Category:Bows

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 Bows are long-range physical weapons that can be used by Red, Blue, Green, or Colorless bow units. Bows are "effective against flying foes" unless prevented by Asheras Chosen.png Ashera's Chosen, Dragonscale.png Dragonscale, Dragonskin.png Dragonskin, Dragoon Shield.png Dragoon Shield, Icon Class Red Sword.png Gurgurant, Icon Class Green Axe.png Hel's Reaper, or Iotes Shield.png Iote's Shield.

Weapon Might Range Description SP Exclusive
Argent Bow 8 2 Effective against flying foes. Inflicts Spd-2. If unit initiates combat, unit attacks twice. 400 Yes
Assassin's Bow+ 11 2 Effective against flying foes. In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack. 300 No
Assassin's Bow 7 2 Effective against flying foes.
In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
200 No
Beguiling Bow+ 12 2 Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat. 300 No
Beguiling Bow 8 2 Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat. 200 No
Big-Catch Bow+ 12 2 Effective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
300 No
Big-Catch Bow 8 2 Effective against flying foes. If【Penalty】is active on foe, grants Atk/Spd+5 during combat.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
200 No
Bouquet Bow+ 12 2 Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat. 300 No
Bouquet Bow 8 2 Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat. 200 No
Bow of Beauty 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 400 Yes
Bow of Devotion 14 2 Effective against flying foes. If foe initiates combat and uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 to unit during combat. 400 Yes
Brave Bow+ 7 2 Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
300 No
Brave Bow 4 2 Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
200 No
Budding Bow+ 12 2 Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack. 300 No
Budding Bow 8 2 Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack. 200 No
Candlewax Bow+ 12 2 Effective against flying foes. Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. 300 No
Candlewax Bow 8 2 Effective against flying foes. Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit. 200 No
Clarisse's Bow+ 11 2 Effective against flying foes.
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat.
300 No
Clarisse's Bow 7 2 Effective against flying foes.
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat.
200 No
Cocobow+ 12 2 Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
300 No
Cocobow 8 2 Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
200 No
Coral Bow+ 12 2 Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat. 300 No
Coral Bow 8 2 Effective against flying foes. Inflicts Spd/Def-5 on foes within 2 spaces during combat. 200 No
Courtly Bow+ 12 2 Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%. 300 No
Courtly Bow 8 2 Effective against flying foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Def+5 during combat, and also, if foe can make a follow-up attack, reduces damage from foe's first attack by 50%. 200 No
Cunning Bow 14 2 Grants Spd+3. Effective against flying foes. When total bonuses on unit + total penalties on foe ≥ 10, inflicts Atk/Spd/Def/Res-5 on foe during combat. (Example: if unit has a +5 bonus and foe has a -5 penalty, the calculated total will be 10.) 400 Yes
Cupid Arrow+ 12 2 Effective against flying foes. If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 300 No
Cupid Arrow 8 2 Effective against flying foes.
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
200 No
Daniel-Made Bow 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. Grants Atk+5 to allies within 2 spaces during combat. Inflicts Atk-5 on foes within 2 spaces during combat. 400 Yes
Deep-Blue Bow 14 2 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. 400 Yes
Devilish Bow+ 12 2 Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 300 No
Devilish Bow 8 2 Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 200 No
Dignified Bow 14 2 Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe.

【Panic】
Converts bonuses on target into penalties through its next action.
400 Yes
Double Bow 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+5 during combat and unit can counterattack regardless of foe's range. 400 Yes
Fiddlestick Bow+ 12 2 Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes. 300 No
Fiddlestick Bow 8 2 Effective against flying foes. Grants Def/Res+4 to allies within 2 spaces during combat against sword, lance, axe, dragonstone, or beast foes. 200 No
Firesweep Bow+ 11 2 Effective against flying foes. Unit and foe cannot counterattack. 300 No
Firesweep Bow 7 2 Effective against flying foes. Unit and foe cannot counterattack. 200 No
Fishie Bow+ 12 2 Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 No
Fishie Bow 8 2 Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 200 No
Fortune Bow+ 12 2 Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action. 300 No
Fortune Bow 8 2 Effective against flying foes. At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def/Res-5 on that foe through its next action. 200 No
Fujin Yumi 14 2 Effective against flying foes. If unit's HP ≥ 50%, unit can move through foes' spaces. 400 Yes
Gratia+ 12 2 Effective against flying foes. If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Gratia 8 2 Effective against flying foes.
If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
200 No
Guard Bow+ 12 2 Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
300 No
Guard Bow 8 2 Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
200 No
Guardian's Bow 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit's Spd > foe's Spd at start of combat or during combat, inflicts Atk/Spd/Def-5 on foe during combat. (If unit and foe both have this weapon equipped, effect is calculated first for whoever initiates combat.) 400 Yes
Hama Ya+ 12 2 Effective against flying foes.
Grants Def/Res+2 to allies within 2 spaces during combat.
300 No
Hama Ya 8 2 Effective against flying foes.
Grants Def/Res+2 to allies within 2 spaces during combat.
200 No
Helm Bow+ 12 2 Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 300 No
Helm Bow 8 2 Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. 200 No
Iron Bow 4 2 Effective against flying foes. 50 No
Kabura Ya+ 12 2 Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. 300 No
Kabura Ya 8 2 Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. 200 No
Killer Bow+ 9 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 300 No
Killer Bow 5 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 200 No
Luna Arc 14 2 Effective against flying foes. Grants Spd+3. If unit initiates combat, deals damage = 25% of foe's Def. (Ignores reductions to Def from special skills like Lunar Flash.) 400 Yes
Meisterbogen 9 2 Effective against flying foes. Inflicts Spd-5. Unit attacks twice (even if foe initiates combat). When under player's control, unit gains: "If unit initiates combat, foe cannot make a follow-up attack." 400 Yes
Mirage Longbow 14 2 Effective against flying foes. Grants Spd+3. If unit's Spd > foe's Spd, foe cannot counterattack. 400 Yes
Monstrous Bow+ 12 2 Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
300 No
Monstrous Bow 8 2 Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
200 No
Mulagir 14 2 Effective against flying foes. Grants Spd+3. Neutralizes magic foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 400 Yes
Nidhogg 14 2 Effective against flying foes. During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 400 Yes
Niles's Bow 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage. 400 Yes
Parthia 14 2 Effective against flying foes.
If unit initiates combat, grants Res+4 during combat.
400 Yes
Persecution Bow 14 2 Effective against flying foes. Grants Atk+3. At start of combat, if【Penalty】is active on unit or if unit's HP < 100%, grants Atk/Spd+5 during combat, and if unit initiates combat, unit can make a follow-up attack before foe can counterattack.

【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
400 Yes
Randgríðr 14 2 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. 400 Yes
Rebecca's Bow 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 400 Yes
Refreshing Bolt+ 12 2 Effective against flying foes.
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit.
300 No
Refreshing Bolt 8 2 Effective against flying foes.
At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+2, but after combat, if unit attacked, deals 2 damage to unit.
200 No
Renowned Bow 9 2 Effective against flying foes. Inflicts Spd-5. If unit initiates combat, unit attacks twice. 400 Yes
Setsuna's Yumi 14 2 Effective against flying foes. If foe uses bow, dagger, magic, or staff, grants Atk/Spd/Def/Res+4 during combat. 400 Yes
Shining Bow+ 12 2 Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage. 300 No
Shining Bow 8 2 Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage. 200 No
Short Bow+ 12 2 Effective against flying foes. Deals +10 damage when Special triggers. 300 No
Short Bow 8 2 Effective against flying foes. Deals +10 damage when Special triggers. 200 No
Silver Bow+ 13 2 Effective against flying foes. 300 No
Silver Bow 9 2 Effective against flying foes. 200 No
Skadi 14 2 Effective against flying foes.
Grants Spd+3. At the start of turn 3, deals 10 damage to foes within 3 columns centered on unit, and converts bonuses on those foes into penalties through their next actions.
400 Yes
Slaying Bow+ 12 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 300 No
Slaying Bow 8 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. 200 No
Sniper's Bow 14 2 Effective against flying foes. After combat, if unit attacked, deals 7 damage to target and foes within 2 spaces of target, and inflicts Atk/Spd-7 on them through their next actions. 400 Yes
Spendthrift Bow+ 12 2 Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.) 300 No
Spendthrift Bow 8 2 Effective against flying foes. Grants Atk+7 to unit and inflicts Atk-7 on foe during combat. After combat, if unit attacked, inflicts Special cooldown count+2 on unit. (Cannot exceed the unit's maximum Special cooldown.) 200 No
Steel Bow 6 2 Effective against flying foes. 100 No
Survivalist Bow 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit is not adjacent to an ally, grants Atk/Spd+6 during combat, and also, if foe's HP ≥ 80% at start of combat, foe cannot counterattack. 400 Yes
Swift Mulagir 14 2 Effective against flying foes.
Grants Res+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), grants Atk/Spd+5 during combat.
400 Yes
Tanngrisnir 14 2 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.) 400 Yes
Thögn 14 2 Effective against flying foes.
Grants Spd+3. If unit initiates combat and foe uses sword, lance, axe, dragonstone, or beast damage, grants Atk/Spd/Def/Res+4 during combat.
400 Yes
Umbra Burst 14 2 Effective against flying foes. Unit can counterattack regardless of foe's range. Deals a minimum of 1 damage. 0 No
Warrior Princess 14 2 Effective against flying and armored foes. Grants Spd+3. Grants Atk+3 to allies within 2 spaces during combat. 400 Yes
Wind Parthia 14 2 Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and if unit also deals damage to foe using a Special, restores 50% of unit's maximum HP. (Triggers even if 0 damage is dealt.) 400 Yes