Category:Lances

From Fire Emblem Heroes Wiki
Jump to: navigation, search

Lances are a blue weapon, weak against green weapons and strong against red weapons. Lance users cannot inherit dance, heal and its variants, nor skills exclusive to Magic or Bow users. They have a range of one.

Weapon Might Range Description SP Exclusive
Barrier Lance+ 14 1 If foe initiates combat, grants Res+7 during combat. 300 No
Barrier Lance 10 1 If foe initiates combat, grants Res+7 during combat. 200 No
Berkut's Lance+ 14 1 If foe initiates combat, grants Res+4 during combat. 300 No
Berkut's Lance 10 1 If foe initiates combat, grants Res+4 during combat. 200 No
Brave Lance+ 8 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 300 No
Brave Lance 5 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 200 No
Bright Naginata 16 1 If foe initiates combat, grants Atk/Def+4 during combat. 400 Yes
Bull Spear 16 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
400 Yes
Carrot Lance+ 13 1 If unit initiates combat, restores 4 HP after combat. 300 No
Carrot Lance 9 1 If unit initiates combat, restores 4 HP after combat. 200 No
Casa Blanca+ 14 1 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Casa Blanca 10 1 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 200 No
Cursed Lance 16 1 Accelerates Special trigger (cooldown count-1). Grants Atk/Spd+2. Deals 4 damage to unit after combat. 400 Yes
Dauntless Lance 16 1 Accelerates Special trigger (cooldown count-1).
Effective against armored foes.
400 Yes
Daybreak Lance 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Deft Harpoon+ 14 1 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
Deft Harpoon 10 1 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
Fensalir 16 1 At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. 400 Yes
Festive Siegmund 16 1 Accelerates Special trigger (cooldown count-1).
If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.
400 Yes
Firesweep L+ 15 1 Unit and foe cannot counterattack. 300 No
Firesweep Lance 11 1 Unit and foe cannot counterattack. 200 No
First Bite+ 14 1 If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 300 No
First Bite 10 1 If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 200 No
Flame Siegmund 16 1 Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack. 400 Yes
Flashing Carrot+ 14 1 At start of combat, if foe's HP = 100%, grants Atk/Spd/Def/Res+2 during combat. 300 No
Flashing Carrot 10 1 At start of combat, if foe's HP = 100%, grants Atk/Spd/Def/Res+2 during combat. 200 No
Florina's Lance 16 1 Effective against armored foes. 400 Yes
Gáe Bolg 16 1 In combat against an infantry, armored, or cavalry foe, grants Atk/Def+5 during combat. 400 Yes
Geirskögul 16 1 Grants Def+3. If allies within 2 spaces use sword, lance, axe, bow, dagger, or beast damage, grants Atk/Spd+3 to those allies during combat. 400 Yes
Gradivus 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Harmonic Lance+ 13 1 Deals +10 damage when Special triggers. 300 No
Harmonic Lance 9 1 Deals +10 damage when Special triggers. 200 No
Heavy Spear+ 12 1 Effective against armored foes. 300 No
Heavy Spear 8 1 Effective against armored foes. 200 No
Hinoka's Spear 16 1 If unit is within 2 spaces of a flying or infantry ally, grants Atk/Spd+4 during combat. 400 Yes
Iron Lance 6 1 50 No
It's Curtains...+ 14 1 At the start of turn 1, grants Special cooldown count-2. 300 No
It's Curtains... 10 1 At the start of turn 1, grants Special cooldown count-2. 200 No
Killer Lance+ 11 1 Accelerates Special trigger (cooldown count-1). 300 No
Killer Lance 7 1 Accelerates Special trigger (cooldown count-1). 200 No
Kriemhild 16 1 If a bow, dagger, magic, or staff foe initiates combat and unit is within 2 spaces of an ally, unit can counterattack regardless of foe's range and foe cannot make a follow-up attack, but after combat if unit attacked, deals 20 damage to nearest ally. 400 Yes
Leiptr 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Lofty Blossoms+ 14 1 If unit initiates combat, grants Atk/Spd+4 during combat. 300 No
Lofty Blossoms 10 1 If unit initiates combat, grants Atk/Spd+4 during combat. 200 No
Loyal Greatlance 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Luncheon Lance+ 14 1 If foe initiates combat, grants Atk/Def+4 during combat. 300 No
Luncheon Lance 10 1 If foe initiates combat, grants Atk/Def+4 during combat. 200 No
Maltet 16 1 Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. 400 Yes
Ninis's Ice Lance 16 1 Effective against dragon and beast foes. Grants Spd+3. If unit initiates combat, grants Atk/Spd/Def/Res+4 during combat. 400 Yes
Noble Lance 16 1 Grants Atk+3. At start of combat, if both unit's and foe's HP = 100% or if both unit's and foe's HP < 100%, unit makes a guaranteed follow-up attack. 400 Yes
Oboro's Spear 16 1 Effective against armored foes. 400 Yes
Panther Lance 16 1 During combat, boosts unit's Atk/Def by number of allies within 2 spaces × 2. (Maximum bonus of +6 to each stat.) 400 Yes
Peri's Lance 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Reprisal Lance+ 14 1 If foe initiates combat, grants Atk+6 during combat. 300 No
Reprisal Lance 10 1 If foe initiates combat, grants Atk+6 during combat. 200 No
Rhomphaia 16 1 Effective against armored and cavalry foes. 400 Yes
Ridersbane+ 14 1 Effective against cavalry foes. 300 No
Ridersbane 10 1 Effective against cavalry foes. 200 No
Sable Lance 16 1 Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat. 400 Yes
Sapphire Lance+ 12 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
300 No
Sapphire Lance 8 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
200 No
Scythe of Sariel 16 1 Accelerates Special trigger (cooldown count-1). 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 on foe, grants Atk/Spd/Def/Res+4 to unit during combat and foe cannot make a follow-up attack. 400 Yes
Shanna's Lance 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Shell Lance+ 14 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Shell Lance 10 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Siegmund 16 1 At start of turn, grants Atk+3 to adjacent allies for 1 turn. 400 Yes
Silver Lance+ 15 1 300 No
Silver Lance 11 1 200 No
Slaying Lance+ 14 1 Accelerates Special trigger (cooldown count-1). 300 No
Slaying Lance 10 1 Accelerates Special trigger (cooldown count-1). 200 No
Slaying Spear+ 14 1 Effective against armored foes. 300 No
Slaying Spear 10 1 Effective against armored foes. 200 No
Sol Lance 16 1 Grants Res+3. When unit deals damage to foe during combat, restores 10 HP to unit. (Triggers even if 0 damage is dealt.) 400 Yes
Steady Lance 16 1 Unit and foe cannot counterattack. 400 Yes
Steel Lance 8 1 100 No
Tannenboom!+ 14 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Tannenboom! 10 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Umbra Burst 16 1 Unit can counterattack regardless of foe's range. Deals a minimum of 1 damage. 0 No
Vanguard+ 14 1 If foe initiates combat, grants Def+7 during combat. 300 No
Vanguard 10 1 If foe initiates combat, grants Def+7 during combat. 200 No
Verðandi 16 1 If Sing or Dance is used, grants Atk/Spd/Def/Res+4 to target. 400 Yes
Vidofnir 16 1 If foe initiates combat and uses sword, lance, or axe, grants Def+7 during combat. 400 Yes
Wagasa+ 14 1 At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. 300 No
Wagasa 10 1 At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action. 200 No
Whitewing Lance 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Whitewing Spear 16 1 Effective against armored foes. 400 Yes