Sacred Seals

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Sacred Seal

Sacred Seals can be equipped to skill slot S, and are effectively movable Passives.

A Seal can be equipped to one hero at a time, and you cannot own more than one of the same Sacred Seal. Any duplicate seals will automatically be exchanged for 300 Hero Feathers Hero Feather.png.

As a general rule, equipping a Seal at the same time as having the corresponding passive skill equipped makes the effects stack, for example having both the Breath of Life 1.png Breath of Life 1Breath of Life 1.png Breath of Life (Sacred Seal)

Effect:
 (1) If unit initiates attack, adjacent allies recover 3 HP after combat.
 (2) If unit initiates attack, adjacent allies recover 5 HP after combat.
 (3) If unit initiates attack, adjacent allies recover 7 HP after combat.
seal and the Breath of Life 3.png Breath of Life 3Breath of Life 3.png Breath of Life (50 / 100 / 200 SP)

Effect:
 (1) If unit initiates attack, adjacent allies recover 3 HP after combat.
 (2) If unit initiates attack, adjacent allies recover 5 HP after combat.
 (3) If unit initiates attack, adjacent allies recover 7 HP after combat.
passive equipped effectively stacks the healing properties of both skills.

Sacred Seals can be earned by completing Quests, clearing Squad Assault challenges and by earning a high score in Tempest Trials. They can also be created and enhanced via the Sacred Seal Forge by using Sacred Coins.

List of Sacred Seals[edit | edit source]

NameTiersEffect
Atk Ploy 3.png
Attack Ploy
Atk Ploy 1At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-3 until the end of foe's next action.
Atk Ploy 2At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-4 until the end of foe's next action.
Atk Ploy 3At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk-5 until the end of foe's next action.
Attack Plus 3.png
Attack Plus
Attack +1Grants Atk+1.
Attack +2Grants Atk+2.
Attack +3Grants Atk+3.
Atk Smoke 3.png
Attack Smoke
Atk Smoke 1After combat, inflicts Atk-3 on foes within 2 spaces of target through their next actions.
Atk Smoke 2After combat, inflicts Atk-5 on foes within 2 spaces of target through their next actions.
Atk Smoke 3After combat, inflicts Atk-7 on foes within 2 spaces of target through their next actions.
Brash Assault 3.png
Brash Assault
Brash Assault 1Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.
Brash Assault 2Unit automatically makes a follow-up when at HP ≤ 40% and attacking a foe that can counter.
Brash Assault 3Unit automatically makes a follow-up when at HP ≤ 50% and attacking a foe that can counter.
Breath of Life 3.png
Breath of Life
Breath of Life 1If unit initiates attack, adjacent allies recover 3 HP after combat.
Breath of Life 2If unit initiates attack, adjacent allies recover 5 HP after combat.
Breath of Life 3If unit initiates attack, adjacent allies recover 7 HP after combat.
Close Def 3.png
Close Defense
Close Def 1If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat.
Close Def 2If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat.
Close Def 3If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat.
Defense Plus 3.png
Defense Plus
Defense +1Grants Def+1.
Defense +2Grants Def+2.
Defense +3Grants Def+3.
Deflect Magic 3.png
Deflect Magic
Deflect Magic 1If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 30%.
Deflect Magic 2If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 50%.
Deflect Magic 3If unit receives consecutive attacks from a foe using magic, damage from second attack onward reduced by 80%.
Deflect Melee 3.png
Deflect Melee
Deflect Melee 1If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 30%.
Deflect Melee 2If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 50%.
Deflect Melee 3If unit receives consecutive attacks from a foe using a sword, lance, or axe, damage from second attack onward reduced by 80%.
Deflect Missile 3.png
Deflect Missile
Deflect Missile 1If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 30%.
Deflect Missile 2If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 50%.
Deflect Missile 3If unit receives consecutive attacks from a foe using a bow or dagger, damage from second attack onward reduced by 80%.
Distant Def 3.png
Distant Defense
Distant Def 1If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat.
Distant Def 2If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat.
Distant Def 3If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat.
Embla's Ward.png
Embla's Ward
Embla's WardUnit receives 0 damage.
Fortify Def 3.png
Fortify Defense
Fortify Def 1Grants adjacent allies Def+2 through their next actions at the start of each turn.
Fortify Def 2Grants adjacent allies Def+3 through their next actions at the start of each turn.
Fortify Def 3Grants adjacent allies Def+4 through their next actions at the start of each turn.
Fortify Res 3.png
Fortify Resistance
Fortify Res 1Grants adjacent allies Res+2 through their next actions at the start of each turn.
Fortify Res 2Grants adjacent allies Res+3 through their next actions at the start of each turn.
Fortify Res 3Grants adjacent allies Res+4 through their next actions at the start of each turn.
Guidance 3.png
Guidance
Guidance 1If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Guidance 2If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Guidance 3Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
HP Plus 5.png
HP Plus
HP +3Grants +3 to max HP.
HP +4Grants +4 to max HP.
HP +5Grants +5 to max HP.
Hardy Bearing 3.png
Hardy Bearing
Hardy Bearing 1Disables skills that change unit's attack priority.
If unit has 100% HP at start of battle, enemy skills that change attack priority are also disabled.
Hardy Bearing 2Disables skills that change unit's attack priority.
If unit has ≥ 50% HP at start of battle, enemy skills that change attack priority are also disabled.
Hardy Bearing 3Disables skills that change unit's attack priority.
Enemy skills that change attack priority are also disabled.
Hone Spd 3.png
Hone Speed
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Hone Spd 3Grants adjacent allies Spd+4 through their next actions at the start of each turn.
Panic Ploy 3.png
Panic Ploy
Panic Ploy 1At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
Panic Ploy 2At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
Panic Ploy 3At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
Phantom Spd 3.png
Phantom Speed
Phantom Spd 1When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +5 over actual value.
Phantom Spd 2When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +8 over actual value.
Phantom Spd 3When any skill compares this unit's Spd stat to another unit's, this unit's Spd stat is counted as +10 over actual value.
Quickened Pulse.png
Quickened Pulse
Quickened PulseSpecial cooldown count -1 at start of Turn 1.
Resistance Plus 3.png
Resistance Plus
Resistance +1Grants Res+1.
Resistance +2Grants Res+2.
Resistance +3Grants Res+3.
Savage Blow 3.png
Savage Blow
Savage Blow 1If unit initiates attack, foes within 2 spaces of target take 3 damage after combat.
Savage Blow 2If unit initiates attack, foes within 2 spaces of target take 5 damage after combat.
Savage Blow 3If unit initiates attack, foes within 2 spaces of target take 7 damage after combat.
Speed Plus 3.png
Speed Plus
Speed +1Grants Spd+1.
Speed +2Grants Spd+2.
Speed +3Grants Spd+3.
Spur Atk 3.png
Spur Attack
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Spur Atk 2Grants adjacent allies Atk+3 during combat.
Spur Atk 3Grants adjacent allies Atk+4 during combat.
Spur Def 3.png
Spur Defense
Spur Def 1Grants adjacent allies Def+2 during combat.
Spur Def 2Grants adjacent allies Def+3 during combat.
Spur Def 3Grants adjacent allies Def+4 during combat.
Spur Res 3.png
Spur Resistance
Spur Res 1Grants adjacent allies Res+2 during combat.
Spur Res 2Grants adjacent allies Res+3 during combat.
Spur Res 3Grants adjacent allies Res+4 during combat.
Spur Spd 3.png
Spur Speed
Spur Spd 1Grants adjacent allies Spd+2 during combat.
Spur Spd 2Grants adjacent allies Spd+3 during combat.
Spur Spd 3Grants adjacent allies Spd+4 during combat.
Squad Ace A 3.png
Squad Ace A
Squad Ace A 1Grants HP+3.
Squad Ace A 2Grants HP+4.
Squad Ace A 3Grants HP+5.
Squad Ace B 3.png
Squad Ace B
Squad Ace B 1Grants Def+1.
Squad Ace B 2Grants Def+2.
Squad Ace B 3Grants Def+3.
Squad Ace C 3.png
Squad Ace C
Squad Ace C 1Grants Res+1.
Squad Ace C 2Grants Res+2.
Squad Ace C 3Grants Res+3.
Squad Ace D 3.png
Squad Ace D
Squad Ace D 1Grants Spd+1.
Squad Ace D 2Grants Spd+2.
Squad Ace D 3Grants Spd+3.