Armored

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Armored
Icon Move Armored.png
Mov
1
Description
Armored unit. Can move one space.

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.

List of armored units[edit source]

List of close armored Heroes[edit source]

List of ranged armored Heroes[edit source]

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
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.)
60 No
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.)
120 No
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.)
240 No
Armored Boots.png 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
Bold Fighter 1.png 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.png 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.png 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
Follow-Up Ring.png 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.png Fortify Armor At start of turn, grants Def/Res+6 to adjacent armored allies for 1 turn. 200 No
Goad Armor.png Goad Armor Grants Atk/Spd+4 to armored allies within 2 spaces during combat. 200 No
Hone Armor.png Hone Armor At start of turn, grants Atk/Spd+6 to adjacent armored allies for 1 turn. 200 No
Solitary Dream.png 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.png 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.png 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.png 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.png Svalinn Shield Neutralizes "effective against armored" bonuses. 200 No
Vengeful Fighter 1.png 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.png 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.png 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.png Ward Armor Grants Def/Res+4 to armored allies within 2 spaces during combat. 200 No
Warp Powder.png 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.png Wary Fighter 1 If unit's HP ≥ 90%, unit and foe cannot make a follow-up attack. 60 No
Wary Fighter 2.png Wary Fighter 2 If unit's HP ≥ 70%, unit and foe cannot make a follow-up attack. 120 No
Wary Fighter 3.png 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.
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.
Florina's Lance 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.
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.
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-7 on target and foes within 2 spaces of target through their next actions.
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.
Rhomphaia Effective against armored and cavalry foes.
Selena's Blade Effective against armored foes. At start of combat, if foes 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.
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.

Weapons related to this keyword when refined

None, currently.

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.png Svalinn Shield Neutralizes "effective against armored" bonuses.

List of items

None, currently.

List of structures

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 ???