Fire Emblem Heroes Wiki
Register
Advertisement
Dark Spikes Τ
Closed
Weapon Dark Spikes Tau
Open
Weapon Dark Spikes Tau V2
Gleam Closed
Weapon Dark Spikes Tau V3
Gleam Open
Weapon Dark Spikes Tau V4
Weapon type Red Tome
Might 14
Range 2
Effectiveness Icon Move Cavalry
Required Bolganone
Fenrir
SP 400
Exclusive? Yes
String ID SID_ダークスパイクΤ
Numeric ID 2192
Description Effective against cavalry foes. Grants Spd+3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack.

Notes[ | ]

  • "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
    • However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.
  • As a general rule, if a unit is both prevented from making, and guaranteed to make a follow-up attack, the effects cancel out, and the Spd difference decides instead (including effects that alter this difference).
  • A foe with effects such as Phys. Null Follow Phys. Null Follow or Status Effect Null Follow-Up Null Follow-Up will neutralize the guaranteed follow-up attack granted by Dark Spikes Τ.
  • If the user can perform a follow-up, either by a speed check or effects such as Status Effect Guaranteed Follow-Ups Guaranteed Follow-Ups or Quick Riposte 4 Quick Riposte 4, the initial attack and follow-up will occur before the foe can perform a counterattack.
  • Effects such as Status Effect Vantage Vantage or Spd Preempt 3 Spd Preempt 3 have priority over Dark Spikes Τ's priority changing effect.
  • Dark Spikes Τ changes the attack priority, or order of attacks, and therefore can be disabled by skills such as Hardy Bearing 3 Hardy Bearing 3 or Skilliconweapon Armorpin Dagger+.

Upgrades[ | ]

Can be upgraded in the Weapon Refinery. For a list of other such weapons, see list of upgradable weapons.
Type Stats Description Cost
Dark Spikes Tau W Effective against cavalry foes. Grants Spd+3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack.
Accelerates Special trigger (cooldown count-1). At start of turn, grants the following status to unit for 1 turn and deals 1 damage to unit: "Unit can move to a space adjacent to any ally within 2 spaces." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd+6 to unit during combat and Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
400 SP, Arena Medal 500, Divine Dew 200
Attack Plus W +2 HP, +1 Mt Effective against cavalry foes. Grants Spd+3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack. 400 SP, Arena Medal 500, Divine Dew 200
Speed Plus W +2 HP, +2 Spd Effective against cavalry foes. Grants Spd+3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack. 400 SP, Arena Medal 500, Divine Dew 200
Defense Plus W +2 HP, +3 Def Effective against cavalry foes. Grants Spd+3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack. 400 SP, Arena Medal 500, Divine Dew 200
Resistance Plus W +2 HP, +3 Res Effective against cavalry foes. Grants Spd+3. At the start of combat, if foe's HP ≥ 75%, grants Atk/Spd+6 during combat. If unit's HP < 100% and unit initiates combat, unit makes a guaranteed follow-up attack before foe can counterattack. 400 SP, Arena Medal 500, Divine Dew 200

Notes[ | ]

  • Only attacks performed by the unit have the "Special cooldown charge +X" effect. This is true regardless of who initiated combat.
  • The "Special cooldown charge +X" effect will stack with the "Special cooldown charge -X" effect.
    • For example, if a unit is affected by both Status Effect Guard Guard and Status Effect Special Cooldown Charge 1 Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
    • The effects will only stack when the unit attacks and the cooldown will go down without penalty or bonus.
    • The "Special cooldown charge -X" effect will only take place when the user attacks.
  • If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases will apply.
    • This means that if a unit has two "Special cooldown charge +1" effects from two different sources, the battle will play out as if only one "Special cooldown charge +1" effect is active.
  • Skills such as Spd Def Tempo 4 Spd/Def Tempo 4 and Icon Class Red Sword Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.

List of owners[ | ]

UnitSkill chain
Lysithea Earnest Seeker Face FC
Flux
★
Ruin
★
Fenrir
★
Dark Spikes Τ
★

In other languages[ | ]

Language Name
Japanese ダークスパイクΤ
German Dunkle Spieße Τ
Spanish (Europe) Púas oscuras T
Spanish (Latin America) Púas oscuras T
French Piques noires T
Italian Scaglie nere T
Traditional Chinese (Taiwan) 暗黑衝擊Τ
Portuguese Pua obscura T

See also[ | ]

Advertisement