Armored
Armored is a unit type in Fire Emblem Heroes. Armored units can move 1 space at a time and can move over flat terrain and forests. Armored units are not slowed by forests.
Contents
List of armored units[edit source]
List of close armored Heroes[edit source]
Amelia: Rose of the War
Arden: Strong and Tough
Black Knight: Sinister General
Caineghis: Gallia's Lion King
Chrom: Gifted Leader
Dheginsea: Harvest Goldoan
Dorcas: Pumpkin Smasher
Draug: Gentle Giant
Duma: God of Strength
Edelgard: Adrestian Emperor
Edelgard: Flame Emperor
Effie: Army of One
Eliwood: Devoted Love
Ephraim: Sacred Twin Lord
Ephraim: Sparkling Gallantly
Fae: Holiday Dear
Felicia: Off the Menu
Flame Emperor: Bringer of War
Forsyth: Loyal Lieutenant
Gatrie: Armored Amour
Greil: Heroic Exemplar
Gustav: Majestic Love
Gwendolyn: Adorable Knight
Hardin: Dark Emperor
Hector: Brave Warrior
Hector: Dressed-Up Duo
Hector: General of Ostia
Hector: Just Here to Fight
Hector: Marquess of Ostia
Hilda: Holiday Layabout
Idunn: Dark Priestess
Idunn: Dragonkin Duo
Ike: Stalwart Heart
Kjelle: Fair Fighter
Lissa: Pure Joy
Lukas: Buffet for One
Mamori: Microwavin' Idol
Myrrh: Spooky Monster
Nagi: Dragon Avatar
Robin: Fell Reincarnation
Robin: Festive Tactician
Rudolf: Emperor of Rigel
Sheena: Princess of Gra
Sothis: Silver Specter
Surtr: Ruler of Flame
Tiki: Legendary Dragon
Tiki: Torpid Dragon
Valbar: Open and Honest
Zelgius: Jet-Black General
Zephiel: The Liberator
Zephiel: Winter's Crown
List of ranged armored Heroes[edit source]
Alfonse: Uplifting Love
Cecilia: Festive Instructor
Dozla: Harvest Attendant
Eirika: Gentle as Snow
Faye: Drawn Heartstring
Felix: Icy Gift Giver
Flora: Signature Dish
Henriette: Overflowing Love
Henry: Happy Vampire
Ilyana: Treat Harvester
Jaffar: Angel of Night
Jakob: Devoted Monster
Kagero: Beverage Ninja
Lyn: Wind's Embrace
Marth: Royal Altean Duo
Niles: Forbidden Tease
Nino: Flower of Frost
Raphael: Muscle-Monger
Sephiran: Hoary Sovereign
Tharja: "Normal Girl"
List of armored enemy units[edit source]
Armored-only skills[edit | edit source]
Icon | Passive | Description | SP Cost | Exclusive |
---|---|---|---|---|
Adult (Armored) | At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range. | 200 | No | |
Lion King Fang | Grants Atk+3. If foe initiates combat, grants Atk/Spd/Def/Res+4 during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range. | 400 | Yes | |
Whelp (Armored) | At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range. | 50 | No | |
Yearling (Arm.) | At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and unit can counterattack regardless of foe's range. | 100 | No | |
![]() |
A/R Far Save 1 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+1 during combat. 【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. |
100 | No |
![]() |
A/R Far Save 2 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+2 during combat. 【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. |
200 | No |
![]() |
A/R Far Save 3 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+4 during combat. 【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. |
300 | No |
![]() |
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.) | 60 | No |
![]() |
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.) | 120 | No |
![]() |
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.) | 240 | No |
![]() |
Armored Boots | At start of turn, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) |
100 | No |
![]() |
Armored Stride 1 | At start of turn, if unit's HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) | 60 | No |
![]() |
Armored Stride 2 | At start of turn, if unit's HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) | 120 | No |
![]() |
Armored Stride 3 | At start of turn, if unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) | 240 | No |
![]() |
Black Eagle Rule | If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also if foe initiates combat, damage received by foe's follow-up attack is also reduced by 80%. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes.) | 300 | Yes |
![]() |
Bold Fighter 1 | If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 60 | No |
![]() |
Bold Fighter 2 | If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 120 | No |
![]() |
Bold Fighter 3 | If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 240 | No |
![]() |
Crafty Fighter 1 | If unit's HP ≥ 75% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 60 | No |
![]() |
Crafty Fighter 2 | If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 120 | No |
![]() |
Crafty Fighter 3 | If unit's HP ≥ 25% and foe initiates combat, unit makes a guaranteed follow-up attack and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 240 | No |
![]() |
D/R Near Save 1 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit. If unit triggers Savior, grants Def/Res+1 during combat. 【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. |
100 | No |
![]() |
D/R Near Save 2 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Def/Res+2 during combat. 【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. |
200 | No |
![]() |
D/R Near Save 3 | If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Def/Res+4 during combat. 【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. |
300 | No |
![]() |
Daring Fighter 1 | If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 40% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 60 | No |
![]() |
Daring Fighter 2 | If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 60% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 120 | No |
![]() |
Daring Fighter 3 | If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks during combat. If unit's HP ≤ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. | 240 | No |
![]() |
Even Follow-Up 1 | 60 | No | |
![]() |
Even Follow-Up 2 | If it is an even-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 120 | No |
![]() |
Even Follow-Up 3 | If it is an even-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 240 | No |
![]() |
Follow-Up Ring | At start of combat, if unit's HP ≥ 50%, unit makes a guaranteed follow-up attack. (Skill cannot be inherited.) |
200 | Yes |
![]() |
Fortify Armor | At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. | 200 | No |
![]() |
Goad Armor | Grants Atk/Spd+4 to armored allies within 2 spaces during combat. | 200 | No |
![]() |
Hone Armor | At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. | 200 | No |
![]() |
Odd Follow-Up 1 | If it is an odd-numbered turn and unit's HP = 100%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 60 | No |
![]() |
Odd Follow-Up 2 | If it is an odd-numbered turn and unit's HP ≥ 50%, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 120 | No |
![]() |
Odd Follow-Up 3 | If it is an odd-numbered turn, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. | 240 | No |
![]() |
Raging Storm | If unit initiates combat, grants another action to unit if unit is not adjacent to an ally after combat. (Once per turn. If a skill that moves unit after combat is used, references unit's position after that movement occurs.) If foe uses dragonstone or beast damage and unit is not adjacent to an ally, unit makes a guaranteed follow-up attack during combat. | 300 | Yes |
![]() |
Slick Fighter 1 | If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. | 60 | No |
![]() |
Slick Fighter 2 | If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. | 120 | No |
![]() |
Slick Fighter 3 | If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack. | 240 | No |
![]() |
Solitary Dream | At start of turn, if unit is adjacent to only dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.) | 300 | Yes |
![]() |
Special Fighter 1 | At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 60 | No |
![]() |
Special Fighter 2 | At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 120 | No |
![]() |
Special Fighter 3 | At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 240 | No |
![]() |
Svalinn Shield | Neutralizes "effective against armored" bonuses. | 200 | No |
![]() |
Vengeful Fighter 1 | If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 60 | No |
![]() |
Vengeful Fighter 2 | If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 120 | No |
![]() |
Vengeful Fighter 3 | If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.) | 240 | No |
![]() |
Ward Armor | Grants Def/Res+4 to armored allies within 2 spaces during combat. | 200 | No |
![]() |
Warp Powder | If unit's HP ≥ 80%, unit can move to a space adjacent to any ally within 2 spaces. | 300 | Yes |
![]() |
Wary Fighter 1 | If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. | 60 | No |
![]() |
Wary Fighter 2 | If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. | 120 | No |
![]() |
Wary Fighter 3 | If unit's HP ≥ 50%, unit and foe cannot make a follow-up attack. | 240 | No |
Sources of "Effective against Armored"[edit | edit source]
List of Weapons
Unrefined weapons related to this keyword
Weapon | Description |
---|---|
Armorslayer+ | Effective against armored foes. |
Armorslayer | Effective against armored foes. |
Armorsmasher+ | Effective against armored foes. |
Armorsmasher | Effective against armored foes. |
Axe of Virility | Effective against armored foes. |
Bun-Bun Baton | Accelerates Special trigger (cooldown count-1). Effective against armored foes. Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. |
Conjurer Curios | Effective against armored foes. Grants Atk+3. If it is an odd-numbered turn or if foe's HP < 100% at start of combat, grants Atk/Spd/Def/Res+4 to unit during combat. |
Dauntless Lance | Accelerates Special trigger (cooldown count-1). Effective against armored foes. |
Dawn Suzu | Effective against armored and cavalry foes. Grants Atk+3. Disables unit's and foe's skills that change attack priority. |
Deep-Blue Bow | Grants Spd+3. Effective against flying and armored foes. If foe's HP = 100% and unit initiates combat, grants Atk/Spd/Def/Res+4 during combat. |
Demonic Breath | Grants Def+3. Effective against armored foes. At start of combat, if a negative status effect is active on unit, or if unit's HP < 100%, neutralizes penalties on unit and grants Atk/Spd/Def/Res+4 during combat. If foe's Range = 2, calculates damage using the lower of foe's Def and Res. |
Feather Sword | Grants Atk+3. Effective against sword, lance, axe, colorless bow, and armored foes. If foe initiates combat and is armored or uses sword, lance, axe, or colorless bow, or if unit's HP ≤ 75%, unit can counterattack before foe's first attack. |
Florina's Lance | Effective against armored foes. |
Frederick's Axe | Effective against armored foes. |
Hammer+ | Effective against armored foes. |
Hammer | Effective against armored foes. |
Hana's Katana | Effective against armored foes. |
Heavy Spear+ | Effective against armored foes. |
Heavy Spear | Effective against armored foes. |
Joyful Vows | Effective against armored and cavalry foes. Grants Atk+3. If【Bonus】is active on unit, grants Atk/Res+6 during combat, and if unit initiates combat, foe cannot make a follow-up attack. 【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). |
Jubilant Blade | Effective against armored foes. |
Light of Dawn | Effective against armored and cavalry foes. Grants Res+3. Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of target's stats. Calculates each stat bonus independently. |
Lordly Lance | Effective against armored foes. |
Mirage Feather | Effective against armored and cavalry foes. Grants Spd+3. If unit initiates combat after an ally has already acted, grants Atk/Spd+6 during combat and unit can make a follow-up attack before foe can counterattack. |
Oboro's Spear | Effective against armored foes. |
Pegasus Carrot+ | Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Pegasus Carrot | Effective against armored foes. If unit has weapon-triangle advantage, neutralizes effects that prevent unit's follow-up attacks during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Randgríðr | Effective against flying and armored foes. Grants Atk+3. If foe's HP = 100% at start of combat, neutralizes penalties on unit and inflicts Atk/Def-6 on foe during combat. |
Rapier | Effective against armored and cavalry foes. Grants Spd+3. If unit’s HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack. |
Reginleif | Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or extra movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack. |
Rhomphaia | Effective against armored and cavalry foes. |
Selena's Blade | Effective against armored foes. At start of combat, if foe's Atk ≥ unit's Atk+3, grants Atk/Spd/Def/Res+3 during combat. |
Sky Maiougi+ | Effective against armored foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. |
Sky Maiougi | Effective against armored foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. |
Slaying Hammer+ | Effective against armored foes. |
Slaying Hammer | Effective against armored foes. |
Slaying Spear+ | Effective against armored foes. |
Slaying Spear | Effective against armored foes. |
Tanngrisnir | Effective against flying foes. Grants Spd+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, grants Atk/Spd/Def/Res+3 and Special cooldown charge +1 per unit's attack during combat. (Only highest value applied. Does not stack.) |
Thani | Effective against armored and cavalry foes. Grants Res+3. If armored or cavalry foe uses bow, dagger, magic, or staff, reduces damage from foe's first attack by 30%. |
Warrior Princess | Effective against flying and armored foes. Grants Spd+3. Grants Atk+3 to allies within 2 spaces during combat. |
Whitewing Spear | Effective against armored foes. |
Wing Sword | Effective against armored and cavalry foes. |
Zephyr Breath | Effective against armored foes. Grants Res+3. If a bonus granted by a skill like Rally or Hone is active on unit or if unit is within 2 spaces of an ally, neutralizes unit's penalties and inflicts Atk-6 on foe during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Weapons related to this keyword when refined
Weapon | Refined Description |
---|---|
Maltet | Accelerates Special trigger (cooldown count-1). Neutralizes "effective against armored" bonuses. If unit's HP ≥ 25% and foe initiates combat, neutralizes unit's penalties during combat and unit makes a guaranteed follow-up attack. |
Thani | Effective against armored and cavalry foes. Grants Res+3. If foe uses bow, dagger, magic, or staff, reduces damage from foe's first attack by 30% during combat. |
Warrior Princess | Effective against flying and armored foes. Grants Spd+3. Grants Atk/Spd+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk/Spd+4 to unit during combat. |
Weapons related to this keyword when refined with a certain skill
None, currently.
List of Assists
None, currently.
List of Specials
None, currently.
List of Passives
Icon | Passive | Description |
---|---|---|
![]() |
Svalinn Shield | Neutralizes "effective against armored" bonuses. |
List of items
None, currently.
List of structures
None, currently.
List of Duo Skills
Owners | Duo Skill |
---|---|
![]() Idunn: Dragonkin Duo |
Grants Def/Res+6 and the following status to unit and allies within 5 rows and 5 columns centered on unit for 1 turn: "Neutralizes 'effective against dragons' bonuses and 'effective against armored' bonuses." |
List of Harmonized Skills
None, currently.
In other languages[edit | edit source]
Language | Name |
---|---|
Japanese | 重装 |
German | Gepanzerte Einheit |
Spanish (Europe) | Unidad Acorazada |
Spanish (Latin America) | Unidad Acorazada |
French | Unité Cuirassée |
Italian | Unità Corazzata |
Traditional Chinese (Taiwan) | 重裝 |
Portuguese | Unidade blindada |