Hey, I’m Zathong and this guide is about Ascended Mareeta Build in Fire Emblem Heroes (FEH).
Best Ascended Mareeta build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Ascended Mareeta build for the meta. Learn more about Ascended Mareeta’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Ascended Mareeta Builds
: Ascending Blade | A : Atk/Spd Solo 4 |
: Reposition | B : Spurn 3 |
: Vital Astra | C : Even Tempest 3 |
S : Atk/Spd Solo 3 |
Recommended IVs
- +Spd/-Res
- +Atk for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
Roles
- Close Physical
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Ascended Mareeta in game.
Teammates
These picks are good against Ascended Mareeta in game.
Gameplay
Skills
These are all skill for Ascended Mareeta: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Spd Solo 1 | If unit is not adjacent to an ally, grants Atk/Spd +2 during combat. | 5★ |
Atk/Spd Solo 2 | If unit is not adjacent to an ally, grants Atk/Spd +4 during combat. | 5★ |
Atk/Spd Solo 3 | If unit is not adjacent to an ally, grants Atk/Spd +6 during combat. | 5★ |
Atk/Spd Solo 4 | If unit is not adjacent to an ally, grants Atk/Spd +7 during combat. | 5★ |
Spurn 1 | If unit’s Spd > foe’s Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 2 (max 20%). If unit’s HP ≤ 25% and unit’s attack triggers Special, deals +5 damage when Special triggers. | 5★ |
Spurn 2 | If unit’s Spd > foe’s Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 3 (max 30%). If unit’s HP ≤ 50% and unit’s attack triggers Special, deals +5 damage when Special triggers. | 5★ |
Spurn 3 | If unit’s Spd > foe’s Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats x 4 (max 40%). If unit’s HP ≤ 75% and unit’s attack triggers Special, deals +5 damage when Special triggers. | 5★ |
Even Tempest 1 | At start of even-numbered turns, if unit’s HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ |
Even Tempest 2 | At start of even-numbered turns, if unit’s HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ |
Even Tempest 3 | At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Night Sky | (Cooldown Count = 3) Boosts damage dealt by 50%. | 5★ |
Astra | (Cooldown Count = 4) Boosts damage dealt by 150%. | 5★ |
Vital Astra | (Cooldown Count = 2) Boosts damage by 30% of unit’s Spd. If unit’s Special is ready and unit’s Spd > foe’s Sod, reduces damage from area-of-effect Specials by percentage = difference between stats x 3 (max 30%). At the start of combat, if unit’s Special is ready and unit’s Spd > foe’s Spd, reduces damage from attacks during combat by percentage = difference between stats x 3 (max 30%). (Damage-reduction effects like above are considered non-Special effects, so skills like Deadeye still apply.) | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Sword | 6 | 1 | No Effect | 5★ |
Steel Sword | 8 | 1 | No Effect | 5★ |
Silver Sword | 11 | 1 | No Effect | 5★ |
Ascending Blade | 16 | 1 | Accelerates Special trigger (cooldown count-1). At the start of turn 1, grants Special cooldown count-1. At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, neutralizes effects that guarantee foe’s follow-up attacks and effects that prevent unit’s follow-up attacks, and after combat, grants Special cooldown count-1. | 5★ |
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