Hey, I’m Zathong and this guide is about Legendary Fae Build in Fire Emblem Heroes (FEH).
Best Legendary Fae 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 Legendary Fae build for the meta. Learn more about Legendary Fae’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Legendary Fae Builds
: Dazzling Breath | A : Distant Stance |
: Reposition | B : Dragon’s Ire 3 |
: Life Unending | C : Def/Res Menace |
S : Shield Session 3 |
Recommended IVs
- +Def/-Spd
- +Def for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 324/814 |
Atk | 42 | Rank: 9/814 |
Spd | 28 | Rank: 510/814 |
Def | 37 | Rank: 60/814 |
Res | 41 | Rank: 4/814 |
Roles
- Close Magic
- Magic Wall
- Exclusive Skill
- All-Range Counter
- Legendary
Counters & Teammates
Counters
These picks are strong against Legendary Fae in game.
Teammates
These picks are good against Legendary Fae in game.
Gameplay
Skills
These are all skill for Legendary Fae: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Distant Counter | Enables unit to counterattack regardless of distance to attacker. | 5★ |
Distant Stance | Unit can counterattack regardless of foe’s range. If foe initiates combat, grants Res+5 to unit during combat. | 5★ |
Dragon’s Ire 1 | If unit’s HP = 100% and foe initiates combat, neutralizes effects that prevent unit’s follow-up attacks and unit makes a guaranteed follow-up attack. | 5★ |
Dragon’s Ire 2 | If unit’s HP ≥ 75% and foe initiates combat, neutralizes effects that prevent unit’s follow-up attacks and unit makes a guaranteed follow-up attack. | 5★ |
Dragon’s Ire 3 | If unit’s HP ≥ 50% and foe initiates combat, neutralizes effects that prevent unit’s follow-up attacks and unit makes a guaranteed follow-up attack. | 5★ |
Threaten Res 1 | Inflicts Res -3 on foes within 2 spaces through their next actions at the start of each turn. | 5★ |
Threaten Def/Res 1 | At start of turn, inflicts Def/Res-3 on foes within 2 spaces through their next actions. | 5★ |
Threaten Def/Res 2 | At start of turn, inflicts Def/Res-4 on foes within 2 spaces through their next actions. | 5★ |
Def/Res Menace | At start of turn, if unit is within 4 spaces of a foe, inflicts Def/Res-6 on closest foes through their next actions and grants Def/Res+6 to unit for 1 turn. | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Life Unending | (Cooldown Count = 5) At the start of turn 1, grants Special cooldown count-5. When Special triggers, if unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. After combat, if unit’s Special triggered, restores 99 HP. (Once per map.) | 5★ |
Miracle | (Cooldown Count = 5) If unit’s HP > 1 and foe would reduce unit’s HP to 0, unit survives with 1 HP. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Fire Breath | 6 | 1 | No Effect | 5★ |
Fire Breath+ | 8 | 1 | No Effect | 5★ |
Flametongue | 11 | 1 | No Effect | 5★ |
Dazzling Breath | 16 | 1 | Grants Atk+3. If foe initiates combat or if foe’s HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-5 on foe during combat and foe cannot make a follow-up attack, and also, if unit is within 2 spaces of an ally, inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.) If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res. | 5★ |
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