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** Ayra and Larcei has Regnal Astra, which boosts the user's damage by 40% of the user's Spd.

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** Ayra and Larcei has Regnal Astra, which boosts the user's damage by 40% of the user's Spd. Shannan's Imperial Astra has the same effect.



** Legendary Marth and Duo Winter Marth & Elice have Fire Emblem, a 2 cooldown special which adds 30% of their speed to their attack, and grants them and his allies +4 Atk/Spd/Def/Res after a battle in which it activates, even if the user was KO'd during that battle. Legendary Marth also has Binding Shield as his exclusive B skill, which gives him a guaranteed follow-up attack and prevents his foes from counterattacking or having a follow-up attack, if he enters combat versus a dragon.

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** Legendary Marth and Duo Winter Marth & Elice have Fire Emblem, a 2 cooldown special which adds 30% of their speed to their attack, and grants them and his allies +4 Atk/Spd/Def/Res after a battle in which it activates, even if the user was KO'd during that battle. Young Marth's Hero's Blood has the same effect. Legendary Marth also has Binding Shield as his exclusive B skill, which gives him a guaranteed follow-up attack and prevents his foes from counterattacking or having a follow-up attack, if he enters combat versus a dragon.



** Shannan has Imperial Astra, which boosts the user's damage by 40% of the user's Spd.


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** Young Cesda has Belief in Love, where if either the foe initiates combat or the foe has full HP before the start of combat, the user inflicts -5 Atk/Def to the foe during combat.
** Young Merric has Rightous Winds, which boosts the user's damage by 30% of the user's Spd, and after combat, the user and all allies restore 10 HP, even if the user was KO'd during that battle.
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* SelfImposedChallenge: Invoked in game with the Limited Hero Battles. The game explicitly restricts team variety by limiting you from only using heroes from a selection of games (for example, Oliver's Grand Hero Battle only allows you to use units that [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight took place]] [[https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/FireEmblemMysteryOfTheEmblem in Archanea]]) - and some of them limit you on dance/sing skills.

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* SelfImposedChallenge: Invoked in game with the Limited Hero Battles. The game explicitly restricts team variety by limiting you from only using heroes from a selection of games (for example, Oliver's Grand Hero Battle only allows you to use units that [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight took place]] [[https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/FireEmblemMysteryOfTheEmblem [[VideoGame/FireEmblemMysteryOfTheEmblem in Archanea]]) - and some of them limit you on dance/sing skills.
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* SelfImposedChallenge: Invoked in game with the Limited Hero Battles. The game explicitly restricts team variety by limiting you from only using heroes from a selection of games (for example, Oliver's Grand Hero Battle only allows you to use units that [[took place VideoGame/FireEmblemShadowDragonAndTheBladeOfLight]] [[https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/FireEmblemMysteryOfTheEmblem in Archanea]]) - and some of them limit you on dance/sing skills.

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* SelfImposedChallenge: Invoked in game with the Limited Hero Battles. The game explicitly restricts team variety by limiting you from only using heroes from a selection of games (for example, Oliver's Grand Hero Battle only allows you to use units that [[took place VideoGame/FireEmblemShadowDragonAndTheBladeOfLight]] [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight took place]] [[https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/FireEmblemMysteryOfTheEmblem in Archanea]]) - and some of them limit you on dance/sing skills.
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* SelfImposedChallenge: Invoked in game with the Limited Hero Battles. The game explicitly restricts team variety by limiting you from only using heroes from a selection of games (for example, Oliver's Grand Hero Battle only allows you to use units that [[took place VideoGame/FireEmblemShadowDragonAndTheBladeOfLight]] [[https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/FireEmblemMysteryOfTheEmblem in Archanea]]) - and some of them limit you on dance/sing skills.

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** Units with the Guard status enter combat as though their opponent has Guard 3 and more than 80% HP, and thus become unable to charge their specials unless they have a skill that grants them an extra special charge for each attack landed/taken. This status is currently only inflicted by the Witchy Wand(+), Melancholy(+) and the Ruse Skills.

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** Units with the Guard status enter combat as though their opponent has Guard 3 and more than 80% HP, and thus become unable to charge their specials unless they have a skill that grants them an extra special charge for each attack landed/taken. This status is currently only inflicted by the Witchy Wand(+), Melancholy(+) Melancholy(+), Iago's Tome's Odd Turn effect and the Ruse Skills.



** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, Duo Ephraim & Lyon's Duo Skill, and Annette when she uses a Rally skill on an ally if she has her Crusher equipped (though it does not activate on Ranged Cavalry units).

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** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, Duo Ephraim & Lyon's Duo Skill, Skill (though limited to Infantry and Armored units), and Annette when she uses a Rally skill on an ally if she has her Crusher equipped (though it does not activate on Ranged Cavalry units).



** Legendary Eliwood's Ardent Durandal is the only source of the Bonus Doubler status effect, only giving it to an ally that has the highest Atk at the start of the user's turn.

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** Legendary Eliwood's Ardent Durandal is the only source and Winter Duo Marth & Elice's Duo skill are sources of the Bonus Doubler status effect, only giving it to an ally that has the highest Atk at the start of the user's turn.turn with the former and any Armored and Flying allies within 3 rows centered on the user for the latter.
** Spring Duo Idunn & Fae's Duo skill is the only source of the "neutralize 'effective against armored' bonuses and 'effective against dragons' bonuses" status effect, giving it to all allies within 5 columns and 5 rows centered on the user when it activates.

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* SoLastSeason: Early in the game's life, Silver weapons, exclusive weapons with one effect that is usually the 2nd tier of existing skills, Rally, stat Balm, stat plus, Defiant, Seal, Spur, Hone and Fortify skills were common on newly released heroes. Around update 2.0.0 however, heroes began packing inheritable weapons with effects of new, stronger skills, and exclusive ones getting 2 to 3 effects with one of them being a 3rd tier or higher version of an existing skill, including stat increases. Rally ''dual stat''+ and Rally Up ''stat''+, ''dual stat'' Balm+, double stat plus, Brazen, Chill, double stat Spur, Drive, Wave, Joint Hone, Joint Drive, and Tactic skills have replaced the older ones they are based on, which are not as viable to use nowadays.

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* SoLastSeason: Early in the game's life, Silver weapons, exclusive weapons with one effect that is usually the 2nd tier of existing skills, Rally, stat Balm, stat plus, Defiant, Seal, Spur, Hone and Fortify skills were common on newly released heroes. Around update 2.0.0 however, heroes began packing inheritable weapons with effects of new, stronger skills, and exclusive ones getting 2 to 3 effects with one of them being a 3rd tier or higher version of an existing skill, including stat increases. Rally ''dual stat''+ and Rally Up ''stat''+, ''dual stat'' Balm+, double stat plus, Brazen, Chill, double stat Spur, Drive, Joint Drive, Wave, Joint Hone, Joint Drive, and Tactic skills have replaced the older ones they are based on, which are not as viable to use nowadays.



** The Hone and Fortify skills, which give +4 to a single stat to adjacent allies at the start of the user's turn, have three variants, all which are stronger than the Hone 3 versions: the Hone and Fortify 4 skills, which give +7 to a single stat instead of +4, the Joint Hone skills, which give adjacent allies and the user +5 to a single stat if they're adjacent to an ally at the start of their turn, and the Joint Drive skills, which give allies within 2 spaces of the user and the user +4 to a single stat if there is an ally within 2 spaces of the user.

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** The Hone and Fortify skills, which give +4 to a single stat to adjacent allies at the start of the user's turn, have three two variants, all both which are stronger than the Hone 3 versions: the Hone and Fortify 4 skills, which give +7 to a single stat instead of +4, and the Joint Hone skills, which give adjacent allies and the user +5 to a single stat if they're adjacent to an ally at the start of their turn, and the Joint Drive skills, which give allies within 2 spaces of the user and the user +4 to a single stat if there is an ally within 2 spaces of the user.turn.



** The Drive skills, which give single stat buff all allies within 2 spaces of the user during combat, get Joint Drive skills, which are stat increases by giving +4 to a single stat during combat if they are within 2 spaces of the user, as well as giving the user +4 to the same stat during combat if there is an ally within 2 spaces of the user, as opposed to giving +3 to a single stat during combat to all allies within 2 spaces of the user with the Drive skills.



** Harsh Command allows a unit to reverse a friendly unit's debuffs into buffs. Only Daggers, Staff and certain units focus on debuffs, outside of Seal/Threaten/Chill/Ploy skills. Harsh Command takes up the slot for more valuable Assist skills like Draw Back, Dance, or Rally [Stat(s)]. Should the user use it, it will also eat up their turn, which they could've spent attacking or healing, and the user must be adjacent to an ally to use it. Harsh Command+, however, allows the user to also remove negative status effects on top of inverting stat debuffs into buffs, so recovering status effects on an ally are now no longer being limited to Staff allies with their Restore(+).

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** Harsh Command allows a unit to reverse a friendly unit's debuffs into buffs. Only Daggers, Staff and certain units focus on debuffs, outside of Seal/Threaten/Chill/Ploy Seal/Threaten/Chill/Ploy/Sabotage skills. Harsh Command takes up the slot for more valuable Assist skills like Draw Back, Dance, or Rally [Stat(s)]. Should the user use it, it will also eat up their turn, which they could've spent attacking or healing, and the user must be adjacent to an ally to use it. Harsh Command+, however, allows the user to also remove negative status effects on top of inverting stat debuffs into buffs, so recovering status effects on an ally are now no longer being limited to Staff allies with their Restore(+).
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* SoLastSeason: Early in the game's life, Silver weapons, exclusive weapons with one effect that is usually the 2nd tier of existing skills, Rally, stat Balm, stat plus, Defiant, Seal, Spur, Hone and Fortify skills were common on newly released heroes. Around update 2.0.0 however, heroes began packing inheritable weapons with effects of new, stronger skills, and exclusive ones getting 2 to 3 effects with one of them being a 3rd tier or higher version of an existing skill, including stat increases. Rally ''dual stat''+ and Rally Up ''stat''+, ''dual stat'' Balm+, double stat plus, Brazen, Chill, double stat Spur, Drive, Wave, Joint Hone, and Tactic skills have replaced the older ones they are based on, which are not as viable to use nowadays.

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* SoLastSeason: Early in the game's life, Silver weapons, exclusive weapons with one effect that is usually the 2nd tier of existing skills, Rally, stat Balm, stat plus, Defiant, Seal, Spur, Hone and Fortify skills were common on newly released heroes. Around update 2.0.0 however, heroes began packing inheritable weapons with effects of new, stronger skills, and exclusive ones getting 2 to 3 effects with one of them being a 3rd tier or higher version of an existing skill, including stat increases. Rally ''dual stat''+ and Rally Up ''stat''+, ''dual stat'' Balm+, double stat plus, Brazen, Chill, double stat Spur, Drive, Wave, Joint Hone, Joint Drive, and Tactic skills have replaced the older ones they are based on, which are not as viable to use nowadays.



** The Hone and Fortify skills, which give +4 to a single stat to adjacent allies at the start of the user's turn, have two variants, both which are stronger than the Hone 3 versions: the Hone and Fortify 4 skills, which give +7 to a single stat instead of +4, and the Joint Hone skills, which give adjacent allies and the user +5 to a single stat if they're adjacent to an ally at the start of their turn.

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** The Hone and Fortify skills, which give +4 to a single stat to adjacent allies at the start of the user's turn, have two three variants, both all which are stronger than the Hone 3 versions: the Hone and Fortify 4 skills, which give +7 to a single stat instead of +4, and the Joint Hone skills, which give adjacent allies and the user +5 to a single stat if they're adjacent to an ally at the start of their turn.turn, and the Joint Drive skills, which give allies within 2 spaces of the user and the user +4 to a single stat if there is an ally within 2 spaces of the user.

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* ShaggyDogStory: Throughout Book II, [[spoiler:the Order tries to find a way to neutralize the Múspellflame to defeat Surtr. Before she dies, Gunnthrá powers the Summoner's weapon to make them capable of using the Rite of Frost to neutralize Surtr's invincibility. After gaining the Rite of Frost, the party confront and seemingly defeat Surtr with their new power...only for them to learn that the Rite of Flames made Surtr immortal, making everything so far all for naught...[[SubvertedTrope but they later find out that his immortality is not limited and requires constant human sacrifices to keep his immortality active.]]]]

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* ShaggyDogStory: Throughout Book II, [[spoiler:the Order tries to find a way to neutralize the Múspellflame to defeat Surtr. Before she dies, Gunnthrá powers the Summoner's weapon to make them capable of using the Rite of Frost to neutralize Surtr's invincibility. After gaining the Rite of Frost, the party confront and seemingly defeat Surtr with their new power...only for them to learn that the Rite of Flames made Surtr immortal, making everything so far all for naught...[[SubvertedTrope but they later find out that his immortality is not limited and requires constant human sacrifices to keep his immortality active.]]]]



** The Røkkr Siege modes sees a lot more use of skills that are otherwise considered subpar or useless in other modes due to countering how the Umbra specials works and the Umbra weapon's ScratchDamage to allow survivability, and to an extention more damage, against the Røkkr, the big examples being [[CooldownManipulation Guard]] and [[LifeDrain Noontime]].

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** The Røkkr Siege modes sees a lot more use of skills that are otherwise considered subpar or useless in other modes due to countering how the Umbra specials works and the Umbra weapon's ScratchDamage to allow survivability, and to an extention extension more damage, against the Røkkr, the big examples being [[CooldownManipulation Guard]] and [[LifeDrain Noontime]].



** Battles in Heroic Ordeals requires players defeat at least two enemies with the required heroes within 20 turns; otherwise, they fail.



* TokenEvilTeammate: Beating Grand Hero Battles will reward you with new Heroes, which are typically various villains from the franchise. Their dialogue makes it clear that most are still pretty evil, and at best only listen to you out of a very slight degree of respect. Then there are the units from the [[FallenHero Fallen Heroes]] banner as well as Legendary Female Robin, all of whom have succumbed to DemonicPossession.

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* TokenEvilTeammate: Beating Grand Hero Battles will reward you with new Heroes, which are typically various villains from the franchise. Their dialogue makes it clear that most are still pretty evil, and at best only listen to you out of a very slight degree of respect. Then there are the units from the [[FallenHero Fallen Heroes]] banner banners as well as Legendary Female Robin, all of whom have succumbed to DemonicPossession.


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** Using Forma Souls. [[BribingYourWayToVictory While behind a paywall]], they let a player be able to let a Forma that players used in the Hall of Forms to join your barracks, but only one Forma each for every Forma Soul. Not only that, but it's a LuckBasedMission to get those units desirable skills such as Distant/Close Counter and the Tier 4 Skills, while still having their entire base skill kit in their disposal when you add them to your barracks, and they're available for a limited time after the event has finished. Do you get one rare unit that has no assets and flaws, cannot be turn into a combat manual, and cannot be used as a source for Skill Inheritance, but can be used as a base for merges of other copies of the hero and get skills from other heroes, or do you wait for a future Hall of Forms with more desirable heroes and get more Forma Souls in the future so you can get more than Forma added to your barracks from one event?
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** Bramimond has Inpenetrable Dark, which allows the user to ignore foe's skills other than the target during combat, such as the Spur skills and Inf. Hexblade.
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* VillainsOutShopping: Some paralogue events have antagonists such as Ursula and Narcian take part in the relaxation and festivities.
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** Arvis, Valter, and Berkut are absent from the story, but are all in the weekly rotation for Grand Hero Battles.

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** Arvis, Valter, and Regular Berkut are absent from the story, but are all in the weekly rotation for Grand Hero Battles.



** Downplayed by Thoron+, which cannot be obtained under normal circumstances. You can get it temporarily in Hall of Forms, though.

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** Downplayed by Thoron+, which cannot be obtained under normal circumstances. You can get it temporarily for Forme in Hall of Forms, though.though only if one starts with that weapon and never replace it with another weapon in the entire run of that event and uses the Forme Soul to add that unit to your barracks after that event ends, and is locked to that specific unit due to the restrictions of Forme Heroes added to your barracks.



** The Stance skills, which give stats if the enemy initiates combat, are stat increases with the addition of inflicting -1 special buildup on the foe, with +8 for the single stat version and +6 to two stats with the dual version, with the additional restriction that Healers cannot inherit the 4th Tier version.

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** The Stance skills, which give stats if the enemy initiates combat, are stat increases with the addition of inflicting -1 special buildup on the foe, with +8 for the single stat version and +6 to two stats with the dual stat version, with the additional restriction that Healers cannot inherit the 4th Tier version.



** The Armorslayer, Hammer, Heavy Spear, Sky Maiougi, Pegasus Carrot, Nephenee's Dauntless Lance, Bartre's Axe of Virility, Florina's Lance, Est's Whitewing Spear, Idunn's Demonic Breath, Selena's Blade, Frederick's Axe and Halloween Hector's Conjurer Curios deal bonus damage to armored units, as do the upgraded versions of the first three.
** Caeda's Wing Sword, Micaiah's Thani, Clair's Rhomphaia, Yukata Micaiah's Dawn Suzu, Brave Micaiah's Light of Dawn, Phina's Rapier, and Tsubasa's Mirage Feather all deal bonus damage against both armored and cavalry units.

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** The Armorslayer, Hammer, Heavy Spear, Sky Maiougi, Pegasus Carrot, Nephenee's Dauntless Lance, Bartre's Axe of Virility, Florina's Lance, Est's Whitewing Spear, Idunn's Demonic Breath, Selena's Blade, Frederick's Axe and for Regular Frederick, Halloween Hector's Duo Hector & Lilina's Conjurer Curios Curios, Spring Fir's Bun-Bun Baton, and Spring Duo Idunn & Fae's Zephyr Breath deal bonus damage to armored units, as do the upgraded versions of the first three.
** Caeda's Wing Sword, Micaiah's Thani, Clair's Rhomphaia, Yukata Micaiah's Dawn Suzu, Brave Micaiah's Light of Dawn, Phina's Rapier, Duo Ephriam & Lyon's Reginleif, and Tsubasa's Mirage Feather all deal bonus damage against both armored and cavalry units.
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** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, Duo Ephraim & Lyon's Duo Skill, and Annette when uses a Rally skill on an ally if she has her Crusher equipped (though it does not activate on Ranged Cavalry units).

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** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, Duo Ephraim & Lyon's Duo Skill, and Annette when she uses a Rally skill on an ally if she has her Crusher equipped (though it does not activate on Ranged Cavalry units).
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** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, Duo Ephraim & Lyon's Duo Skill, and Annette when uses a Rally skill on an ally if she has her Crusher equipped.

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** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, Duo Ephraim & Lyon's Duo Skill, and Annette when uses a Rally skill on an ally if she has her Crusher equipped.equipped (though it does not activate on Ranged Cavalry units).



** Hall of Formes is where players are limited to 4 units to use in a 2 week period, some of which are rare units, but can give them any skills and weapons that they can inherit as well as merges if that unit was able to get the first kill, including the 300 SP skills, the 400 SP assist skills, the 500 SP specials, and refines for certain weapons.

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** Hall of Formes Forms is where players are limited to 4 units to use in a 2 week period, some of which are rare units, but can give them any skills and weapons that they can inherit as well as merges if that unit was able to get the first kill, including the 300 SP skills, the 400 SP assist skills, the 500 SP specials, and refines for certain weapons.



* UnbreakableWeapons: Like in ''Gaiden'' and ''Fates'', none of the weapons are breakable.

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* UnbreakableWeapons: Like in ''Gaiden'' ''Gaiden/Shadows of Valentia'' and ''Fates'', none of the weapons are breakable.
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** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, and Duo Ephraim & Lyon's Duo Skill.

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** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, and Duo Ephraim & Lyon's Duo Skill.Skill, and Annette when uses a Rally skill on an ally if she has her Crusher equipped.

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** Legendary Chrom has To Change Fate!, where the user allows one of their allies to move to the opposite side of the user and gain +6 Atk for the user and their paired up ally and the ability to move again after, but the user and their paired up ally are inflicted with the Isolation status.



* ATasteOfPower: Some of the Tactics Drills challenges gives players some powerful units and/or skills to use to solve the maps, especially those who have yet to summon those units.

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* ATasteOfPower: ATasteOfPower:
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Some of the Tactics Drills challenges gives players some powerful units and/or skills to use to solve the maps, especially those who have yet to summon those units.units.
** Hall of Formes is where players are limited to 4 units to use in a 2 week period, some of which are rare units, but can give them any skills and weapons that they can inherit as well as merges if that unit was able to get the first kill, including the 300 SP skills, the 400 SP assist skills, the 500 SP specials, and refines for certain weapons.
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** Units with the Isolation status cannot perform or be the target of assist skills, such as Reposition, Rally, Dance, or even any healing assist skills from staff users. This status is currently inflicted by Bridal Fjorm's Gjallarbrú.

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** Units with the Isolation status cannot perform or be the target of assist skills, such as Reposition, Rally, Dance, or even any healing assist skills from staff users. This status is currently inflicted by Bridal Fjorm's Gjallarbrú.Gjallarbrú, and, oddly, Legendary Chrom's To Change Fate!, which it inflicts on the ''user and their paired up ally'' when it activates.



** Kinshi Hinoka's Warrior Princess and Summer Lyn's Deep-Blue Bow are effective against armor and flying units.

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** Kinshi Hinoka's Warrior Princess and Princess, Summer Lyn's Deep-Blue Bow Bow, and Legendary Chrom's Randgríðr are effective against armor and flying units.
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** In Røkkr Siege, you have a damage multiplier to deal damage to the Røkkr in order to remove the starting HP of '''200000''' (and increases for each successive Røkkr defeated beforehand), which starts at x1 for Beginner, x2 for Intermediate, and x4 for Advanced, which multiplies for each Havoc Axe used on that battle, and increases further by dealing damage to the Røkkr or eliminating enemy reinforcements, but the increases only last through that battle.

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** In Røkkr Siege, you have a damage multiplier to deal damage to the Røkkr in order to remove the starting HP of '''200000''' (and increases for each successive Røkkr defeated beforehand), which starts at x1 for Beginner, x2 for Intermediate, and x4 for Advanced, which multiplies for each Havoc Axe used on that battle, and increases further by either dealing damage to the Røkkr or eliminating enemy reinforcements, but the increases only last through that battle.



* SoLastSeason: Early in the game's life, Silver weapons, exclusive weapons with one effect, Rally, stat Balm, stat plus, Defiant, Seal, Spur, Hone and Fortify skills were common on newly released heroes. Around update 2.0.0 however, heroes began packing inheritable weapons with effects of new, stronger skills, and exclusive ones getting 2 to 3 effects, including stat increases. Rally ''dual stat''+ and Rally Up ''stat''+, ''dual stat'' Balm+, double stat plus, Brazen, Chill, double stat Spur, Drive, Wave, Joint Hone, and Tactic skills have replaced the older ones they are based on, which are not as viable to use nowadays.

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* SoLastSeason: Early in the game's life, Silver weapons, exclusive weapons with one effect, effect that is usually the 2nd tier of existing skills, Rally, stat Balm, stat plus, Defiant, Seal, Spur, Hone and Fortify skills were common on newly released heroes. Around update 2.0.0 however, heroes began packing inheritable weapons with effects of new, stronger skills, and exclusive ones getting 2 to 3 effects, effects with one of them being a 3rd tier or higher version of an existing skill, including stat increases. Rally ''dual stat''+ and Rally Up ''stat''+, ''dual stat'' Balm+, double stat plus, Brazen, Chill, double stat Spur, Drive, Wave, Joint Hone, and Tactic skills have replaced the older ones they are based on, which are not as viable to use nowadays.



** Extra movement gives the user one extra space until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, and Duo Ephraim & Lyon's Duo Skill.

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** Extra movement gives the user one extra space to move until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, and Duo Ephraim & Lyon's Duo Skill.



** The Hone and Fortify skills, which give +4 to a single stat to adjacent allies at the start of the user's turn, have two variants, both which are stronger than the Hone 4 versions: the Hone and Fortify 4 skills, which give +7 to a single stat instead of +4, and the Joint Hone skills, which give adjacent allies and the user +5 to a single stat if they're adjacent to an ally at the start of their turn.

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** The Hone and Fortify skills, which give +4 to a single stat to adjacent allies at the start of the user's turn, have two variants, both which are stronger than the Hone 4 3 versions: the Hone and Fortify 4 skills, which give +7 to a single stat instead of +4, and the Joint Hone skills, which give adjacent allies and the user +5 to a single stat if they're adjacent to an ally at the start of their turn.



* VillainSong: Though it doesn't become obvious until several chapters in, Book 3's boss theme is one [[spoiler:for Lif, explaining his backstory and motivations.]]

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* VillainSong: Though it doesn't become obvious until several chapters in, Book 3's boss theme is one [[spoiler:for Lif, "Líf", explaining his backstory and motivations.motivations for serving Hel.]]

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* SwitchOutMove: Swap allows the user to switch positions with a friendly target. Legendary Lucina has Future Vision, which has her switch positions with an ally and lets her take another action.

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* SwitchOutMove: SwitchOutMove:
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Swap allows the user to switch positions with a friendly target. Legendary Lucina has Future Vision, which has her switch positions with an ally and lets her take another action.action.
** Leila's Constant Dagger allows her to switch positions with her support partner if she is within 2 spaces of them after she initiates combat, but is unable to if there is another copy of said support partner within range.



* TagTeam: The Pair Up mechanic returns in a limited fashion. Only certain Legendary Heroes and the fourth team member during Allegiance Battles can use it, the pairs have to be pre-set before battle, and Pair Up can only be used in certain modes on top of all that.

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* TagTeam: The Pair Up mechanic returns in a limited fashion. Only certain Legendary Heroes and the fourth team member during Allegiance Battles can use it, the pairs have to be pre-set before battle, and Pair Up can only be used in certain modes on top of all that. All four heroes in the team are able to pair up in Mjölnir's Strike.
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** Legendary Alm has Lunar Flash, which on a 2 special cooldown which reduces the enemy's Def/Res by 20% and boosts his damage equal to 20% of his Spd.

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** Legendary Alm has and Duo Valentine Alm & Celica have Lunar Flash, which on a 2 special cooldown which reduces the enemy's Def/Res by 20% and boosts his their damage equal to 20% of his their Spd.
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** New Year Duo Alfonse & Sharena and Líf has Open the Future, where it boost the user's damage by 50% of the user's Def, and recovers HP equal to 25% of the damage dealt. Líf also has Deadly Balance, where if either the user is at 50% HP or over or if the user is inflicted with a penalty, they inflict -5 Atk/Def on the foe and gain +1 special buildup for every attack the foe performs.

to:

** New Year Duo Alfonse & Sharena and Líf has have Open the Future, where it boost which boosts the user's damage by 50% of the user's Def, and recovers HP equal to 25% of the damage dealt. Líf also has Deadly Balance, where if either the user is at 50% HP or over or if the user is inflicted with a penalty, they inflict -5 Atk/Def on the foe and gain +1 special buildup for every attack the foe performs.
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** New Year Duo Alfonse & Sharena has Open the Future, where it boost the user's damage by 50% of the user's Def, and recovers HP equal to 25% of the damage dealt.

to:

** New Year Duo Alfonse & Sharena and Líf has Open the Future, where it boost the user's damage by 50% of the user's Def, and recovers HP equal to 25% of the damage dealt.dealt. Líf also has Deadly Balance, where if either the user is at 50% HP or over or if the user is inflicted with a penalty, they inflict -5 Atk/Def on the foe and gain +1 special buildup for every attack the foe performs.



** The Mysterious Man's Valaskjálf, Veronica's Élivágar, Líf's Sökkvabekkr, Hel's Hel Scythe, Gustav's Glitnir, Triandra's Flower of Sorrow, and Plumeria's Flower of Plenty are unobtainable by players.

to:

** The Mysterious Man's Valaskjálf, Veronica's Élivágar, Líf's Sökkvabekkr, Hel's Hel Scythe, Gustav's Glitnir, Triandra's Flower of Sorrow, and Plumeria's Flower of Plenty are unobtainable by players.
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** Draug, Sheena, Igrene, Perceval, Echidna, Chad, Azura, both Corrins, Jakob, Male Byleth, and Ylgr are never encountered as enemies in the game's Story Mode or regular Hero Battles, but, with the exception of the refreshers Larum and Azura, can still be fought in the Training Tower. They have also appeared in certain special maps, and Male Corrin and Azura even had their own Bound Hero Battle.

to:

** Draug, Sheena, Igrene, Perceval, Echidna, Chad, Azura, both Corrins, Jakob, Male Byleth, and Ylgr are never encountered as enemies in the game's Story Mode or regular Hero Battles, but, with the exception of the refreshers Larum and Azura, but can still be fought in the Training Tower. They have also appeared in certain special maps, and Male Corrin and Azura even had their own Bound Hero Battle.Tower.



** Anna, Alfonse, Sharena, Larum, Brunnya, Sigrun, Masked Marth, Young Azura, Fjorm, Gunnthrá, and the Legendary versions of Ike and Ephraim are never fought as standard enemies; they can only be battled in the Arena, the Voting Gauntlet, Aether Raids, Heroic Ordeals, or limited-time special maps.

to:

** Anna, Alfonse, Sharena, Larum, Brunnya, Sigrun, Masked Marth, Azura, Young Azura, Fjorm, Gunnthrá, and the Legendary versions of Ike and Ephraim are never fought as standard enemies; they can only be battled in the Arena, the Voting Gauntlet, Aether Raids, Heroic Ordeals, or limited-time special maps.

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* SpoilerOpening: The intro of Book III shows Sharena getting killed by Hel in front of her brother Alfonse. [[spoiler:It's acually Sharena from an alternate timeline, and her death causes Alfonse to snap and become Lif.]]

to:

* SpoilerOpening: The intro of Book III shows Sharena getting killed by Hel in front of her brother Alfonse. [[spoiler:It's acually Sharena from an alternate timeline, and her death causes Alfonse to snap and become Lif.Líf.]]



** Manaketes (namely and specifically ones that use Breath weapons) and Julius with the Loptous tome equipped take extra damage from the Falchion (wielded by Marth, Alm, Chrom and Lucina), Julia and Deirdre's Book of Naga and Divine Naga, Tiki's Breath of Fog, Summer Young Tiki's Summer's Breath, Legendary Young Tiki's Divine Mist, Fallen Young Tiki's Razing Breath, Naga's Divine Breath, Legendary Julia's Virtuous Naga, Nagi's Ethereal Breath, any unit with the "effective against dragons" status effect granted by Naga's Divine Fang, Roy's refined Binding Blade, Legendary Roy's Dragonbind, Brave Alm's Dracofalchion, Brave Lucina's refined Geirskögul, the Cloud Maiougi dagger, the Splashy Bucket dagger, the Dragonslasher dagger, and Thrasir's Ífingr.

to:

** Manaketes (namely and specifically ones that use Breath weapons) and Julius with the Loptous tome equipped take extra damage from the Falchion (wielded by Marth, Alm, Chrom and Lucina), Julia and Deirdre's Book of Naga and Divine Naga, Tiki's Breath of Fog, Summer Young Tiki's Summer's Breath, Legendary Young Tiki's Divine Mist, Fallen Young Tiki's Razing Breath, Naga's Divine Breath, Legendary Julia's Virtuous Naga, Nagi's Ethereal Breath, any unit with the "effective against dragons" status effect granted by Naga's Divine Fang, Roy's refined Binding Blade, Legendary Roy's Dragonbind, Brave Alm's Dracofalchion, Brave Lucina's refined Geirskögul, the Cloud Maiougi dagger, the Splashy Bucket dagger, the Dragonslasher dagger, and Thrasir's Ífingr.Ífingr, and Itsuki's Mirage Falchion.



* WeddingDay: The spring bridal events, "Bridal Blessings" and "Bridal Bloom" are not weddings, but a festival that is meant to bring good luck for wannabe brides, complete with catching a bouquet.

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* WeddingDay: The spring bridal events, "Bridal Blessings" Blessings", "Bridal Bloom", and "Bridal Bloom" Belonging" are not weddings, but a festival that is meant to bring good luck for wannabe brides, complete with catching a bouquet.


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** The Shield Phase of Mjölnir's Strike mode has constantly spawning enemies aiming to destroy your Gateways within 7 turns at Midgard's Shield. Unlike Relay Defense, the players have access to activatable structures with varying effects to give them the upper hand.
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* UnwinnableByMistake: A glitch in version 4.1.0 prevented Mordecai's personal weapon from debuffing enemies when movement assists were used on him, rendering Grandmaster 44 impossible to complete. This was fixed in 4.1.1.

Changed: 4967

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I had to rework the Up To Eleven entry, as listing every example from every new hero is starting to make that entry too long.


* ShaggyDogStory: Throughout Book II, [[spoiler:the Order tries to find a way to neutralize the Múspellflame to defeat Surtr. Before she dies, Gunnthrá powers the Summoner's weapon to make them capable of using the Rite of Frost to neutralize Surtr's invincibility. After gaining the Rite of Frost, the party confront and seemingly defeat Surtr with their new power...only for them to learn that the Rite of Flames made Surtr immortal, making everything so far all for naught.]]

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* ShaggyDogStory: Throughout Book II, [[spoiler:the Order tries to find a way to neutralize the Múspellflame to defeat Surtr. Before she dies, Gunnthrá powers the Summoner's weapon to make them capable of using the Rite of Frost to neutralize Surtr's invincibility. After gaining the Rite of Frost, the party confront and seemingly defeat Surtr with their new power...only for them to learn that the Rite of Flames made Surtr immortal, making everything so far all for naught.]]naught...[[SubvertedTrope but they later find out that his immortality is not limited and requires constant human sacrifices to keep his immortality active.]]]]



** In-combat buff give units stats that only are active during combat. Common sources include the Blow, Spur, Goad, and Ward skills.

to:

** In-combat buff give units stats that only are active during combat. Common sources include the Blow, Spur, Drive, Goad, and Ward skills.



* UpToEleven:
** Before the release of Choose Your Legends 2, all A, B, and C skills with tiers had up to 3 tiers. However, since then, that limit has been broken by increasing skills to a 4th tier, and sometimes even giving them an additional effect, and sometimes with additional restrictions.
** Brave Celica brings [[FourIsDeath Death Blow 4]], which give +8 Atk on initiation during combat, rather than +6 Atk from Death Blow 3.
** Kliff brings Fortress Def/Res 3, which gives +6 Def/Res at the cost of -2 Atk, rather than +4 Def/Res at the cost of -3 Atk from Fortress Def/Res 2.
** Surtr brings Steady Stance 4, which give the user +8 Def and -1 special buildup for the enemy during combat if the enemy initiates, rather than +6 Def during combat if the enemy initiates from Steady Stance 3. However, Steady Stance 4 cannot be inherited to Staff users, while Steady Stance 3 can be inherited to them.
** New Year's Hríd brings Hone Atk 4, which gives +7 Atk to adjacent allies at the start of the user's turn, rather than +4 Atk with the same conditions for Hone Atk 3.
** New Year's Gunnthrá brings Joint Hone Spd, which gives +5 Spd to the user and all adjacent allies if the user is adjacent to an ally at the start of their turn, rather than +4 Spd to adjacent allies at the start of the user's turn with Hone Spd 3.
** Tibarn brings Sturdy Impact, which gives the user +6 Atk, +10 Def, and the enemy cannot perform a follow-up attack if they initiate combat, rather than +4 Atk/Def if the user initiates combat from Sturdy Blow 2. However, Sturdy Impact is restricted to Infantry and Flying units, rather than being available to all movement types with Sturdy Blow 2.
** Valentine Greil brings Fury 4, which gives the user +4 Atk/Spd/Def/Res at the cost of -8 HP after combat, rather than +3 Atk/Spd/Def/Res at the cost of -6 HP after combat from Fury 3.
** Sue brings Hone Spd 4, which gives +7 Spd to adjacent allies at the start of the user's turn, rather than +4 Spd with the same conditions for Hone Spd 3.
** Caineghis brings Distant Def 4, which gives the user +8 Def/Res during combat and negates enemy stat bonuses like from Rally and Fortify skills if the enemy initiates combat and they wield a ranged weapon, rather than +6 Def/Res during combat if the enemy initiates combat and they wield a ranged weapon from Distant Def 3.
** Legendary Alm brings Darting Blow 4, which gives the user +9 Spd on initiation during combat, rather than +6 Spd from Darting Blow 3.
** Fallen Mareeta brings Flashing Blade 4, where if the user is faster than the opponent, they gains +1 special buildup and +5 Damage during combat, rather than just +1 special cooldown with the same conditions from Flashing Blade 3.
** Fallen Berkut brings Warding Stance 4, which give the user +8 Res and -1 special buildup for the enemy during combat if the enemy initiates, rather than +6 Res during combat if the enemy initiates from Warding Stance 3. However, Warding Stance 4 cannot be inherited to Staff users, while Warding Stance 3 can be inherited to them.
** Summer Laevatein has Mirror Impact, which gives the user +6 Atk, +10 Res, and the enemy cannot perform a follow-up attack if they initiate combat, rather than +4 Atk/Res if the user initiates combat from Mirror Strike 2. However, Mirror Impact is restricted to Infantry and Flying units, rather than being available to all movement types with Mirror Strike 2.
** Summer Laegjarn has Swift Sparrow 3, which gives the user +6 Atk and +7 Spd if they initate combat, rather than the +4 Atk/Spd with the same conditions from Swift Sparrow 2.
** Summer Wolt has Brazen Atk/Spd 4, where the user gains +9 Atk and +10 Spd during combat if the user is at 80% HP or under before the start of combat, rather than +7 Atk/Spd with the same conditions with Brazen Atk/Spd 3.
** Brave Camilla brings Atk/Spd Push 4, which if the user is at 25% or more HP, they gain +7 Atk/Spd during combat, but if they attacked, they lose 5 HP after combat, instead of +5 Atk/Spd during combat if the user is at full HP before combat, but the user loses 1 HP after combat with Atk/Spd Push 3.
** Brave Micaiah brings Atk/Res Bond 4, where the user gains +7 Atk/Res during combat and neutralizes any penalies on the user's Atk and Res during combat if the user is adjacent to an ally, as opposed to +5 Atk/Res with the same conditions with Atk/Res Bond 3.
** Brave Alm brings Threaten Atk/Spd 3, where at the start of the user's turn if the user is within 2 spaces of a foe, they gains +5 Atk/Spd and inflicts -5 Atk/Spd on all foes within 2 spaces of the user, rather than inflicting -4 Atk/Spd to all foes within 2 spaces of the user at the start of the user's turn from Threaten Atk/Spd 2.
** Dancing Reinhardt brings Joint Hone Atk, which gives +5 Atk to the user and all adjacent allies if the user is adjacent to an ally at the start of their turn, rather than +4 Atk to adjacent allies at the start of the user's turn with Hone Atk 3.
** Forsyth brings Joint Hone Def, which gives +5 Def to the user and all adjacent allies if the user is adjacent to an ally at the start of their turn, rather than +4 Def to adjacent allies at the start of the user's turn with Fortify Def 3.
** Zofia's Call Catria brings Atk/Spd Bond 4, where the user gains +7 Atk/Spd during combat and neutralizes any penalies on the user's Atk and Spd during combat if the user is adjacent to an ally, as opposed to +5 Atk/Spd with the same conditions with Atk/Spd Bond 3.
** Legendary Leif brings Atk/Res Push 4, which if the user is at 25% or more HP, they gain +7 Atk/Res during combat, but if they attacked, they lose 5 HP after combat, instead of +5 Atk/Res during combat if the user is at full HP before combat, but the user loses 1 HP after combat with Atk/Res Push 3.
** Duo Ephraim & Lyon bring Heavy Blade 4, where if the user has higher Atk than the opponent, they gains +1 special buildup and +5 Damage during combat, rather than just +1 special cooldown with the same conditions from Heavy Blade 3.
** Igrene brings Life and Death 4, which gives the user +7 Atk/Spd but inflicts -5 Def/Res, rather than just +5 Atk/Spd and -5 Def/Res from Life and Death 3.
** Peony brings Fortify Res 4, which gives +7 Res to adjacent allies at the start of the user's turn, rather than +4 Res with the same conditions for Fortify Res 3.
** Osian brings Mirror Stance 3, which give the user +6 Atk/Res and -1 special buildup for the enemy during combat if the enemy initiates, rather than +4 Atk/Res during combat if the enemy initiates from Mirror Stance 2.
** Winter Sothis brings Threaten Atk/Res 3, where at the start of the user's turn if the user is within 2 spaces of a foe, they gains +5 Atk/Res and inflicts -5 Atk/Res on all foes within 2 spaces of the user, rather than inflicting -4 Atk/Res to all foes within 2 spaces of the user at the start of the user's turn from Threaten Atk/Res 2.
** Shannan brings Steady Posture 3, which give the user +6 Spd/Def and -1 special buildup for the enemy during combat if the enemy initiates, rather than +4 Def/Spd during combat if the enemy initiates from Steady Posture 2.

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* UpToEleven:
**
UpToEleven: Before the release of Choose Your Legends 2, all A, B, and C skills with tiers had up to 3 tiers. However, since then, that limit has been broken by increasing skills to a 4th tier, tier value increases, and sometimes even giving them an additional effect, and sometimes with additional restrictions.
** Brave Celica brings [[FourIsDeath The Blow skills, which give stats if the user initiates combat, are stat increases, such as Death Blow 4]], which give 4 giving +8 Atk on initiation during combat, rather than +6 Atk from Death Blow 3.
** Kliff brings Fortress Def/Res 3, which gives +6 Def/Res at the cost of -2 Atk, rather than +4 Def/Res at the cost of -3 Atk from Fortress Def/Res 2.
** Surtr brings Steady Stance 4, which give the user +8 Def and -1 special buildup for the enemy
during combat if instead of +6 Atk with Death Blow 3, and Swift Sparrow 3 giving +6 Atk and +7 Spd instead of +4 Atk/Spd with Swift Sparrow 2, with the Impact variants also giving the additional effect of denying any enemy initiates, rather than follow-up attacks if they initiate with an addition restriction of only being inheritable to Infantry and Flying units only, such as Sturdy Impact having +6 Def during combat Atk, +10 Def, and deny any follow-up attacks instead of only +4 Atk/Def with Sturdy Blow 2.
** The Stance skills, which give stats
if the enemy initiates from Steady Stance 3. However, Steady Stance 4 combat, are stat increases with the addition of inflicting -1 special buildup on the foe, with +8 for the single stat version and +6 to two stats with the dual version, with the additional restriction that Healers cannot be inherited to Staff users, while Steady Stance 3 can be inherited to them.
inherit the 4th Tier version.
** New Year's Hríd brings The Hone Atk 4, and Fortify skills, which gives +7 Atk give +4 to a single stat to adjacent allies at the start of the user's turn, rather have two variants, both which are stronger than +4 Atk with the same conditions for Hone Atk 3.
** New Year's Gunnthrá brings
4 versions: the Hone and Fortify 4 skills, which give +7 to a single stat instead of +4, and the Joint Hone Spd, skills, which gives +5 Spd to the user and all give adjacent allies if and the user is +5 to a single stat if they're adjacent to an ally at the start of their turn, rather than +4 Spd turn.
** The Bond skills, which give +5
to two of the user's stats during combat if they're adjacent allies to an ally, are increases as well as negating any field debuffs on those two stats, with +7 to two of the user's stats instead of +5.
** The Blade skills, which give +1 special buildup if the user has a certain stat be higher than their foe's during combat, also allows the user to deal +5 damage during combat if they have the same higher stat than their foe.
** The Close/Distant Def skills, which give stats if the foe initiates combat and they wield a certain weapon type, are increases as well as the additional effect of negating any field buffs if they wield that weapon type as well, such as Distant Def 4 giving +8 Def/Res and negating any bonuses the foe has if they initiate combat and they wield a ranged weapon.
** The Brazen skills, which give stat increases during combat if the user is at 80% or lower, are only increases to two of the user's stats, such as Brazen Atk/Spd 4 giving +9 Atk and +10 Spd during combat instead of +7 Atk/Spd with Brazen Atk/Spd 3.
** The Push skills, which give stat increases during combat if the user is at full HP but deals 1 damage to the user after combat if they attack, not just only increase the stats but also makes the HP requirements more lenient with needing the user to be at 25% HP or higher instead and increasing the damage dealt to the user after combat to 5, with +7 to two of the user's stats instead of +5.
** The Threaten skills, which
at the start of the user's turn with Hone Spd 3.
** Tibarn brings Sturdy Impact, which gives
inflicts debuffs to all enemies within 2 spaces of the user, are increases in debuff values as well as giving the user +6 Atk, +10 Def, and +5 to two of their stats with the enemy cannot perform a follow-up attack if they initiate combat, rather than +4 Atk/Def if same activation conditions, such as Threaten Atk/Spd 3 inflicting -5 Atk/Spd to all enemies within 2 spaces of the user initiates combat from Sturdy Blow 2. However, Sturdy Impact is restricted to Infantry and Flying units, rather than being available as well as giving the user +5 Atk/Spd instead of just inflicting -4 Atk/Spd to all movement types enemies within 2 spaces of the user with Sturdy Blow Threaten Atk/Spd 2.
** Valentine Greil brings Fortress Def/Res 3 gives +6 Def/Res at the cost of -2 Atk, instead of +4 Def/Res at the cost of -3 Atk with Fortress Def/Res 2.
**
Fury 4, which 4 gives the user +4 Atk/Spd/Def/Res at the cost of -8 HP after combat, rather than instead of +3 Atk/Spd/Def/Res at the cost of -6 HP after combat from with Fury 3.
** Sue brings Hone Spd 4, which gives +7 Spd to adjacent allies at the start of the user's turn, rather than +4 Spd with the same conditions for Hone Spd 3.
** Caineghis brings Distant Def 4, which gives the user +8 Def/Res during combat and negates enemy stat bonuses like from Rally and Fortify skills if the enemy initiates combat and they wield a ranged weapon, rather than +6 Def/Res during combat if the enemy initiates combat and they wield a ranged weapon from Distant Def 3.
** Legendary Alm brings Darting Blow 4, which gives the user +9 Spd on initiation during combat, rather than +6 Spd from Darting Blow 3.
** Fallen Mareeta brings Flashing Blade 4, where if the user is faster than the opponent, they gains +1 special buildup and +5 Damage during combat, rather than just +1 special cooldown with the same conditions from Flashing Blade 3.
** Fallen Berkut brings Warding Stance 4, which give the user +8 Res and -1 special buildup for the enemy during combat if the enemy initiates, rather than +6 Res during combat if the enemy initiates from Warding Stance 3. However, Warding Stance 4 cannot be inherited to Staff users, while Warding Stance 3 can be inherited to them.
** Summer Laevatein has Mirror Impact, which gives the user +6 Atk, +10 Res, and the enemy cannot perform a follow-up attack if they initiate combat, rather than +4 Atk/Res if the user initiates combat from Mirror Strike 2. However, Mirror Impact is restricted to Infantry and Flying units, rather than being available to all movement types with Mirror Strike 2.
** Summer Laegjarn has Swift Sparrow 3, which gives the user +6 Atk and +7 Spd if they initate combat, rather than the +4 Atk/Spd with the same conditions from Swift Sparrow 2.
** Summer Wolt has Brazen Atk/Spd 4, where the user gains +9 Atk and +10 Spd during combat if the user is at 80% HP or under before the start of combat, rather than +7 Atk/Spd with the same conditions with Brazen Atk/Spd 3.
** Brave Camilla brings Atk/Spd Push 4, which if the user is at 25% or more HP, they gain +7 Atk/Spd during combat, but if they attacked, they lose 5 HP after combat, instead of +5 Atk/Spd during combat if the user is at full HP before combat, but the user loses 1 HP after combat with Atk/Spd Push 3.
** Brave Micaiah brings Atk/Res Bond 4, where the user gains +7 Atk/Res during combat and neutralizes any penalies on the user's Atk and Res during combat if the user is adjacent to an ally, as opposed to +5 Atk/Res with the same conditions with Atk/Res Bond 3.
** Brave Alm brings Threaten Atk/Spd 3, where at the start of the user's turn if the user is within 2 spaces of a foe, they gains +5 Atk/Spd and inflicts -5 Atk/Spd on all foes within 2 spaces of the user, rather than inflicting -4 Atk/Spd to all foes within 2 spaces of the user at the start of the user's turn from Threaten Atk/Spd 2.
** Dancing Reinhardt brings Joint Hone Atk, which gives +5 Atk to the user and all adjacent allies if the user is adjacent to an ally at the start of their turn, rather than +4 Atk to adjacent allies at the start of the user's turn with Hone Atk 3.
** Forsyth brings Joint Hone Def, which gives +5 Def to the user and all adjacent allies if the user is adjacent to an ally at the start of their turn, rather than +4 Def to adjacent allies at the start of the user's turn with Fortify Def 3.
** Zofia's Call Catria brings Atk/Spd Bond 4, where the user gains +7 Atk/Spd during combat and neutralizes any penalies on the user's Atk and Spd during combat if the user is adjacent to an ally, as opposed to +5 Atk/Spd with the same conditions with Atk/Spd Bond 3.
** Legendary Leif brings Atk/Res Push 4, which if the user is at 25% or more HP, they gain +7 Atk/Res during combat, but if they attacked, they lose 5 HP after combat, instead of +5 Atk/Res during combat if the user is at full HP before combat, but the user loses 1 HP after combat with Atk/Res Push 3.
** Duo Ephraim & Lyon bring Heavy Blade 4, where if the user has higher Atk than the opponent, they gains +1 special buildup and +5 Damage during combat, rather than just +1 special cooldown with the same conditions from Heavy Blade 3.
** Igrene brings
Life and Death 4, which 4 gives the user +7 Atk/Spd but inflicts -5 Def/Res, rather than instead of just +5 Atk/Spd and -5 Def/Res from with Life and Death 3.
** Peony brings Fortify Res 4, which gives +7 Res to adjacent allies at the start of the user's turn, rather than +4 Res with the same conditions for Fortify Res 3.
** Osian brings Mirror Stance 3, which give the user +6 Atk/Res and -1 special buildup for the enemy during combat if the enemy initiates, rather than +4 Atk/Res during combat if the enemy initiates from Mirror Stance 2.
** Winter Sothis brings Threaten Atk/Res 3, where at the start of the user's turn if the user is within 2 spaces of a foe, they gains +5 Atk/Res and inflicts -5 Atk/Res on all foes within 2 spaces of the user, rather than inflicting -4 Atk/Res to all foes within 2 spaces of the user at the start of the user's turn from Threaten Atk/Res 2.
** Shannan brings Steady Posture 3, which give the user +6 Spd/Def and -1 special buildup for the enemy during combat if the enemy initiates, rather than +4 Def/Spd during combat if the enemy initiates from Steady Posture 2.
3.



** Harsh Command allows a unit to reverse a friendly unit's debuffs into buffs. Only Daggers, Staff and certain units focus on debuffs, outside of Seal/Threaten/Chill/Ploy skills. Harsh Command takes up the slot for more valuable Assist skills like Draw Back, Dance, or Rally [Stat(s)]. Should the user use it, it will also eat up their turn, which they could've spent attacking or healing, and the user must be adjacent to an ally to use it. Harsh Command+, however, allows the user to also remove negative status effects on top of inverting stat debuffs into buffs, so recovering status effects on an ally are now no longer being limited to Staff allies.

to:

** Harsh Command allows a unit to reverse a friendly unit's debuffs into buffs. Only Daggers, Staff and certain units focus on debuffs, outside of Seal/Threaten/Chill/Ploy skills. Harsh Command takes up the slot for more valuable Assist skills like Draw Back, Dance, or Rally [Stat(s)]. Should the user use it, it will also eat up their turn, which they could've spent attacking or healing, and the user must be adjacent to an ally to use it. Harsh Command+, however, allows the user to also remove negative status effects on top of inverting stat debuffs into buffs, so recovering status effects on an ally are now no longer being limited to Staff allies.allies with their Restore(+).



** Caeda's Wing Sword, Micaiah's Thani, Clair's Rhomphaia, Yukata Micaiah's Dawn Suzu, and Brave Micaiah's Light of Dawn all deal bonus damage against both armored and cavalry units.

to:

** Caeda's Wing Sword, Micaiah's Thani, Clair's Rhomphaia, Yukata Micaiah's Dawn Suzu, and Brave Micaiah's Light of Dawn Dawn, Phina's Rapier, and Tsubasa's Mirage Feather all deal bonus damage against both armored and cavalry units.
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** Gharnef, Fallen Delthea, Julius, Saias, Lyon, Haar, Walhart, Garon, Fallen Takumi, and Kronya are absent from the story and are only fought in Grand Hero Battles that have not entered the weekly rotation yet.

to:

** Gharnef, Fallen Delthea, Julius, Travant, Saias, Lyon, Haar, Walhart, Garon, Fallen Takumi, and Kronya are absent from the story and are only fought in Grand Hero Battles that have not entered the weekly rotation yet.
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None


** The Mysterious Man's Valaskjálf, Veronica's Élivágar, Líf's Sökkvabekkr, Hel's Hel Scythe, Gustav's Glitnir, and Triandra's Flower of Sorrow are unobtainable by players.

to:

** The Mysterious Man's Valaskjálf, Veronica's Élivágar, Líf's Sökkvabekkr, Hel's Hel Scythe, Gustav's Glitnir, and Triandra's Flower of Sorrow Sorrow, and Plumeria's Flower of Plenty are unobtainable by players.
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Dancers aren't in the Training Tower... shit.


** Draug, Sheena, Igrene, Perceval, Echidna, Chad, Larum, Azura, both Corrins, Jakob, Male Byleth, and Ylgr are never encountered as enemies in the game's Story Mode or regular Hero Battles, but, with the exception of the refreshers Larum and Azura, can still be fought in the Training Tower. They have also appeared in certain special maps, and Male Corrin and Azura even had their own Bound Hero Battle.

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** Draug, Sheena, Igrene, Perceval, Echidna, Chad, Larum, Azura, both Corrins, Jakob, Male Byleth, and Ylgr are never encountered as enemies in the game's Story Mode or regular Hero Battles, but, with the exception of the refreshers Larum and Azura, can still be fought in the Training Tower. They have also appeared in certain special maps, and Male Corrin and Azura even had their own Bound Hero Battle.



** Anna, Alfonse, Sharena, Brunnya, Sigrun, Masked Marth, Young Azura, Fjorm, Gunnthrá, and the Legendary versions of Ike and Ephraim are never fought as standard enemies; they can only be battled in the Arena, the Voting Gauntlet, Aether Raids, Heroic Ordeals, or limited-time special maps.

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** Anna, Alfonse, Sharena, Larum, Brunnya, Sigrun, Masked Marth, Young Azura, Fjorm, Gunnthrá, and the Legendary versions of Ike and Ephraim are never fought as standard enemies; they can only be battled in the Arena, the Voting Gauntlet, Aether Raids, Heroic Ordeals, or limited-time special maps.

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** Ayra has Regnal Astra, which boosts the damage dealt by 40% of her speed.

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** Ayra and Larcei has Regnal Astra, which boosts the user's damage dealt by 40% of her speed.the user's Spd.


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** Shannan has Imperial Astra, which boosts the user's damage by 40% of the user's Spd.
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[[center:''VideoGame/FireEmblemHeroes'' tropes: '''[[FireEmblemHeroes/TropesAToE A to E]]''' | '''[[FireEmblemHeroes/TropesFToL F to L]]''' | '''[[FireEmblemHeroes/TropesMToR M to R]]''' | '''S to Z''']]
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[[foldercontrol]]
!!This game has examples of:

[[folder:S]]
* SadisticChoice: Surtr presents Alfonse with one in Chapter 4 of Book 2. Since the gate to Nifl is rapidly closing, Surtr threatens to burn down an Askran village if the prince decides to enter Nifl, or he could save the village at the cost of being able to enter the ice kingdom. [[spoiler:[[ScrewYourUltimatum Luckily, Alfonse is able to signal to his people to flee the area before Surtr can burn it down, and is able to do this before the gate to Nifl closes.]]]]
* SayMyName: Certain characters will call out the name of someone else when they're defeated. Eirika and Ephraim call out to each other (and apologise to one another, in their alternates). Similarly, Sigurd and Deirdre say each other's names, Arvis refers to Deirdre and Julia, and Gunnthrá apologises to Fjorm.
* ScissorsCutsRock: If a unit with Cancel Affinity fights an opponent using Triangle Adept or a gem weapon, the bonus from the opponent's skill or weapon is reversed. For example, if a red unit with Cancel Affinity fights a blue unit with Triangle Adept 3, the +20% bonus from Triangle Adept becomes a -20% penalty instead. Since a unit with a weapon triangle advantage usually gets a +20% bonus, the new penalty effectively neutralizes the weapon triangle. This also happens if the enemy has the Trilemma status, which temporarily gives them Triangle Adept 3.
* ScoreMultiplier:
** Using certain heroes in Arena or Tempest Trials battles will multiply your score. The multiplier for Tempest Trials can either be x1.2 or x1.4 depending on the hero, but it's a flat x1.4 if you have any of the bonus heroes in Tempest Trials+.
** During Voting Gauntlets, huge score discrepancies between two fighting Heroes will trigger a temporary score multiplier for the underdog. The number gets bigger the later into the round it's received, hitting x7.5 during the last hour. In addition to that, if the player uses the character they are supporting in a Voting Gauntlet battle, they receive a x1.1 score multiplier. An update in March 2019 later add endurance multipliers on the winning team, going up to x3.25 at the last hour, but a later update increased the multiplier of the underdog team, going up to x12 on the last hour.
** During Grand Conquests, your score in an area will be multiplied after battle, depending on how many Troops on your side are helping out in that area.
** In Røkkr Siege, you have a damage multiplier to deal damage to the Røkkr in order to remove the starting HP of '''200000''' (and increases for each successive Røkkr defeated beforehand), which starts at x1 for Beginner, x2 for Intermediate, and x4 for Advanced, which multiplies for each Havoc Axe used on that battle, and increases further by dealing damage to the Røkkr or eliminating enemy reinforcements, but the increases only last through that battle.
* ScratchDamage: Normally averted, but all of the Umbra Burst weapons used by Røkkr bosses have an effect of dealing the minimum of 1 damage per attack.
* SecretAIMoves: Legendary Leif inverts this. His Meisterbogen prevents his enemies from following up on his phase, but only if he's under the player's direct control.
* SecretArt:
** Most skills and Specials have restrictions on what kind of unit type can inherit them, but some units have truly exclusive skills that cannot be inherited by any other unit.
** Brave Lyn has Sacae's Blessing, which allows her to negate Distant Counter on opponents who wield swords, lances, or axes.
** Brave Ike has Beorc's Blessing, which allows him to negate any stat buffs on opponents who are cavalry or flier types.
** The Black Knight and Zelgius have Black Luna, which is effectively a stronger Luna that pierces through 80% of an opponent's Def rather than 50%. Zelgius also has Warp Powder, which allows him to move to any space adjacent to an ally within 2 spaces of him when he has at least 80% HP.
** Ayra has Regnal Astra, which boosts the damage dealt by 40% of her speed.
** Sigurd has Crusader's Ward; if he's attacked consecutively from a distance, then every strike including and after the second will have their damage heavily mitigated by 80%.
** Arden has Follow-Up Ring, which allows him to always attack twice if he has at least 50% HP.
** Arvis has Recover Ring, which restores 10 HP every turn.
** Fjorm has Ice Mirror, which allows her to reduce incoming 2-range damage by 30%, and return the reduced damage on a counterattack.
** Gunnthrá has Chilling Seal, which reduces the Atk and Spd of the enemy with the lowest Def by 6 at the beginning of each turn, as long as she has at least 50% HP.
** Micaiah and Brave Micaiah have Sacrifice, which converts stat debuffs (that are not caused by Panic) on an ally into buffs like Harsh Command, and heals that same ally by Micaiah's current HP minus 1 while draining Micaiah's HP by the same amount.
** Legendary and Valentine Ike have Radiant Aether, which is the same as Aether but only has a special charge of 4 instead of 5.
** Legendary Ephraim has Solar Brace, which lets him recover HP equal to 30% of the damage he deals with an in-combat offense special, and can stack with LifeDrain specials such as Sol or Aether.
** Legendary Robin has Dragonskin, which grants her +4 Def and Res when an enemy initiates combat with her, and removes her weakness to bows and Excalibur.
** Leif and Legendary Leif have S Drink, which restores his HP by 99 and reduces his special cooldown by 1, but only on the first turn.
** Legendary Lyn has Laws of Sacae, which grants her +4 Atk/Spd/Def/Res during combat if the enemy initiates combat and she has 2 or more allies within 2 spaces of her.
** Legendary Ryoma has Bushido, which deals 10 damage when his special triggers.
** Legendary Hector has Ostia's Pulse, which at the start of turn 1 gives -1 special cooldown to all allies if the number of units with same movement types in the current team is 2 or less, including Hector himself.
** Legendary Lucina has Future Vision, which allows her and an ally to swap positions and her to act again, though she only gets the extra action once per turn this way.
** Brave Celica has Double Lion, which allows her to attack twice as if she was wielding a Brave Sword, but only when she is at full HP and initiates combat. She also loses 1 HP after combat, and the double attack effect does not stack with a Brave Sword.
** Brave Hector has Ostian Counter, which grants him +4 Atk/Def when an enemy initiates combat with him, and allows him to counterattack at any range.
** Legendary Marth and Duo Winter Marth & Elice have Fire Emblem, a 2 cooldown special which adds 30% of their speed to their attack, and grants them and his allies +4 Atk/Spd/Def/Res after a battle in which it activates, even if the user was KO'd during that battle. Legendary Marth also has Binding Shield as his exclusive B skill, which gives him a guaranteed follow-up attack and prevents his foes from counterattacking or having a follow-up attack, if he enters combat versus a dragon.
** Legendary Tiki has With Everyone!, which grants +5 Def/Res to her and any adjacent allies at the start of their turn, provided she has an ally adjacent to her.
** Legendary Eirika has Lunar Brace, which deals damage equal to 50% of the enemy's defense when her special activates, and can stack with other ArmorPiercingAttack specials such as Moonbow or Aether, but increases her special's cooldown by 1.
** Surtr has Surtr's Menace, which grants him +4 Atk/Spd/Def/Res and inflicts -4 Atk/Spd/Def/Res on all enemies within 2 spaces of him, if he is within 2 spaces of an enemy at the start of his turn.
** Hríd has Freezing Seal, which inflicts -6 Atk/Spd on the enemy with the lowest Res, if he has 50% HP or more at the beginning of his turn.
** Eir has Sparkling Boost, which recovers 10 HP to the most damaged ally at the start of her turn, but cannot be used to heal herself.
** Legendary Azura has Grey Waves, which, in addition to functioning the same as Dance or Sing, allows the target to move one more space during that turn if the target is an Infantry or Flying ally.
** Nailah has Glare, which inflicts the Gravity status on her foe and any other enemies adjacent to her foe if she landed an attack.
** Duma has Upheaval, which deals 7 damage to all enemies, and if he is defending in Aether Raids during Anima season, destroys any destructible offense buildings in his column, all at the start of turn 1.
** Legendary Roy has Human Virtue, which at the start of his turn gives +6 Atk/Spd to himself and his ally if he's adjacent to them and are not dragons or beast units.
** Yune has Chaos Named, which at the start of her turn, if a foe is within the 3 columns she is centered in and if they have 3 or less lower Res than Yune, inflicts -5 on their highest stat, while treating their Atk as if the enemies have -15 Atk due to weapons being equipped.
** Legendary Alm has Lunar Flash, which on a 2 special cooldown which reduces the enemy's Def/Res by 20% and boosts his damage equal to 20% of his Spd.
** Fallen Young Tiki has Solitary Dream, where at the start of her turn if she is alone, or only adjacent to other dragons, she gains +4 Atk/Spd/Def/Res and 1 extra movement.
** Naga has Divine Fang, where at the start of her turn, grants all adjacent allies effectiveness against dragons for one turn.
** Legendary Eliwood has Vision of Arcadia, which at the start of his turn, give an ally with the highest Atk +6 Atk/Def at the start of his turn if there is a dragon or beast ally on the same team.
** Sothis and Winter Sothis has Sirius, which is a 2 cooldown special that boosts her damage by 30% of her Spd, and restores her HP by 30% of the damage dealt.
** Brave Micaiah has Yune's Whispers, where at the start of her turn, if a foe is adjacent to another one and they have 3 or less Res than Micaiah, she inflicts -6 Atk/Spd on them.
** Brave Alm has Scendscale, where he boosts his damage by 25% of his Atk during combat, but if he attacks, he loses -7 HP after combat.
** Legendary Julia has Light and Dark, where it inflicts -2 Atk/Spd/Def/Res and ignores field stat buffs on the foe, as well as negate skills that target the user's lower defensive stat.
** Thrasir has Killing Intent, where if the enemy is either not at full HP or has a penalty, she inflicts -5 Spd/Res, and if the user initiates combat, she can perform any follow-up attacks before the enemy counterattacks.
** Legendary Leif has Njörun's Zeal, a 3 charge special that allows him to act again if he initiates combat, but it only works once per turn and Leif and his Pair Up ally can only move one space.
** Altina has two exclusive skills:
*** Twin Blades is a two cooldown special, which boosts her damage by 40% of her Res and ignore non-special skills that reduce damage such as the Deflect Sacred Seals, when it activates.
*** Ashera's Chosen is her exclusive A skill, which negates her flying weakness and if she is either adjacent to a dragon or beast, or alone during combat, she gains +6 Atk/Def during combat.
** Peony has Gentle Dream, which, in addition to functioning the same as Dance or Sing, grants any allies within cardinal directions of both the user and the target +3 Atk/Spd/Def/Res and allows them to move to an adjacent space of an ally within 2 spaces for one turn.
** Legendary Celica has Soul of Zofia, which the user negates any skills that guarantees the foe's follow-up attack and ignore skills that deny any of the user's follow-up attacks, as well as if the user initiates combat and is at 75% HP or under, have any of the user's follow-up attacks go before the foe counterattacks.
** New Year Duo Alfonse & Sharena has Open the Future, where it boost the user's damage by 50% of the user's Def, and recovers HP equal to 25% of the damage dealt.
* SensibleHeroesSkimpyVillains: Villainous shapeshifter Loki is scantily dressed in her true form as opposed to the modestly dressed Askr heroes. The rest of the villains are more modestly dressed.
* SequentialBoss:
** The second Tap Battle features Caeda as the boss of floor 80. She initially appears as her standard self, though once defeated, comes back as her Bridal Blessings variant.
** Sharena follows suit as the boss of the seventh Tap Battle's 60th floor. She first appears as her regular self, saying the player caught her in the middle of changing. Once she is knocked out, the real battle begins when she returns in her spring garb.
** Whenever you defeat a Røkkr in Røkkr Sieges, they are replaced by a stronger one, and will get stronger until the 2-day long round ends, sometimes with a different weapon and movement type and skill kit, so a different team may be needed to deal more damage against them.
* SexSells: Anna believes in this during the BeachEpisode, using a camera-tome to try to take pictures of the new swimsuit-clad Heroes so she can sell them for lots of money.
* ShaggyDogStory: Throughout Book II, [[spoiler:the Order tries to find a way to neutralize the Múspellflame to defeat Surtr. Before she dies, Gunnthrá powers the Summoner's weapon to make them capable of using the Rite of Frost to neutralize Surtr's invincibility. After gaining the Rite of Frost, the party confront and seemingly defeat Surtr with their new power...only for them to learn that the Rite of Flames made Surtr immortal, making everything so far all for naught.]]
* SharedFamilyQuirks: Both in terms of style and gameplay, Arvis and his sons ([[EnfantTerrible Julius]] and [[HeroicBastard Saias]]) have a lot in common. They're all infantry mages with high resistance and innate access to the Ploy skills, and their sprites all feature the same unique MagicalGesture where they dramatically lift their hand above their head. Fans occasionally refer to them collectively as the "Ploy Boys."
* ShipTease:
** Bridal Cordelia flirts with the Summoner during her special 5* conversation. She also muses that she and them could make for a good couple.
** Bridal Lyn, in one of her voice lines, states that she could never be in a relationship with someone who couldn't stand beside her in battle, then immediately follows that up by suggesting that she and the Summoner train together.
** Robin and Tharja get a couple of teases.
*** [[ChristmasEpisode Winter's Envoy]] has Tharja create an entire persona of what she thinks is a normal girl to get Robin to like her.
*** Robin and Tharja's Tactics Drill, where they must be close to support each other, is called Fates Entwined.
** [[ValentinesDayEpisodes Love Abounds]] has ship tease for Roy and Lilina, showing them attending the Valentine's-esque festival together while their fathers speculate that they may become a couple. It also ends with Sharena nervously giving a gift to the Summoner.
** In Tempest Trials: Invisible Ties, Female Robin gets ship tease with Chrom. He jumps in when her evil counterpart expresses a desire to kill her, Loki comments that he seems very attached to her, and Masked Marth references the "Lucina's Judgment" scene from ''[[VideoGame/FireEmblemAwakening Awakening]]'' (which is significantly changed if the Female Avatar is married to Chrom) before claiming that the bond between them is unbreakable.
* ShoutOut:
** The only fish Summer Female Corrin uses are clownfish and blue tang fish, which are the main characters from ''WesternAnimation/FindingNemo'' and ''WesternAnimation/FindingDory''.
** Ayra's StopPokingMe quote "Do that again and you'll pull back a stump." is taken from ''[[VideoGame/{{Warcraft}} Warcraft II: Tides of Darkness]]'', spoken by Alleria Windrunner in a similar situation.
* ShownTheirWork: Zig-zagged. While burning alive is one of the most painful ways to die as Surtr says, you'll also, outside of rare situations, be unable to coherently talk, let alone beg for mercy like he says happens, and you'll go into shock before you die unless the fire kills you before you realize what's happening. This is assuming the smoke inhalation doesn't make you pass out, either.
* SiblingTeam: Many sibling pairs exist in the game, from the OriginalGeneration Alfonse and Sharena, ''Fates''' Felicia and Flora, and ''Blazing Blade's'' Linus and Lloyd. Then there are sibling trios such as the Whitewings Palla, Catria, and Est, as well as sibling groups of four, like the Hoshidan and Nohrian royals. Even the Niflese siblings exist in a group of four.
* SituationalSword: Some skills and Sacred Seals are effective against certain enemies and skill sets, but not so much against others. For example, the Deflect Seals reduce the damage of any consecutive attack they receive by up to 80%, which makes it useful against weapons with brave effects and enemies with Desperation. It can also work if the user cannot counter attack and the enemy is faster, but if the user can counter attack, the damage reduction is canceled out because the second enemy attack is not a consecutive one; therefore, the Deflect Seal user would receive full damage from that attack.
* SkewedPriorities:
** Most units have relatively normal death quotes that fit the character in question. Bridal Ninian's death quote?
--->'''Bridal Ninian:''' My dress!
** Halloween Kagero's flavor text states that she is ready to put her life on the line to get candy.
* SkillSlotSystem: Each unit has slots for a weapon, Assist, Special, Sacred Seal, Blessings, and A, B, and C skill. Certain skills can only be equipped in the A, B, or C-skill slot, and certain skills and Seals can only be equipped by certain unit types.
* SocializationBonus:
** Each day, you can get a small amount of feathers for greeting your friends, and up to five friends greeting you also gets you some feathers.
** You can get a higher score per round in the Voting Gauntlet for the amount of friends you have, with the cap being 100 for 10+ friends. During a Gauntlet battle, you also have the opportunity to utilize the lead unit of a friend who is in the same army as you, although the unit is chosen at random.
** You can use your friends' shared units in Rival Domains and Grand Conquests, so having more friends gives you a larger stable of units to form brigades with.
** Allegiance Battle:
*** You can use one of your friend's allies to use as a paired up unit, but you can only use an ally from that specific friend once per day.
*** The Quest Bonus, which is the tally of everyone on your friend's list eliminating a specific hero in that season, capping at 25, is added to your score at the end of the season.
*** The Friend Bonus, which is the top three of your friend's final score, divided by 100 and rounded down, capping at 8 per friend, is added to your score at the end of the season.
* SoLastSeason: Early in the game's life, Silver weapons, exclusive weapons with one effect, Rally, stat Balm, stat plus, Defiant, Seal, Spur, Hone and Fortify skills were common on newly released heroes. Around update 2.0.0 however, heroes began packing inheritable weapons with effects of new, stronger skills, and exclusive ones getting 2 to 3 effects, including stat increases. Rally ''dual stat''+ and Rally Up ''stat''+, ''dual stat'' Balm+, double stat plus, Brazen, Chill, double stat Spur, Drive, Wave, Joint Hone, and Tactic skills have replaced the older ones they are based on, which are not as viable to use nowadays.
* SoundOfNoDamage: Initially, there was no unique sound effect to indicate if a unit dealt zero damage, but the Book II update added a special "ting" sound to indicate as much.
* SoundtrackDissonance: The final map in a Tempest Trials is usually given the appropriate music. As these maps are usually based on where a BigBad or a villain is fought, the music has been [[https://youtu.be/1x8J-c4cVec sinister and forboding]], [[https://youtu.be/YXkFkUyPyBU determined and serious]], or even [[https://youtu.be/ujJbKWKC4NE grand and epic]]. Then there is the theme for the final map of "To Die on the Battlefield" and it's... [[https://youtu.be/kYctJnbhohM rather jovial]] instead. Over a year later, "Before We Met..." would begin, and thanks to [[https://www.reddit.com/r/FireEmblemHeroes/comments/9wp7n9/the_final_map_theme_for_tt_has_a_bug/ a glitch]], its final map played [[https://www.youtube.com/watch?v=hfiyMxIfqTQ the prologue map theme]] for the first three days of its run, instead of [[https://www.youtube.com/watch?v=aryy8Gqx85c Desire Below (Flow)]] like it was supposed to.
* SplashDamage: Savage Blow inflicts 3, 5, or 7 damage (depending on the tier) to all enemy units within 2 spaces of the user's primary target, if the user initiated combat. If units who wield Pain+ or a refined Deathly Dagger get to attack, they'll deal 10 post-combat damage to their target and enemies within two spaces of the target.
* SpoilerOpening: The intro of Book III shows Sharena getting killed by Hel in front of her brother Alfonse. [[spoiler:It's acually Sharena from an alternate timeline, and her death causes Alfonse to snap and become Lif.]]
* StandardStatusEffects: ''Heroes'' has a handful of status effects that are inflicted by certain weapons, items, and structures.
** The Panic status converts an afflicted unit's buffs into debuffs. It is inflicted by the C-skills Panic Ploy and Panic Smoke, Aether Raids' Panic Manor, Arena Assault's Panic Charm, and various weapons.
** Gravity brings down a unit's movement range to 1 space, and has priority over buffs that increase movement. Gravity is inflicted by the Gravity(+) staff, Leo's unrefined Brynhildr, Loki's Thökk, Nailah's [[SecretArt Glare]], Brave Camilla's Sanngriðr, Arena Assault's Pressure Charm, and the Heavy Trap and Tactics Room from Aether Raids.
** Units can be afflicted by a status that prevents them from counterattacking. This status is inflicted by Candlelight(+), Flash(+), Gharnef's Imhullu, Kempf's Venin Edge, and the Fear Charm in Arena Assault.
** Units with the Triangle Adept status are treated as though they had Triangle Adept 3 or have a gem weapon[[note]]Ruby Sword, Emerald Axe, Sapphire Lance, as well as Titania's Draconic Poleax and Palla's Whitewing Blade[[/note]] equipped. The Triangle Adept status is currently only afflicted by Trilemma(+).
** Units with the Guard status enter combat as though their opponent has Guard 3 and more than 80% HP, and thus become unable to charge their specials unless they have a skill that grants them an extra special charge for each attack landed/taken. This status is currently only inflicted by the Witchy Wand(+), Melancholy(+) and the Ruse Skills.
** Units with the Isolation status cannot perform or be the target of assist skills, such as Reposition, Rally, Dance, or even any healing assist skills from staff users. This status is currently inflicted by Bridal Fjorm's Gjallarbrú.
* StarterMon: At the beginning of the game, you are provided with Anna, Virion, Raigh, Matthew, Alfonse, and Sharena for free. In version 2.4.0 and earlier, you got them at 2* rarity; from 2.5.0 onward, you get them at 4* rarity, and Takumi joins the party, also at 4*.
* StatusBuff:
** Field stat buffs, or "bonuses", give units extra stats that last until the start of the next turn. Common sources include the Hone, Fortify, Rally, and Tactic skills.
** In-combat buff give units stats that only are active during combat. Common sources include the Blow, Spur, Goad, and Ward skills.
** Extra movement gives the user one extra space until the start of the next turn. Such sources include Armored Boots, Armor March, Infantry Boots in Arena Assault, and Duo Ephraim & Lyon's Duo Skill.
** Naga's Divine Fang is currently the only source of "effective against dragons" status effect, giving it to adjacent allies at the start of the user's turn.
** Legendary Eliwood's Ardent Durandal is the only source of the Bonus Doubler status effect, only giving it to an ally that has the highest Atk at the start of the user's turn.
* StealthPun: The intro of Book III shows off characters from Hel, the land of the dead. Later on in the intro, the music changes to metal music. Specifically, Death Metal.
* TheStinger:
** The Feh Channel broadcast in November 2018 has one announcing Book III, showing [[spoiler:[[https://www.youtube.com/watch?v=C3AkRm6vjDM the text "That day, the light died]].", before showing Sharena injured, crying, and reaching out to someone.]]
** The video [[https://www.youtube.com/watch?v=o3P4Fbmf0D8 Remembering Book I & II]] on the official Nintendo Mobile channel has one showing [[spoiler:the continuation of last Book III teaser, with Alfonse with his back to the camera in a castle hallway, standing and looking upon two people on the floor, heavily implied to be dead.]]
* StopPokingMe: When looking at a Hero's stat page, you can tap on the touch screen to trigger a response from them. It's implied that the Summoner is going up to actually poke them, so a number of Heroes will get irritated.
-->'''Cecilia:''' Now, now. You have my attention.\\
'''Raven:''' Is this touching stuff some sort of amusement?\\
'''Ursula:''' Never poke an assassin... lest [[ImpliedDeathThreat she. Poke. You]].\\
'''Michalis:''' [[WhatTheHellPlayer How DARE you lay a finger on me?!]]\\
'''Lloyd:''' This... poking and prodding... What are we, children?\\
'''Boey:''' Cut it out! What are we, kids?\\
'''Berkut:''' Again? How infantile.\\
'''Ayra:''' Huh? Do that again and you'll pull back a stump.
* TheStrategist:
** The Summoner acts as the main tactician for the Order of Heroes.
** The player can summon heroes with great tactical prowess such as Robin, Soren, and Saias, who will sometimes ask if you'd like them to help in dialogue outside of battle.
* {{Stripperiffic}}
** Most of the characters are mostly sensibly dressed or are justified in their skimpiness (e.g. summer units and dancers). On the other hand, there's Winter Tharja, who wears a FurBikini while ''out in the freezing snow''. She's classified as an ''armored unit'', to boot.
** Silvia, a dancer who wears a scant top and miniskirt, has something to say about her outfit on her profile page.
--->'''Silvia''': Are you kidding? Of course this isn't underwear. This is how dancers dress!
* StrongFamilyResemblance:
** A lot of second generation characters from ''Genealogy of the Holy War'' (and Saias from ''Thracia 776'') look similar to one of their parents as they are drawn by the same artists.
** Zig-Zagged with siblings--some are drawn by the same artist, others have different artists, especially those with 2 or more siblings. For example, both Michalis and Minerva are drawn by Daisuke Izuka, but their younger sister Maria is drawn by kaya8.
* SuddenlyVoiced: Every character has voiced lines, which means a lot of characters from games before ''VideoGame/FireEmblemAwakening'' will have voice acting for the first time.
* SummonEverymanHero: Kiran is from present day Earth; fortunately, the process of being called to the World of Zenith gave them the power to summon other Heroes.
* SummonMagic:
** While many tomes conjure elements for the user to strike their foe, all of the Norse color prefix tomes summon ethereal objects or animals for the user to attack the enemy, which also have some specific effects tied to them as well:
*** [[StormOfBlades -blade]]: Summons a storm of blades from above. Grants damage equal to the amount of stat bonuses on the user during combat.
*** [[OminousOwl -owl]]: Summons a flock of owls to dive-bomb the enemy. Grants the user +2 Atk/Spd/Def/Res during combat for each adjacent ally to the user.
*** [[CreepyCrows -raven]]: Summon a large amount of ravens from below the enemy. The user gains triangle advantage over colorless enemies in addition to the color they normally have advantage against.
*** [[SnakesAreSinister -serpent]]: Summons a serpent upon the enemy. The user gains +6 Def/Res if they are attacked by a user with a 2 range weapon.
*** (Keen)[[SavageWolves -wolf]]: Summons a large wolf head to bite the enemy. User gains effective damage against cavalry units.
*** [[PetalPower -bloom]]: Summons a storm of flowers upon the enemy. User gains +3 Atk/Spd/Def/Res during combat if the user is adjacent to an ally.
*** [[FantasticFoxes -fox]]: Summons a fox to leap upon the enemy. If the user initiates combat, inflict -4 Atk/Spd/Def/Res on the target during combat.
** This can even apply to character-unique and seasonal tomes, which includes summoning powerful dragons, presents, fishes, and even tomatoes, to name a few.
* SuperDeformed: Characters appear as chibi models on the map and in battle animations.
* SupportPartyMember: Staff users aren't very good in fights due to reduced damage output without Wrathful Staff (whether it's as a B-skill or weapon refinement), but they can heal your other units, provide {{Status Buff}}s, and their weapons have secondary effects that can inflict debuffs on foes. Even after weapon refinery allowed any staff user to craft a Wrathful Staff effect onto their weapon, their colorless weapon-type removes them from the weapon triangle (unless it's against them when up against a -raven tome user), and staff-users are both unable to learn offensive specials as well as popular damage-boosting skills such as the Blow skills or Fury. However, the increased area of effect granted by the + versions of their staffs as well as the ability to prevent counterattacks by crafting the Dazzling Staff effect onto their staffs gives them much more viability for support combat.
* SuspiciouslySimilarSubstitute:
** At the Tenth Stratum of Training Tower, randomly generated heroes will match the movement type and attack range of the heroes who were there on the original story and paralogue maps. Some of these random heroes even have at least one of the skills of the original heroes.
** Some Hero Battle maps have generic units that fill in for and are meant to be units that would represent specific allies for the Hero in question. Some examples: a cavalry healer spawns next to Legendary Leif in his Legendary Hero Battle, and is meant to be a stand in for Nanna; said healer also has Restore+, just like her. In Leif and Nanna's Bound Hero Battle, a lance cavalry starts next to them wielding a Brave Lance+, just like their guardian Finn. While Julius's Grand Hero Battle sees him aided by a bunch of generic units that all have movesets and skills that evoke the 12 Deadlords that fought alongside him during the final map of his home game.
* SuspiciouslySpecificDenial:
** After Leo asks you to inform him if his collar is ever inside-out, he quickly does a VerbalBackspace and insists that it never happens.
** If you check on Nina in the Home screen, you'll sometimes catch her reading a book she'll claim is "totally normal" and isn't worth asking her parents about. She'll then go on to say that "anything you hear about [her] books or reading habits is a complete lie."
* SwitchOutMove: Swap allows the user to switch positions with a friendly target. Legendary Lucina has Future Vision, which has her switch positions with an ally and lets her take another action.
[[/folder]]

[[folder:T]]
* TacticalRockPaperScissors:
** Like ''VideoGame/FireEmblemFates'', the Weapon Triangle consists of one set of weapons being effective against another set of weapons, granting +20% Atk on the advantage and inflicting -20% Atk on disadvantage. Red weapons[[note]][[CoolSword Swords]], Fire/Dark Magic, Red Bows, Red Daggers, and Red Breath[[/note]] beat green weapons, green weapons[[note]][[AnAxeToGrind Axes]], [[WindIsGreen Wind Magic]], Green Bows, Green Daggers, and Green Breath[[/note]] beat blue weapons, and blue weapons[[note]][[BladeOnAStick Lances]], [[YellowLightningBlueLightning Thunder]]/Light Magic, Blue Bows, Blue Daggers, and Blue Breath[[/note]] beat red weapons, the color scheme making it similar to the [[ElementalRockPaperScissors Fire, Water, Grass triangle]] from the ''Franchise/{{Pokemon}}'' series. Colorless weapons[[note]]Colorless Bows, Staves, [[KnifeNut Daggers]], and Colorless Breath[[/note]] are excluded from the weapon triangle, although the -raven tomes and Nagi's Ethereal Breath give the user an advantage against colorless weapons.
** The gem weapons (Ruby Sword, Sapphire Lance, and Emerald Axe) and Triangle Adept skill and effect exaggerate this; while a favorable match-up will boost damage dealt and reduce damage received even further, an unfavorable match-up [[HoistByHisOwnPetard will also apply the changes against the user]].
* TagTeam: The Pair Up mechanic returns in a limited fashion. Only certain Legendary Heroes and the fourth team member during Allegiance Battles can use it, the pairs have to be pre-set before battle, and Pair Up can only be used in certain modes on top of all that.
* TakeAThirdOption: Surtr gives Alfonse a choice: stay and fight a hopeless battle that will surely get him killed, or flee and let Surtr massacre an Askran village instead. Alfonse chooses [[spoiler:to flee to Nifl, but not before secretly using a smoke signal to warn the villagers to evacuate]].
* TakeThat: In the English version of the "Family Bonds" paralogue chapters, Ephraim gives his opinion on rumors about [[IncestSubtext him and his sister Eirika]], dismissing them as disgusting lies. Then he promptly jumps into NotHelpingYourCase.
* ATasteOfPower: Some of the Tactics Drills challenges gives players some powerful units and/or skills to use to solve the maps, especially those who have yet to summon those units.
* TechPoints: In this game, characters obtain new weapons, learn new skills, and upgrade weapons at the Weapon Refinery by spending Skill Points. Each character has their own SP, which is increased by defeating enemies, leveling up, merging with duplicates, or for healers, healing allies.
* TeleportGun: Breidablik summons Heroes by drawing them through portals it creates.
* TertiarySexualCharacteristics: Clothing (or lack thereof) aside, the primary difference between the male and female chibi sprites are that female characters have eyelashes, with the exceptions being Lucius, Libra, and Reyson, [[DudeLooksLikeALady men who have very feminine features]]. Some male characters, namely Walhart, Garon, Duma, Mordecai, and Caineghis, have rugged facial features in their chibi sprites.
* ThemeNaming:
** The Specials that [[ArmorPiercingAttack ignore Defense/Resistance]] have names related to the moon, while the Specials with a LifeDrain effect have names related to the sun.
** Each stat is associated with an element, and some skills are named accordingly. For instance, both Fire Boost and Blaze Dance boost a unit's Atk. Sometimes they can be combined, such as Geyser Dance which boosts Def (like Earth Boost) and Res (like Water Boost).
** OriginalGeneration locations, weapons, and, as of Book II, characters derive their names from Myth/NorseMythology.
* ThisLooksLikeAJobForAquaman:
** Some heroes who are considered either on par or subpar can be built to counter specific heroes usually common on enemy defense teams in Arena and Arena Assault thanks to either their default weapons and/or statspread, and especially so when they inherit the -breaker skills. For example, Leon equipped with Bowbreaker and Bonfire to go along his refined +Def Slaying Bow+ can hard counter many other Colorless Bows, such as Brave Lyn and Claude.
** The Røkkr Siege modes sees a lot more use of skills that are otherwise considered subpar or useless in other modes due to countering how the Umbra specials works and the Umbra weapon's ScratchDamage to allow survivability, and to an extention more damage, against the Røkkr, the big examples being [[CooldownManipulation Guard]] and [[LifeDrain Noontime]].
* TimedMission:
** Some story and paralogue chapters force you to win in 4-6 turns, otherwise you fail.
** All of the Tactic Drills are timed as well, except they count phases, including the enemy phase, so some missions need to end at the enemy phase for the player to succeed.
** Battles in Aether Raids require players attacking keeps to rout the enemy within 7 turns; otherwise, they fail.
** Battles in Allegiance Battles requires players to rout all the enemies within 10 turns; otherwise, they fail and don't get scored.
* TokenEvilTeammate: Beating Grand Hero Battles will reward you with new Heroes, which are typically various villains from the franchise. Their dialogue makes it clear that most are still pretty evil, and at best only listen to you out of a very slight degree of respect. Then there are the units from the [[FallenHero Fallen Heroes]] banner as well as Legendary Female Robin, all of whom have succumbed to DemonicPossession.
* TooAwesomeToUse:
** Light's Blessings, which fully heal units, revive any downed ones, instantly ready all Specials, and can be used even if everyone has fallen started at this. They were somewhat uncommon from launch to the end of April, but from May to July 2017, you could only get Light's Blessings through the My Nintendo rewards system, and were limited to three at that. They eventually came back as a quest reward in August 2017, and have become a monthly reward since. That being said, they've lost a lot of their value over time as they can't be used for the harder content like Grand Hero Battles and Squad Assaults which left a lot of players using them just to win Voting Gauntlet battles or to revive characters when grinding levels or SP. However the Voting Gauntlet was eventually changed to allow you to immediately fight again if you lose, while the 2.5 update made it so characters don't lose all EXP and SP gained upon death causing many to see them as useless beyond clearing quests that require all units to survive or specific units and getting Hero Merit for surviving allies.
** Leveling up past 20 using crystals requires a large amount and obtaining new crystals is a slow process, most save crystals for whenever a quest requires a hero (that is usually not the greatest to begin with) to slay high level foes and will rarely use this method to level up units they plan to use.
** Legendary and Mythic Blessings, which double the SP a unit earns, and grants them a stat bonus if they are deployed with a Legendary or Mythic Hero with a matching blessing on the respective season (e.g. water-blessed units who go into battle with the water-aligned Fjorm during a water season get +3 HP and Speed) and specific mode (Aether Raids for Mythic, and everything else for Legendary). Once a blessing is used, it can't be removed, and there are very few ways to earn extra blessings, so it can be hard to decide who should get what blessing.
** Defied with First Summon Tickets, which let you perform the first summon of a session without spending orbs. Normally, these tickets would be the kind of thing to hoard, but they are only usable on certain focuses, and any unused tickets disappear once those focuses rotate out, so there's little reason to save them. Players also cannot choose to use a ticket or spend orbs--if they have tickets for a focus, they have to use those tickets before they can start spending orbs on the first summon of any session started on that focus.
** Units with hard-to-get skills, like Wrath or Distant Counter. There are several levels of agonizing decisions to make - keep the unit or fodder them off for their valuable skills? If you choose to fodder them, who should get the skill?
* TrailOfBreadCrumbs: In one of the Forging Bonds events, Alfonse discusses this with Keaton to help the latter who often gets lost. Keaton mentions that animals could eat said bread crumbs and defeat the purpose of the tactic, but Alfonse replies alternate objects can be substitute for the expression.
* TrickArrow:
** Summer Gaius is an archer that uses arrows with popsicle tips.
** Summer Noire shoots coconut-tipped arrows from her bow.
** Summer Takumi shoots fish-tipped arrows from his bow.
** Spring Loki shoots carrot-tipped arrows from her bow.
[[/folder]]

[[folder:U]]
* UnbreakableWeapons: Like in ''Gaiden'' and ''Fates'', none of the weapons are breakable.
* UnderdogsNeverLose:
** Shanna took home a win in November 2017's "Short-Haired Ladies vs. Long-Haired Gents" Voting Gauntlet while outmatched in all three rounds, eliminating Hinoka, Amelia, and Takumi in that order.
** Played entirely straight in the 2018 "Heroes and Legends" Voting Gauntlet, with the minority party winning each time, until the majority-supported Gunnthrá defeated Alfonse in the final round.
* UnexpectedGameplayChange: Tap Battles trade the turn-based tactics for a RhythmGame mode where you knock away enemies to the music.
* TheUnfought:
** Felicia and Gunter are both never encountered in the story, but are in the rotation for normal Hero Battles and can be fought in the Training Tower.
** Draug, Sheena, Igrene, Perceval, Echidna, Chad, Larum, Azura, both Corrins, Jakob, Male Byleth, and Ylgr are never encountered as enemies in the game's Story Mode or regular Hero Battles, but, with the exception of the refreshers Larum and Azura, can still be fought in the Training Tower. They have also appeared in certain special maps, and Male Corrin and Azura even had their own Bound Hero Battle.
** Arvis, Valter, and Berkut are absent from the story, but are all in the weekly rotation for Grand Hero Battles.
** Gharnef, Fallen Delthea, Julius, Saias, Lyon, Haar, Walhart, Garon, Fallen Takumi, and Kronya are absent from the story and are only fought in Grand Hero Battles that have not entered the weekly rotation yet.
** All Legendary Heroes are absent from the story, but (with the exceptions of Fjorm, Gunnthrá, Ike, and Ephraim) can be fought in Legendary Hero Battles that recur every few months. Likewise, Mythic Heroes (with the exceptions of Eir and Thrasir) are absent from the story and can be fought in a Mythic Hero Battle under similar circumstances.
** Anna, Alfonse, Sharena, Brunnya, Sigrun, Masked Marth, Young Azura, Fjorm, Gunnthrá, and the Legendary versions of Ike and Ephraim are never fought as standard enemies; they can only be battled in the Arena, the Voting Gauntlet, Aether Raids, Heroic Ordeals, or limited-time special maps.
* UniqueEnemy: The enemy has no access to generic ranged armors, dagger fliers and cavalry, armored or colorless manaketes, or beast units, so any such Heroes they field against you are one to three of a kind.
* UnlockableDifficultyLevels:
** At launch, each Story Mode chapter could initially only be played on Normal, but completing the chapter would unlock the Hard and Lunatic versions of their maps. Update 3.0.0 eventually removed this restriction.
** The special maps that have [[HarderThanHard Abyssal]] difficulty requires beating Infernal to unlock.
** Grand Conquests have difficulties unlock when you reach a certain tier, with 8th being the highest tier needed to unlock them all.
* UnusableEnemyEquipment:
** The Mysterious Man's Valaskjálf, Veronica's Élivágar, Líf's Sökkvabekkr, Hel's Hel Scythe, Gustav's Glitnir, and Triandra's Flower of Sorrow are unobtainable by players.
** Downplayed by Thoron+, which cannot be obtained under normal circumstances. You can get it temporarily in Hall of Forms, though.
** Players do not have access to the Sacred Seals Embla's Ward or Múspellflame either; such Seals would completely trivialize nearly all of the game's content otherwise, especially the maps and quests in which [[NoCasualtiesRun no units are allowed to fall in battle]].
** All of the Umbra Burst weapons, which allows them to counter-attack regardless of range and will always deal at least 1 damage (and has Wrathful Staff built into the Staff version), as well as the Umbra Specials and the Røkkr Sacred Seal (which on outside of combat only takes damage from specials, and can only reach 0 HP from allied armies, but cannot be healed) are only available to the Røkkr in Røkkr Sieges.
* UpToEleven:
** Before the release of Choose Your Legends 2, all A, B, and C skills with tiers had up to 3 tiers. However, since then, that limit has been broken by increasing skills to a 4th tier, and sometimes even giving them an additional effect, and sometimes with additional restrictions.
** Brave Celica brings [[FourIsDeath Death Blow 4]], which give +8 Atk on initiation during combat, rather than +6 Atk from Death Blow 3.
** Kliff brings Fortress Def/Res 3, which gives +6 Def/Res at the cost of -2 Atk, rather than +4 Def/Res at the cost of -3 Atk from Fortress Def/Res 2.
** Surtr brings Steady Stance 4, which give the user +8 Def and -1 special buildup for the enemy during combat if the enemy initiates, rather than +6 Def during combat if the enemy initiates from Steady Stance 3. However, Steady Stance 4 cannot be inherited to Staff users, while Steady Stance 3 can be inherited to them.
** New Year's Hríd brings Hone Atk 4, which gives +7 Atk to adjacent allies at the start of the user's turn, rather than +4 Atk with the same conditions for Hone Atk 3.
** New Year's Gunnthrá brings Joint Hone Spd, which gives +5 Spd to the user and all adjacent allies if the user is adjacent to an ally at the start of their turn, rather than +4 Spd to adjacent allies at the start of the user's turn with Hone Spd 3.
** Tibarn brings Sturdy Impact, which gives the user +6 Atk, +10 Def, and the enemy cannot perform a follow-up attack if they initiate combat, rather than +4 Atk/Def if the user initiates combat from Sturdy Blow 2. However, Sturdy Impact is restricted to Infantry and Flying units, rather than being available to all movement types with Sturdy Blow 2.
** Valentine Greil brings Fury 4, which gives the user +4 Atk/Spd/Def/Res at the cost of -8 HP after combat, rather than +3 Atk/Spd/Def/Res at the cost of -6 HP after combat from Fury 3.
** Sue brings Hone Spd 4, which gives +7 Spd to adjacent allies at the start of the user's turn, rather than +4 Spd with the same conditions for Hone Spd 3.
** Caineghis brings Distant Def 4, which gives the user +8 Def/Res during combat and negates enemy stat bonuses like from Rally and Fortify skills if the enemy initiates combat and they wield a ranged weapon, rather than +6 Def/Res during combat if the enemy initiates combat and they wield a ranged weapon from Distant Def 3.
** Legendary Alm brings Darting Blow 4, which gives the user +9 Spd on initiation during combat, rather than +6 Spd from Darting Blow 3.
** Fallen Mareeta brings Flashing Blade 4, where if the user is faster than the opponent, they gains +1 special buildup and +5 Damage during combat, rather than just +1 special cooldown with the same conditions from Flashing Blade 3.
** Fallen Berkut brings Warding Stance 4, which give the user +8 Res and -1 special buildup for the enemy during combat if the enemy initiates, rather than +6 Res during combat if the enemy initiates from Warding Stance 3. However, Warding Stance 4 cannot be inherited to Staff users, while Warding Stance 3 can be inherited to them.
** Summer Laevatein has Mirror Impact, which gives the user +6 Atk, +10 Res, and the enemy cannot perform a follow-up attack if they initiate combat, rather than +4 Atk/Res if the user initiates combat from Mirror Strike 2. However, Mirror Impact is restricted to Infantry and Flying units, rather than being available to all movement types with Mirror Strike 2.
** Summer Laegjarn has Swift Sparrow 3, which gives the user +6 Atk and +7 Spd if they initate combat, rather than the +4 Atk/Spd with the same conditions from Swift Sparrow 2.
** Summer Wolt has Brazen Atk/Spd 4, where the user gains +9 Atk and +10 Spd during combat if the user is at 80% HP or under before the start of combat, rather than +7 Atk/Spd with the same conditions with Brazen Atk/Spd 3.
** Brave Camilla brings Atk/Spd Push 4, which if the user is at 25% or more HP, they gain +7 Atk/Spd during combat, but if they attacked, they lose 5 HP after combat, instead of +5 Atk/Spd during combat if the user is at full HP before combat, but the user loses 1 HP after combat with Atk/Spd Push 3.
** Brave Micaiah brings Atk/Res Bond 4, where the user gains +7 Atk/Res during combat and neutralizes any penalies on the user's Atk and Res during combat if the user is adjacent to an ally, as opposed to +5 Atk/Res with the same conditions with Atk/Res Bond 3.
** Brave Alm brings Threaten Atk/Spd 3, where at the start of the user's turn if the user is within 2 spaces of a foe, they gains +5 Atk/Spd and inflicts -5 Atk/Spd on all foes within 2 spaces of the user, rather than inflicting -4 Atk/Spd to all foes within 2 spaces of the user at the start of the user's turn from Threaten Atk/Spd 2.
** Dancing Reinhardt brings Joint Hone Atk, which gives +5 Atk to the user and all adjacent allies if the user is adjacent to an ally at the start of their turn, rather than +4 Atk to adjacent allies at the start of the user's turn with Hone Atk 3.
** Forsyth brings Joint Hone Def, which gives +5 Def to the user and all adjacent allies if the user is adjacent to an ally at the start of their turn, rather than +4 Def to adjacent allies at the start of the user's turn with Fortify Def 3.
** Zofia's Call Catria brings Atk/Spd Bond 4, where the user gains +7 Atk/Spd during combat and neutralizes any penalies on the user's Atk and Spd during combat if the user is adjacent to an ally, as opposed to +5 Atk/Spd with the same conditions with Atk/Spd Bond 3.
** Legendary Leif brings Atk/Res Push 4, which if the user is at 25% or more HP, they gain +7 Atk/Res during combat, but if they attacked, they lose 5 HP after combat, instead of +5 Atk/Res during combat if the user is at full HP before combat, but the user loses 1 HP after combat with Atk/Res Push 3.
** Duo Ephraim & Lyon bring Heavy Blade 4, where if the user has higher Atk than the opponent, they gains +1 special buildup and +5 Damage during combat, rather than just +1 special cooldown with the same conditions from Heavy Blade 3.
** Igrene brings Life and Death 4, which gives the user +7 Atk/Spd but inflicts -5 Def/Res, rather than just +5 Atk/Spd and -5 Def/Res from Life and Death 3.
** Peony brings Fortify Res 4, which gives +7 Res to adjacent allies at the start of the user's turn, rather than +4 Res with the same conditions for Fortify Res 3.
** Osian brings Mirror Stance 3, which give the user +6 Atk/Res and -1 special buildup for the enemy during combat if the enemy initiates, rather than +4 Atk/Res during combat if the enemy initiates from Mirror Stance 2.
** Winter Sothis brings Threaten Atk/Res 3, where at the start of the user's turn if the user is within 2 spaces of a foe, they gains +5 Atk/Res and inflicts -5 Atk/Res on all foes within 2 spaces of the user, rather than inflicting -4 Atk/Res to all foes within 2 spaces of the user at the start of the user's turn from Threaten Atk/Res 2.
** Shannan brings Steady Posture 3, which give the user +6 Spd/Def and -1 special buildup for the enemy during combat if the enemy initiates, rather than +4 Def/Spd during combat if the enemy initiates from Steady Posture 2.
* UselessUsefulSpell:
** The Absorb staff has a LifeDrain effect, healing the user for 50% of the damage they deal. The problem is that it has a very low Might stat of 4 and staff users are {{Support Party Member}}s with reduced damage output on top of that, so the healing barely makes a difference. This can be more viable if the unit uses Absorb+, which has 7 Might and heals 7 HP to allies within 2 spaces of the user after battle, and upgrades it to have Wrathful Staff.
** The Gravity staff reduces the enemy unit hit by it to one movement. While this is a powerful effect since most units move 2-3 spaces, this leaves the [[SquishyWizard squishy healer]] exposed to the enemy struck by Gravity, [[NotCompletelyUseless unless the healer is behind an obstacle the target can normally go around or has an ally that can move them out of the way with Reposition/Shove/Smite/Swap/Draw Back or get in between them with Pivot]]. Furthermore, it doesn't do much damage as the staff's Might is low. The Gravity+ staff, on the other hand, is far more effective. In addition to having more respectable attack power, it also inflicts Gravity on all enemies adjacent to the target, potentially inflicting the entire enemy team with Gravity.
** Harsh Command allows a unit to reverse a friendly unit's debuffs into buffs. Only Daggers, Staff and certain units focus on debuffs, outside of Seal/Threaten/Chill/Ploy skills. Harsh Command takes up the slot for more valuable Assist skills like Draw Back, Dance, or Rally [Stat(s)]. Should the user use it, it will also eat up their turn, which they could've spent attacking or healing, and the user must be adjacent to an ally to use it. Harsh Command+, however, allows the user to also remove negative status effects on top of inverting stat debuffs into buffs, so recovering status effects on an ally are now no longer being limited to Staff allies.
** Obstruct prevents enemies from moving through adjacent spaces to the user so long as the user is above or at a certain HP threshold. [[NotCompletelyUseless While it can prevent Wings of Mercy teleportation]], the skill is useless the vast majority of the time since it accomplishes barely anything more than a unit sitting in a chokepoint can. Furthermore, the small maps and low collective movement of units prevents it from actually doing much to limit enemy movement.
** Pass allows the user to move through enemy units as long as the user is above or at 75%/50%/25% HP. Like with Obstruct, the small maps and limited movement prevent this skill of being much use to any unit at all, and moving through the enemy team generally means leaving that one unit at the mercy of the rest of the surrounding enemy units. A weaker version is built into Takumi's Fujin Yumi, freeing up the B slot, but it's still useless on its own merits. Pass is even more useless for armor units because they are limited to one movement, preventing them from passing through other units and thus having no effect whatsoever.
** Brash Assault is the full inverse of Quick Riposte, granting a followup attack regardless of Speed if the target can counter. Problem is, it is only usable at half health or less (if the skill is maxed out) and requires the enemy to counterattack, meaning the attacker is highly likely to be KO'ed before the skill can activate. However, Brash Assault got more viable when it became available as a Sacred Seal, since now units can combine its effect with Desperation, meaning Brash Assault users can attack twice before the opponent can counterattack.
** The mode Hall of Forms invokes this on otherwise practical skills. Since you're restricted to specific units, the skills offered after a map clear can present some questionable options. For example, Tactic skills (stat boost that require no more than 2 units per movement class) could appear as options even if the Formas are all infantry units.
[[/folder]]

[[folder:V]]
* TheVerse: As opposed to ''Awakening'' establishing every ''Fire Emblem'' as being in the same world, this establishes a multiverse. These may not be mutually exclusive, however, as the multiverse is used to explain how you're able to have multiple versions of the same person in your barracks.
* VideoGameCrueltyPotential:
** Because the game uses many characters from their respective games, you could have certain characters attack another significant character like Lilina killing Hector (daughter and father) or Lucina killing Chrom (not only daughter and father but she came to the past to prevent his death).
** You can make Eliwood kill Ninian again, except unlike in ''The Blazing Blade'' it won't be an accident.
** You can send Fjorm acquired from the story home. The concept of sending her home, which is razed and occupied with her enemies, alone, is cruel enough on it's own. [[GameplayAndStorySegregation Not that sending her home affects the story of Book II in any meaningful way.]]
** You can deploy the Black Knight in the final part of the Greil's Devoted paralogues, just to watch him kill Greil all over again.
* ViewersAreGoldfish: During the Feh Channel, Feh constantly clarifies the types of units and weapons, even if it's plainly obvious what they're holding. For example, during the Choose Your Legends presentation, she repeatedly points out the colors of the respective heroes, even when their faces are shown on the summoning screen (and they were presented a few minutes ago).
* VillainEpisode:
** Tempest Trials+: Loki's Flames is one from the perspective of Múspell, focusing on Loki instead of Masked Marth.
** The Regal Rabbits paralogue is one that involves the Embla royals and Loki, with the Askr royals not even making a single appearance.
* VillainSong: Though it doesn't become obvious until several chapters in, Book 3's boss theme is one [[spoiler:for Lif, explaining his backstory and motivations.]]
[[/folder]]

[[folder:W]]
* WakeUpCallBoss: The first few bosses from the "Labyrinth of Mists" Tap Battle are easy enough to defeat if you know what you're doing. Then Sophia comes... with her ''{{flunk|y Boss}}ies''. Suddenly you have to pay attention to the whole screen while beating her attacks back.
* WalkingSwimsuitScene: Summer units wear their swimsuits wherever they go, but they're no less capable in battle for it.
* WarriorPrince: Of the OriginalGeneration characters, Alfonse is both the prince of the kingdom of Askr, and a swordsman of the Order of Heroes. Many summoned heroes are princes and fight as well, including Marth, Ephraim, Chrom and male Corrin. Sharena, Eirika, Caeda and female Corrin are gender-flipped examples.
* WeaponOfXSlaying:
** Manaketes (namely and specifically ones that use Breath weapons) and Julius with the Loptous tome equipped take extra damage from the Falchion (wielded by Marth, Alm, Chrom and Lucina), Julia and Deirdre's Book of Naga and Divine Naga, Tiki's Breath of Fog, Summer Young Tiki's Summer's Breath, Legendary Young Tiki's Divine Mist, Fallen Young Tiki's Razing Breath, Naga's Divine Breath, Legendary Julia's Virtuous Naga, Nagi's Ethereal Breath, any unit with the "effective against dragons" status effect granted by Naga's Divine Fang, Roy's refined Binding Blade, Legendary Roy's Dragonbind, Brave Alm's Dracofalchion, Brave Lucina's refined Geirskögul, the Cloud Maiougi dagger, the Splashy Bucket dagger, the Dragonslasher dagger, and Thrasir's Ífingr.
** The -raven tomes, in addition to Male Robin's Tactical Bolt, Female Robin's Tactical Gale, Lyon's Naglfar, Sophia's Eternal Tome, and Nagi's Ethereal Breath, are downplayed examples. They have triangle advantage over colorless units, but do not deal effective damage against them.
** The -wolf tomes, Ridersbane, Zanbato, Poleaxe, Dusk Uchiwa, Taguel Fang, Bunny Fang, and Hermit's Tome do effective damage against cavalry.
** The Armorslayer, Hammer, Heavy Spear, Sky Maiougi, Pegasus Carrot, Nephenee's Dauntless Lance, Bartre's Axe of Virility, Florina's Lance, Est's Whitewing Spear, Idunn's Demonic Breath, Selena's Blade, Frederick's Axe and Halloween Hector's Conjurer Curios deal bonus damage to armored units, as do the upgraded versions of the first three.
** Caeda's Wing Sword, Micaiah's Thani, Clair's Rhomphaia, Yukata Micaiah's Dawn Suzu, and Brave Micaiah's Light of Dawn all deal bonus damage against both armored and cavalry units.
** Kinshi Hinoka's Warrior Princess and Summer Lyn's Deep-Blue Bow are effective against armor and flying units.
** Poison Dagger(+) is effective against infantry.
** The Kitty Paddle(+) is effective against mages.
** The Assassin's Bow imparts a Daggerbreaker effect, allowing its wielder to always double attack colorless dagger wielders and disallow them from making follow-up attacks.
** As in the main series, bows are effective against fliers. The regular Excalibur, regardless of whether it's refined, is also effective against fliers.
** Picnic Flora's Sæhrímnir, Picnic Felicia's Eldhrímnir, and Petra's Hunting Blade deal effective damage against beast units.
** Brave Eliwood's Ninis's Lance has dual effectiveness against beast and dragon foes.
* WeaponTombstone: After the [[DefeatEqualsExplosion explosion of the Røkkr]] on the result screen, their weapon is lain standing on top of a pile of dark fiery rubble.
* WeAreAsMayflies: Discussed by the winter variants of Cecilia, Eirika, and Ephraim during the Tempest Trial "Life Is But Fleeting". They comment on how they will not have enough time to do everything they wanted, while manaketes like Fae will live for centuries. The Renais twins even worry that Fae will miss them once they're gone.
* WeddingDay: The spring bridal events, "Bridal Blessings" and "Bridal Bloom" are not weddings, but a festival that is meant to bring good luck for wannabe brides, complete with catching a bouquet.
* WhamEpisode:
** Chapter 10 of the main story begins with Veronica [[spoiler:directly invading Askr with Heroes from the World of Radiance, and the Askr trio are actually unnerved by the idea of facing Ike and his group. This time, Veronica somehow obtained a seal that makes Heroes invincible and until it wears off, the Summoner's units can't damage Ike at all.]] In the last chapter, the Summoner and the Askr trio follow the Heroes of Radiance into their world, and just as they claim victory [[spoiler:the gateway between the worlds begins to close, and the player ends up temporarily trapped and very nearly killed by Veronica, only managing to return to Askr due to a timely rescue by Zacharias.]] Not only is this a shift in tone for the main story, but it's also a Wham Episode from a gameplay standpoint; this chapter had new objectives, such as surviving the battle for 6 turns and having a limited amount of time to defeat all enemies.
** Chapter 11 has a big story revelation at the chapter's end: [[spoiler:Bruno states that he killed Zacharias and next on his list is Anna, Alfonse, Sharena, and you.]]
** Chapter 12 one-ups it again by revealing that [[spoiler:Bruno possibly ''is'' Zacharias, and he's either suffering from DemonicPossession or is otherwise NotHimself]].
** Paralogue 10 also drops a huge one on us in the meanwhile: [[spoiler:while all that's going on, another team of your army tries to free some Magvellians who have fallen under Veronica's sway. Veronica, however, gets what she was looking for: [[TomeOfEldritchLore the tome of Naglfar]] that Lyon once wielded. She then gives this to Loki, who says it's a key to freeing her "king", revealed later to be Surtr.]]
** Book II Chapter 7 gets very dark near the end [[spoiler:where Surtr actually burns Gunnthrá to death in front of the heroes, making Gunnthrá the first character in the game to actually die in the story.]]
** Book II Chapter 8: [[spoiler:Surtr officially turns on Veronica, overpowers Xander and leaves him for dead, and forcibly takes control of Veronica's Hero Contracts before ordering her sent to Múspell to become a HumanSacrifice. In addition, it is heavily, ''heavily'' implied that Fjorm is now slowly dying as a result of the Rite of Frost needed to defeat Surtr.]] [[spoiler:It was later proven true at end of Book II, where Hríd said that just like the Rite of Flames, the Rite of Frost also requires a sacrifice]].
** Book III Chapter 4: [[spoiler:Alfonse has been cursed by Hel with 9 days left to live. Eir explains to the party that there is no escaping the death curse, and Gustav appears to be accepting of Alfonse's death. The Askrans are determined to spend Alfonse's last days trying to kill Hel and break the curse, to no avail. After 9 days pass, Hel comes to kill Alfonse, but Gustav, the king of Askr, pulls a HeroicSacrifice at the last second and is murdered by Hel, branding Alfonse as the new king.]]
** Book III Chapter 8: [[spoiler:The Askr trio learns that the Sharena of the alternate Askr they've arrived in is dead, and that the cost to defeat Hel would kill nearly all life. Alfonse realizes that "Líf" is, in fact, the alternate Alfonse.]]
* WindIsGreen: The wind-based tomes are Green Tomes, and their magic is depicted with green effects. The same can be said for the wind insignia for Legendary Wind Heroes and the Wind Blessings.
* WolverinePublicity:
** Characters from ''VideoGame/FireEmblemAwakening'' and ''VideoGame/FireEmblemFates'' are put front and center in the intro movie (largely because they already had cutscene models and it was cheaper). They and characters from other high-selling games, such as ''[[VideoGame/FireEmblemMysteryOfTheEmblem Mystery of the Emblem]]'', ''VideoGame/FireEmblemTheBindingBlade'', and ''VideoGame/FireEmblemTheBlazingBlade'', are also prominent in the trailers, the early story chapters, and the early gacha focus banners.
** Ike and Eirika, who are both featured in the main promotional image, were not in the game upon release. Eirika was added two weeks after launch, and Ike was added 2 months after launch along with fellow Tellius characters Mist, Soren, and Titania.
* WorldsStrongestMan: According to the Askrans, Ike is said to be the strongest hero of all worlds. Anna and Alfonse have an OhCrap reaction at the idea of fighting him, and he's formidable in the story levels since you can't even damage him until the last stage of his world [[spoiler:because of Veronica's wards]].
[[/folder]]

[[folder:Y]]
* YouMeanXmas:
** The Spring Festival is an Easter counterpart, featuring painted eggs and characters dressed up like bunnies.
** At the end of October, the characters go to an event involving pumpkins, dressing up as monsters, and playing tricks if not given candy. It's not Halloween, but "the harvest festival."
** There's also the winter festival, an Askran holiday about their death gods that just happens to involve gift giving, decorated trees, and all the trappings of Christmas. This is even [[LampshadeHanging lampshaded]] when Sharena starts to tell the Summoner (who is from our world) about the celebration, only to get cut off because the Summoner already gets the gist just from hearing her mention presents.
** The Day of Devotion is a festival dedicated to giving gifts of candy to those you love, just like Valentine's Day.
[[/folder]]

[[folder:Z]]
* ZergRush:
** Some story and paralogue maps have reinforcements spawn after a certain number of turns, all of which rush to attack your units.
** Some Grand Hero Battles and other special maps employ a near constant amount of reinforcements that immediately rush towards you. Others have them appear when a certain amount of turns pass, or when a certain enemy is eliminated. Managing these reinforcements without losing any units is part of the challenge of the maps, especially on higher difficulties.
** The special ''VideoGame/FireEmblemWarriors'' maps pit the player against a large amount of weak enemies. These enemies lack skills, and instead try to wear the player down through their sheer numbers.
** The Relay Defense maps have constantly spawning enemies aiming to take down your camps and fortress. However, they also follow NumericalHard levels of stats on the higher difficulties, so be prepared to be overwhelmed by enemy units much stronger than yours.
[[/folder]]
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