Weapons

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This is a complete list of weapons split by weapon type. For a complete list of weapons not sorted by type, see Weapons (Full). For a complete list of only unique weapons, with wielders, sorted by type, see Unique Weapons.

Some weapons can be upgraded or evolved using the Weapon Refinery, for a complete list of these weapons, see List of Upgradable Weapons or List of Evolving Weapons.

Red Weapons Icon Class Red Sword.pngIcon Class Red Tome.pngIcon Class Red Breath.png[edit | edit source]

Icon Class Red Sword.png Swords[edit | edit source]

Main article: Swords
Name Might Range Effect Cost
Alondite 16 1 Enables counterattack regardless of distance if this unit is attacked. 400
Amiti 11 1 Spd-2. Attack twice when initiating combat. 400
Armorslayer 8 1 Effective against armored units. Icon Move Armored.png 200
Armorslayer+ 12 1 Effective against armored units. Icon Move Armored.png 300
Armorsmasher 10 1 Effective against armored units. Icon Move Armored.png 200
Armorsmasher+ 14 1 Effective against armored foes. Icon Move Armored.png 300
Audhulma 16 1 Accelerates Special trigger (cooldown count-1).
Grants Res+5.
400
Ayra's Blade 16 1 Grants Spd+3. If unit's Spd - foe's Spd ≥ 1, gain Special cooldown charge +1 per attack.
(If similar skill also used, only highest value applied.)
400
Binding Blade 16 1 Grants Def/Res+2 when this unit is attacked. 400
Blazing Durandal 16 1 Grants Atk+3. If unit's Atk > foe's, unit gains Special cooldown charge +1.
(If using other similar skill, only highest value applied.)
400
Brave Sword 5 1 Spd-5. Attack twice when initiating combat. 200
Brave Sword+ 8 1 Spd-5. Attack twice when initiating combat. 300
Dark Greatsword 16 1 Grants Atk/Spd+4 during combat if unit initiates combat. 400
Divine Tyrfing 16 1 Grants Res+3. If in combat against foe using magic, unit receives 50% less damage from the first attack. 400
Durandal 16 1 Grants Atk+4 during combat if unit initiates attack. 400
Eckesachs 16 1 Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn. 400
Falchion 16 1 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.
400
Firesweep Sword 11 1 Unit and foes cannot counterattack. 200
Firesweep Sword+ 15 1 Unit and foes cannot counterattack. 300
Fólkvangr 16 1 Grants Atk+5 at start of turn if unit's HP ≤ 50%. 400
Iron Sword 6 1 50
Killing Edge 7 1 Accelerates Special trigger (cooldown count-1). 200
Killing Edge+ 11 1 Accelerates Special trigger (cooldown count-1). 300
Laevatein (Weapon) 16 1 Grants Atk+3. Adds total bonuses on unit to damage dealt. 400
Mystletainn 16 1 Accelerates Special trigger (cooldown count-1). 400
Ragnell 16 1 Enables counterattack regardless of distance if this unit is attacked. 400
Raijinto 16 1 Enables counterattack regardless of distance if this unit is attacked. 400
Regal Blade 16 1 If foe's HP is 100% when combat starts, unit receives Atk/Spd+2 during combat. 400
Resolute Blade 16 1 Grants Atk+3. Grants +10 to damage when Special triggers. 400
Ruby Sword 8 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. 200
Ruby Sword+ 12 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. 300
Siegfried 16 1 Enables counterattack regardless of distance if this unit is attacked. 400
Sieglinde 16 1 Grants adjacent allies Atk+3 through their next actions at the start of each turn. 400
Silver Sword 11 1 200
Silver Sword+ 15 1 300
Slaying Edge 10 1 Accelerates Special trigger (cooldown count-1). 200
Slaying Edge+ 14 1 Accelerates Special trigger (cooldown count-1). 300
Sol Katti 16 1 If wielder initiates attack at HP ≤ 50%, any follow-up occurs immediately. 400
Steel Sword 8 1 100
Tyrfing 16 1 Grants Def+4 in battle if unit's HP ≤ 50%. 400
Wo Dao 9 1 Grants +10 to damage when Special triggers. 200
Wo Dao+ 13 1 Grants +10 to damage when Special triggers. 300
Yato 16 1 Grants Spd+4 during combat if unit initiates attack. 400
Zanbato 10 1 Effective against cavalry units. Icon Move Cavalry.png 200
Zanbato+ 14 1 Effective against cavalry units. Icon Move Cavalry.png 300

Icon Class Red Tome.png Red Tomes[edit | edit source]

Main article: Red Tomes
Name Might Range Effect Cost
Bolganone 9 2 200
Bolganone+ 13 2 300
Brynhildr 14 2 If unit initiates attack, restricts foe's next-turn movement to 1 space or less. 400
Candelabra 9 1 Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. 200
Candelabra+ 12 1 Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. 300
Cymbeline 14 2 Grants adjacent allies Atk+4 through their next actions after any combat this unit initiates. 400
Elfire 6 2 100
Fenrir 9 2 200
Fenrir+ 13 2 300
Fire 4 2 50
Flux 4 2 50
Grimoire 14 2 If unit has ≥ 50% HP, unit can move to a space adjacent to an ally within 2 spaces. 400
Keen Rauðrwolf 8 2 Effective against cavalry foes. Icon Move Cavalry.png 200
Keen Rauðrwolf+ 12 2 Effective against cavalry foes. Icon Move Cavalry.png 300
Ragnarok 14 2 If unit has 100% HP at the start of combat, unit receives Atk/Spd +5.
If attacking, unit will receive 5 damage after combat.
400
Rauðrblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200
Rauðrblade+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300
Rauðrowl 6 2 During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2. 200
Rauðrowl+ 10 2 During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2. 300
Rauðrraven 7 2 Grants weapon advantage vs. colorless foes. 200
Rauðrraven+ 11 2 Grants weapon advantage vs. colorless foes. 300
Rauðrwolf 6 2 Effective against cavalry units. Icon Move Cavalry.png 200
Rauðrwolf+ 10 2 Effective against cavalry units. Icon Move Cavalry.png 300
Ruin 6 2 100
Tomato Tome 8 2 Grants allies within 2 spaces Atk/Spd+1 during combat. 200
Tomato Tome+ 12 2 Grants allies within 2 spaces Atk/Spd+1 during combat. 300
Valflame 14 2 At start of turn, all foes in cardinal directions with Res 1 or more lower than unit suffer Atk/Res-4 until the end of foe's next action. 400

Blue Weapons Icon Class Blue Lance.pngIcon Class Blue Tome.pngIcon Class Blue Breath.png[edit | edit source]

Icon Class Blue Lance.png Lances[edit | edit source]

Main article: Lances
Name Might Range Effect Cost
Berkut's Lance 10 1 Grants Res+4 when the unit is under attack. 200
Berkut's Lance+ 14 1 Grants Res+4 when the unit is under attack. 300
Brave Lance 5 1 Spd-5. Attack twice when initiating combat. 200
Brave Lance+ 8 1 Spd-5. Attack twice when initiating combat. 300
Bright Naginata 16 1 Grants Atk/Def+4 during combat if foe initiates combat. 400
Carrot Lance 9 1 If unit initiates attack, unit recovers 4 HP after the battle. 200
Carrot Lance+ 13 1 If unit initiates attack, unit recovers 4 HP after the battle. 300
Cursed Lance 16 1 Grants Atk/Spd+2 and accelerates Special trigger (cooldown count-1).
Unit takes 4 damage after combat.
400
Deft Harpoon 10 1 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
If attacking, unit will take 2 damage after combat.
200
Deft Harpoon+ 14 1 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
If attacking, unit will take 2 damage after combat.
300
Fensalir 16 1 Inflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn. 400
Firesweep Lance 11 1 Unit and enemies cannot use counterattacks. 200
Firesweep Lance+ 15 1 Unit and enemies cannot use counterattacks. 300
First Bite 10 1 Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. 200
First Bite+ 14 1 Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. 300
Geirskögul 16 1 Grants Def+3. Grants allies with sword, lance, axe, bow, or dagger within 2 spaces Atk/Spd+3 during combat. 400
Gradivus 16 1 Enables counterattack regardless of distance if this unit is attacked. 400
Heavy Spear 8 1 Effective against armored units. Icon Move Armored.png 200
Heavy Spear+ 12 1 Effective against armored units. Icon Move Armored.png 300
Iron Lance 6 1 50
Killer Lance 7 1 Accelerates Special trigger (cooldown count-1). 200
Killer Lance+ 11 1 Accelerates Special trigger (cooldown count-1). 300
Leiptr 16 1 Unit can counterattack regardless of foe's range. 400
Ridersbane 10 1 Effective against cavalry units. Icon Move Cavalry.png 200
Ridersbane+ 14 1 Effective against cavalry units. Icon Move Cavalry.png 300
Sapphire Lance 8 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. 200
Sapphire Lance+ 12 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. 300
Siegmund 16 1 Grants adjacent allies Atk+3 through their next actions at the start of each turn. 400
Silver Lance 11 1 200
Silver Lance+ 15 1 300
Slaying Lance 10 1 Accelerates Special trigger (cooldown count-1). 200
Slaying Lance+ 14 1 Accelerates Special trigger (cooldown count-1). 300
Slaying Spear 10 1 Effective against armored units. Icon Move Armored.png 200
Slaying Spear+ 14 1 Effective against armored foes. Icon Move Armored.png 300
Steel Lance 8 1 100
Tannenboom! 10 1 Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. 200
Tannenboom!+ 14 1 Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. 300
Vidofnir 16 1 If unit is attacked by foe using sword, axe or lance, unit receives Def+7 during combat. 400

Icon Class Blue Tome.png Blue Tomes[edit | edit source]

Main article: Blue Tomes
Name Might Range Effect Cost
Aura 14 2 Restores 5 HP to adjacent allies after any combat this unit initiates. 400
Blárblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200
Blárblade+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300
Blárowl 6 2 During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2. 200
Blárowl+ 10 2 During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2. 300
Blárraven 7 2 Grants weapon advantage vs. colorless foes. 200
Blárraven+ 11 2 Grants weapon advantage vs. colorless foes. 300
Blárwolf 6 2 Effective against cavalry units. Icon Move Cavalry.png 200
Blárwolf+ 10 2 Effective against cavalry units. Icon Move Cavalry.png 300
Blessed Bouquet 8 2 Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. 200
Blessed Bouquet+ 12 2 Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates. 300
Blue Egg 7 2 If unit initiates attack, unit recovers 4 HP after the battle. 200
Blue Egg+ 11 2 If unit initiates attack, unit recovers 4 HP after the battle. 300
Dancer's Score 8 2 If unit initiates attack, adjacent allies recover 7 HP after combat. 200
Dancer's Score+ 12 2 If unit initiates attack, adjacent allies recover 7 HP after combat. 300
Dark Aura 14 2 Grants adjacent allies who use swords, axes, lances, or dragonstones Atk+6 through their next actions at the start of each turn. 400
Dire Thunder 9 2 Spd-5. Attack twice when initiating combat. 400
Elthunder 6 2 100
Keen Blárwolf 8 2 Effective against cavalry foes. Icon Move Cavalry.png 200
Keen Blárwolf+ 12 2 Effective against cavalry foes. Icon Move Cavalry.png 300
Sealife Tome 8 2 Grants allies within 2 spaces Atk/Spd+1 during combat. 200
Sealife Tome+ 12 2 Grants allies within 2 spaces Atk/Spd+1 during combat. 300
Thoron 9 2 200
Thoron+ 13 2 300
Thunder 4 2 50
Valaskjálf 14 2 Enables unit at ≤ 50% HP to strike first, even when attacked. 400
Weirding Tome 14 2 Grants Spd+3. At start of turn, all foes in cardinal directions, and with Res 1 or more lower than unit, suffer Spd-5 until the end of foes' next actions. 400

Green Weapons Icon Class Green Axe.pngIcon Class Green Tome.pngIcon Class Green Breath.png[edit | edit source]

Icon Class Green Axe.png Axes[edit | edit source]

Main article: Axes
Name Might Range Effect Cost
Armads 16 1 Unit makes a guaranteed follow-up attack when attacked at HP ≥ 80%. 400
Brave Axe 5 1 Spd-5. Attack twice when initiating combat. 200
Brave Axe+ 8 1 Spd-5. Attack twice when initiating combat. 300
Carrot Axe 9 1 If unit initiates attack, unit recovers 4 HP after the battle. 200
Carrot Axe+ 13 1 If unit initiates attack, unit recovers 4 HP after the battle. 300
Emerald Axe 8 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. 200
Emerald Axe+ 12 1 Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage. 300
Hammer 8 1 Effective against armored units. Icon Move Armored.png 200
Hammer+ 12 1 Effective against armored units. Icon Move Armored.png 300
Handbell 10 1 Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. 200
Handbell+ 14 1 Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. 300
Hauteclere 16 1 Accelerates Special trigger (cooldown count-1). 400
Iron Axe 6 1 50
Killer Axe 7 1 Accelerates Special trigger (cooldown count-1). 200
Killer Axe+ 11 1 Accelerates Special trigger (cooldown count-1). 300
Legion's Axe 10 1 After combat, bonuses on targeted foe become penalties through its next action. 200
Legion's Axe+ 14 1 After combat, bonuses on targeted foe become penalties through its next action. 300
Lilith Floatie 10 1 Grants allies within 2 spaces Atk/Spd+1 during combat. 200
Lilith Floatie+ 14 1 Grants allies within 2 spaces Atk/Spd+1 during combat. 300
Melon Crusher 10 1 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
If attacking, unit will take 2 damage after combat.
200
Melon Crusher+ 14 1 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
If attacking, unit will take 2 damage after combat.
300
Nóatún 16 1 Unit may move adjacent to any ally when HP ≤ 40%. 400
Sack o' Gifts 10 1 Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. 200
Sack o' Gifts+ 14 1 Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat. 300
Silver Axe 11 1 200
Silver Axe+ 15 1 300
Sinmara 16 1 Grants Def+3. Deals 20 damage to foes within 2 spaces at the start of each turn. 400
Slaying Axe 10 1 Accelerates Special trigger (cooldown count-1). 200
Slaying Axe+ 14 1 Accelerates Special trigger (cooldown count-1). 300
Slaying Hammer 10 1 Effective against armored units. Icon Move Armored.png 200
Slaying Hammer+ 14 1 Effective against armored foes. Icon Move Armored.png 300
Steel Axe 8 1 100
Stout Tomahawk 16 1 Enables counterattack regardless of distance if this unit is attacked. 400
Urvan 16 1 Accelerates Special trigger (cooldown count-1).
If unit receives consecutive attacks, damage from second attack onward reduced by 80%.
400
Urðr 16 1 If Sing or Dance is used, target also granted Atk/Spd/Def/Res+3. 400

Icon Class Green Tome.png Green Tomes[edit | edit source]

Main article: Green Tomes
Name Might Range Effect Cost
Dancer's Ring 8 2 If unit initiates attack, adjacent allies recover 7 HP after combat. 200
Dancer's Ring+ 12 2 If unit initiates attack, adjacent allies recover 7 HP after combat. 300
Dark Excalibur 14 2 Grants +10 to damage when Special triggers. 400
Divine Naga 14 2 Effective against dragons. Icon Class Red Beast.pngIcon Class Blue Beast.pngIcon Class Green Beast.png
Foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat.
400
Élivágar 14 2 If unit initiates attack, bonuses on foes within 2 spaces of the target become penalties through their next actions. 400
Elwind 6 2 100
Excalibur 14 2 Effective against flying units. Icon Move Flying.png 400
Green Egg 7 2 If unit initiates attack, unit recovers 4 HP after the battle. 200
Green Egg+ 11 2 If unit initiates attack, unit recovers 4 HP after the battle. 300
Gronnblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200
Gronnblade+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300
Gronnowl 6 2 During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2. 200
Gronnowl+ 10 2 During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2. 300
Gronnraven 7 2 Grants weapon advantage vs. colorless foes. 200
Gronnraven+ 11 2 Grants weapon advantage vs. colorless foes. 300
Gronnwolf 6 2 Effective against cavalry units. Icon Move Cavalry.png 200
Gronnwolf+ 10 2 Effective against cavalry units. Icon Move Cavalry.png 300
Hibiscus Tome 8 2 Grants allies within 2 spaces Atk/Spd+1 during combat. 200
Hibiscus Tome+ 12 2 Grants allies within 2 spaces Atk/Spd+1 during combat. 300
Keen Gronnwolf 8 2 Effective against cavalry foes. Icon Move Cavalry.png 200
Keen Gronnwolf+ 12 2 Effective against cavalry foes. Icon Move Cavalry.png 300
Naga 14 2 Effective against dragons. Icon Class Red Beast.pngIcon Class Blue Beast.pngIcon Class Green Beast.png
Grants Def/Res+2 when this unit is attacked.
400
Rexcalibur 9 2 200
Rexcalibur+ 13 2 300
Spectral Tome 8 2 After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. 200
Spectral Tome+ 12 2 After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions. 300
Wind 4 2 50

Multicolor Weapons Icon Class Breath.png[edit | edit source]

Icon Class Breath.png Breaths[edit | edit source]

Main article: Green Breaths
Name Might Range Effect Cost
Dark Breath 9 1 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions. 200
Dark Breath+ 13 1 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions. 300
Fire Breath 6 1 50
Fire Breath+ 8 1 100
Flametongue 11 1 200
Flametongue+ 15 1 300
Light Breath 9 1 Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates. 200
Light Breath+ 13 1 Grants adjacent allies Def/Res+4 through their next actions after any combat this unit initiates. 300
Lightning Breath 7 1 Enables counterattack regardless of attacker's range.
Slows Special trigger (cooldown count+1).
200
Lightning Breath+ 11 1 Enables counterattack regardless of attacker's range.
Slows Special trigger (cooldown count+1).
300

Colorless Weapons Icon Class Neutral Staff.pngIcon Class Neutral Bow.pngIcon Class Neutral Dagger.png[edit | edit source]

Icon Class Neutral Staff.png Staves[edit | edit source]

Main article: Staves
Name Might Range Effect Cost
Absorb 4 2 Recovers HP=50% of damage dealt. 150
Absorb+ 7 2 Restores HP = 50% of damage dealt.
After combat, if unit attacked, restores 7 HP to allies within 2 spaces of unit.
300
Assault 10 2 50
Candlelight 7 2 After combat, if unit attacked, inflicts status on foe preventing counterattacks through its next action. 150
Candlelight+ 11 2 After combat, if unit attacked, inflicts status on target and foes within 2 spaces of target preventing counterattacks through their next actions. 300
Fear 5 2 After combat, if unit attacked, inflicts Atk-6 on foe through its next action. 150
Fear+ 12 2 After combat, if unit attacked, inflicts Atk-7 on target and foes within 2 spaces of target through their next actions. 300
Gravity 6 2 After combat, if unit attacked, prevents foe from moving more than 1 space through its next action. 150
Gravity+ 10 2 After combat, if unit attacked, prevents target and foes within 1 space of target from moving more than 1 space through their next actions. 300
Pain 3 2 After combat, if unit attacked, deals 10 damage to foe. 150
Pain+ 10 2 After combat, if unit attacked, deals 10 damage to target and foes within 2 spaces of target. 300
Panic 7 2 After combat, if unit attacked, bonuses on foe become penalties through its next action. 150
Panic+ 11 2 After combat, if unit attacked, bonuses on target and foes within 2 spaces of target become penalties through their next actions. 300
Slow 5 2 After combat, if unit attacked, inflicts Spd-6 on foe through its next action. 150
Slow+ 12 2 After combat, if unit attacked, inflicts Spd-7 on target and foes within 2 spaces of target through their next actions. 300
Thökk 14 2 Damage from staff calculated like other weapons.
At start of turn, foes with bow, daggers, magic, or staff in cardinal directions with HP 3 or more lower than unit's can move only 1 space through their next actions.
400

Icon Class Neutral Bow.png Bows[edit | edit source]

Main article: Bows
Name Might Range Effect Cost
Assassin's Bow 7 2 Effective against flying units. Icon Move Flying.png
If target has a dagger, it can't make a follow-up attack and this unit will.
200
Assassin's Bow+ 11 2 Effective against flying units. Icon Move Flying.png
If target has a dagger, it can't make a follow-up attack and this unit will.
300
Brave Bow 4 2 Spd-5. Effective against flying units. Icon Move Flying.png
Attacks twice if unit initiates combat.
200
Brave Bow+ 7 2 Spd-5. Effective against flying units. Icon Move Flying.png
Attacks twice if unit initiates combat.
300
Clarisse's Bow 7 2 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions.
Effective against flying units. Icon Move Flying.png
200
Clarisse's Bow+ 11 2 After this unit attacks, foes within 2 spaces of target suffer Atk/Spd-5 through their next actions.
Effective against flying units. Icon Move Flying.png
300
Cupid Arrow 8 2 Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates.
Effective against fliers. Icon Move Flying.png
200
Cupid Arrow+ 12 2 Grants allies within 2 spaces Def/Res+2 through their next actions after any combat this unit initiates.
Effective against fliers. Icon Move Flying.png
300
Firesweep Bow 7 2 Effective against fliers. Icon Move Flying.png
Unit and enemies cannot use counterattacks.
200
Firesweep Bow+ 11 2 Effective against fliers. Icon Move Flying.png
Unit and enemies cannot use counterattacks.
300
Fujin Yumi 14 2 Effective against flying units. Icon Move Flying.png
Unit can pass though foes if own HP ≥ 50%.
400
Guard Bow 8 2 Effective against flying units. Icon Move Flying.png 200
Guard Bow+ 12 2 Effective against flying foes. Icon Move Flying.png
Grants Def/Res+6 during combat if unit is attacked by foe using bow, daggers, magic, or staff.
300
Iron Bow 4 2 Effective against flying units. Icon Move Flying.png 50
Killer Bow 5 2 Effective against flying units. Icon Move Flying.png
Accelerates Special trigger (cooldown count-1).
200
Killer Bow+ 9 2 Effective against flying units. Icon Move Flying.png
Accelerates Special trigger (cooldown count-1).
300
Monstrous Bow 8 2 Effective against flying foes. Icon Move Flying.png
After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions.
200
Monstrous Bow+ 12 2 Effective against flying foes. Icon Move Flying.png
After combat, if unit attacked, bonuses on all foes within 2 spaces of target become penalties through foes' next actions.
300
Mulagir 14 2 Effective against flying units. Icon Move Flying.png
Grants Spd+3. If foe is magic user, foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat.
400
Nidhogg 14 2 Effective against flying units. Icon Move Flying.png
During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2.
400
Parthia 14 2 Effective against flying units. Icon Move Flying.png
Grants Res+4 during combat if initiating attack.
400
Refreshing Bolt 8 2 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
If attacking, unit will take 2 damage after combat.
Effective against fliers. Icon Move Flying.png
200
Refreshing Bolt+ 12 2 If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
If attacking, unit will take 2 damage after combat.
Effective against fliers. Icon Move Flying.png
300
Silver Bow 9 2 Effective against flying units. Icon Move Flying.png 200
Silver Bow+ 13 2 Effective against flying units. Icon Move Flying.png 300
Slaying Bow 8 2 Effective against flying units. Icon Move Flying.png
Accelerates Special trigger (cooldown count-1).
200
Slaying Bow+ 12 2 Effective against flying units. Icon Move Flying.png
Accelerates Special trigger (cooldown count-1).
300
Steel Bow 6 2 Effective against flying units. Icon Move Flying.png 100

Icon Class Neutral Dagger.png Daggers[edit | edit source]

Main article: Daggers
Name Might Range Effect Cost
Dancer's Fan 7 2 If unit initiates combat, restores 7 HP to adjacent allies after combat.
After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
200
Dancer's Fan+ 10 2 If unit initiates combat, restores 7 HP to adjacent allies after combat.
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
300
Deathly Dagger 11 2 After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
If unit initiated combat, deals 7 damage to foe after combat.
400
Iron Dagger 3 2 After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action. 50
Kitty Paddle 5 2 Effective against magic foes. Icon Class Red Tome.pngIcon Class Blue Tome.pngIcon Class Green Tome.png
After combat, if unit attacked and if foe uses magic, inflicts Def/Res-5 on foe through its next action.
200
Kitty Paddle+ 8 2 Effective against magic foes. Icon Class Red Tome.pngIcon Class Blue Tome.pngIcon Class Green Tome.png
After combat, if unit attacked and if foe uses magic, inflicts Def/Res-7 on foe through its next action.
300
Poison Dagger 2 2 Effective against infantry foes. Icon Move Infantry.png
After combat, if unit attacked, inflicts Def/Res-4 on infantry foe through its next action.
200
Poison Dagger+ 5 2 Effective against infantry foes. Icon Move Infantry.png
After combat, if unit attacked, inflicts Def/Res-6 on infantry foe through its next action.
300
Rogue Dagger 4 2 After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
Grants unit Def/Res+3 for 1 turn.
200
Rogue Dagger+ 7 2 After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
Grants unit Def/Res+5 for 1 turn.
300
Seashell 7 2 After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
If unit's HP = 100% at start of combat, grants Atk/Spd/Def/Res+2, but unit takes 2 damage after combat.
200
Seashell+ 10 2 After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
If unit's HP = 100% at start of combat, grants Atk/Spd/Def/Res+2, but unit takes 2 damage after combat.
300
Silver Dagger 7 2 After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. 200
Silver Dagger+ 10 2 After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. 300
Smoke Dagger 6 2 After combat, if unit attacked, inflicts Def/Res-4 on foes within 2 spaces of target through their next actions. 200
Smoke Dagger+ 9 2 After combat, if unit attacked, inflicts Def/Res-6 on foes within 2 spaces of target through their next actions. 300
Steel Dagger 5 2 After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action. 100