Weapons

From Fire Emblem Heroes Wiki
Jump to: navigation, search

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 Description Cost Exclusive
Alondite 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Amiti 11 1 Inflicts Spd-2. If unit initiates combat, unit attacks twice. 400 Yes
Armorslayer 8 1 Effective against armored foes. 200 No
Armorslayer+ 12 1 Effective against armored foes. 300 No
Armorsmasher 10 1 Effective against armored foes. 200 No
Armorsmasher+ 14 1 Effective against armored foes. 300 No
Audhulma 16 1 Accelerates Special trigger (cooldown count-1).
Grants Res+5.
400 Yes
Ayra's Blade 16 1 Grants Spd+3. If unit's Spd > foe's Spd, grants Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.) 400 Yes
Beloved Zofia 16 1 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. 400 Yes
Binding Blade 16 1 If foe initiates combat, grants Def/Res+2 during combat. 400 Yes
Blazing Durandal 16 1 Grants Atk+3. If unit's Atk > foe's Atk, grants Special cooldown charge +1 per attack.
(Only highest value applied. Does not stack.)
400 Yes
Brave Sword 5 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 200 No
Brave Sword+ 8 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 300 No
Dark Greatsword 16 1 If unit initiates combat, grants Atk/Spd+4 during combat. 400 Yes
Dark Mystletainn 16 1 Accelerates Special trigger (cooldown count-1).
If Special triggers before or during combat, grants Special cooldown count-2 after combat.
400 Yes
Divine Tyrfing 16 1 Grants Res+3. Reduces damage from magic foe's first attack by 50%. 400 Yes
Durandal 16 1 If unit initiates combat, grants Atk+4 during combat. 400 Yes
Eckesachs 16 1 At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. 400 Yes
Falchion (Awakening) 16 1 Effective against dragon foes.
At the start of every third turn, restores 10 HP.
400 Yes
Falchion (Gaiden) 16 1 Effective against dragon foes.
At the start of every third turn, restores 10 HP.
400 Yes
Falchion (Mystery) 16 1 Effective against dragon foes.
At the start of every third turn, restores 10 HP.
400 Yes
Firesweep Sword 11 1 Unit and foe cannot counterattack. 200 No
Firesweep Sword+ 15 1 Unit and foe cannot counterattack. 300 No
Fólkvangr 16 1 At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. 400 Yes
Iron Sword 6 1 50 No
Kadomatsu 10 1 Grants Def/Res+2 to allies within 2 spaces during combat. 200 No
Kadomatsu+ 14 1 Grants Def/Res+2 to allies within 2 spaces during combat. 300 No
Killing Edge 7 1 Accelerates Special trigger (cooldown count-1). 200 No
Killing Edge+ 11 1 Accelerates Special trigger (cooldown count-1). 300 No
Laevatein (weapon) 16 1 Grants Atk+3. Adds total bonuses on unit to damage dealt. 400 Yes
Light Brand 16 1 Grants Def+3. If foe's Def ≥ foe's Res+5, deals +7 damage. 400 Yes
Meisterschwert 11 1 Inflicts Spd-5. Unit attacks twice.
(Even if foe initiates combat, unit attacks twice.)
400 Yes
Mystletainn 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Nameless Blade 16 1 Accelerates Special trigger (cooldown count -1). 400 Yes
Níu 16 1 Grants Spd+3. Adds 50% of total bonuses on foe to unit's Atk/Spd/Def/Res during combat. 400 Yes
Ragnell 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Raijinto 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Regal Blade 16 1 At start of combat, if foe's HP = 100%, grants Atk/Spd+2 during combat. 400 Yes
Resolute Blade 16 1 Grants Atk+3. Deals +10 damage when Special triggers. 400 Yes
Ruby Sword 8 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
200 No
Ruby Sword+ 12 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
300 No
Safeguard 10 1 If foe initiates combat, grants Def+7 during combat. 200 No
Safeguard+ 14 1 If foe initiates combat, grants Def+7 during combat. 300 No
Sealed Falchion 16 1 Effective against dragon foes.
At start of combat, if unit's HP < 100%, grants Atk/Spd/Def/Res+5 during combat.
400 Yes
Siegfried 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Sieglinde 16 1 At start of turn, grants Atk+3 to adjacent allies for 1 turn. 400 Yes
Silver Sword 11 1 200 No
Silver Sword+ 15 1 300 No
Skuld 16 1 If Sing or Dance is used, grants Atk/Spd/Def/Res+3 to target. 400 Yes
Slaying Edge 10 1 Accelerates Special trigger (cooldown count-1). 200 No
Slaying Edge+ 14 1 Accelerates Special trigger (cooldown count-1). 300 No
Sol Katti 16 1 If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 400 Yes
Steel Sword 8 1 100 No
Tyrfing 16 1 If unit's HP ≤ 50%, grants Def+4 during combat. 400 Yes
Vassal's Blade 16 1 Accelerates Special trigger (cooldown count-1). If unit's Spd > foe's Spd, boosts damage dealt by 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) 400 Yes
Wing Sword 16 1 Effective against armored and cavalry foes. 400 Yes
Wo Dao 9 1 Deals +10 damage when Special triggers. 200 No
Wo Dao+ 13 1 Deals +10 damage when Special triggers. 300 No
Yato 16 1 If unit initiates combat, grants Spd+4 during combat 400 Yes
Zanbato 10 1 Effective against cavalry foes. 200 No
Zanbato+ 14 1 Effective against cavalry foes. 300 No

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

Main article: Red Tomes
Name Might Range Description Cost Exclusive
Bolganone 9 2 200 No
Bolganone+ 13 2 300 No
Brynhildr 14 2 If unit initiates combat, inflicts status on foe restricting movement to 1 space through its next action. 400 Yes
Candelabra 8 2 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Candelabra+ 12 2 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Cymbeline 14 2 If unit initiates combat, grants Atk+4 to adjacent allies for 1 turn after combat. 400 Yes
Dawn Suzu 14 2 Effective against armored and cavalry foes. Grants Atk+3. Disables unit's and foe's skills that change attack priority. 400 Yes
Elfire 6 2 100 No
Fenrir 9 2 200 No
Fenrir+ 13 2 300 No
Fire 4 2 50 No
Flux 4 2 50 No
Forblaze 14 2 At start of turn, inflict Res-7 on foe on the enemy team with the highest Res through its next action. 400 Yes
Fruit of Iðunn 14 2 Grants Spd+3. If unit's HP ≥ 50%, allies within 2 spaces can move to a space adjacent to unit. 400 Yes
Gleipnir 14 2 Grants Res+3. At start of combat, if foe's HP = 100%, grants Atk/Spd+3 during combat. 400 Yes
Grima's Truth 14 2 Grants Def+3. After combat, if unit attacked, inflicts Atk/Spd-5 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd+5 to unit and allies within 2 spaces for 1 turn. 400 Yes
Grimoire 14 2 If unit has ≥ 50% HP, unit can move to a space adjacent to an ally within 2 spaces. 400 Yes
Keen Rauðrwolf 8 2 Effective against cavalry foes. 200 No
Keen Rauðrwolf+ 12 2 Effective against cavalry foes. 300 No
Loptous 14 2 Grants Res+3. Skills with "effective against dragons" are effective against unit.
If foe has no skills with "effective against dragons," inflicts Atk-6 on foe during combat.
400 Yes
Múspell Fireposy 14 2 Grants Spd+3. During combat, boosts unit's Atk/Spd by number of allies within 2 spaces × 2.
(Maximum bonus of +6 to each stat.)
400 Yes
Naglfar 14 2 Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat. 400 Yes
Ragnarok 14 2 At start of combat, if unit's HP = 100%, grants Atk/Spd+5, but after combat, if unit attacked, deals 5 damage to unit. 400 Yes
Rauðrblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200 No
Rauðrblade+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300 No
Rauðrowl 6 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 200 No
Rauðrowl+ 10 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 300 No
Rauðrraven 7 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
200 No
Rauðrraven+ 11 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
300 No
Rauðrwolf 6 2 Effective against cavalry foes. 200 No
Rauðrwolf+ 10 2 Effective against cavalry foes. 300 No
Reese's Tome 14 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 400 Yes
Ruin 6 2 100 No
Tomato Tome 8 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 200 No
Tomato Tome+ 12 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 300 No
Valflame 14 2 At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions. 400 Yes

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 Description Cost Exclusive
Berkut's Lance 10 1 If foe initiates combat, grants Res+4 during combat. 200 No
Berkut's Lance+ 14 1 If foe initiates combat, grants Res+4 during combat. 300 No
Brave Lance 5 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 200 No
Brave Lance+ 8 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 300 No
Bright Naginata 16 1 If foe initiates combat, grants Atk/Def+4 during combat. 400 Yes
Carrot Lance 9 1 If unit initiates combat, restores 4 HP after combat. 200 No
Carrot Lance+ 13 1 If unit initiates combat, restores 4 HP after combat. 300 No
Casa Blanca 10 1 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 200 No
Casa Blanca+ 14 1 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Cursed Lance 16 1 Accelerates Special trigger (cooldown count-1). Grants Atk/Spd+2.
Deals 4 damage to unit after combat.
400 Yes
Dauntless Lance 16 1 Accelerates Special trigger (cooldown count-1).
Effective against armored foes.
400 Yes
Deft Harpoon 10 1 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. 200 No
Deft Harpoon+ 14 1 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. 300 No
Fensalir 16 1 At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. 400 Yes
Firesweep Lance 11 1 Unit and foe cannot counterattack. 200 No
Firesweep Lance+ 15 1 Unit and foe cannot counterattack. 300 No
First Bite 10 1 If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 200 No
First Bite+ 14 1 If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 300 No
Flame Siegmund 16 1 Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), unit makes a guaranteed follow-up attack. 400 Yes
Geirskögul 16 1 Grants Def+3. If allies within 2 spaces use sword, lance, axe, bow, or dagger, grants Atk/Spd+3 to those allies during combat. 400 Yes
Gradivus 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Harmonic Lance 9 1 Deals +10 damage when Special triggers. 200 No
Harmonic Lance+ 13 1 Deals +10 damage when Special triggers. 300 No
Heavy Spear 8 1 Effective against armored foes. 200 No
Heavy Spear+ 12 1 Effective against armored foes. 300 No
Hinoka's Spear 16 1 If unit is within 2 spaces of a flying or infantry ally, grants Atk/Spd+4 during combat. 400 Yes
Iron Lance 6 1 50 No
Killer Lance 7 1 Accelerates Special trigger (cooldown count-1). 200 No
Killer Lance+ 11 1 Accelerates Special trigger (cooldown count-1). 300 No
Leiptr 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Reprisal Lance 10 1 If foe initiates combat, grants Atk+6 during combat. 200 No
Reprisal Lance+ 14 1 If foe initiates combat, grants Atk+6 during combat. 300 No
Rhomphaia 16 1 Effective against armored and cavalry foes. 400 Yes
Ridersbane 10 1 Effective against cavalry foes. 200 No
Ridersbane+ 14 1 Effective against cavalry foes. 300 No
Sapphire Lance 8 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
200 No
Sapphire Lance+ 12 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
300 No
Shell Lance 10 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Shell Lance+ 14 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Siegmund 16 1 At start of turn, grants Atk+3 to adjacent allies for 1 turn. 400 Yes
Silver Lance 11 1 200 No
Silver Lance+ 15 1 300 No
Slaying Lance 10 1 Accelerates Special trigger (cooldown count-1). 200 No
Slaying Lance+ 14 1 Accelerates Special trigger (cooldown count-1). 300 No
Slaying Spear 10 1 Effective against armored foes. 200 No
Slaying Spear+ 14 1 Effective against armored foes. 300 No
Steel Lance 8 1 100 No
Tannenboom! 10 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Tannenboom!+ 14 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Vidofnir 16 1 If foe initiates combat and uses sword, lance, or axe, grants Def+7 during combat. 400 Yes

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

Main article: Blue Tomes
Name Might Range Description Cost Exclusive
Aura 14 2 If unit initiates combat, restores 5 HP to adjacent allies after combat. 400 Yes
Blárblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200 No
Blárblade+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300 No
Blárowl 6 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 200 No
Blárowl+ 10 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 300 No
Blárraven 7 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
200 No
Blárraven+ 11 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
300 No
Blárserpent 8 2 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. 200 No
Blárserpent+ 12 2 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. 300 No
Blárwolf 6 2 Effective against cavalry foes. 200 No
Blárwolf+ 10 2 Effective against cavalry foes. 300 No
Blessed Bouquet 8 2 If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 300 No
Blessed Bouquet+ 12 2 If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 300 No
Blue Egg 7 2 If unit initiates combat, restores 4 HP after combat. 200 No
Blue Egg+ 11 2 If unit initiates combat, restores 4 HP after combat. 300 No
Blue Gift 8 2 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 200 No
Blue Gift+ 12 2 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Dancer's Score 8 2 If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 No
Dancer's Score+ 12 2 If unit initiates combat, restores 7 HP to adjacent allies after combat. 300 No
Dark Aura 14 2 At start of turn, if adjacent allies use sword, axe, lance, or dragonstone, grants Atk+6 to those allies for 1 turn. 400 Yes
Dire Thunder 9 2 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 400 Yes
Ellight 6 2 100 No
Elthunder 6 2 100 No
Fresh Bouquet 8 2 At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn. 200 No
Fresh Bouquet+ 12 2 At start of turn, if unit is adjacent to an ally, grants Spd+4 to unit and adjacent allies for 1 turn. 300 No
Huginn's Egg 14 2 Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Res through it's next action. 400 Yes
Ivaldi 14 2 Grants Def+3. At start of combat, if foe's HP = 100%, grants Atk/Spd+3 during combat. 400 Yes
Juicy Wave 8 2 If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 200 No
Juicy Wave+ 12 2 If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 No
Keen Blárwolf 8 2 Effective against cavalry foes. 200 No
Keen Blárwolf+ 12 2 Effective against cavalry foes. 300 No
Light 4 2 50 No
Mjölnir 14 2 Accelerates Special trigger (cooldown count-1).
If unit initiates combat, grants Spd+6 during combat.
400 Yes
Sealife Tome 8 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 200 No
Sealife Tome+ 12 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 300 No
Shine 9 2 200 No
Shine+ 13 2 300 No
Thani 14 2 Effective against armored and cavalry foes.
Grants Res+3. If armored or cavalry foe uses bow, dagger, magic, or staff, reduces damage from foe's first attack by 30%.
400 Yes
Thoron 9 2 200 No
Thoron+ 13 2 300 No
Thunder 4 2 50 No
Valaskjálf 14 2 If unit’s HP ≤ 50% and foe initiates combat, unit can counterattack before foe’s first attack. 400 Yes
Wargod's Tome 14 2 At start of turn, inflicts Atk/Res-4 on foes in cardinal directions with Res < unit's Res through their next actions. 400 Yes
Weirding Tome 14 2 Grants Spd+3. At start of turn, inflicts Spd-5 on foes in cardinal directions with Res < unit's Res through their next actions. 400 Yes

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 Description Cost Exclusive
Ardent Service 10 1 At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn. 200 No
Ardent Service+ 14 1 At start of turn, if unit is adjacent to an ally, grants Atk+4 to unit and adjacent allies for 1 turn. 300 No
Armads 16 1 If unit’s HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. 400 Yes
Basilikos 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Beach Banner 10 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Beach Banner+ 14 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Berserk Armads 16 1 Accelerates Special trigger (cooldown count-1).
At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1.
Deals +10 damage when Special triggers.
400 Yes
Brave Axe 5 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 200 No
Brave Axe+ 8 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 300 No
Býleistr 16 1 At start of odd-numbered turns, grants Atk/Spd/Def/Res+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)
400 Yes
Camilla's Axe 16 1 If unit is within 2 spaces of a cavalry or flying ally, grants Atk/Spd +4 during combat. 400 Yes
Carrot Axe 9 1 If unit initiates combat, restores 4 HP after combat. 200 No
Carrot Axe+ 13 1 If unit initiates combat, restores 4 HP after combat. 300 No
Draconic Poleax 16 1 If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%. 400 Yes
Emerald Axe 8 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
200 No
Emerald Axe+ 12 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
300 No
Giant Spoon 9 1 Deals +10 damage when Special triggers. 200 No
Giant Spoon+ 13 1 Deals +10 damage when Special triggers. 300 No
Hagoita 10 1 Grants Def/Res+2 to allies within 2 spaces during combat. 200 No
Hagoita+ 14 1 Grants Def/Res+2 to allies within 2 spaces during combat. 300 No
Hammer 8 1 Effective against armored foes. 200 No
Hammer+ 12 1 Effective against armored foes. 300 No
Handbell 10 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Handbell+ 14 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Hauteclere 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Iron Axe 6 1 50 No
Killer Axe 7 1 Accelerates Special trigger (cooldown count-1). 200 No
Killer Axe+ 11 1 Accelerates Special trigger (cooldown count-1). 300 No
Legion's Axe 10 1 After combat, if unit attacked, converts bonuses on foe into penalties through its next action. 200 No
Legion's Axe+ 14 1 After combat, if unit attacked, converts bonuses on foe into penalties through its next action. 300 No
Lilith Floatie 10 1 Grants Atk/Spd+1 to allies within 2 spaces during combat. 200 No
Lilith Floatie+ 14 1 Grants Atk/Spd+1 to allies within 2 spaces during combat. 300 No
Melon Crusher 10 1 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. 200 No
Melon Crusher+ 14 1 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. 300 No
Nóatún 16 1 If unit’s HP ≤ 40%, unit can move to a space adjacent to any ally. 400 Yes
Poleaxe 10 1 Effective against cavalry foes. 200 No
Poleaxe+ 14 1 Effective against cavalry foes. 300 No
Sack o' Gifts 10 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Sack o' Gifts+ 14 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Silver Axe 11 1 200 No
Silver Axe+ 15 1 300 No
Sinmara 16 1 Grants Def+3. At the start of turn, deals 20 damage to foes within 2 spaces. 400 Yes
Slaying Axe 10 1 Accelerates Special trigger (cooldown count-1). 200 No
Slaying Axe+ 14 1 Accelerates Special trigger (cooldown count-1). 300 No
Slaying Hammer 10 1 Effective against armored foes. 200 No
Slaying Hammer+ 14 1 Effective against armored foes. 300 No
Steel Axe 8 1 100 No
Stout Tomahawk 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Thunder Armads 16 1 Grants Def+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), foe cannot make a follow-up attack. 400 Yes
Urvan 16 1 Accelerates Special trigger (cooldown count-1).
If unit receives consecutive attacks, reduces damage from foe's second attack onward by 80%.
400 Yes
Urðr 16 1 If Sing or Dance is used, grants Atk/Spd/Def/Res+3 to target. 400 Yes
Wo Gùn 9 1 Deals +10 damage when Special triggers. 200 No
Wo Gùn+ 13 1 Deals +10 damage when Special triggers. 300 No
Wolf Berg 16 1 Grants Def+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), grants Atk/Spd/Def/Res+4 during combat. 400 Yes

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

Main article: Green Tomes
Name Might Range Description Cost Exclusive
Blizzard 14 2 Grants Res+3. Grants bonus to unit's Atk = total penalties on foe during combat. 400 Yes
Dancer's Ring 8 2 If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 No
Dancer's Ring+ 12 2 If unit initiates combat, restores 7 HP to adjacent allies after combat. 300 No
Dark Excalibur 14 2 Deals +10 damage when Special triggers. 400 Yes
Divine Naga 14 2 Effective against dragon foes.
Neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
400 Yes
Élivágar 14 2 If unit initiates combat, converts bonuses on foes within 2 spaces of target into penalties through their next actions. 400 Yes
Elwind 6 2 100 No
Excalibur 14 2 Effective against flying foes. 400 Yes
Giga Excalibur 14 2 Grants Spd+3. If unit's Spd > foe's Spd, boosts damage dealt by 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) 400 Yes
Green Egg 7 2 If unit initiates combat, restores 4 HP after combat. 200 No
Green Egg+ 11 2 If unit initiates combat, restores 4 HP after combat. 300 No
Green Gift 8 2 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 200 No
Green Gift+ 12 2 If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
Gronnblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200 No
Gronnblade+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300 No
Gronnowl 6 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 200 No
Gronnowl+ 10 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 300 No
Gronnraven 7 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
200 No
Gronnraven+ 11 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
300 No
Gronnwolf 6 2 Effective against cavalry foes. 200 No
Gronnwolf+ 10 2 Effective against cavalry foes. 300 No
Hibiscus Tome 8 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 200 No
Hibiscus Tome+ 12 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 300 No
Keen Gronnwolf 8 2 Effective against cavalry foes. 200 No
Keen Gronnwolf+ 12 2 Effective against cavalry foes. 300 No
Muninn's Egg 14 2 Grants Res+3. At start of turn, if unit's HP ≥ 50%, inflicts Atk/Res-5 on foe on the enemy team with the lowest Spd through it's next action. 400 Yes
Naga 14 2 Effective against dragon foes.
If foe initiates combat, grants Def/Res+2 during combat.
400 Yes
Nifl Frostflowers 14 2 Grants Atk+3. During combat, boosts unit's Atk/Spd by number of allies within 2 spaces × 2.
(Maximum bonus of +6 to each stat.)
400 Yes
Rexcalibur 9 2 200 No
Rexcalibur+ 13 2 300 No
Spectral Tome 8 2 After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions. 200 No
Spectral Tome+ 12 2 After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions. 300 No
Thunderhead 14 2 Adds total bonuses on unit to damage dealt. 400 Yes
Wind 4 2 50 No
Wind's Brand 14 2 At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action. 400 Yes

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

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

Main article: Staves
Name Might Range Description Cost Exclusive
Absorb 4 2 Restores HP = 50% of damage dealt. 150 No
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 No
Assault 10 2 50 No
Candlelight 7 2 After combat, if unit attacked, inflicts status on foe preventing counterattacks through its next action. 150 No
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 No
Fear 5 2 After combat, if unit attacked, inflicts Atk-6 on foe through its next action. 150 No
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 No
Gravity 6 2 After combat, if unit attacked, inflicts status on foe restricting movement to 1 space through its next action. 150 No
Gravity+ 10 2 After combat, if unit attacked, inflicts status on target and foes within 1 space of target restricting movement to 1 space through their next actions. 300 No
Pain 3 2 After combat, if unit attacked, deals 10 damage to foe. 150 No
Pain+ 10 2 Deals 10 damage to target and foes within 2 spaces of target after combat. 300 No
Panic 7 2 After combat, if unit attacked, converts bonuses on foe into penalties through its next action. 150 No
Panic+ 11 2 After combat, if unit attacked, converts bonuses on target and foes within 2 spaces of target into penalties through their next actions. 300 No
Slow 5 2 After combat, if unit attacked, inflicts Spd-6 on foe through its next action. 150 No
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 No
Thökk 14 2 Calculates damage from staff like other weapons.
At start of turn, if foe's HP ≤ unit's HP+3 and foe is in cardinal direction and uses bow, dagger, magic, or staff, foe cannot move more than 1 space through its action.
400 Yes
Trilemma 8 2 After combat, if unit attacked, inflicts the following status on foe through its next action: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%." 200 No
Trilemma+ 12 2 After combat, if unit attacked, inflicts the following status on target and foes within 2 spaces of target through their next actions: "If unit has weapon-triangle advantage, boosts Atk by 20%. If unit has weapon-triangle disadvantage, reduces Atk by 20%." 300 No

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

Main article: Daggers

No results

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

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

Main article: Breaths
Name Might Range Description Cost Exclusive
Breath of Fog 16 1 Effective against dragon foes. At the start of every second turn, restores 10 HP. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 400 Yes
Dark Breath 9 1 If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat. 200 No
Dark Breath+ 13 1 If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat. 300 No
Expiration 16 1 Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 400 Yes
Fire Breath 6 1 50 No
Fire Breath+ 8 1 100 No
Flametongue 11 1 200 No
Flametongue+ 15 1 300 No
Great Flame 16 1 Grants Atk+3. If unit’s Def ≥ foe’s Def+5, foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 400 Yes
Light Breath 9 1 If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat. 200 No
Light Breath+ 13 1 If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat. 300 No
Lightning Breath 7 1 Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe's range.
200 No
Lightning Breath+ 11 1 Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe's range.
300 No
Summer's Breath 16 1 Effective against dragon foes. Grants Def+3. If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 400 Yes
Water Breath 10 1 If foe initiates combat, grants Def/Res+4 during combat.
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
200 No
Water Breath+ 14 1 If foe initiates combat, grants Def/Res+4 during combat.
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
300 No

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

Main article: Bows
Name Might Range Description Cost Exclusive
Assassin's Bow 7 2 Effective against flying foes.
In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
200 No
Assassin's Bow+ 11 2 Effective against flying foes.
In combat against a colorless dagger foe, unit makes a guaranteed follow-up attack and foe cannot make a follow-up attack.
300 No
Brave Bow 4 2 Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
200 No
Brave Bow+ 7 2 Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
300 No
Clarisse's Bow 7 2 Effective against flying foes.
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat.
200 No
Clarisse's Bow+ 11 2 Effective against flying foes.
If unit initiates combat, inflicts Atk/Spd-5 on foes within 2 spaces of target through their next actions after combat.
300 No
Cocobow 8 2 Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
200 No
Cocobow+ 12 2 Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
300 No
Cupid Arrow 8 2 Effective against flying foes.
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
200 No
Cupid Arrow+ 12 2 Effective against flying foes.
If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat.
300 No
Firesweep Bow 7 2 Effective against flying foes.
Unit and foe cannot counterattack.
200 No
Firesweep Bow+ 11 2 Effective against flying foes.
Unit and foe cannot counterattack.
300 No
Fishie Bow 8 2 Effective against flying foes. If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 200 No
Fishie Bow+ 12 2 Effective against flying foes. If unit’s HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 No
Fujin Yumi 14 2 Effective against flying foes.
If unit’s HP ≥ 50%, unit can move through foes’ spaces.
400 Yes
Gratia 8 2 Effective against flying foes.
If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
200 No
Gratia+ 12 2 Effective against flying foes.
If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
300 No
Guard Bow 8 2 Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
200 No
Guard Bow+ 12 2 Effective against flying foes.
If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 to unit during combat.
300 No
Hama Ya 8 2 Effective against flying foes .
Grants Def/Res+2 to allies within 2 spaces during combat.
200 No
Hama Ya+ 12 2 Effective against flying foes .
Grants Def/Res+2 to allies within 2 spaces during combat.
300 No
Iron Bow 4 2 Effective against flying foes. 50 No
Killer Bow 5 2 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
200 No
Killer Bow+ 9 2 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
300 No
Monstrous Bow 8 2 Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
200 No
Monstrous Bow+ 12 2 Effective against flying foes.
After combat, if unit attacked, converts bonuses on foes within 2 spaces of target into penalties through their next actions.
300 No
Mulagir 14 2 Effective against flying foes.
Grants Spd+3. Neutralizes magic foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
400 Yes
Nidhogg 14 2 Effective against flying foes.
During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2.
400 Yes
Parthia 14 2 Effective against flying foes.
If unit initiates combat, grants Res+4 during combat.
400 Yes
Refreshing Bolt 8 2 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.
200 No
Refreshing Bolt+ 12 2 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.
300 No
Silver Bow 9 2 Effective against flying foes. 200 No
Silver Bow+ 13 2 Effective against flying foes. 300 No
Skadi 14 2 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.
400 Yes
Slaying Bow 8 2 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
200 No
Slaying Bow+ 12 2 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
300 No
Steel Bow 6 2 Effective against flying foes. 100 No
Swift Mulagir 14 2 Effective against flying foes.
Grants Res+3. If the number of allies within 2 spaces (excluding unit) > the number of foes within 2 spaces (excluding target), grants Atk/Spd+5 during combat.
400 Yes
Thögn 14 2 Effective against flying foes.
Grants Spd+3. If unit initiates combat and foe uses sword, lance, axe, or dragonstone, grants Atk/Spd/Def/Res+4 during combat.
400 Yes
Warrior Princess 14 2 Effective against flying and armored foes.
Grants Spd+3. Grants Atk+3 to allies within 2 spaces during combat.
400 Yes
Promotional Content