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Crimson Lance
Wep lc181
Weapon type Lance
Might 16
Range 1
Required
SP 400
Exclusive? Yes
String ID SID_紅蓮の竜槍
Numeric ID 4360
Description If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).

If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat.

Effects[ | ]

EffectsTargetsConditions
Weapon Base weapon
Map effects
Heal Recover 7 HPUnit UnitAfter combat if
Unit Unit's HP ≥ 25%
at start of combat
Combat effects
Temporary buffs Atk/Spd/Def/Res+5Unit UnitUnit Unit's HP ≥ 25%
at start of combat
Damage Reduction Reduces damage by X%
X = 20% of Unit Unit's Def
from Foe Foe's first attack
(including second attacks)
Prevent Follow-Ups Prevent follow-upFoe Foe
Increases the Spd
difference by X
X = 2 x (Unit Unit's Def
- Foe Foe's Def)
Unit Unit's HP ≥ 25%
at start of combat
& Unit Unit's Def
> Foe Foe's Def
Crimson Lance W Skill refine effects
Combat effects
Temporary debuffs Atk/Spd/Def-4Foes Foes within
3 rows or 3 columns
centered on Unit Unit
Guard Special cooldown charge -1
Temporary buffs Atk/Spd/Def/Res+5Unit UnitEnemy Phase or
Foe Foe's HP ≥ 75%
at start of combat
Damage Boost Boosts damage by X%
X = 20% of Unit Unit's Def
Guaranteed Follow-Ups Guaranteed follow-up

Notes[ | ]

  • The stat increase that can be applied by Crimson Lance is considered a temporary buff.
  • The healing effect is triggered regardless of whether Crimson Lance's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Crimson Lance's healing effect will still trigger.
  • Crimson Lance's user needs to survive the combat for the healing effect to trigger.
  • Crimson Lance's healing effect stacks with skills such as Fury 4 Fury 4, that deal out of combat damage to their owner after combat.
  • Crimson Lance's after combat healing will not work if the foe has a skill that prevents HP recovery such as Fatal Smoke 4 Fatal Smoke 4 or Icon Class Colorless Staff Incurable+, or the user has been inflicted with Status Effect Deep Wounds Deep Wounds.

Upgrades[ | ]

Can be upgraded in the Weapon Refinery. For a list of other such weapons, see list of upgradable weapons.
Type Stats Description Cost
Crimson Lance W +3 HP If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).

If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat.
For foes within 3 rows or 3 columns centered on unit, inflicts Atk/Spd/Def-4 and Special cooldown charge -1 on those foes per attack during combat (only highest value applied; does not stack).

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, deals damage = 20% of unit's Def (excluding area-of-effect Specials), and unit makes a guaranteed follow-up attack during combat.
400 SP, Arena Medal 500, Divine Dew 200
Attack Plus W +5 HP, +2 Mt If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).

If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat.
400 SP, Arena Medal 500, Divine Dew 200
Speed Plus W +5 HP, +3 Spd If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).

If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat.
400 SP, Arena Medal 500, Divine Dew 200
Defense Plus W +5 HP, +4 Def If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).

If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat.
400 SP, Arena Medal 500, Divine Dew 200
Resistance Plus W +5 HP, +4 Res If unit's HP ≥ 25% at start of combat, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by 20% of unit's Def ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and foe cannot make a follow-up attack during combat, and also, if unit's Def > foe's Def, increases the Spd difference necessary for foe to make a follow-up attack by difference between stats × 2 during combat (for example, if Spd difference necessary increases by 10, Spd must be ≥ 15 more than foe's Spd to make a follow-up attack; stacks with similar skills).

If unit's HP ≥ 25% at start of combat, restores 7 HP to unit after combat.
400 SP, Arena Medal 500, Divine Dew 200

Notes[ | ]

  • The stat decrease that can be applied by Crimson Lance W Crimson Lance is considered a temporary debuff.
  • The "Special cooldown charge -X" effect will stack with the "Special cooldown charge +X" effect.
    • For example, if a unit is affected by both Status Effect Guard Guard and Status Effect Special Cooldown Charge 1 Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
  • If used alongside another source of "Special cooldown charge -X", only the higher of the two charge reductions will apply.
    • This means that if a unit has two "Special cooldown charge -1" effects from two different sources, the battle will play out as if only one "Special cooldown charge -1" effect is active.
  • Skills such as Spd Def Tempo 4 Spd/Def Tempo 4 and Icon Class Green Axe Whirling Grace will neutralize effects that inflict "Special cooldown charge -X" on its user.
  • The temporary debuffs and special cooldown charge -1 effects of Crimson Lance W Crimson Lance will not apply to the user's allies if the user is inflicted with Status Effect Times Grip Time's Grip, the user's allies are inflicted with Status Effect Feud Feud, or the user's allies are in combat against a foe with skills such as Impenetrable Void Impenetrable Void and C Feud 3 C Feud 3.
  • "If foe initiates combat" means if a foe triggers combat during the enemy phase. The unit being initiated upon does not need to deal damage, nor be able to counterattack.
    • However, if the effect is applied after combat, the unit being initiated upon must also survive it to fulfill this condition.
Example of Area of Effect
Melady Crimson Rider Face FC
Galle Azure Rider Face FC

List of owners[ | ]

UnitSkill chain
Melady Crimson Rider Face FC
Crimson Lance
★

In other languages[ | ]

Language Name
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See also[ | ]

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