3 to adjacent allies during combat.
Passive Icon C.png Spur Atk/Res 2 Grants Atk/Res+3 to adjacent allies during combat.
Passive Icon C.png Spur Atk/Spd 2 Grants Atk/Spd+3 to adjacent allies during combat.
Passive Icon C.png Spur Atk 3 Grants Atk+4 to adjacent allies during combat.
Passive Icon C.png Spur Def/Res 2 Grants Def/Res +3 to adjacent allies during combat.
Passive Icon C.png Spur Def 3 Grants Def+4 to adjacent allies during combat.
Passive Icon C.png Spur Res 3 Grants Res+4 to adjacent allies during combat.
Passive Icon C.png Spur Spd/Def 2 Grants Spd/Def+3 to adjacent allies during combat.
Passive Icon C.png Spur Spd/Res 2 Grants Spd/Res+3 to adjacent allies during combat.
Passive Icon C.png Spur Spd 3 Grants Spd+4 to adjacent allies during combat.
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