Out of combat damage

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Out of combat damage is a flat amount of damage, that is inflicted before or after combat. This kind of damage cannot drop a unit's HP below 1, and as such it cannot kill a unit.

Sources of out of combat damage[edit | edit source]

List of Weapons

Unrefined weapons related to this keyword

Weapon Description
Beloved Zofia Grants Def+3. At start of combat, if unit's HP = 100%, grants Atk/Spd/Def/Res+4, but after combat, if unit attacked, deals 4 damage to unit.
Breath of Blight Neutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit = number of foes within 3 spaces × 5. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Cursed Lance Accelerates Special trigger (cooldown count-1). Grants Atk/Spd+2. Deals 4 damage to unit after combat.
Deathly Dagger After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
If unit initiates combat, deals 7 damage to foe after combat.
Deft Harpoon+ 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.
Deft Harpoon 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.
Imhullu Grants Res+3. At the start of turn 3, deals 5 damage to non-magic foes within 5 columns centered on unit, and inflicts status on those foes preventing counterattacks through their next actions.
Lyfjaberg Grants Res+3. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd+4 during combat, and if unit initiates combat, foe cannot make a follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions, and if bonus was granted to unit, deals 4 damage to unit.
Melon Crusher+ 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.
Melon Crusher 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.
Pain+ Deals 10 damage to target and foes within 2 spaces of target after combat.
Pain After combat, if unit attacked, deals 10 damage to foe.
Ragnarok At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but after combat, if unit attacked, deals 5 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.
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.
Seashell+ 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.
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
Seashell 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.
After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
Sinmara Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces.
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.

Weapons related to this keyword when refined

Weapon Refined Description
Deathly Dagger After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target and inflicts Def/Res-7 through their next actions.
Deft Harpoon+ 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.
Melon Crusher+
Pain+ Deals 10 damage to target and foes within 2 spaces of target after combat.
Ragnarok Grants Atk/Spd+5 during combat. After combat, if unit attacked, deals 5 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.
Seashell+ 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. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.

Weapons related to this keyword when refined with a certain skill

Icon Weapon Refined Description
Fury W.png Axe of Virility Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
Falchion Gaiden W.png Falchion If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 5 damage to unit after combat.
Fury W.png Hinata's Katana Grants Atk/Spd/Def/Res+3. After combat, deals 6 damage to unit.
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List of Assists

None, currently.

List of Specials

Special Description
Blazing Flame Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
Blazing Light
Blazing Thunder
Blazing Wind
Growing Flame Before combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).
Growing Light
Growing Thunder
Growing Wind
Rising Flame Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Rising Light
Rising Thunder
Rising Wind

List of Passives

Icon Passive Description
Atk Def Push 1.png Atk/Def Push 1 At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat.
Atk Def Push 2.png Atk/Def Push 2 At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat.
Atk Def Push 3.png Atk/Def Push 3 At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat.
Atk Spd Push 1.png Atk/Spd Push 1 At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.
Atk Spd Push 2.png Atk/Spd Push 2 At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.
Atk Spd Push 3.png Atk/Spd Push 3 At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but if unit attacked, deals 1 damage to unit after combat.
Double Lion.png Double Lion If unit's HP = 100% at start of combat and unit initiates combat, unit attacks twice, but deals 1 damage to unit after combat. (Does not stack.)
Fury 1.png Fury 1 Grants Atk/Spd/Def/Res+1.
After combat, deals 2 damage to unit.
Fury 2.png Fury 2 Grants Atk/Spd/Def/Res+2.
After combat, deals 4 damage to unit.
Fury 3.png Fury 3 Grants Atk/Spd/Def/Res+3.
After combat, deals 6 damage to unit.
Fury 4.png Fury 4 Grants Atk/Spd/Def/Res+4.
After combat, deals 8 damage to unit.
Poison Strike 1.png Poison Strike 1 If unit initiates combat, deals 4 damage to foe after combat.
Poison Strike 2.png Poison Strike 2 If unit initiates combat, deals 7 damage to foe after combat.
Poison Strike 3.png Poison Strike 3 If unit initiates combat, deals 10 damage to foe after combat.
Savage Blow 1.png Savage Blow 1 If unit initiates combat, deals 3 damage to foes within 2 spaces of target after combat.
Savage Blow 2.png Savage Blow 2 If unit initiates combat, deals 5 damage to foes within 2 spaces of target after combat.
Savage Blow 3.png Savage Blow 3 If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
Upheaval.png Upheaval At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within the same column as unit. (Does not affect structures that cannot be destroyed.)

List of items

Icon Item Description
Lightning Charm.png Lightning Charm Inflicts 20 damage to all enemies.

List of structures

Icon Structure Description
Structure Bolt Tower.png Bolt Tower (D) At the start of turn 3, deals $a0 damage to foes within 7 rows and 3 columns centered on structure.
Structure Bolt Tower.png Bolt Tower (O) At the start of turn 3, deals $a0 damage to foes within 3 columns centered on structure.
Structure Bolt Trap.png Bolt Trap If foe ends movement on this structure's space, deals $a0 damage to target and units within 3 spaces. (Cancels foe's attack or Assist skill.)