Reducing both the Atk and Def of a foe at the same time will make enemies much easier to take out in combat, and this skill is particularly effective against units with a low Res stat. The B skill Pegasus Flight will inflict an Atk/Def penalty on the foe if Fiora's Spd stat is 7 higher than theirs. Can inflict a penalty on foe with high Spd However, unlike Guard 3, this effect will always trigger in combat, making it very difficult for an opposing foe to deal special damage. Fiora Strengths Weapon skill with built in Guard effectįiora has the weapon skill Guard Lance+ which, as the name might imply, “Guards” you from your foe's special skill by inflicting special cooldown charge -1. Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Def stat. Fiora Best Buildsįiora Roles, Strengths, and Weaknesses Fiora Roles Fiora - Airborne Warrior Rolesįiora is a close ranged physical attacker (range = 1). However, if you instead want to focus on increasing the damage dealt from each attack she does, +Atk is a good IV as well. With 10 merges and a +Spd IV, Fiora's Spd reaches 45, which will allow for a ton of follow-up attacks and make Pegusus Flight easier to trigger. These kingdoms fought against each other, but Múspells forces, led. Kingdom of Ice, Nifl, and Kingdom of Flame, Múspell. In order to save the Kingdom of Askr from destruction, join the Order of Heroes and face a never-ending challenge. If you are building a +10 merged Fiora, we recommend +Spd. You are a summoner with the special ability to call upon legendary Heroes from different Fire Emblem worlds. HP is the least important stat for Fiora, so it is the best bane for her. A +Spd IV will increase the amount of follow-up attacks Fiora gets, in addition to making Pegasus Flight's effects easier to trigger. +Spd and -HPįiora's best IVs are +Spd and -HP. If not, consider what stat your hero needs most. When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. Its design in SSF2 is based on its design in Fire Emblem Awakening, with 80 units being the maximum possible HP in that game.◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws The gauge that appears represents the Hit Point (HP) system used in the series. The animation is loosely based on Marth's Critical Hit animation from the first Fire Emblem game, where he was first introduced. Because it is usually much more than enough to kill an enemy in a single hit, the damage output and particularly the knockback of the Final Smash are extremely high to reflect this. In the case of the Fire Emblem series, critical hits inflict three times the standard damage if performed, accompanied by a unique attack animation. The critical hit is a staple feature of many role-playing video games, often being an attack that has a certain ratio of occurrence and deals at least double the current damage done normally.
He rushes forward for a total of one second, and unless there is something in his way, he will often go all the way to the blast line and KO himself, making it a risky move to perform.
However, if Marth misses the strike, he will continue to rush forward until he hits something, or by a press of the special attack button, where he ceases the attack.
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Upon hitting, a gauge will appear below the opponent that starts full at 80 and reduces to 0. If Marth makes contact with an opponent, he will stop and deliver a powerful, reverse-gripped slash that deals 60% damage and very high knockback, which is often enough to be a one-hit KO. When performed, Marth holds his sword in the air and then rushes forward at an extremely fast speed.