Flying

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Flying
Icon Move Flying.png
Mov
2
Description
Flying unit. Can move two spaces. Ignores forests, mountains, rivers, etc., when moving.

Flying is a unit type in Fire Emblem Heroes. Fliers can move 2 spaces at a time. They are unaffected by forests, and can fly over mountains, pits, and water. Flying units can not fly over destructible objects nor over pillars and buildings. Fliers are generally weak to bows.

List of flying Heroes[edit | edit source]

List of close flying Heroes[edit | edit source]

List of ranged flying Heroes[edit | edit source]

Flying-only skills[edit | edit source]

Icon Skill Description SP Cost Exclusive
Adult (Flier) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 200 No
Fledgling (Flier) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 100 No
Hatchling (Flier) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 50 No
Hawk King Claw Grants Atk+3. If foe's HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Heron Wing Grants Spd+3. At start of turn, restores 7 HP to allies within 2 spaces of unit. 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Raven King Beak Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2. 400 Yes
Aerobatics 1.png Aerobatics 1 If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 60 No
Aerobatics 2.png Aerobatics 2 If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 120 No
Aerobatics 3.png Aerobatics 3 Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces. 240 No
Air Orders 1.png Air Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Air Orders 2.png Air Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Air Orders 3.png Air Orders 3 At start of turn, grants the following status effect to adjacent flying allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
B Duel Flying 1.png B Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
B Duel Flying 2.png B Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
B Duel Flying 3.png B Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Dragonskin.png Dragonskin Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
300 Yes
Flier Formation 1.png Flier Formation 1 If unit's HP = 100%, unit can move to a space adjacent to a flying ally within 2 spaces. 60 No
Flier Formation 2.png Flier Formation 2 If unit's HP ≥ 50%, unit can move to a space adjacent to a flying ally within 2 spaces. 120 No
Flier Formation 3.png Flier Formation 3 Unit can move to a space adjacent to a flying ally within 2 spaces. 240 No
Flier Guidance 1.png Flier Guidance 1 If unit's HP = 100%, flying allies within 2 spaces can move to a space adjacent to unit. 60 No
Flier Guidance 2.png Flier Guidance 2 If unit's HP ≥ 50%, flying allies within 2 spaces can move to a space adjacent to unit. 120 No
Flier Guidance 3.png Flier Guidance 3 Flying allies within 2 spaces can move to a space adjacent to unit. 240 No
Fortify Fliers.png Fortify Fliers At start of turn, grants Def/Res+6 to adjacent flying allies for 1 turn. 200 No
G Duel Flying 1.png G Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70 No
G Duel Flying 2.png G Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150 No
G Duel Flying 3.png G Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300 No
Goad Fliers.png Goad Fliers Grants Atk/Spd+4 to flying allies within 2 spaces during combat. 200 No
Ground Orders 1.png Ground Orders 1 At start of turn, if unit's HP = 100%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 60 No
Ground Orders 2.png Ground Orders 2 At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 120 No
Ground Orders 3.png Ground Orders 3 At start of turn, grants the following status effect to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." 240 No
Guidance 1.png Guidance 1 If unit's HP = 100%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 60 No
Guidance 2.png Guidance 2 If unit's HP ≥ 50%, infantry and armored allies within 2 spaces can move to a space adjacent to unit. 120 No
Guidance 3.png Guidance 3 Infantry and armored allies within 2 spaces can move to a space adjacent to unit. 240 No
Hone Fliers.png Hone Fliers At start of turn, grants Atk/Spd+6 to adjacent flying allies for 1 turn. 200 No
Iotes Shield.png Iote's Shield Neutralizes "effective against flying" bonuses. 200 No
R Duel Flying 1.png R Duel Flying 1 Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
70 No
R Duel Flying 2.png R Duel Flying 2 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
150 No
R Duel Flying 3.png R Duel Flying 3 Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena.
(Higher-scoring opponents will appear.
Stat total calculation excludes any values added by merges and skills.)
300 No
Ward Fliers.png Ward Fliers Grants Def/Res+4 to flying allies within 2 spaces during combat. 200 No

Sources of "Effective against Flying"[edit | edit source]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Argent Bow Effective against flying foes. Inflicts Spd-2. If unit initiates combat, unit attacks twice.
Assassin's Bow+ 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.
Assassin's Bow 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.
Beguiling Bow+ Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
Beguiling Bow Effective against flying foes. At start of combat, if foe’s HP = 100%, grants Atk/Spd/Def/Res+2 during combat.
Bouquet Bow+ Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat.
Bouquet Bow Effective against flying foes. If unit initiates combat, grants Atk/Spd+4 during combat.
Bow of Devotion 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.
Brave Bow+ Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Brave Bow Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
Clarisse's Bow+ 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.
Clarisse's Bow 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.
Cocobow+ Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
Cocobow Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
Cupid Arrow+ Effective against flying foes.
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
Cupid Arrow Effective against flying foes.
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
Devilish Bow+ Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Devilish Bow Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)
Excalibur Effective against flying foes.
Firesweep Bow+ Effective against flying foes. Unit and foe cannot counterattack.
Firesweep Bow Effective against flying foes. Unit and foe cannot counterattack.
Fishie Bow+ Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Fishie Bow Effective against flying foes. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Fujin Yumi Effective against flying foes. If unit's HP ≥ 50%, unit can move through foes' spaces.
Gratia+ Effective against flying foes. If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Gratia Effective against flying foes.
If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Guard Bow+ Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
Guard Bow Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
Hama Ya+ Effective against flying foes.
Grants Def/Res+2 to allies within 2 spaces during combat.
Hama Ya Effective against flying foes.
Grants Def/Res+2 to allies within 2 spaces during combat.
Iron Bow Effective against flying foes.
Kabura Ya+ 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.
Kabura Ya 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.
Killer Bow+ Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
Killer Bow Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
Luna Arc 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.)
Monstrous Bow+ Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
Monstrous Bow Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
Mulagir Effective against flying foes. Grants Spd+3. Neutralizes magic foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
Nidhogg Effective against flying foes. During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
Niles's Bow Accelerates Special trigger (cooldown count-1). Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Parthia Effective against flying foes.
If unit initiates combat, grants Res+4 during combat.
Refreshing Bolt+ 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.
Refreshing Bolt 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.
Shining Bow+ Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Shining Bow Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage.
Short Bow+ Effective against flying foes. Deals +10 damage when Special triggers.
Short Bow Effective against flying foes. Deals +10 damage when Special triggers.
Silver Bow+ Effective against flying foes.
Silver Bow Effective against flying foes.
Skadi 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.
Slaying Bow+ Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
Slaying Bow Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
Steel Bow Effective against flying foes.
Swift Mulagir 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.
Thögn 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.
Umbra Burst Effective against flying foes. Unit can counterattack regardless of foe's range. Deals a minimum of 1 damage.
Warrior Princess Effective against flying and armored foes.
Grants Spd+3. Grants Atk+3 to allies within 2 spaces during combat.

Weapons related to this keyword when refined

Weapon Refined Description
Clarisse's Bow+ Effective against flying foes.
After combat, if unit attacked, inflicts Atk/Spd-5 on target and foes within 2 spaces of target through their next actions.
Cupid Arrow+ Effective against flying foes.
After combat, if unit attacked, grants Def/Res+5 to unit and allies within 2 spaces of unit for 1 turn.
Excalibur Effective against flying units. Accelerates Special trigger (cooldown count-1).
Fujin Yumi Effective against flying foes. If unit's HP ≥ 50%, unit cannot be slowed by terrain. (Does not apply to impassable terrain.)
Monstrous Bow+ Effective against flying foes.
After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions.
Parthia Effective against flying foes.
Reduces damage from magic foe's first attack by 30%.

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
Dragonskin.png Dragonskin Neutralizes "effective against flying" bonuses.
If foe initiates combat, grants Def/Res+4 during combat.
Iotes Shield.png Iote's Shield Neutralizes "effective against flying" bonuses.

List of items

None, currently.

List of structures

None, currently.

In other languages[edit | edit source]

Language Name
Japanese 飛行
German Flugeinheit
Spanish (Europe) Unidad Aérea
Spanish (Latin America) Unidad Aérea
French Unité Volante
Italian Unità Volante
Traditional Chinese (Taiwan) 飛行
Portuguese ???