Marth/Builds

From Fire Emblem Heroes Wiki
Jump to: navigation, search
  General   Strategy   Builds   Quotes   Misc    

Curated Builds

These builds are user-submitted builds which have been approved by build reviewers. This includes both optimal and creative builds and not necessarily only builds competitively viable for arena play. Please use your own judgment when deciding if any of them fit your needs.
Melee Bruiser

Recommended IVs: +Spd/-Res
Stats:

41/50/40/32/23
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Skill Weapon.png FalchionIcon Skill Weapon.png Falchion (16 Mt, 400 SP)

Effect: Effective against dragons. Icon Class Red Beast.pngIcon Class Blue Beast.pngIcon Class Green Beast.png
At the start of every third turn, unit recovers 10 HP.
Icon Skill Assist.png RepositionIcon Skill Assist.png Reposition (150 SP)

Effect: Moves adjacent ally to opposite side of unit.
Icon Skill Special.png MoonbowIcon Skill Special.png Moonbow (2 CD, 200 SP)

Effect: Resolve combat as if foe suffered Def/Res-30%.
Fury 3.png
Passive Icon A.png
Fury 3Fury 3.png Fury (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk/Spd/Def/Res+1.
Unit takes 2 damage after combat.
 (2) Grants Atk/Spd/Def/Res+2.
Unit takes 4 damage after combat.
 (3) Grants Atk/Spd/Def/Res+3.
Unit takes 6 damage after combat.
Swordbreaker 3.png
Passive Icon B.png
Swordbreaker 3Swordbreaker 3.png Swordbreaker (50 / 100 / 200 SP)

Effect:
 (1) If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.
 (2) If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.
 (3) If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.
/ Vantage 3Vantage 3.png Vantage (50 / 100 / 200 SP)

Effect:
 (1) Unit counterattacks first when attacked at HP ≤ 25%.
 (2) Unit counterattacks first when attacked at HP ≤ 50%.
 (3) Unit counterattacks first when attacked at HP ≤ 75%.
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
A description has not been written for this build yet.
Healer

Recommended IVs: +Spd/-Res
Stats:

41/50/40/32/23
Dueling Sword.png Optimal
Stamina Potion.png Chain
Universal Crystal.png Medium investment
Icon Skill Weapon.png FalchionIcon Skill Weapon.png Falchion (16 Mt, 400 SP)

Effect: Effective against dragons. Icon Class Red Beast.pngIcon Class Blue Beast.pngIcon Class Green Beast.png
At the start of every third turn, unit recovers 10 HP.
Icon Skill Assist.png Reciprocal AidIcon Skill Assist.png Reciprocal Aid (150 SP)

Effect: Swap HP with adjacent ally (neither unit can go above their max HP).
Icon Skill Special.png MoonbowIcon Skill Special.png Moonbow (2 CD, 200 SP)

Effect: Resolve combat as if foe suffered Def/Res-30%.
Fury 3.png
Passive Icon A.png
Fury 3Fury 3.png Fury (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk/Spd/Def/Res+1.
Unit takes 2 damage after combat.
 (2) Grants Atk/Spd/Def/Res+2.
Unit takes 4 damage after combat.
 (3) Grants Atk/Spd/Def/Res+3.
Unit takes 6 damage after combat.
Renewal 3.png
Passive Icon B.png
Renewal 3Renewal 3.png Renewal (60 / 120 / 240 SP)

Effect:
 (1) At the start of every fourth turn, restores 10 HP.
 (2) At the start of every third turn, restores 10 HP.
 (3) At the start of every second turn, restores 10 HP.
Empty Passive Icon.png
Passive Icon C.png
Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
Marth carves himself a niche as a healer, thanks to his weapon, B skill, and his Assist.

He wields the Icon Skill Weapon.png FalchionIcon Skill Weapon.png Falchion (16 Mt, 400 SP)

Effect: Effective against dragons. Icon Class Red Beast.pngIcon Class Blue Beast.pngIcon Class Green Beast.png
At the start of every third turn, unit recovers 10 HP.
, which heals 10 HP at the start of every third turn. It's also effective against dragons, allowing him to do considerable damage to them.

His preferred Assist is Icon Skill Assist.png Reciprocal AidIcon Skill Assist.png Reciprocal Aid (150 SP)

Effect: Swap HP with adjacent ally (neither unit can go above their max HP).
, as it can be used as a way to heal his injured allies by swapping his HP with theirs, while he can then make up for the health loss through his own skills. He can help bring an injured ally on the brink of death back to proper health this way, allowing for some big heals.

His preferred is Icon Skill Special.png MoonbowIcon Skill Special.png Moonbow (2 CD, 200 SP)

Effect: Resolve combat as if foe suffered Def/Res-30%.
, thanks to its fast charge and defense piercing effect, which can help Marth break through tougher opponents.

His A skill is Fury 3.png Fury 3Fury 3.png Fury (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk/Spd/Def/Res+1.
Unit takes 2 damage after combat.
 (2) Grants Atk/Spd/Def/Res+2.
Unit takes 4 damage after combat.
 (3) Grants Atk/Spd/Def/Res+3.
Unit takes 6 damage after combat.
, as it bolsters all of his stats, improving his overall combat performance. The recoil damage from Fury is made up for through his self recovery.

His B skill is Renewal 3.png Renewal 3Renewal 3.png Renewal (60 / 120 / 240 SP)

Effect:
 (1) At the start of every fourth turn, restores 10 HP.
 (2) At the start of every third turn, restores 10 HP.
 (3) At the start of every second turn, restores 10 HP.
, which heals 10 HP at the start of every second turn. With this and the Falchion's effect, he'll be restoring HP at least every other turn, and if the battle is drawn out long enough, he can even heal 20 HP in a single turn.

His C skill is flexible, and can be whatever the player needs.

Marth is best used during game modes of endurance, as he can actually hold his own against enemies unlike most staff users. In modes like the Tempest and Chain Challenge, Marth can restore 20 HP at the start of each map, which he can then share with his injured allies. This is due to the Falchion's effect and Renewal's effect both being able to stack.

-- CV


User Submitted Builds

Below are all user-submitted builds. These builds have not been reviewed or were reviewed but deemed in need of improvements - thus the quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.




Healer Marth

Recommended IVs: Neutral
Stats:

41/50/37/32/26
41/47/34/29/23
Universal Crystal.png Medium investment
Icon Skill Weapon.png FalchionIcon Skill Weapon.png Falchion (16 Mt, 400 SP)

Effect: Effective against dragons. Icon Class Red Beast.pngIcon Class Blue Beast.pngIcon Class Green Beast.png
At the start of every third turn, unit recovers 10 HP.
Icon Skill Assist.png Ardent SacrificeIcon Skill Assist.png Ardent Sacrifice (150 SP)

Effect: Heals adjacent ally 10 HP.
Unit loses 10 HP (but cannot reach 0 this way).
/ Reciprocal AidIcon Skill Assist.png Reciprocal Aid (150 SP)

Effect: Swap HP with adjacent ally (neither unit can go above their max HP).
Icon Skill Special.png Flexible
Fury 3.png
Passive Icon A.png
Fury 3Fury 3.png Fury (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk/Spd/Def/Res+1.
Unit takes 2 damage after combat.
 (2) Grants Atk/Spd/Def/Res+2.
Unit takes 4 damage after combat.
 (3) Grants Atk/Spd/Def/Res+3.
Unit takes 6 damage after combat.
/ Death Blow 3Death Blow 3.png Death Blow (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk+2 during combat if unit initiates the attack.
 (2) Grants Atk+4 during combat if unit initiates the attack.
 (3) Grants Atk+6 during combat if unit initiates the attack.
Renewal 3.png
Passive Icon B.png
Renewal 3Renewal 3.png Renewal (60 / 120 / 240 SP)

Effect:
 (1) At the start of every fourth turn, restores 10 HP.
 (2) At the start of every third turn, restores 10 HP.
 (3) At the start of every second turn, restores 10 HP.
Hone Atk 3.png
Passive Icon C.png
Hone Atk 3Hone Atk 3.png Hone Attack (50 / 100 / 200 SP)

Effect:
 (1) Grants adjacent allies Atk+2 through their next actions at the start of each turn.
 (2) Grants adjacent allies Atk+3 through their next actions at the start of each turn.
 (3) Grants adjacent allies Atk+4 through their next actions at the start of each turn.
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
This build is supposed to have Marth support your team by healing, but also having the firepower and bulk that healers don't have. The obvious choice for his weapon is Falchion, because of the built in Renewal 2. The Iv's are mostly flexible, but a +Hp/Atk/Spd Marth wouldn't hurt.
Fury would probably be the best choice for this build because the chip damage wouldn't really matter because Renewal would heal it up by 10 anyways. Death Blow is also a good option if you want to also attack a lot, but it would obviously just boost atk, so Fury is the better option. 

Renewal is probably one of the most important part of this build. He needs to heal up his HP to stay alive to support the team by giving the extra HP that a healer would. And if your running Ardent Sacrifice on him, this would be your key skill.

Hone Atk is always a good skill to support your team, but you could always use a different hone skill to fit you team's needs.

Ardent Sacrifice is probably the best option, but if you don't have a 4 star Florina around then you can use Donnel for Reciprocal Aid.

Hero King Marth

Recommended IVs: +Atk,+Spd/-HP,-Res
Stats:

37/53/37/32/26
41/53/37/32/23
37/50/40/32/26
More stats
Universal Crystal.png Medium investment
Icon Skill Weapon.png FalchionIcon Skill Weapon.png Falchion (16 Mt, 400 SP)

Effect: Effective against dragons. Icon Class Red Beast.pngIcon Class Blue Beast.pngIcon Class Green Beast.png
At the start of every third turn, unit recovers 10 HP.
Icon Skill Assist.png PivotIcon Skill Assist.png Pivot (150 SP)

Effect: Unit moves to opposite side of adjacent ally.
Icon Skill Special.png BonfireIcon Skill Special.png Bonfire (3 CD, 200 SP)

Effect: Boosts damage dealt by 50% of unit's Def.
/ Draconic AuraIcon Skill Special.png Draconic Aura (3 CD, 200 SP)

Effect: Grants +30% to Atk.
Fury 3.png
Passive Icon A.png
Fury 3Fury 3.png Fury (50 / 100 / 200 SP)

Effect:
 (1) Grants Atk/Spd/Def/Res+1.
Unit takes 2 damage after combat.
 (2) Grants Atk/Spd/Def/Res+2.
Unit takes 4 damage after combat.
 (3) Grants Atk/Spd/Def/Res+3.
Unit takes 6 damage after combat.
Renewal 3.png
Passive Icon B.png
Renewal 3Renewal 3.png Renewal (60 / 120 / 240 SP)

Effect:
 (1) At the start of every fourth turn, restores 10 HP.
 (2) At the start of every third turn, restores 10 HP.
 (3) At the start of every second turn, restores 10 HP.
/ Swordbreaker 3Swordbreaker 3.png Swordbreaker (50 / 100 / 200 SP)

Effect:
 (1) If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.
 (2) If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.
 (3) If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Threaten Atk 3.png
Passive Icon C.png
Threaten Atk 3Threaten Atk 3.png Threaten Attack (50 / 100 / 200 SP)

Effect:
 (1) Inflicts Atk-3 on foes within 2 spaces through their next actions at the start of each turn.
 (2) Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
 (3) Inflicts Atk-5 on foes within 2 spaces through their next actions at the start of each turn.
/ Threaten Spd 3Threaten Spd 3.png Threaten Speed (50 / 100 / 200 SP)

Effect:
 (1) Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
 (2) Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.
 (3) Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
Like the previous build, this mainly centers on making Marth an all-around fighter with good offensive and decent defensive stats. Starting with his IV's, +ATK will improve his offenses greatly and although +SPD can still work just as well. For a bane, both HP and RES, RES more than HP, can easily be disposed since his main role is to fight and tank against physical units. For his weapon, Falchion is obviously the best choice since it's his personal weapon which has high MT and Renewal built into it. His assist skill is rather flexible but his starting skill of Pivot does provide him extra mobility which could allow him to escape dangerous situations in a pinch. His special can be one of Bonfire or Draconic Aura since both grant him a substantial amount of damage when triggered thanks to his high DEF and ATK stats respectively. For his A-skill, Fury is one of the best options for a versatile unit like him and it also works well with his weapon's special capability of healing. Life and Death can be an option but that's basically turning him into a pseudo-Lucina. For his B-skill, Renewal offsets the damage of Fury and allows for longer longevity while Swordbreaker allows him to win certain match-ups against certain Sword units like Ryoma, Lyn and Lucina. For his C-slot, should his priority be for survival over support, Threaten Atk allows him to survive fatal blows from certain units. Threaten Spd also does the same except it also allows him to KO other units as well like Minerva. Although not indicated, Threaten Def can provide him some more KO's but isn't as suited for a tank set like this one but still is a good option for Marth. Also, as a side note, a Speed Plus 1.png Speed +1Speed Plus 1.png Speed Plus (Sacred Seal)

Effect:
 (1) Grants Spd+1.
 (2) Grants Spd+2.
 (3) Grants Spd+3.
sacred seal is more advisable over an Attack Plus 1.png Attack +1Attack Plus 1.png Attack Plus (Sacred Seal)

Effect:
 (1) Grants Atk+1.
 (2) Grants Atk+2.
 (3) Grants Atk+3.
sacred seal since this allows him to escape being double from Linde and other speedy Blue Mages.

Overall, Marth can become a very powerful unit with skill inheritance and simply requires the attention to become a very versatile character. His niche of being bulkier than Lucina but faster than Chrom allows him to serve many roles in teams and proves how well of a Sword unit he can be.

Special Advantage

Recommended IVs: Neutral
Stats:

41/44/34/29/23
41/44/34/29/23
Orb.png Very high investment
Icon Skill Weapon.png Wo Dao+Icon Skill Weapon.png Wo Dao+ (13 Mt, 300 SP)

Effect: Grants +10 to damage when Special triggers.
Icon Skill Assist.png Reciprocal AidIcon Skill Assist.png Reciprocal Aid (150 SP)

Effect: Swap HP with adjacent ally (neither unit can go above their max HP).
Icon Skill Special.png MoonbowIcon Skill Special.png Moonbow (2 CD, 200 SP)

Effect: Resolve combat as if foe suffered Def/Res-30%.
Steady Breath.png
Passive Icon A.png
Steady BreathSteady Breath.png Steady Breath (240 SP)

Effect:
 (1) If attacked, unit granted Def+4 during combat; also gains Special cooldown charge +1.
(If using other similar skill, only highest value applied.)
/ Steady Stance 3Steady Stance 3.png Steady Stance (50 / 100 / 200 SP)

Effect:
 (1) Grants Def+2 during combat when this unit is attacked.
 (2) Grants Def+4 during combat when this unit is attacked.
 (3) Grants Def+6 during combat when this unit is attacked.
Wrath 3.png
Passive Icon B.png
Wrath 3Wrath 3.png Wrath (60 / 120 / 240 SP)

Effect:
 (1) If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
 (2) If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
 (3) If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking.
If Special triggers, +10 damage from Special.
Infantry Pulse 3.png
Passive Icon C.png
Infantry Pulse 3Infantry Pulse 3.png Infantry Pulse (60 / 120 / 240 SP)

Effect:
 (1) Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 5 fewer HP than unit.
(Effects will stack with similar skills.)
 (2) Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 3 fewer HP than unit.
(Effects will stack with similar skills.)
 (3) Special cooldown count-1 at start of turn 1 for any Infantry allies with at least 1 fewer HP than unit.
(Effects will stack with similar skills.)
/ Flexible
Empty Passive Icon.png
Passive Icon S.png
Flexible

Click to show/hide build description 
This build emphasizes the potential to stack the Wrath and Wo Dao special damage bonuses, netting you +20 damage every time Moonbow activates (read: a lot). I personally like combining this with Steady Breath (less defense boost, but if you are attacked you instantly retaliate with +20 Moonbow) or Steady Stance (more defense, fewer Moonbows) in order to let Marth tank hits while dishing out massive damage. Infantry pulse just adds another layer of constant Moonbow, but given how rare it is, consider it optional. Used carefully, Reciprocal Aid can get him into the Wrath range, and also heal him up if he gets too low on health. Only major downside is that it takes a ton of inheritance, including several event-only heroes, but if you're willing to put in the resources, it's pretty devastating.

P.S. This build can work on basically any other swords unit, but Marth's balanced stat spread lets him use it pretty damn effectively - high health and fairly good defenses to help him tank, ok attack that gets supplemented by the constant boosted Moonbows, and good speed to ensure he double hits (and activates Moonbow) against most targets. It can also work pretty effectively on high-defense characters if you swap Moonbow for Ignis.