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Welcome to Fire Emblem Heroes! For those unfamiliar FEH is a free-to-play (F2P) mobile game based on the Fire Emblem series. The gameplay is a tactical turn-based RPG, utilizing a gacha based system as a primarily means of game progression. This guide aims to get new players started and up to speed with what FEH has to offer. This guide was made with version 3.1.0 in mind (Jan 10, 2019), so adjust accordingly to any differences that you may come across.
If you have a specific question in mind, take a look at the FAQ and see if you can find the answer to your question there. For explanations of in-game features and mechanics, the Basics page can be of use.
- 1 I just started the game, what do I do?
- 2 Okay I finished Story mode, what all this extra stuff?
- 3 Advanced Growth
- 4 Is Free Play viable?
- 5 Orbs
- 6 Heroic Grails
- 7 Other resources
- 8 Summary Table of Resources
- 9 Building an effective team
- 10 Building an effective emblem team
- 11 See also
- 12 References
I just started the game, what do I do?[edit | edit source]
The game goes through a small ~80MB update, lets you play a couple stages, then dumps a large update a couple of GB in size (Lite mode reduces download size by 70% in exchange for graphical and audio fidelity). Once that update is done, go through the three Prologue maps to cover the basics of the weapon triangle, breakable terrain, and other useful tactics. Once you complete these maps a bunch of modes unlock and your adventure will begin. This section will help you go through the first few hours of the game.
Summoning Heroes (and rerolling)[edit | edit source]
The main collectible in this game are Heroes, who fight for your cause and spout various quips as you interact with them. You can level them up, support them, make them stronger, or just put some cute accessories on them. To do any of those things though, you are going to have to summon them from your gun.
While Heroes mainly come from summoning sessions they can also be collected through events, quests, and completing special maps. Given the rate at which new summoning focuses are released, you can redeem around 2 free heroes every week.
Spending 80 orbs on banners along with free pulls provides around 22 heroes a week. Assuming the typical 3% pity rate this means you will collect a 5 hero every week (Or if are an unlucky one that need the 90th percentile, every 3 ½ weeks). However, it is advised to concentrate orbs on specific banners for heroes that compliment the core team.
Heroes can also be summoned using Heroic Grails, as explained in a future section.
You want to grab as many Orbs as you can, as they are the main way you can summon new Heroes. These orbs on a summoning focus, which contains a pool of characters with higher chances to get the Heroes shown on the summoning focus. You should already have 18 orbs from the tutorial and prologue maps, but you will want to collect a few more orbs before your first summon so follow these steps:
- Go to the Home Screen. Hit "Remind me later" for the quests that pop up.
- Collect all the special login bonuses orbs by going to the Present List and tapping "Redeem All".
- Play through the Prologue and Book II Chapter 1 to obtain 45 orbs (Shown in top-right corner).
- Go to the Summon Tab, choose a focus and hit "Redeem"
- In the summoning session, tap on a stone and summon/pull a Hero. Continue redeeming until all five stones have been pulled. This should consume 15 orbs.
- Repeat steps 4 and 5 on two other focuses, consuming all 45 orbs.
- Perform a free Redeem from the remaining focuses.
- Finally, redeem the "Free Summon" Hero from the Brave Heroes free summon. It is recommended to go for the suggested Hero.
Each Hero has a rarity represented by 1 to 5 stars, with 5 being the highest rarity. The chance of getting a 5 is usually 3% (Shown if you click on Appearance rate on the summoning focus) and increases as you pull non-5 Heroes on that summoning focus but only for that summoning focus. The rarity of a Hero affects the level 1 or base stats of that Hero as shown below:
A Hero's stats at level 1 predetermines the stats they will have at their maximum level, or level 40. The stat growths between levels are quite random but they will always end up with the same stats at max level (and it is very easy to level a Hero up to 40). However, two Heroes with the same name and rarity can have different starting stats which can affect their level 40 stats by 3 or 4 points. This can be referred to as stat variance, Assets and Flaws, natures, IVs (Individual Values), +/-, etc.
|Rarity||LV. 1 HP||LV. 1 Atk||LV. 1 Spd||LV. 1 Def||LV. 1 Res||LV. 40 HP||LV. 40 Atk||LV. 40 Spd||LV. 40 Def||LV. 40 Res||LV. 40 Total|
If you do not get a 5 Hero in the summoning pool and you have some time to spare then rerolling is suggested. Any 5 Hero you pull is going to be more useful than a 4 to start off with. Re-rolling is not mandatory but it's faster to reroll into a 5 then play for a while until your luck gives you one. You can check out the Rerolling instructions.
If you are willing to spend real-world money you can purchase orbs from the shop. The starter support pack provides 12 orbs for 3.99 USD, along with a very powerful limited Hero, which is a great deal for beginners. Otherwise, obtain orbs from Shop > Purchase Orbs to get 75 orbs for $40USD. Do bind your account before purchasing orbs though.
Finally, the size of the Barracks that hold all your Heroes starts at 300 but can be expanded up to 1100 by spending orbs. It is not a bad idea to expand your barracks as you get more Heroes to play and experiment with.
Linking to a My Nintendo account[edit | edit source]
So now that you have finished summoning all your Heroes, it is advisable to link your account to a My Nintendo Account. Linking your account keeps your data safe in case you ever lose your phone, and you can receive free gifts including orbs from linking. You can also get 10 free orbs after completing the process through the My Nintendo rewards.
First minute freebies[edit | edit source]
FEH is very generous and provides you with a significant amount of orbs, Heroes, and other fancy stuff for you to collect. But the freebies we are interested in right now with what we have are these:
|Hero||Where to Obtain|
|She is a Free Hero in Free Summon: Brave Heroes. She is the best Hero to obtain without a doubt, so pull her unless you really really like one of the other Heroes and want to start off handicapped.|
|She is also a free Hero in the Free Summon: Arrival of the Brave. She is another great Hero to pick up.|
|This guy can be picked up after completing Battle > Story Maps > Paralogues > Xenologue 3: The People's Hero (other paralogues do not have to be completed to challenge this one).|
|Get a free Fjorm by completing Chapter 1 Part 5 of Book II (Not Book I or III).|
|You can also get a free Eir by completing Chapter 1 of Book III (Not Book I or II).|
Obtaining these freebies makes clearing content much easier.
Building Your First Team[edit | edit source]
Because of the weapon triangle, a team should have heroes cover at minimum two colors but is suggested to have all three (red, green, blue). A team should also have Heroes with different damage types (one physical and one magical) to be able to hit the lower of an opponent's DEF or RES stat. Weapon types are divided by color and damage type as shown below.
Completing Main Story Maps / Paralogues[edit | edit source]
Play through the Main Story maps (make sure to switch back to book I) and Paralogue maps on Normal. Not only will this provide a large number of orbs, it will also accustom you to the gameplay. You can adjust music, showing combat animations, and movement display in the Settings menu during or outside of battle to suit your preferences. Don't be afraid to spend stamina potions because you get a lot of them. Light's Blessings are much rarer, and since you retain all experience even after losing all your Heroes it's better to Give Up and try the stage again than using a Light's Blessing to Continue.
Once you have collected some orbs, you can summon some more Heroes to help you out. You can try out new Heroes and see what suits your playstyle. After playing through of story mode and paralogues on normal you should have around 180+ orbs which can be converted to another 45 or more Heroes.
As you will likely not have too many Heroes to work with to start off, here are things you can do to increase an individual Hero's overall strength:
- Leveling Up
- Summoner Support
- Pick your favourite Hero and summoner support via Allies > Interact with Allies > Summoner Support. The chosen Hero will automatically gain HP+3 and Res+2. They gain more stats as they battle level 35 enemies.
- You can change your summoner support at any time, so don't worry too much on who you've supported right now.
- Ally Support
- Select two Heroes on the same team and ally support them with Allies' > Interact with Allies > Ally Support. Both Heroes will get Res+2 during combat if they are beside each other, and like summoner support gain more stats when they battle Level 35 enemies.
- Again, ally support can be changed at any time at no cost so don't sweat who exactly to pair up.
- Learning Skills
- Your Heroes can gain new abilities by going to Allies > Ally Growth > Learn Skills > Selecting the appropriate skill and tapping Teach. This can help a lot in strengthening your Hero (such as that free Fjorm). Learning new skills require SP, which is earned from defeating enemies and leveling up.
- If you aren't sure about what to pick you could go use the Auto-Learn function, however you should learn what those skills do before you teach them the skill.
Remaining story mode challenges[edit | edit source]
Once you finished Story Mode and all the paralogues you can enjoy the rest of the FEH content. However there good incentives to come back to this mode every so often. You can replay them again at higher difficulty, which will provide you with even more orbs and at the current strength of your team it should not be hard (gaining 370+ orbs). Chain Challenge and Squad Assault is very challenging, so don't try this until you have trained up a lot of strong units.
Okay I finished Story mode, what all this extra stuff?[edit | edit source]
Now it is time to be introduced to Fire Emblem Heroes properly. This section explains what you need to know about and what there is to do. What most people do can be summarized as login, get your free orbs(daily), get your free summons (~2 a week but not updated weekly), run through arena and arena assault (once a week), play any new special or story maps (various), and participate in all of the events as much as you can (various, lasts ~6 days) and you should be swimming in stuff, lots of free stuff.
Didn't catch any of that? Well, that's what this section is for.
Complete Quests[edit | edit source]
Found on the home screen on the bottom-right, you've got daily quests, weekly quests, monthly quests, yearly quests, and every manner of quests that will keep you occupied. You can get an assortment of free stuff (mainly orbs), with a general requirement of completing maps with a certain restriction. Don't feel too bad about not completing a few quests here and there.
Just remember to Redeem All when you stop playing for the day.
Check Special Maps Often[edit | edit source]
Check this mode often! There are special maps that are not part of the rotating five maps and can last anywhere from 4 to 14 days and can be easy to miss. These can be in the form of Legendary Hero Battles, Grand Hero Battles, Bound Hero Battles, Developer Challenges, and Thank You maps to name a few.
Grand Hero Battles are the most important special maps to look out for, as they are the only maps that give you free limited Heroes, Heroes that do not appear in a normal summoning session. Other maps will provide you with a large number of orbs.
There are 5 rotating maps can be completed at any time meaning there is no rush to beat these maps: Special Training maps are used to level up your Heroes and earn SP.
- 2 Grand Hero Battle Revival maps cycle every day, allowing you to obtain Heroes that do not appear in a normal summoning session.
- Hero battles contain Heroes you can pull from normal summoning sessions, but this is a guaranteed method of obtaining them.
- Rival Domain maps use large maps instead of standard maps and provide rewards based on obtaining a certain score. You can play this mode without building a team, and it will just fill your brigade with random Heroes. This is the only rotating map that resets its rewards so play it once a week even if it's just for the free orb!
Participate in Events[edit | edit source]
Like Special Maps, Events contain special maps that only appear for 6-14 days. These events can be pseudo-PvP, but rewards are generous even for players that participate for just a bit. The main draw for these events is how the content differs from the typical story and special maps. So far there are 4 kinds of events (ordered most to least important):
- Tempest Trials+: Fight through a series of maps before confronting and defeating a "boss map". This event gives you the most resources in all of FEH so play this mode as much as you can in those 10 days. It also has a PvP aspect where you can earn extra rewards by getting a higher score than other players.
- Grand Conquests: Fight over territory in a similar fashion to Rival Domains. This mode has a decent amount of rewards to give.
- Voting Gauntlet: Voting Gauntlet is where you rustle some jimmies, as you pick 1 of 8 Heroes and garner the highest support in a single elimination tournament.
- Tap Battle: A casual rhythm minigame. The rank and difficulty you choose do not affect the reward meaning, if you are lazy, you can just mash through all the maps.
Actively compete in the Arena[edit | edit source]
This is a pseudo-PvP mode where you use your team against another person's team, controlled by the AI. Every player beginner or veteran should be playing Arena as it provides lots of orbs and other goodies that you will need in order to improve your team. Arena only needs to be played once a week, after securing 5 consecutive victories.
Arena Assault is separate from Arena as it provides a different set of rewards, and requires seven different teams instead of just one. Arena Assault should also be played once a week, though you should not feel the need to have 7 consecutive victories at this point.
- Arena and Arena Assault rewards reset every week Tuesday at 7:00 AM UTC.
Actively compete in the Aether Raids[edit | edit source]
This is a pseudo-PvP mode where you use your team to invade another player's Aether Keep. Every player beginner or veteran should be playing Aether Raids as it provides lots of Heroic Grails needed to summon Heroes from the Use Heroic Grails menu. Aether Raids also rewards you with Aether Stones that can be used to improve structures in your Aether Keep. Aether Raids needs to be played once a day for 5 days to receive the daily rewards.
- Aether Raids rewards reset every week on Monday at 7:00 AM UTC.
Make Some friends[edit | edit source]
This is where you can add friends or check your friend requests. You can view your Friend Code (10-digit ID number) to provide to over players. You can send requests by entering a Friend Code, select a name from the suggestions list, or send a request after playing Arena or Arena Assault.
Gradually power up your teams[edit | edit source]
The content outside of story mode can be challenging or require specific requirements to complete. As a result, it is important to start thinking about building up different Heroes:
- Put a strong focus on building and improving your core team.
- Build about 3 or 4 other teams to rely on:
- Confer Blessings on each of the 3-4 teams
- - This is so you can enter the Blessed Gardens maps, which provide a healthy amount of orbs, feathers, divine dew, and more blessings.
- Invest in Sacred Seals
- The Sacred Seal forge can be accessed by tapping the silver coin on the top-right corner of the home screen. Seals are very flexible because they act as equippable skills. Sacred coins are handed out by playing Arena and/or Arena Assault. Recommended seals include , , and as they provide immediate benefits.
Advanced Growth[edit | edit source]
This section will give you some tips as to what you should be doing what you should not be doing with the Heroes that you pull, in hopes that you would not make any mistakes when improving your Heroes.
Weapon Refinery[edit | edit source]
The Weapon Refinery is able to refine specific weapons and as the name implies. This is separate from "Learn Skills" mainly because they require Arena Medals, Refining Stones, and/or as well as SP making it more costly than the aforementioned "Learn Skills".
- Refinery materials come at a healthy pace so you don't need to be too worried about spending them.
Unlocking Potential[edit | edit source]
Unlock potential increases a Heroes rarity after spending the materials below. As you can see the cost to promote a Hero to 5 rarity is quite expensive, so be sure to have a good reason before unlocking potential. If you have feathers to spare you can promote the three main Heroes of Askr ( , , and ) as they are required in many different quests they are featured in (along with and ).
|Rarity||Next Rarity||Feathers Required||Badges Required||Badge Type|
|4||5||20,000 s||20||Great Badge|
Due to the high cost of promoting heroes to 5 unlocking potential should be carefully planned, and should only be for 3 purposes (from most to least important):
- Intent to use the hero to fulfill or provide backup to a specific niche for use in more challenging content such as Arena Assault.
- Intent to use skill inheritance on a 5 exclusive weapon, special, or skill to a hero that requires that skill to perform its role.
- Intent to merge the 5 hero as part of their core' team.
A core team is equivalent to the lead team in Arena Assault. Merging is required to earn a higher score in Arena Assault, however it is more important to have enough strong units to defeat all seven teams. Merging should only come once all the specific unit niches have been fulfilled, hence why it is rated as the least important purpose of unlocking potential. Before promoting a hero to 5 to use their skill, check if the skill can be inherited from a 4★ hero.
There are two main sources of feathers:
- Events: In particular, Tempest Trials+ gives you around 10,000 to 21,000 feathers depending on how you rank among other players. Voting Gauntlet only provides 3,000 to 10,000 feathers but this is still a decent sum.
- Arena: Every week you can get around 4,000 to 9,000 feathers
- Arena Assault: This mode gets you around 500 to 5,000 feathers per week
A decent amount of feathers can be collected by going through daily arena matches, weekly Rival Domains, and Blessed Gardens. Other methods to collect feathers (e.g. Grinding Hero Merit, lower difficulty Chain Challenges) is not worth the effort put into it unless you really need are in extreme need of feathers.
All in all, the influx of feathers is about 10,000 feathers to 30,000 feathers weekly. A player hovering around Tier 18 with only one decent team and performs average at events should expect ~17k feathers a week.
Inherit Skill[edit | edit source]
Inherit Skill, or Skill Inheritance, is the act of foddering a Hero to give another Hero up to 3 skills (or the highest level of 1 skill). If skill has prerequisite skills, they must be inherited as well, and they count towards the limit of 3 skills you can inherit. Since you lose the original Hero it is important to carefully consider what skill you want to inherit. Since it may be difficult to determine what skills you should be inheriting and what Heroes you should be foddering, the table below provide a small list of "cheap" but very useful skills applicable to nearly any Hero. They are cheap as the skill can be found on at least two different 3 and 4 units, and the second tier versions are almost as effective as their third tier versions which is important if you do not want to 5 them. If you pull any of the following units, unless you feel like using them, treat them as skill inheritance fodder for your other Heroes until you gain a better understanding of how you should be using the system effectively:
Inheriting cheap skills is typically okay. Inheriting more expensive skills should be done with caution, with the intention of eventually using that the Hero you inherited that skill to.
Merging[edit | edit source]
Merging is the act of combining two of the same Hero into one and provides a small stat boost and a small score boost. If you promote a merged 4 into a 5 Heroes you lose all of the accumulated stat bonuses and merge levels.
Merging is a "no turning back" kind of decision, so you need to be well aware of why you are merging your Heroes.
Sending Home[edit | edit source]
Found on the basic allies menu, this feature permanently remove Heroes from your barracks along with any skills they may have for a very small amount of feathers.
It is not advised to send any Heroes home as expanding the barracks, merging, or inheriting their skills to another Hero is often cheaper and less of a finite decision.
What should I do with this new Hero I just summoned (non-duplicate)?[edit | edit source]
By enabling Misc. -> Settings -> Asset/Flaw Color Display, Assets and Flaws for each Hero will be highlighted. The best Asset/Flaw distribution your Hero will typically vary character to character, but here are some general guidelines:
- For offensive units, +SPD and +ATK are two good positive Assets to have. -HP is typically the most sought after flaw, but -DEF and -RES aren't too bad either.
- On characters that are built to take a hit, consider a +DEF or +RES Asset. A +SPD Asset can also be considered if the Hero has high Speed to avoid being doubled by an enemy.
Note: Flaws are removed from a Hero if they are merged, meaning a Hero's asset is more important than their flaw.
If the Asset/Flaw variance is not in your favor, the Hero is not listed as being top tier, and you do not wish to use them then you can keep them in your barracks as you consider using that Hero for skill inheritance. Most 5 Heroes provide skills that are only exclusive to their rarity, and 4 Heroes usually have at least 1 skill that has all three tiers of that skill available when promoted to 5.
What should I do with my duplicates? Merge, unlock potential, use for skill inheritance, or send home?[edit | edit source]
Some stat variations are better than others, so it's advised you keep the best variation for that particular Hero before you decide to do anything with the other duplicate.
Avoid merges unless you have a very strong reason to (it is your main team for Arena). If the Hero has rare skills the duplicates could be used for skill inheritance instead. Merged Heroes do keep all skills from the sacrificed Hero, so if you had previously inherited several skills to a Hero with bad IV's than you may merge that Hero into the one with optimal IV's.
Skill Inheritance is generally what you will use duplicates for, though remember you only have a limited number of duplicates to sacrifice. You may need to promote a duplicate to 5 before inheriting all three tiers of its skill (e.g. on ). First check if the third skill tier can be found on a 4★ Hero before you promote, to save on feathers.
Sending home is only advised for Heroes that serve no use to you either for its lack of strength in combat or its lack of useful skills to inherit. However this is quite difficult to determine as a beginner, so it is suggested to to keep expanding your barracks. Also, IS is slowly giving Heroes unique and refinable weapons turning some once useless Heroes into top-tier threats so don't count any of your Heroes out. If you put in the time and effort into your favorite Hero, they will serve you well!
Is Free Play viable?[edit | edit source]
While some Free-to-Play games are nearly impossible to enjoy without paying money, Fire Emblem Heroes is not one of them. A free player can easily gain well over 300 free orbs per month. As a comparison, if you paid $75 for orbs, you would only get 140.
Additionally, because your team is limited to only four characters, you don’t necessarily need a huge roster of super powerful characters to be successful. Moreover, by using color advantages and abusing the easily exploited AI, good strategy can allow a free player to even compete in the PvP Arena.
What Free-to-Players (May) Miss Out On[edit | edit source]
While this guide should help any players looking to play without spending money, it is still good to know what goals are going to be difficult or impossible to achieve without buying orbs. Here is a list of things you won’t be likely to do.
Arena Rankings[edit | edit source]
A free-to-play player can easily compete in the Arena to earn feathers. Achieving the highest, however, is much more demanding (and only rewards 1 extra orb a week) but is still possible (unlike achieving the top rank). After learning how scoring works there are three general strategies that can be employed:
|Develop an armored core||Armored units score well due to their high total base stats||Relatively cheap to produce, as the pool of 3-4 armored units as well as the heroic grail armored units are sufficient to create a core armored team.||Difficult to provide your bonus unit with all kills and kiting the enemy effectively.|
|Focus on Legendary and Mythic Heroes||Legendary heroes artificially increases the score of blessed and mythic heroes||Increase scoring range up by 8. Legendary heroes also appear on a schedule, providing time to save up orbs.||Expensive, as all legendary and mythic heroes are 5 exclusive.|
|Create a support-focused core||Kills from bonus units provide additional score||Much easier time in feeding kills to the bonus unit||Much less variety in support units. Dancers and other low-scoring hazards present.|
All 3 strategies provide the same amount of score if used properly. Regardless of the strategy used, saving orbs to pull on merges or skills with high SP value (Distant Counter, Rally Up Atk+, Hone Atk 4) is critical. Feathers are mainly used to give bonus units Aether and Galeforce.
Be patient and only fight players in the correct scoring range. As of Version 3.2, the Arena cutoff is ~3794 or around 758 score per round. Each bonus kill provides 3 points, so players can theoretically challenge teams with a 746 score, however it is safer to pick teams closer to 752.
Non-Focus 5★ Heroes[edit | edit source]
Getting 5 heroes is very possible without spending money. In fact, a free-to-player has a high chance of summoning many 5 Heroes throughout the lifetime of the game. The chances of finding a specific non-focus hero though is very low. So if there is a specific hero that you really want, expect to fork over a lot of cash.
Large Hero Collections[edit | edit source]
As stated before, you will get about 30 heroes from summons with your free orbs. Since this includes some 3 heroes, you won’t have an expansive collection with all of your favorite Fire Emblem characters. Instead of trying to complete your collection, it’s better to focus on having at least one very competitive team.
Merging 5-only Heroes to maximum[edit | edit source]
Before deciding on a +10 hero, consider why a +10 hero is necessary. For most content, a +1 merged hero is a more efficient use of resources. It takes on average 140-160 orbs to summon a specific 5 hero shown on a summoning focus, up to 300 orbs for the 90th percentile (9 out 10 people will get that hero after spending 300 orbs).
The only mode in the game that demands merges is Arena, as merges increase a teams scoring range. However, Arena is also heavily focused on bonus kills so the ideal +10 hero needs to have a high BST and some sort of support ability to be able to feed kills into your bonus unit. It's also useful to guarantee 11 copies of that units, meaning the hero needs to be a heroic grail unit, which limits the selection of F2P units that meet that criteria to around 2:
While Heroic Grail units are guaranteed the process is extremely slow. Here are the resources necessary to obtain enough merges to grail units:
- A Tempest Trial hero needs 200k feathers and 2700 Grails.
- A Recent Grand Hero Battle hero needs 222k feathers and 2200 Grails.
- A Rerun of a GHB brings the number of grails down to 1750 Grails.
Feathers accumulate at around ~17k per week for a Tier 18 player, taking about 13 weeks or about 4 months to reach 220k feathers. As for grails, a Tier 20 Aether Raids player gets 60 Grails a week taking 29 to 45 weeks to reach the required number of grails. A perfectly playing, top ranked AR player gets 81 Grails a week, which is still 21 to 33 weeks. And since grail heroes possess amazing skills to inherit, expect almost a year to +10 a grail hero.
Now if the reason to have a +10 5 exclusive hero is merely for amusement, then saving orbs is critical. The following table lists the approximate odds for obtaining 11 copies of a focus hero at the 90% percentile, rounded to the nearest 50 (The 50th percentile can be approximated by subtracting 500 orbs). In general, Red is the most difficult color to summon on, followed by blue, colorless, and green:
|summoning focus Type||No color sharing||With 2 color sharing|
|2 unit summoning focus (3% focus)||1150 - 1400||1200 - 1500|
|3 unit summoning focus (3% focus)||1650 - 2000||1800 - 2150|
|4 unit summoning focus (3% focus)||2150 - 2700||2300 - 2800|
|Hero Fest summoning focus (5% focus)||1400 - 1700||1500 - 1800|
|Legendary or Mythic summoning focus||-||2700-3100|
As stated earlier, players receive 300+ orbs a month, so the best plan is to save up every orb for about 4 months and wait for a 3 unit summoning focus with no color sharing.
Orbs[edit | edit source]
Usage[edit | edit source]
Orbs are primarily used to summon new heroes. The most efficient strategy is to pull only on stones of a focus units color. When any 5 hero is pulled, it is advisable to pull all the other stones as the pity rate for pulling higher rarity heroes returns to zero after pulling a 5 hero.
It takes on average 140-160 orbs to summon a specific 5 hero shown on a banner. To obtain 11 copies of a specific focus unit requires 1500-1800 orbs on average. Remember that there is no guarantee that any amount of orbs will be enough, as pulling is all based on chance.
Additional uses for orbs include expanding Barracks, upgrading the Castle and replenishing items like Stamina Potions, Dueling Crests, or Light's Blessings. Upgrading Castle requires relatively little orb investment while expediting the grind on hero levels. The expansion of Barracks may become necessary as the player progresses, however careful planning can reduce the need to continuously expand the barracks. It is ill-advised to use orbs in place of Stamina Potions, Dueling Crests, or Light's Blessings as they can be easily replenished.
Sources[edit | edit source]
If you are starting the game, the largest source of orbs is found simply in Story mode. Playing through all the main story maps and paralogues on all three difficulties, as well as the lunatic difficulties of Chain Challenge and Squad Assault gives you a total of around 740 orbs. However the latter two modes are quite challenging without a decent selection of strong units.
Otherwise, there are four main ways to get as many free orbs as possible:
- Daily Login Bonuses: Simply by logging in each day will give you 1-5 free orbs. Surprisingly this is the second largest source of free orbs after completing quests, and requires almost no effort.
- Events: Tempest Trials+ provides the most orbs of the four events currently running.
- Arena: A steady drip feed of about 4 orbs a week. Nothing exciting but it does equate to a free pull every week.
- Quests: Most quests direct you to play new Story Maps, Arena, Special Maps, or Events, so it is possible to complete quest objectives by accident. Nevertheless, avoid putting them off as once they leave they take their orbs with them.
Based on the average of the past 6 months you can collect up to 344 Orbs per month (or 80 orbs a week).
Heroic Grails[edit | edit source]
Usage[edit | edit source]
The following heroes can be summoned by spending Heroic Grails:
These heroes can be used for:
- Inheriting rare or otherwise hard to obtain skills to other units
- Fulfilling a specific niche
- Merging units with the intention of using them in a team
Sources[edit | edit source]
Simply accessing the Use Heroic Grails Menu will provide you with 200 Grails, allowing you to summon two of the units in the list above. So far, the only way to obtain Heroic Grails is by participating in Aether Raids, which can net up to 90 Grails a week (When starting out, 40 Grails should be expected).
Other resources[edit | edit source]
Events such as Tempest Trials+ and Grand Conquests provide many resources to use. Other than events, it is important to go through both Arena and Arena Assault every single week to gather specific resources that are usually not found in other game modes (e.g. Sacred Coins and Arena Medals).
Summary Table of Resources[edit | edit source]
Summary of rewards obtained through persistent content.
|Special Training Maps||One Time (Rotating)||25 Orbs|
|Grand Hero Battle Revival||One Time (Rotating)||[From Maps]|
42 GHB Heroes (3 copies of 14 different limited heroes)
14 GHB Heros (1 copy of 14 different limited heros)
|Hero Battle||One Time (Rotating)||24 Heroes (2 copies of 12 different heroes)|
|Chain Challenge||One Time, Per Challenge (~Monthly)||~8 Orbs|
|Squad Assault||One Time, Per Assault (~Monthly)||2 Orbs|
1 Sacred Seal
|Blessed Gardens||One Time, Per Map (Weekly)||1 Blessing|
20 Divine dew
|Rival Domains||Weekly||Easy: 1 Orb|
Normal: 1,000 shards
Hard: 1,000 crystals
Lunatic: 500 Feathers
Infernal: 10 Divine Dew
|Arena||Weekly||[based on rank]|
20 Sacred Coins
20 Refining Stones
100 Arena Medals
|Arena Assault||Weekly||[based on rank]|
10-30 Sacred Coins
10-30 Refining Stones
1-3 Arena Assault Items
Summary of rewards obtained through temporary content.
|Special Maps||4-14 days||Mainly Orbs, Sometimes Heroes|
|Tap Battle||~14 days||10 Orbs|
500 Arena Medals
5,000 Universal Shard
|6 days||10 Orbs|
10,000 Universal Crystals
|6 days||14 Orbs|
630-1,200 Arena Medals
30 Sacred Coins
30 Refining Stones
400 Great Badges
Additional Misc. Rewards by tapping “Help Out” every 2 hours
(~less than a month)
|10 days||42 Orbs|
80 Sacred Coin
35,000 Universal Crystal
2 Heros (Limited)
Summary of rewards, collection rate and consumption rate.
Building an effective team[edit | edit source]
Regardless of if you are a Free-to-Player or not, you will want to build an effective core team for completing story missions and competing in the Arena. Note that while you can adjust your team composition to suit the maps in Story Mode, any well balanced team should be able to complete all of the single player content even on Lunatic difficulties. A well balanced team is also helpful in arena, because you don’t have prior knowledge of what unit types your opponent will bring. This section will give you tips on building a strong team.
Tips on building effective emblem teams are covered in the next section.
Build around your best Heroes[edit | edit source]
The most important tip is simply to focus on building around your best heroes and choose characters that cover their weaknesses. If you already have a powerful Red Sword unit, then you probably don’t need any more red units for your team. If you have a strong tank, then you may want to focus on finding characters that can support a choke-point strategy.
Use strong 4 or 5 Heroes[edit | edit source]
It is always helpful to construct your team with individually powerful heroes. Each hero has a given potential (represented by stars, ranging from 1-5) that determines their stat growth and their available skills. As a rule, you will only want to focus on leveling characters with at least a 4 potential, as 3 and lower characters will be outclassed at higher levels because of their poor skill pool.
Additionally, different heroes have stats and skills that make them more or less desirable.
Level up Olivia: Blushing Beauty[edit | edit source]
/ is one of the most powerful Assist skills in the game. Giving a unit two turns can let a hero with color advantage kill two foes, or kill one and move back from a dangerous counterattack, or just move twice and attack. All refreshers can be built in such a way that they defeat the enemies they have a color advantage over, while being able to pass their turns to teammates if there are no enemies left for them to fight; this means they are never dead units on a team.
However, most refreshers are exclusive to 5. Of the few that are not, the most-readily available refresher is , who is also a free unit. Make it a priority to level her up, using Feathers to Unlock Potential as quickly as possible, while Inheriting solid skills to her ( , , or are the common choices). She is easily worth being the first Hero you move to 5.
Even if you pull other refreshers, multiple different refreshers are useful when moving onto some of the more challenging content later on, such as Squad Assault or Chain Challenge.
Color balance[edit | edit source]
Color balance is essential to a good team. As the triangle in the lower right hand corner of the combat map shows, different attack colors have a rock-paper-scissors like cycle of advantages. Red beats Green, Green beats Blue, and Blue beats Red. Colorless Units are equally powerful against all opponents (excluding special -Raven tomes). To make the most of this, it’s recommended that all teams include at least 2 different colors to improve opposing matchups. Also, because of how the AI behaves, it is often possible to “bait” the opponents into disadvantaged matchups, so a good color balance is very helpful for abusing the AI.
Magical and physical balance[edit | edit source]
In addition to color balance, it is also good to have a combination of physical and magical attackers.
The primary difference between these types of units is the defensive stat they target. Physical attackers are effective against foes with low DEF ratings, while magical attackers do more damage against units with low RES stats. Having at least one unit of each type will help to break through units that have a single high defensive stat.
Mobility and range balance[edit | edit source]
The last thing to consider for a good team is mobility and range differences. In order to focus fire on a single enemy unit it is useful to have a mix of units, units, units, units, close attackers, and ranged attackers. Close‐ranged units can attack most opposing ranged heroes without provoking counterattacks, and vice versa. Flying units or cavalry are often able to flank or attack units that would otherwise be inaccessible. So having a variety of character types can really help build a well balanced team.
Building an effective emblem team[edit | edit source]
Other than your core team, you will also need to build 4 other teams whose heroes all belong to one movement type (only flier units, only cavalry units, only armor units, and only infantry units). These are generally defined as X emblem teams. Many quests require you to complete content with only one movement type, so starting early allows you to work on these quests as soon as possible.
Emblem teams also have extremely powerful C-skill support buffs that are relatively easy to find, bolstering their overall strength regardless of individual performance. Lastly, you can place all 4 types of blessings on these 4 different teams, saving the hassle of building separate teams for Blessed Gardens maps.
This following sections is not a definitive or best way of building emblem teams, but rather focused on a minimal investment build that is necessary to complete most of the quests and maps these emblem teams will need to clear. Hence it will focus more on free-to-play and non 5 exclusive units. It is up to the player to determine which heroes can be substituted based on what they can obtain.
Infantry Emblem[edit | edit source]
Infantry Emblem is the easiest emblem to build for, and it practically builds itself. There are only 5 heroes from the pile of free infantry heroes you need to concern yourself with:
|Hero||Where to Obtain||Importance|
|Complete Xenologue 3||unit that can counterattack at any distance, and his unique special provides massive sustain through many fights.|
|Free hero from the Free Summon: Arrival of the Brave banner||unit that can attack twice thanks to , comes with and , and , the first tier 4 passive.|
|Complete Chapter I Part 5 of Book II||unit that can counterattack at any distance, and has the unique special , useful for taking down mages.|
|Hero Battle (cycles every 12 days)||unit that allows other heroes to act again.|
|/||Hero Battle (cycles every 12 days)||units that keeps other heroes at high HP.|
and both come at 5, unlocks the skill once promoted to 3 and / get at 4. Due to the sheer strength of Legendary Ike and Fjorm, most content in the game can be completed with just these two heroes. It is suggested to inherit to Legendary Ike, equip the Quick Riposte Sacred Seal to Fjorm, and upgrade the and Seals for Legendary Ike to choose between. A promoted 5 Lissa can be an offensive threat by softening up enemies and greatly hindering their mobility with , however her primary job is still to keep Legendary Ike and Fjorm at full health.
While there is not a huge need to upgrade this team as F2P if you are looking for other infantry that are easy to pull and can perform very well then consider and . Dragons have great stats and can inherit , a weapon with built in. DC weapons are not very common, which makes dragons more valuable than most other infantry units.
Cavalry Emblem[edit | edit source]
Otherwise known as Horse Emblem, Cavalry benefit from being able to move 3 spaces greatly enhancing their attack range. The following table lists skills that are important for a cavalry team to inherit and the common heroes that hold it. When you acquire these heroes use Inherit Skill to give your main horse team these buffs. The suggested C-skills is to have 2 heroes with and 2 heroes with so that every horse on your team can receive +6 in every stat.
|Skill Type||Heroes with skill|
|Cavalry C-Skill Buffs for all cavalry|
|for all cavalry|
The following table lists some of the important free Cavalry heroes and where to obtain them:
|Hero||Where to Obtain||Importance|
|Free hero from the Free Summon: Brave Heroes banner||Fast unit able to attack sword, lance, and axe units without fear of being attacked.|
|Free hero from the Free Summon: Arrival of the Brave banner||A unit that can attack without being attacked back, applies massive debuffs on the enemy, and provides massive buffs to allies when healing or attacking|
|Heroic Grails Menu||with a skill set that can debuff enemies' def and res from a distance. She also sports a lot of defense and speed for melee duels.|
|that comes with the rare skill , which adds buff utility to movement assist skills. She is also the only source of red magic damage for cavalry that is not 5-exclusive.|
|Grand Hero Battle Revival (Sunday UTC), Heroic Grails Menu||that, when promoted, can counterattack at any distance, and sports a lot of defence to take on many physical units.|
|Grand Hero Battle Revival (Thursday UTC), Heroic Grails Menu||to provide powerful magic damage (until a unit like is pulled)|
|Grand Hero Battle Revival (Tuesday UTC), Heroic Grails Menu||that, when promoted, can counterattack at any distance.|
|Hero Battle (cycles every 12 days)||that comes with the skill, which is an integral skill to boost cavalry team performance.|
|Hero Battle (cycles every 12 days)||to provide some green magic damage. She is also the only source of green magic damage for cavalry that is not 5-exclusive.|
Start off cavalry emblem with a team consisting of 5 Brave Lyn, 5 Brave Veronica, 5 Xander, and 4 Ursula. Promoting a Xander to 5 is important as he is one of the few F2P heroes that can counterattack at any range, and has a good stat line as well. Although also a free hero that can counterattack at any range, he has a weaker stat distribution and is competing heavily with other blue cavalry. Camus can be promoted if you can not find a suitable unit to replace him.
Your cavalry team should eventually have a 5 Brave Lyn with an exchangeable and a 5 Reinhardt with or inherited. The remaining cavalry heroes are flexible but they are generally fill the role of tanks protecting the above two heroes or are specific counters to dragon, armor, or cavalry units. Such heroes can include , , , , , or but this is by no means exhaustive. Calvary Healers can also be used with great effect if you have any.
Flying Emblem[edit | edit source]
Flying heroes supports the most diverse types of play-styles, from explosive rush-down tactics to impenetrable airborne fortresses. However, many unique fliers and flier skills are locked at 5 so the options for F2P players just starting out is a lot more limited. The following table lists skills that are important for a flier team to inherit and the common heroes that hold it. Note that while the upgraded versions of the weapons perform better, they require some investment.
|Skill Type||Heroes with skill|
|Flier C-Skill Buffs for all fliers|
|for all fliers|
|/ for all Fliers||/|
Here are a few of the free fliers available to pick up until you find a better flier:
|Hero||Where to Obtain||Importance|
|Complete Chapter 1 Part 5 of Book III||unit that applies debuffs and passively heals both herself and allies.|
|Heroic Grails Menu||unit that comes with an inheritable weapon to accelerate specials, and the rare skill .|
|unit that comes with the rare warping skill . She is the only source of bow damage for fliers that is not 5-exclusive.|
|Heroic Grails Menu||unit that, when promoted, applies debuffs and the panic status effect on most enemies. She is also the only source of flying magic damage that is not 5-exclusive.|
|Heroic Grails Menu||unit that comes with an inheritable weapon that is effective against units.|
|Grand Hero Battle Revival (Monday UTC), Heroic Grails Menu||unit with a skill set that is useful against blue units, particularly units.|
|Grand Hero Battle, Heroic Grails Menu||unit with a skill set that is useful against foes with low spd.|
|Hero Battle (cycles every 12 days)||unit that, when promoted, provides a source for the skill.|
Most fliers with ranged weapons, all fliers with or , and most colorless fliers are locked at 5 rarity. Any of these fliers are an extremely powerful addition to flier emblem. A recommend mid-stage flier team to build up would be , , and . They cover all three colors, are available at 3 and 4 rarities, and have strong low investment builds that are effective until stronger fliers are pulled.
Fliers also have class specific Sacred Seals assigned to them that can be created and enhanced: , , , and . Fliers can also be broken up individually and put into other teams as they can help ferry other heroes across terrain.
Armor Emblem[edit | edit source]
Unfortunately, Armor emblem is the hardest to build up properly as F2P because the skills that make them useful are extremely hard to obtain. The best advice is to preview upcoming banners that feature armored heroes and pulling for them:
|Skill Type||Heroes with skill|
|(or weapons with built in DC)||* * ** * *|
|Ranged Weapons||* ** * * * * * *|
|* * * * * * * *|
*Hero does not appear on most banners
Having at least 2 heroes that have these skills will make short work of the quests you need to complete, as well as making armor teams more enjoyable to use. As for armor buffs , , and can be pulled pretty easily. Most Armor teams favor the buff from Draug.
For better or for worse, there are only 7 armored units that can be obtained for free:
|Hero||Where to Obtain||Importance|
|Free hero from the Free Summon: Arrival of the Brave banner||A unit that comes with a stronger version called , an excellent skill set for an armored unit, and relatively balanced stats.|
|||Heroic Grails Menu||unit that, when promoted, has , one of the strongest specials in the game, has a weapon with built in, and is surprisingly fast and mobile. He is one of the better armor units regardless of his 'free' status.|
|Heroic Grails Menu||unit with the highest HP/defense combination in the game, making him an excellent physical wall. Due to his low Resistance, he is weak to attacks from Magical weapons. When promoted, he also possesses to guarantee attacking twice (or four times on offense with his default ), making him an excellent defensive and offensive threat.|
|Grand Hero Battle Revival (Monday UTC), Heroic Grails Menu||unit. Trades offensive power and utility for more consistent walling and tanking ability compared to the other free sword armor options.|
|Heroic Grails Menu||unit that comes with the rare skill.|
|Heroic Grails Menu||unit with one of the highest attack stats in the game, and solid defense and HP stats. Also comes with the rare skill.|
|Heroic Grails Menu||unit that comes with the rare skills and . The only free armored unit with a ranged weapon and access to colorless damage.|
See also[edit | edit source]
References[edit | edit source]
- This is a very, very rough number. Also note that it takes at least a month and a half to enter Tier 18.
- Most of the numbers used in this article are approximations based on trends in how FEH distributes resources coupled with personal experience. For this specific number, a 6-month average was taken from the Orb Distribution page.
- At the 90th percentile, this becomes 250-350 orbs. This is derived through the use of trial runs on summoning simulators with 3% focus and 4 focus heroes. The average goes down if the base focus percent is higher or fewer heroes are present on the banner. Sharing colors does not change the average.
- This can be obtained by promoting the free to 5
- Any new player that invests in a tiny amount of money can actually receive him at 5 without spending Hero Feathers or Heroic Grails