Hey, I’m Zathong and this guide is about Fallen Edelgard Build in Fire Emblem Heroes (FEH).
Best Fallen Edelgard 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 Fallen Edelgard build for the meta. Learn more about Fallen Edelgard’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9.9/10
Fallen Edelgard Builds
: Twin-Crest Power | A : Atk/Def Ideal 4 |
: Swap | B : Armored Wall |
: Bonfire | C : Armored Stride 3 |
S : Mystic Boost 3 |
Recommended IVs
- +Atk/-Spd
- +Atk for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 45 | Rank: 65/808 |
Atk | 42 | Rank: 5/808 |
Spd | 14 | Rank: 664/808 |
Def | 44 | Rank: 3/808 |
Res | 39 | Rank: 13/808 |
Roles
- Close Physical
- Physical Wall
- Magic Wall
- Exclusive Skill
- All-Range Counter
Counters & Teammates
Counters
These picks are strong against Fallen Edelgard in game.
Teammates
These picks are good against Fallen Edelgard in game.
Gameplay
Skills
These are all skill for Fallen Edelgard: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Atk/Def Ideal 1 | At start of combat, if unit’s HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+3 to unit during combat. | 5★ |
Atk/Def Ideal 2 | At start of combat, if unit’s HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+4 to unit during combat. | 5★ |
Atk/Def Ideal 3 | At start of combat, if unit’s HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+5 to unit during combat. | 5★ |
Atk/Def Ideal 4 | At start of combat, if unit’s HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit’s HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Def+2 to unit during combat. | 5★ |
Armored Wall | At start of combat, if unit’s HP ≥ 25%, grants Special cooldown charge +1 to unit, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack) and restores 7 HP to unit after combat. During unit’s first combat in player phase or enemy phase, at start of combat, if unit’s HP ≥ 25% while transformed, reduces damage from foe’s first attack by 40%. | 5★ |
Armored Stride 1 | At start of turn, if unit’s HP = 100% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ |
Armored Stride 2 | At start of turn, if unit’s HP ≥ 50% and unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ |
Armored Stride 3 | At start of turn. If unit is not adjacent to an ally, unit can move 1 extra space. (That turn only. Does not stack.) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Glowing Ember | (Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Def. | 5★ |
Bonfire | (Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Def. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Twin-Crest Power | 14 | 1 | (Cooldown count-1). At start of combat, if unit’s HP ≥ 25%, inflicts Atk/Def-6 on foe during combat and unit and foe both cannot make a follow-up attack, and also, if unit initiates combat while transformed, grants another action to unit after combat. (Once per turn.) At start of turn, if unit is adjacent only to beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and grants a Distant Counter effect. | 5★ |
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