Hey, I’m Zathong and this guide is about Brave Marianne Build in Fire Emblem Heroes (FEH).
Best Brave Marianne 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 Brave Marianne build for the meta. Learn more about Brave Marianne’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9.5/10
Brave Marianne Builds
: Phantasm Tome | A : Atk/Spd Unity |
: Draw Back | B : Null Follow-Up 3 |
: Requiem Dance | C : Time’s Pulse 3 |
S : Atk/Spd Bond 3 |
Recommended IVs
- +Spd/-Def
- +Spd for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
Roles
- Ranged Magic
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Brave Marianne in game.
Teammates
These picks are good against Brave Marianne in game.
Gameplay
Skills
These are all skill for Brave Marianne: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Spd Bond 1 | If unit is adjacent to an ally, grants Atk/Spd+3 during combat. | 5★ |
Atk/Spd Bond 2 | If unit is adjacent to an ally, grants Atk/Spd+4 during combat. | 5★ |
Atk/Spd Bond 3 | If unit is adjacent to an ally, grants Atk/Spd+5 during combat. | 5★ |
Atk/Spd Unity | If unit is within 2 spaces of an ally, grants Atk/Spd+5 to unit during combat, and also, if unit is inflicted with any Atk/Spd penalty, grants bonus to unit’s Atk/Spd during combat = current penalty on each of those stats x 2 (Example: If unit has -7 penalty to Atk, grants Atk+14, for a net bonus of Atk+12.) Calculates each stat bonus independently. | 5★ |
Null Follow-Up 1 | At start of combat, if unit’s HP = 100%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Null Follow-Up 2 | At start of combat, if unit’s HP ≥ 50%, disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Null Follow-Up 3 | Disables foe’s skills that guarantee foe’s follow-up attack and foe’s skills that prevent unit’s follow-up attack. | 5★ |
Time’s Pulse 1 | At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
Time’s Pulse 2 | At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
Time’s Pulse 3 | At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Chilling Wind | (Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Res. | 5★ |
Glacies | (Cooldown Count = 4) Boosts damage dealt by 80% of unit’s Res. | 5★ |
Requiem Dance | (Cooldown Count = 3) If unit initiates combat, after combat, grants another action to ally with the highest HP within 2 spaces (excluding unit) that has already acted. (Once per turn.) (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.) If an ally is granted an additional action this way, inflicts “restricts movement to 1 space” on that ally (and their Pair Up cohort). | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Stone | 4 | 2 | No Effect | 5★ |
Elstone | 6 | 2 | No Effect | 5★ |
Atlas | 9 | 2 | No Effect | 5★ |
Phantasm Tome | 14 | 2 | Grants Spd+3. At start of combat, if foe’s HP ≥ 50%, inflicts Spd/Res-6 and neutralizes foe’s bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat, and also, if unit initiates combat, reduces damage from foe’s first attack by 70%. | 5★ |
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