Skill interaction

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Basics[edit | edit source]

Main article: Skills

Buff/Debuff Stacking[edit | edit source]

Buffs are temporary beneficial status effects. For example Icon Skill Assist.png Rally Attack is an assist skill that gives a unit a status increase of +4 Atk for a round. Debuffs are the reverse from buffs and cause detrimental status effects to a unit.

Multiple buffs/debuffs can occur during a match; however, not all buffs/debuffs work together; when two (de-)buff skills work together, this means that these two skills stack, hence (de-)buff stacking.

There is a way to identify which buffs and debuffs do and do not stack. Since both buffs and debuffs follow the same rules, the rest of this section will refer only to buffs but still applies to debuffs as well.

There are two categories of stat increases: Buffs and combat boosts.

  • Buffs: The activation of these buffs occur outside combat. These status effects are visible when a player selects their unit. A net positive in stats will highlight the stat in blue while a net negative will show the stat in red. Skills that fall under this category include:
    • Any Assist skill (e.g. Rally skills)
    • Hone/Fortify Passives
    • Defiant Passives
    • Certain weapon effects similar to the aforementioned skills (e.g. Icon Skill Weapon.png Fólkvangr has an effect similar to the Defiant Passives and thus is a buff).
  • Combat boosts: These stat increases only affect a hero in combat. These gained stats will not be visible in the hero status screen, but will affect the combat forecast. Typically the description of these skills will include the phrase "during combat". Skills that fall under this category include:
    • Spur/Goad/Drive Passives
    • Certain weapon effects similar to the Spur/Goad/Drive Passives.
    • The increased Atk granted by weapons like Icon Skill Weapon.png Gronnblade, from buffs (detailed above)

For buffs, any buff which affects the same stat will not stack with each other (e.g. Icon Skill Assist.png Rally Attack and  Hone Attack). Only the buff with the highest stat increase will apply. Buffs affecting different stats (e.g. Icon Skill Assist.png Rally Attack and  Hone Speed) will stack.

For combat boosts, all combat boosts will stack with each other with no upper limit.

Both buffs and combat boosts will stack with each other.

These rules also apply to debuffs. Additionally, buffs and debuffs will stack with each other. They will both apply at the same time and will not cancel each other out. Their interaction with each other is calculated before being applied to Heroes.

Skill Interaction[edit | edit source]

There are many skills with different effects and some of them will have contradicting effects to each other when they interact. The following tables note some such interactions.

For general cases, the linked skill is just an example, but the interaction applies when the effect comes from another source as well, such as different levels of the skill, a different weapon type, or a weapon with special effects.

When two skills with contradictory effects interact, the contradictory effects cancel out, but the remaining conditions and effects are still active. A skill can only cancel out one other skill, for example, if there is one skill that has a "yes" effect and two skills that has a "no" effect, one "yes" effect and one "no" effect will cancel out, but the remaining "no" effect will still be active. Note that skills that disable another skill do not interact this way, since they do not have opposite or contradictory effects. For example, an active desperation effect from a refined Icon Skill Weapon.png Sol Katti and another active  Desperation effect will not cancel out  Hardy Bearing.

Follow-up Attacks[edit | edit source]

When the "no follow-up attacks" and "guaranteed follow-up attacks" effects cancel out, a standard speed check decides follow-up attacks.

For the following tables, Attacker means the unit that is initiating combat, while Defender is the unit on the other side being initiated on.

Attacker Defender Effects
Attacker (HP ≥ 50%)
 Swordbreaker 3
Defender (HP ≥ 50%)
 Swordbreaker 3
If both units are sword users, all effects of both of the skills will cancel each other out; a standard speed check determines follow-up attacks.
Attacker (HP ≥ 50%)
 Swordbreaker 3
Defender (Sword user, HP ≥ 50%)
 Wary Fighter 3
The unit with Wary Fighter will be unable to perform a follow-up attack on the Swordbreaker unit. Wary Fighter partially negates the Breaker skill, but if the unit with Breaker is faster than the target (≥5 Spd), that unit will perform a follow-up attack.
Attacker (HP ≥ 50%)
 Swordbreaker 3
Defender (Sword user, HP ≥ 70%)
 Quick Riposte 3
The unit with Breaker will perform a follow-up attack regardless of speed. Breaker partially negates Quick Riposte, but if the defender with Quick Riposte can naturally perform a follow-up attack (≥5 Spd), the Quick Riposte unit will do so.
Attacker (HP ≥ 50%)
 Swordbreaker 3
Defender (Sword user, HP ≥ 70%)
 Quick Riposte 3
+
 Quick Riposte 3
The unit with Breaker will perform a follow-up attack regardless of speed. Breaker's "no follow-up attack for the defender" effect and one Quick Riposte effect cancel out, but one Quick Riposte effect remains, thus the defender will perform a guaranteed follow-up attack.
Attacker (HP ≤ 50%)
 Brash Assault 3
Defender (HP ≥ 50%)
 Wary Fighter 3
The unit with Wary Fighter will be unable to perform a follow-up attack. Wary Fighter partially negates Brash Assault, but if the unit with Brash Assault is capable of performing a follow-up attack (≥5 Spd), that unit will do so.
Attacker (HP ≥ 50%)
 Wary Fighter 3
Defender (HP ≥ 70%)
 Quick Riposte 3
The unit with Wary Fighter will be unable to perform a follow-up attack. Wary Fighter partially negates Quick Riposte, but if the unit with Quick Riposte is capable of performing a follow-up attack (≥5 Spd), that unit will do so.
Attacker (HP ≤ 50%)
 Brash Assault 3
Defender (HP ≥ 50%)
 Swordbreaker 3
The unit with Breaker will perform a follow-up attack. Breaker partially negates Brash Assault, but if the attacker with Brash Assault is capable of performing a follow-up attack (≥5 Spd), the Brash Assault unit will do so.
Attacker
 Bold Fighter 3
Defender (HP ≥ 50%)
 Wary Fighter 3
The unit with Wary Fighter will be unable to perform a follow-up attack. Wary Fighter partially negates Bold Fighter, but if the unit with Bold Fighter is capable of performing a follow-up attack (≥5 Spd), the Bold Fighter unit will do so. The Bold Fighter unit gets Special cooldown charge +1 for each of their attacks, regardless of their speed.
Attacker (HP ≥ 50%)
 Wary Fighter 3
Defender (HP ≥ 50%)
 Vengeful Fighter 3
The unit with Wary Fighter will be unable to perform a follow-up attack. Wary Fighter partially negates Vengeful Fighter, but if the unit with Vengeful Fighter is capable of performing a follow-up attack (≥5 Spd), the Vengeful Fighter unit will do so. The Vengeful Fighter unit gets Special cooldown charge +1 for each of their attacks, regardless of their speed.

In the case of multiple skills on the same unit affecting follow-up attacks, the rule still holds true.

Attacker Defender Effects
Attacker
Icon Skill Weapon.png Brave Sword
Defender (HP ≥ 50%)
 Wary Fighter 3
The Brave weapon will perform its double-attack and attack twice, but since Wary Fighter disables follow-up attacks, the unit is unable to "quad-attack".
Attacker Defender (HP ≥ 80%)
Icon Skill Weapon.png Armads
+
 Wary Fighter 3
The attacker cannot perform a follow-up attack normally. Wary Fighter partially negates Armads' perk, but if the unit with Armads is capable of performing a follow-up attack (≥5 Spd), that unit will do so.
Attacker Defender (HP ≥ 80%)
Icon Skill Weapon.png Armads
+
 Wary Fighter 3
+
 Quick Riposte 3
The attacker cannot perform a follow-up attack normally. Wary Fighter's "no follow-up attack for the defender" effect and one "guaranteed follow-up attack for the defender" effect from either Armads or Quick Riposte cancel out, but one "guaranteed follow-up attack for the defender" remains. The defender will perform a guaranteed follow-up attack.
Attacker (HP ≥ 50%)
 Wary Fighter 3
Defender (HP ≥ 80%)
Icon Skill Weapon.png Armads
+
 Quick Riposte 3
Same as above.
Attacker (HP ≥ 50%)
 Axebreaker 3
Defender (HP ≥ 80%)
Icon Skill Weapon.png Armads
+
 Wary Fighter 3
+
 Quick Riposte 3
All effects cancel out. The standard speed check decides follow-up attacks for both units.
Attacker
Icon Skill Weapon.png Assassin's Bow
+
 Windsweep 3
Defender
-
Windsweep disables follow-up attacks when initiating, but when fighting a dagger user, Assassin's Bow's Daggerbreaker effect grants a guaranteed follow-up. These effects cancel each other out, and the regular speed check applies when determining follow-up attacks. The dagger unit cannot counterattack if Windsweep's sweep condition is fulfilled (Spd ≥ 1). If the dagger unit can counterattack, they cannot perform a follow-up attack due to Assassin's Bow remaining effect.
Attacker (HP ≤ 50%)
 Windsweep 3
+
 Brash Assault 3
Defender
-
Brash Assault will have no effect if Windsweep successfully activates due to its conditions. Brash Assault will only work if the enemy can counterattack.
Attacker
Icon Skill Weapon.png Assassin's Bow
+
 Daggerbreaker 3
Defender
-
The effect is the same, so only the highest one applies. In this case, Daggerbreaker contributes nothing; there will not be additional follow-ups apart from the guaranteed one.
Attacker Defender (70% ≤ HP ≤ 75%)
 Vantage 3
+
 Quick Riposte 3
The effect of Vantage applies to both the initial counterattack and the automatic follow-up given by Quick Riposte. Therefore, the attacker will perform a follow-up attack with the order of actions being Defender > Attacker > Defender > Attacker.

Weapon-triangle advantage[edit | edit source]

As a general rule, the weapon triangle advantage modifier in a battle is determined by the difference between the units, a modifier of +40% from one side is always accompanied by a modifier of -40% from the other side, regardless of which unit's skill triggers the increased modifier. The maximum modifier in any given battle is 40%.

Cancel Affinity is described in detail, as it is a common source of confusion

Attacker Defender Effects
 Triangle Adept 3  Triangle Adept 3 They do not stack and combat proceeds with the highest active triangle advantage.
 Cancel Affinity 1  Triangle Adept 3 Triangle Adept's effects will be ignored, and the battle will continue on as if the skill did not exist. Regular weapon triangle advantages and disadvantages will still exist.
 Cancel Affinity 2  Triangle Adept 3 If the Cancel Affinity user is at a weapon triangle disadvantage against the Triangle Adept user (e.g. Blue CA vs. Green TA), Triangle Adept's Atk +X% is negated. Triangle Adept's effects will be ignored if the Cancel Affinity user is at a weapon triangle disadvantage, but not ignored if the Cancel Affinity user is at a weapon triangle advantage.
 Cancel Affinity 3  Triangle Adept 3 If the Cancel Affinity user is at a weapon triangle disadvantage against the Triangle Adept user (e.g. Blue CA vs. Green TA), Triangle Adept's Atk +X% is reversed and subtracted from the normal 20% gained from weapon triangle advantage. This results in:
  • Triangle Adept 1 (+10%). 20% - 10% = +10% additional attack
  • Triangle Adept 2 (+15%). 20% - 15% = +5% additional attack
  • Triangle Adept 3 (+20%). 20% - 20% = +0% additional attack (This makes it as if the Cancel Affinity user is fighting an enemy of the same color).
 Cancel Affinity 3 Icon Skill Weapon.png Blárraven (without Triangle Adept) Cancel Affinity does not affect -raven Tomes when Triangle Adept is not equipped, as -raven Tomes do not enhance an existing triangle advantage but rather inserts a new triangle advantage.
 Cancel Affinity 3 Icon Skill Weapon.png Blárraven (with Triangle Adept) Cancel Affinity does not affect the base 20% advantage granted by -raven Tomes, but, depending on the level of Cancel Affinity, a certain amount of the added advantage from Triangle Adept will be negated or reversed.

In the case of multiple skills on the same unit affecting triangle advantage, the rule still holds true.

Skill 1 Skill 2 Effects
Unit 1
Icon Skill Weapon.png Ruby Sword
Unit 1
 Triangle Adept 3
They do not stack and combat proceeds with the highest active triangle advantage. (Max 40%)
Unit 1
Icon Skill Weapon.png Blárraven
Unit 1
 Triangle Adept 3
Triangle Adept increases the advantage against colorless units granted by the Raven tome, in addition to the advantage of the regular triangle.

Other[edit | edit source]

Unit 1 Unit 2 Effects
Attacker
Icon Skill Weapon.png Brave Axe+
Defender
Icon Skill Weapon.png Urvan
+
 Deflect Melee
Unlike interactions like gem weapons and Triangle Adept, Urvan's mitigation effect does stack (albeit multiplicatively) with Deflect Seals. For instance, two consecutive hits for 19 damage will do 19 and 4 damage respectively with just Urvan, but with the first-level Deflect Seal the second hit will do 3 damage instead.
Unit 1 (HP ≤ 75%)
Icon Skill Weapon.png Meisterschwert
 Vantage
- Unit will attack twice when activating Vantage.
Unit 1 (HP ≤ 50%)
 Desperation 3
 Brash Assault 3
- Brash Assault's guaranteed follow-up attack on a foe who can counter will be done immediately.
Unit 1
 Heavy Blade 3
 Bold Fighter 3
Unit 2
 Guard 3
When Unit 1 initiates combat, Unit 1's cooldown count lowers by 1 for their attacks (the regular cooldown charge), and receives no change to their cooldown count for Unit 2's attacks.[1]
When Unit 2 initiates combat, Units 1's cooldown count lowers by 1 for their attacks (the regular cooldown charge), and receives no change to their cooldown count for Unit 2's attacks.[2]
The interactions play out as if Bold Fighter did not exist, because Special cooldown charge skills do not stack, only the highest value is treated as being applied.
Unit 1
 Vengeful Fighter 3
 Steady Breath
Unit 2
 Guard 3

Special[edit | edit source]

Skill 1 Skill 2 Effects
Unit 1
Special trigger-based skills
e.g. Icon Skill Weapon.png Wo Dao+,  Shield Pulse
Unit 1
Special that works with the skill
The effect of the special will occur before the damage addition/subtraction of the skill, e.g.,  Glimmer when used with Icon Skill Weapon.png Wo Dao+ will multiply base damage first, then add 10 damage, instead of adding 10 to base damage then multiplying that.
Likewise,  Sacred Cowl when used with  Shield Pulse will reduce damage by 30% first, then remove 5 damage.
Attacker
Skills that boost Special damage
e.g. Icon Skill Weapon.png Wo Dao+
Attacker
AoE Specials
e.g.  Blazing Wind
The added damage will affect all enemies the AoE special damages.
Attacker
Icon Skill Weapon.png Felicia's Plate
Attacker
AoE Specials
e.g.  Blazing Wind
Skills that target the lower of defense or resistance will take into account AoE Specials.
Skills that boost Special damage
e.g. Icon Skill Weapon.png Wo Dao+
Defensive Specials
e.g.  Pavise
The offensive special trigger-based skill will not add any damage if used with a defensive special. If used against a special, the +10 damage effect of Icon Skill Weapon.png Wo Dao+ for example, will be counted in being reduced by  Pavise.
Attacker
 Solar Brace
Attacker
AoE Specials
e.g.  Blazing Wind
The damage from the AoE Special will not trigger the healing from Solar Brace.
Attacker
Defensive Specials
e.g.  Sacred Cowl
Defender
 Close Counter
The counterattack will not have its damage dealt reduced due to  Sacred Cowl and similar skills requiring the foe to be 2 spaces away instead of having Range = 2.

Buffs and debuffs[edit | edit source]

In general, skills affecting buffs and debuffs only consider the highest valued one. Ploy skills are not affected by in-combat boosts.

Skill 1 Skill 2 Effects
Unit 1
HP-Based Activation Skills

e.g.  Defiant Atk 3,  Panic Ploy,  Chilling Seal,  Armored Boots etc.

Unit 1
Beginning of turn healing
 Renewal / Icon Skill Weapon.png Falchion /  Recover Ring
A hero's HP to activate these skills will be checked before healing.
Unit 1
Icon Skill Weapon.png Silver Dagger
Unit 1
 Seal Def 3
Only the highest amount of each stat decrease will apply.

Seal Defense will apply if the user cannot attack and survives combat.

Unit 1
Panic status effect
Unit 2
Icon Skill Assist.png Harsh Command
If there is only an ally buff reversed by Panic on the target unit, Harsh Command cannot be used.
If a target unit has an ally buff reversed by Panic as well as a regular enemy debuff, Harsh Command will effectively reverse the stronger of the two (the debuff gets turned into a buff and the stronger buff overwrites the weaker one. The resultant buff on target is still subject to panic status.
Unit 1
 Threaten Res 3
Unit 1
 Atk Ploy 3 /  Spd Ploy 3 /  Def Ploy 3 /  Res Ploy 3
Ploy thresholds checked before threaten passives applied.
Unit 1
Icon Skill Weapon.png Blárblade
Panic status effect
Unit 2
-
Unit 1
Icon Skill Weapon.png Blizzard
Unit 2
Panic status effect
Unit 1
 Dull Ranged
Unit 2
Panic status effect
Icon Skill Weapon.png Blárblade
Dull Ranged targets unreversed buffs, and thus doesn't negate the reversed ones.
Unit 1
Icon Skill Assist.png Restore+
Unit 2
Panic status effect
The reversed buffs are reverted to normal, alongside actual debuffs being removed
Unit 1
Icon Skill Weapon.png The Cleaner +  Dull Ranged
Unit 2 Dull Ranged nullifies the bonus damage afforded by The Cleaner.
Unit 1
 Infantry Pulse
Unit 2 (less HP than Unit 1)
 Quickened Pulse +  S Drink
All pulse effects will stack, and Unit 2 will have its special charged by 3.

Movement[edit | edit source]

Skill 1 Skill 2 Effects
Unit 1
Gravity status effect
e.g. from getting hit by Icon Skill Weapon.png Gravity
Unit 1
March status effect
e.g. from  Armor March
The unit can move only one space.
Unit 1
Warp skills
e.g.  Escape Route
Unit 2
 Obstruct
Obstruct can prevent warping units from warping to their destination as unit warping uses the most direct path to the destination when calculating the move, regardless if there are other options.
Unit 1
Positioning Assists
e.g. Icon Skill Assist.png Smite
Unit 2
 Obstruct
Obstruct has no effect on movement through assist skills.
Unit 1
Icon Skill Assist.png Dance
Unit 2
Icon Skill Assist.png Future Vision

Post-combat[edit | edit source]

In general, health-affecting skills trigger independently from each other, and effectively stack. When they occur after battle, they take effect before any potential displacement skills.

Healing[edit | edit source]
Skill 1 Skill 2 Effects
Unit 1
Icon Skill Weapon.png Falchion
Unit 1
 Renewal
They both stack with each other.
Unit 1
Icon Skill Weapon.png Aura
Unit 1
 Breath of Life
They both stack with each other.
Unit 1
Displacement Skills
 Drag Back /  Knock Back /  Hit and Run
Unit 1
 Savage Blow /  Breath of Life
The AoE from Savage Blow and Breath of Life will occur before displacement.
Unit 1
Post combat self-healing
e.g. Icon Skill Weapon.png Carrot Lance+
Unit 1
Post combat self-damage
e.g.  Fury
They both stack with each other.
Unit 1
 Live to Serve
Unit 1
Icon Skill Assist.png Martyr
Unit 1
 Live to Serve
Unit 1
 Live to Serve
They do not stack with each other and only the higher amount will apply.
Chip Damage[edit | edit source]
Skill 1 Skill 2 Effects
Unit 1
Icon Skill Weapon.png Deathly Dagger
Unit 1
 Poison Strike
They both stack with each other.
 Poison Strike  Savage Blow Both apply.

References[edit | edit source]

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