Weapons

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This page is about 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[edit | edit source]

Swords[edit | edit source]

Main article: :Category:Swords
Weapon Might Range Description SP 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+ 12 1 Effective against armored foes. 300 No
Armorslayer 8 1 Effective against armored foes. 200 No
Armorsmasher+ 14 1 Effective against armored foes. 300 No
Armorsmasher 10 1 Effective against armored foes. 200 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 unit's attack. (Only highest value applied. Does not stack.) 400 Yes
Barrier Blade+ 14 1 If foe initiates combat, grants Res+7 during combat. 300 No
Barrier Blade 10 1 If foe initiates combat, grants Res+7 during combat. 200 No
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 unit's attack.
(Only highest value applied. Does not stack.)
400 Yes
Brave Sword+ 8 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 300 No
Brave Sword 5 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 200 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
Exalted Falchion 16 1 Effective against dragon foes. Grants Spd+3.
Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
400 Yes
Falchion 16 1 Effective against dragon foes.
At the start of every third turn, restores 10 HP.
400 Yes
Falchion 16 1 Effective against dragons.
At the start of every third turn, unit recovers 10 HP.
400 Yes
Falchion 16 1 Effective against dragon foes.
At the start of every third turn, restores 10 HP.
400 Yes
Firesweep S+ 15 1 Unit and foe cannot counterattack. 300 No
Firesweep S 11 1 Unit and foe cannot counterattack. 200 No
Fólkvangr 16 1 At start of turn, if unit's HP ≤ 50%, grants Atk+5 for 1 turn. 400 Yes
Gjöll 16 1 Grants Atk+3. If a penalty inflicted by a skill like Panic or Threaten and/or a negative status effect (preventing counterattacks or restricting movement) is active on foe, unit makes a guaranteed follow-up attack and foe cannot. 400 Yes
Golden Dagger 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Iron Sword 6 1 50 No
Kadomatsu+ 14 1 Grants Def/Res+2 to allies within 2 spaces during combat. 300 No
Kadomatsu 10 1 Grants Def/Res+2 to allies within 2 spaces during combat. 200 No
Killing Edge+ 11 1 Accelerates Special trigger (cooldown count-1). 300 No
Killing Edge 7 1 Accelerates Special trigger (cooldown count-1). 200 No
Laevatein 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
Missiletainn 16 1 Accelerates Special trigger (cooldown count-1).
Grants Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.)
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
Royal Sword 16 1 Grants Spd+3. If unit is within 2 spaces of an ally, grants unit Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.) 400 Yes
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
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
Safeguard+ 14 1 If foe initiates combat, grants Def+7 during combat. 300 No
Safeguard 10 1 If foe initiates combat, grants Def+7 during combat. 200 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+ 15 1 300 No
Silver Sword 11 1 200 No
Skuld 16 1 If Sing or Dance is used, grants Atk/Spd/Def/Res+3 to target. 400 Yes
Slaying Edge+ 14 1 Accelerates Special trigger (cooldown count-1). 300 No
Slaying Edge 10 1 Accelerates Special trigger (cooldown count-1). 200 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
Solitary Blade 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Steel Sword 8 1 100 No
Storm Sieglinde 16 1 Grants Atk+3. If the number of foes within 2 spaces (excluding target) ≥ the number of allies within 2 spaces (excluding unit), grants Def/Res+3 and Special cooldown charge +1 per unit's attack during combat.
(Only highest value applied. Does not stack.)
400 Yes
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, deals damage = 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+ 13 1 Deals +10 damage when Special triggers. 300 No
Wo Dao 9 1 Deals +10 damage when Special triggers. 200 No
Yato 16 1 If unit initiates combat, grants Spd+4 during combat. 400 Yes
Zanbato+ 14 1 Effective against cavalry foes. 300 No
Zanbato 10 1 Effective against cavalry foes. 200 No

Red Tomes[edit | edit source]

Main article: :Category:Red Tomes
Weapon Might Range Description SP Exclusive
Aversa's Night 14 2 Grants Res+3. At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts Atk/Spd/Def/Res-3 on that foe and bonuses on that foe become penalties through its next action. 400 Yes
Bolganone+ 13 2 300 No
Bolganone 9 2 200 No
Book of Dreams 14 2 Grants Atk+3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res-4 on foe during combat. 400 Yes
Brynhildr 14 2 If unit initiates combat, inflicts status on foe restricting movement to 1 space through its next action. 400 Yes
Candelabra+ 12 2 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Candelabra 8 2 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 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+ 13 2 300 No
Fenrir 9 2 200 No
Fire 4 2 50 No
Flux 4 2 50 No
Forblaze 14 2 At start of turn, inflicts 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's HP ≥ 50%, unit can move to a space adjacent to an ally within 2 spaces. 400 Yes
Imhullu 14 2 Grants Res+3. At the start of turn 3, deals 5 damage to non-magic foes within 5 columns centered on unit, and inflicts status on those foes preventing counterattacks through their next actions. 400 Yes
Keen Rauðrwolf+ 12 2 Effective against cavalry foes. 300 No
Keen Rauðrwolf 8 2 Effective against cavalry foes. 200 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+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300 No
Rauðrblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200 No
Rauðrowl+ 10 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 300 No
Rauðrowl 6 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 200 No
Rauðrraven+ 11 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
300 No
Rauðrraven 7 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
200 No
Rauðrwolf+ 10 2 Effective against cavalry foes. 300 No
Rauðrwolf 6 2 Effective against cavalry foes. 200 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+ 12 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 300 No
Tomato Tome 8 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 200 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[edit | edit source]

Lances[edit | edit source]

Main article: :Category:Lances
Weapon Might Range Description SP Exclusive
Berkut's Lance+ 14 1 If foe initiates combat, grants Res+4 during combat. 300 No
Berkut's Lance 10 1 If foe initiates combat, grants Res+4 during combat. 200 No
Brave Lance+ 8 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 300 No
Brave Lance 5 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 200 No
Bright Naginata 16 1 If foe initiates combat, grants Atk/Def+4 during combat. 400 Yes
Carrot Lance+ 13 1 If unit initiates combat, restores 4 HP after combat. 300 No
Carrot Lance 9 1 If unit initiates combat, restores 4 HP after 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
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
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+ 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
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
Fensalir 16 1 At start of turn, inflicts Atk-4 on foes within 2 spaces through their next actions. 400 Yes
Firesweep L+ 15 1 Unit and foe cannot counterattack. 300 No
Firesweep Lance 11 1 Unit and foe cannot counterattack. 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
First Bite 10 1 If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 200 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
Florina's Lance 16 1 Effective against armored foes. 400 Yes
Gáe Bolg 16 1 In combat against an infantry, armored, or cavalry foe, grants Atk/Def+5 during combat. 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+ 13 1 Deals +10 damage when Special triggers. 300 No
Harmonic Lance 9 1 Deals +10 damage when Special triggers. 200 No
Heavy Spear+ 12 1 Effective against armored foes. 300 No
Heavy Spear 8 1 Effective against armored foes. 200 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+ 11 1 Accelerates Special trigger (cooldown count-1). 300 No
Killer Lance 7 1 Accelerates Special trigger (cooldown count-1). 200 No
Leiptr 16 1 Unit can counterattack regardless of foe's range. 400 Yes
Maltet 16 1 Accelerates Special trigger (cooldown count-1). If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. 400 Yes
Reprisal Lance+ 14 1 If foe initiates combat, grants Atk+6 during combat. 300 No
Reprisal Lance 10 1 If foe initiates combat, grants Atk+6 during combat. 200 No
Rhomphaia 16 1 Effective against armored and cavalry foes. 400 Yes
Ridersbane+ 14 1 Effective against cavalry foes. 300 No
Ridersbane 10 1 Effective against cavalry foes. 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
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
Shanna's Lance 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Shell Lance+ 14 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Shell Lance 10 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Siegmund 16 1 At start of turn, grants Atk+3 to adjacent allies for 1 turn. 400 Yes
Silver Lance+ 15 1 300 No
Silver Lance 11 1 200 No
Slaying Lance+ 14 1 Accelerates Special trigger (cooldown count-1). 300 No
Slaying Lance 10 1 Accelerates Special trigger (cooldown count-1). 200 No
Slaying Spear+ 14 1 Effective against armored foes. 300 No
Slaying Spear 10 1 Effective against armored foes. 200 No
Steel Lance 8 1 100 No
Tannenboom!+ 14 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Tannenboom! 10 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Vidofnir 16 1 If foe initiates combat and uses sword, lance, or axe, grants Def+7 during combat. 400 Yes

Blue Tomes[edit | edit source]

Main article: :Category:Blue Tomes
Weapon Might Range Description SP Exclusive
Aura 14 2 If unit initiates combat, restores 5 HP to adjacent allies after combat. 400 Yes
Blárblade+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300 No
Blárblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200 No
Blárowl+ 10 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 300 No
Blárowl 6 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 200 No
Blárraven+ 11 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
300 No
Blárraven 7 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes 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
Blárserpent 8 2 If foe initiates combat and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat. 200 No
Blárwolf+ 10 2 Effective against cavalry foes. 300 No
Blárwolf 6 2 Effective against cavalry foes. 200 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
Blessed Bouquet 8 2 If unit initiates combat, grants Def/Res+2 to allies within 2 spaces for 1 turn after combat. 300 No
Blue Egg+ 11 2 If unit initiates combat, restores 4 HP after combat. 300 No
Blue Egg 7 2 If unit initiates combat, restores 4 HP after 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
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
Dancer's Score+ 12 2 If unit initiates combat, restores 7 HP to adjacent allies after combat. 300 No
Dancer's Score 8 2 If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 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+ 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
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
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 its 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+ 12 2 If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 300 No
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
Keen Blárwolf+ 12 2 Effective against cavalry foes. 300 No
Keen Blárwolf 8 2 Effective against cavalry foes. 200 No
Light 4 2 50 No
Missiletainn 14 2 Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1 to unit for each magic ally on your team (including unit). 400 Yes
Mjölnir 14 2 Accelerates Special trigger (cooldown count-1).
If unit initiates combat, grants Spd+6 during combat.
400 Yes
Odin's Grimoire 14 2 Adds total bonuses on unit to damage dealt. 400 Yes
Sagittae 14 2 Grants Def+3.
At start of combat, if foe's Atk ≥ unit's Atk+5, grants Atk/Spd/Def/Res+5 during combat.
400 Yes
Sealife Tome+ 12 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 300 No
Sealife Tome 8 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 200 No
Shine+ 13 2 300 No
Shine 9 2 200 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+ 13 2 300 No
Thoron 9 2 200 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[edit | edit source]

Axes[edit | edit source]

Main article: :Category:Axes
Weapon Might Range Description SP Exclusive
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
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
Armads 16 1 If unit's HP ≥ 80% and foe initiates combat, unit makes a guaranteed follow-up attack. 400 Yes
Axe of Virility 16 1 Effective against armored foes. 400 Yes
Basilikos 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Beach Banner+ 14 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Beach Banner 10 1 If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 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+ 8 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 300 No
Brave Axe 5 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 200 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+ 13 1 If unit initiates combat, restores 4 HP after combat. 300 No
Carrot Axe 9 1 If unit initiates combat, restores 4 HP after combat. 200 No
Cherche's Axe 11 1 Inflicts Spd-5. If unit initiates combat, unit attacks twice. 400 Yes
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+ 12 1 If unit has weapon-triangle advantage, boosts Atk by 20%.
If unit has weapon-triangle disadvantage, reduces Atk by 20%.
300 No
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
Garm 16 1 Grants Atk+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, unit makes a guaranteed follow-up attack. 400 Yes
Giant Spoon+ 13 1 Deals +10 damage when Special triggers. 300 No
Giant Spoon 9 1 Deals +10 damage when Special triggers. 200 No
Hack-o'-Lantern+ 14 1 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 300 No
Hack-o'-Lantern 10 1 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 200 No
Hagoita+ 14 1 Grants Def/Res+2 to allies within 2 spaces during combat. 300 No
Hagoita 10 1 Grants Def/Res+2 to allies within 2 spaces during combat. 200 No
Hammer+ 12 1 Effective against armored foes. 300 No
Hammer 8 1 Effective against armored foes. 200 No
Handbell+ 14 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Handbell 10 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Hauteclere 16 1 Accelerates Special trigger (cooldown count-1). 400 Yes
Iron Axe 6 1 50 No
Killer Axe+ 11 1 Accelerates Special trigger (cooldown count-1). 300 No
Killer Axe 7 1 Accelerates Special trigger (cooldown count-1). 200 No
Legion's Axe+ 14 1 After combat, if unit attacked, converts bonuses on foe into penalties through its next action. 300 No
Legion's Axe 10 1 After combat, if unit attacked, converts bonuses on foe into penalties through its next action. 200 No
Lilith Floatie+ 14 1 Grants Atk/Spd+1 to allies within 2 spaces during combat. 300 No
Lilith Floatie 10 1 Grants Atk/Spd+1 to allies within 2 spaces during combat. 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
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
Nóatún 16 1 If unit's HP ≤ 40%, unit can move to a space adjacent to any ally. 400 Yes
Poleaxe+ 14 1 Effective against cavalry foes. 300 No
Poleaxe 10 1 Effective against cavalry foes. 200 No
Sack o' Gifts+ 14 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 300 No
Sack o' Gifts 10 1 If foe initiates combat, grants Atk/Spd/Def/Res+2 during combat. 200 No
Silver Axe+ 15 1 300 No
Silver Axe 11 1 200 No
Sinmara 16 1 Grants Def+3. At start of turn, deals 20 damage to foes within 2 spaces. 400 Yes
Slaying Axe+ 14 1 Accelerates Special trigger (cooldown count-1). 300 No
Slaying Axe 10 1 Accelerates Special trigger (cooldown count-1). 200 No
Slaying Hammer+ 14 1 Effective against armored foes. 300 No
Slaying Hammer 10 1 Effective against armored foes. 200 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+ 13 1 Deals +10 damage when Special triggers. 300 No
Wo Gùn 9 1 Deals +10 damage when Special triggers. 200 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

Green Tomes[edit | edit source]

Main article: :Category:Green Tomes
Weapon Might Range Description SP Exclusive
Blizzard 14 2 Grants Res+3. Grants bonus to unit's Atk = total penalties on foe during combat. 400 Yes
Book of Shadows 14 2 Grants Spd+3. If unit is adjacent to an ally, inflicts Atk/Spd/Def/Res-4 on foe during combat. 400 Yes
Dancer's Ring+ 12 2 If unit initiates combat, restores 7 HP to adjacent allies after combat. 300 No
Dancer's Ring 8 2 If unit initiates combat, restores 7 HP to adjacent allies after combat. 200 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
Forseti 14 2 Grants Spd+3. If unit's HP ≥ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. 400 Yes
Giga Excalibur 14 2 Grants Spd+3. If unit's Spd > foe's Spd, deals damage = 70% of difference between stats. (Maximum bonus of +7 damage. Combos with Phantom Spd.) 400 Yes
Green Egg+ 11 2 If unit initiates combat, restores 4 HP after combat. 300 No
Green Egg 7 2 If unit initiates combat, restores 4 HP after 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
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
Gronnblade+ 13 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
300 No
Gronnblade 9 2 Slows Special trigger (cooldown count+1).
Adds total bonuses on unit to damage dealt.
200 No
Gronnowl+ 10 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 300 No
Gronnowl 6 2 During combat, boosts unit's Atk/Spd/Def/Res by number of adjacent allies × 2. 200 No
Gronnraven+ 11 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
300 No
Gronnraven 7 2 Grants weapon-triangle advantage against colorless foes,
and inflicts weapon-triangle disadvantage on colorless foes during combat.
200 No
Gronnwolf+ 10 2 Effective against cavalry foes. 300 No
Gronnwolf 6 2 Effective against cavalry foes. 200 No
Hibiscus Tome+ 12 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 300 No
Hibiscus Tome 8 2 Grants Atk/Spd+1 to allies within 2 spaces during combat. 200 No
Keen Gronnwolf+ 12 2 Effective against cavalry foes. 300 No
Keen Gronnwolf 8 2 Effective against cavalry foes. 200 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 its 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+ 13 2 300 No
Rexcalibur 9 2 200 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
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
Thunderhead 14 2 Adds total bonuses on unit to damage dealt. 400 Yes
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
Wind 4 2 50 No

Colorless weapons[edit | edit source]

Staves[edit | edit source]

Main article: :Category:Staves
Weapon Might Range Description SP Exclusive
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
Absorb 4 2 Restores HP = 50% of damage dealt. 150 No
Assault 10 2 50 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
Candlelight 7 2 After combat, if unit attacked, inflicts status on foe preventing counterattacks 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
Fear 5 2 After combat, if unit attacked, inflicts Atk-6 on foe through its next action. 150 No
Flash+ 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
Flash 7 2 After combat, if unit attacked, inflicts status on foe preventing counterattacks 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
Gravity 6 2 After combat, if unit attacked, inflicts status on foe restricting movement to 1 space through its next action. 150 No
Hliðskjálf 14 2 Foe cannot counterattack. After combat, if unit attacked, inflicts Atk/Spd/Def/Res-4 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd/Def/Res+4 to unit and allies within 2 spaces for 1 turn. 400 Yes
Pain+ 10 2 Deals 10 damage to target and foes within 2 spaces of target after combat. 300 No
Pain 3 2 After combat, if unit attacked, deals 10 damage to foe. 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
Panic 7 2 After combat, if unit attacked, converts bonuses on foe into penalties 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
Slow 5 2 After combat, if unit attacked, inflicts Spd-6 on foe through its next action. 150 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+ 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
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
Witchy Wand+ 12 2 After combat, if unit attacked, resets Special cooldown of target and foes within 2 spaces of target, and inflicts the following status on target and foes within 2 spaces of target through their next actions: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.) 300 No
Witchy Wand 5 2 After combat, if unit attacked, resets Special cooldown of foe, and inflicts the following status on foe through its next action: "Inflicts Special cooldown charge -1 per attack during combat. (Only highest value applied. Does not stack.)" (Neutralizes Special cooldown count reductions after combat, but skills that Accelerate and Slow Special are still effective.) 150 No

Multicolor weapons[edit | edit source]

Dragonstones[edit | edit source]

Main article: :Category:Dragonstones
Weapon Might Range Description SP Exclusive
Breath of Blight 16 1 Neutralizes "effective against dragons" bonuses. At the start of turn 4, deals 10 damage to foes within 3 spaces, and restores HP to unit = number of foes within 3 spaces × 5. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 400 Yes
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+ 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
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
Divine Mist 16 1 Effective against dragon foes. 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
Draconic Rage 16 1 Accelerates Special trigger (cooldown count-1). 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. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 400 Yes
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+ 8 1 100 No
Fire Breath 6 1 50 No
Flametongue+ 15 1 300 No
Flametongue 11 1 200 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+ 13 1 If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat. 300 No
Light Breath 9 1 If unit initiates combat, grants Def/Res+4 to adjacent allies for 1 turn after combat. 200 No
Lightning Breath+ 11 1 Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe's range.
300 No
Lightning Breath 7 1 Slows Special trigger (cooldown count+1).
Unit can counterattack regardless of foe's range.
200 No
Spirit Breath 16 1 Grants Def+3. If unit initiates combat and unit's Def ≥ foe's Def+5, unit makes a guaranteed follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 400 Yes
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+ 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
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

Bows[edit | edit source]

Main article: :Category:Bows
Weapon Might Range Description SP Exclusive
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
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
Brave Bow+ 7 2 Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
300 No
Brave Bow 4 2 Effective against flying foes.
Inflicts Spd-5. If unit initiates combat, unit attacks twice.
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
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
Cocobow+ 12 2 Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during combat.
300 No
Cocobow 8 2 Effective against flying foes.
If unit initiates combat, grants Atk/Spd/Def/Res+2 during 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
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
Devilish Bow+ 12 2 Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 300 No
Devilish Bow 8 2 Effective against flying foes. Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) 200 No
Firesweep Bow+ 11 2 Effective against flying foes.
Unit and foe cannot counterattack.
300 No
Firesweep Bow 7 2 Effective against flying foes.
Unit and foe cannot 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
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
Fujin Yumi 14 2 Effective against flying foes.
If unit's HP ≥ 50%, unit can move through foes' spaces.
400 Yes
Gratia+ 12 2 Effective against flying foes.Gratia+/nIf foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat. 300 No
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
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
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
Hama Ya+ 12 2 Effective against flying foes.
Grants Def/Res+2 to allies within 2 spaces 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
Iron Bow 4 2 Effective against flying foes. 50 No
Killer Bow+ 9 2 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
300 No
Killer Bow 5 2 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
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
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
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+ 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
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
Shining Bow+ 12 2 Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage. 300 No
Shining Bow 8 2 Effective against flying foes. If foe's Def ≥ foe's Res+5, deals +7 damage. 200 No
Silver Bow+ 13 2 Effective against flying foes. 300 No
Silver Bow 9 2 Effective against flying foes. 200 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+ 12 2 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
300 No
Slaying Bow 8 2 Accelerates Special trigger (cooldown count-1).
Effective against flying foes.
200 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

Daggers[edit | edit source]

Main article: :Category:Daggers
Weapon Might Range Description SP Exclusive
Barb Shuriken+ 12 2 Accelerates Special trigger (cooldown count-1).
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
300 No
Barb Shuriken 8 2 Accelerates Special trigger (cooldown count-1).
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200 No
Bottled Juice+ 12 2 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 300 No
Bottled Juice 8 2 Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. 200 No
Cloud Maiougi+ 12 2 Effective against dragon foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 300 No
Cloud Maiougi 8 2 Effective against dragon foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. 200 No
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 No
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 No
Deathly Dagger 11 2 After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
If unit initiates combat, deals 7 damage to foe after combat.
400 Yes
Dusk Uchiwa+ 12 2 Effective against cavalry foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 300 No
Dusk Uchiwa 8 2 Effective against cavalry foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. 200 No
Felicia's Plate 14 2 After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces through their next actions.
Calculates damage using the lower of foe's Def or Res.
400 Yes
Hoarfrost Knife 14 2 Accelerates Special trigger (cooldown count-1). If unit initiates combat and foe uses sword, lance, axe, or dragonstone, grants Def+20 during combat, and if foe can counter, unit makes a guaranteed follow-up attack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 400 Yes
Iron Dagger 3 2 After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action. 50 No
Kagami Mochi+ 12 2 Accelerates Special trigger (cooldown count-1).
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
300 No
Kagami Mochi 8 2 Accelerates Special trigger (cooldown count-1).
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
200 No
Kitty Paddle+ 8 2 Effective against magic foes.
After combat, if unit attacked and if foe uses magic, inflicts Def/Res-7 on foe through its next action.
300 No
Kitty Paddle 5 2 Effective against magic foes.
After combat, if unit attacked and if foe uses magic, inflicts Def/Res-5 on foe through its next action.
200 No
Lethal Carrot+ 12 2 Deals +10 damage when Special triggers.
After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
300 No
Lethal Carrot 8 2 Deals +10 damage when Special triggers.
After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions.
300 No
Peshkatz 14 2 After combat, if unit attacked, inflicts Atk/Spd/Def/Res-4 on target and foes within 2 spaces of target through their next actions, and grants Atk/Spd/Def/Res+4 to unit and allies within 2 spaces for 1 turn. 400 Yes
Poison Dagger+ 5 2 Effective against infantry foes.
After combat, if unit attacked, inflicts Def/Res-6 on infantry foe through its next action.
300 No
Poison Dagger 2 2 Effective against infantry foes.
After combat, if unit attacked, inflicts Def/Res-4 on infantry foe through its next action.
200 No
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 No
Rogue Dagger 4 2 After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action. Grants unit Def/Res+3 for 1 turn. 200 No
Seashell+ 10 2 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.
After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action.
300 No
Seashell 7 2 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.
After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action.
200 No
Silver Dagger+ 10 2 After combat, if unit attacked, inflicts Def/Res-7 on foe through its next action. 300 No
Silver Dagger 7 2 After combat, if unit attacked, inflicts Def/Res-5 on foe through its next action. 200 No
Sky Maiougi+ 12 2 Effective against armored foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 300 No
Sky Maiougi 8 2 Effective against armored foes. Disables unit's and foe's skills that change attack priority. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. 200 No
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 No
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 No
Starfish+ 12 2 If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 300 No
Starfish 8 2 If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. 200 No
Steel Dagger 5 2 After combat, if unit attacked, inflicts Def/Res-3 on foe through its next action. 100 No
Sylgr 14 2 Grants Spd+3. At start of combat, if unit's Spd > foe's Spd, grants Atk/Spd+4 during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 400 Yes
The Cleaner+ 12 2 Adds total bonuses on foe to damage dealt during combat. After combat, if unit attacked, inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions. 300 No
The Cleaner 8 2 Adds total bonuses on foe to damage dealt during combat. After combat, if unit attacked, inflicts Def/Res-5 on target and foes within 2 spaces of target through their next actions. 200 No