Skill interaction

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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:
  • 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 Class Green Tome.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 Atk 3.png Hone Atk 3). Only the buff with the highest stat increase will apply. Buffs affecting different stats (e.g. Icon Skill Assist.png Rally Attack and Hone Spd 3.png Hone Spd 3) 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 Brash Assault W.png Sol Katti and another active Desperation 3.png Desperation 3 effect will not cancel out Hardy Bearing 3.png Hardy Bearing 3.

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 Results
Attacker (HP ≥ 50%)
Swordbreaker 3.png Swordbreaker 3
Defender (HP ≥ 50%)
Swordbreaker 3.png 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.png Swordbreaker 3
Defender (Sword user, HP ≥ 50%)
Wary Fighter 3.png 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.png Swordbreaker 3
Defender (Sword user, HP ≥ 70%)
Quick Riposte 3.png 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.png Swordbreaker 3
Defender (Sword user, HP ≥ 70%)
Quick Riposte 3.png Quick Riposte 3
+
Quick Riposte 3.png 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.png Brash Assault 3
Defender (HP ≥ 50%)
Wary Fighter 3.png 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.png Wary Fighter 3
Defender (HP ≥ 70%)
Quick Riposte 3.png 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.png Brash Assault 3
Defender (HP ≥ 50%)
Swordbreaker 3.png 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.png Bold Fighter 3
Defender (HP ≥ 50%)
Wary Fighter 3.png 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.png Wary Fighter 3
Defender (HP ≥ 50%)
Vengeful Fighter 3.png 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 Results
Attacker
Icon Class Red Sword.png Brave Sword
Defender (HP ≥ 50%)
Wary Fighter 3.png 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 Class Green Axe.png Armads
+
Wary Fighter 3.png 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 Class Green Axe.png Armads
+
Wary Fighter 3.png Wary Fighter 3
+
Quick Riposte 3.png 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.png Wary Fighter 3
Defender (HP ≥ 80%)
Icon Class Green Axe.png Armads
+
Quick Riposte 3.png Quick Riposte 3
Same as above.
Attacker (HP ≥ 50%)
Axebreaker 3.png Axebreaker 3
Defender (HP ≥ 80%)
Icon Class Green Axe.png Armads
+
Wary Fighter 3.png Wary Fighter 3
+
Quick Riposte 3.png 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.png 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.png Windsweep 3
+
Brash Assault 3.png 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.png 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.png Vantage 3
+
Quick Riposte 3.png 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

Unit 1 Unit 2 Results
Triangle Adept 3.png Triangle Adept 3 Triangle Adept 3.png Triangle Adept 3 They do not stack and combat proceeds with the highest active triangle advantage.
Cancel Affinity 1.png Cancel Affinity 1 Triangle Adept 3.png 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.png Cancel Affinity 2 Triangle Adept 3.png 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.png Cancel Affinity 3 Triangle Adept 3.png 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.png Cancel Affinity 3 Icon Class Blue Tome.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.png Cancel Affinity 3 Icon Class Blue Tome.png Blárraven (with Triangle Adept 3.png Triangle Adept 3) 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 Results
Unit 1
Icon Class Red Sword.png Ruby Sword
Unit 1
Triangle Adept 3.png Triangle Adept 3
They do not stack and combat proceeds with the highest active triangle advantage. (Max 40%)
Unit 1
Icon Class Blue Tome.png Blárraven
Unit 1
Triangle Adept 3.png 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 Results
Initiates combat
Icon Class Green Axe.png Brave Axe+
Icon Class Green Axe.png Urvan
+
Deflect Melee 3.png Deflect Melee 3
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.
HP ≤ 75%
Icon Class Red Sword.png Meisterschwert
Vantage 3.png Vantage 3
- Unit will attack twice when activating Vantage.
HP ≤ 50%
Desperation 3.png Desperation 3
Brash Assault 3.png Brash Assault 3
- Brash Assault's guaranteed follow-up attack on a foe who can counter will be done immediately.
Heavy Blade 3.png Heavy Blade 3
Bold Fighter 3.png Bold Fighter 3
Guard 3.png 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.
Vengeful Fighter 3.png Vengeful Fighter 3
Steady Breath.png Steady Breath
Guard 3.png Guard 3

Special[edit | edit source]

Skill 1 Skill 2 Results
Unit 1
Special trigger-based skills
e.g. Icon Class Red Sword.png Wo Dao+, Shield Pulse 3.png Shield Pulse 3
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., Icon Skill Special.png Glimmer when used with Icon Class Red Sword.png Wo Dao+ will multiply base damage first, then add 10 damage, instead of adding 10 to base damage then multiplying that.
Likewise, Icon Skill Special.png Sacred Cowl when used with Shield Pulse 3.png Shield Pulse 3 will reduce damage by 30% first, then remove 5 damage.
Unit 1; Initiates combat
Skills that boost Special damage
e.g. Icon Class Red Sword.png Wo Dao+
Unit 1; Initiates combat
AoE Specials
e.g. Icon Skill Special.png Blazing Wind
The added damage will affect all enemies the AoE special damages.
Unit 1; Initiates combat
Icon Skill Weapon.png Felicia's Plate
Unit 1; Initiates combat
AoE Specials
e.g. Icon Skill Special.png 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 Class Red Sword.png Wo Dao+
Defensive Specials
e.g. Icon Skill Special.png 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 Class Red Sword.png Wo Dao+ for example, will be counted in being reduced by Icon Skill Special.png Pavise.
Unit 1; Initiates combat
Solar Brace.png Solar Brace
Unit 1; Initiates combat
AoE Specials
e.g. Icon Skill Special.png Blazing Wind
The damage from the AoE Special will not trigger the healing from Solar Brace.
Unit 1
Defensive Specials
e.g. Icon Skill Special.png Sacred Cowl
Unit 2
Close Counter.png Close Counter
The counterattack will not have its damage dealt reduced due to Icon Skill Special.png 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 Results
Unit 1
HP-Based Activation Skills

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

Unit 1
Beginning of turn healing
Renewal 3.png Renewal 3 / Icon Class Red Sword.png Falchion / Recover Ring.png 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.png 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.png Threaten Res 3
Unit 1
Atk Ploy 3.png Atk Ploy 3 / Spd Ploy 3.png Spd Ploy 3 / Def Ploy 3.png Def Ploy 3 / Res Ploy 3.png Res Ploy 3
Ploy thresholds checked before threaten passives applied.
Unit 1
Icon Class Blue Tome.png Blárblade
Panic status effect
Unit 2
-
Unit 1
Icon Class Green Tome.png Blizzard
Unit 2
Panic status effect
Unit 1
Dull Ranged 3.png Dull Ranged 3
AND/OR
Dull Close 3.png Dull Close 3
Unit 2
Panic status effect
Icon Class Blue Tome.png Blárblade+
OR
Laevatein
Dull skills target 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 3.png Dull Ranged 3
Unit 2 Dull Ranged nullifies the bonus damage afforded by The Cleaner.
Unit 1
Infantry Pulse 3.png Infantry Pulse 3
Unit 2 (less HP than Unit 1)
Quickened Pulse.png Quickened Pulse + S Drink.png S Drink
All pulse effects will stack, and Unit 2 will have its special charged by 3.
Unit 1
Icon Class Green Axe.png Garm
Unit 2 Debuffs do not affect Garm's guaranteed follow-up attack. If a unit has both buffs and debuffs, the guaranteed follow-up attack will activate.[3]
Skills that neutralize bonuses will remove Garm's guaranteed follow-up attack.[4]
If the unit is inflicted with panic and unit has buffs, Garm's follow-up will be ignored.[5]

Movement[edit | edit source]

Skill 1 Skill 2 Results
Unit 1
Gravity status effect
e.g. from getting hit by Icon Class Colorless Staff.png Gravity
Unit 1
March status effect
e.g. from Armor March 3.png Armor March 3
The unit can move only one space.
Unit 1
Warp skills
e.g. Escape Route 3.png Escape Route 3
Unit 2
Obstruct 3.png Obstruct 3
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 3.png Obstruct 3
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 Results
Unit 1
Icon Class Red Sword.png Falchion
Unit 1
Renewal 3.png Renewal 3
They both stack with each other.
Unit 1
Icon Class Blue Tome.png Aura
Unit 1
Breath of Life 3.png Breath of Life 3
They both stack with each other.
Unit 1
Displacement Skills
Drag Back.png Drag Back / Knock Back.png Knock Back / Hit and Run.png Hit and Run
Unit 1
Savage Blow 3.png Savage Blow 3 / Breath of Life 3.png Breath of Life 3
The AoE from Savage Blow and Breath of Life will occur before displacement.
Unit 1
Post combat self-healing
e.g. Icon Class Blue Lance.png Carrot Lance+
Unit 1
Post combat self-damage
e.g. Fury 3.png Fury 3
They both stack with each other.
Unit 1
Live to Serve 3.png Live to Serve 3
Unit 1
Icon Skill Assist.png Martyr
They stack with each other; in addition to healing half the health missing from the healer, they also gain a percentage of what the ally is healed.
Unit 1
Live to Serve 3.png Live to Serve 3
Unit 1
Live to Serve 3.png Live to Serve 3
They do not stack with each other and only the higher amount will apply.
Chip Damage[edit | edit source]
Skill 1 Skill 2 Results
Unit 1
Icon Skill Weapon.png Deathly Dagger
Unit 1
Poison Strike 3.png Poison Strike 3
They both stack with each other.
Poison Strike 3.png Poison Strike 3 Savage Blow 3.png Savage Blow 3 Both apply.

References[edit | edit source]