Fire Emblem Heroes Wiki
Mercenary Lance
Weapon type Lance
Might 16
Range 1
Required
SP 400
Exclusive? Yes
String ID SID_重歩傭兵の槍
Numeric ID 4263
Description If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, neutralizes penalties on unit, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).

Effects[]

EffectsTargetsConditions
Weapon Base weapon
Combat effects
Temporary Debuffs Atk/Def-5Foe FoeEnemy Phase or
Foe Foe's HP ≥ 75%
at start of combat
Neutralize Penalties Neutralizes PenaltiesUnit Unit
Damage Reduction Reduces damage by X%
X = 20% of Unit Unit's Def
from Foe Foe's attacks
Accelerate Charge Special cooldown charge +1
Skill refine effects
Map effects
Heal Recover 10 HPUnit UnitAfter combat if
Unit Unit's HP ≥ 25%
at start of combat
Combat effects
Temporary Debuffs Atk/Def-X
X = 5 + 15% of Unit Unit's Def
Foe FoeUnit Unit's HP ≥ 25%
at start of combat
Reduce Cooldown Special cooldown count-2
before Foe Foe's first attack
Unit UnitEnemy Phase &
Unit Unit's HP ≥ 25%
at start of combat

Notes[]

  • "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.
  • The stat decrease that can be applied by Mercenary 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  Guard and  Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
    • If the effect is active, the unit will gain 2 charges from both attacking and being attacked.
  • If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases 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 and  Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.

Upgrades[]

Can be upgraded in the Weapon Refinery. For a list of other such weapons, see list of upgradable weapons.
Type Stats Description Cost
+3 HP If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, neutralizes penalties on unit, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack).
At start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-X on foe during combat (X = 5 + 15% of unit's Def) and restores 10 HP to unit after combat, and also, if foe initiates combat, grants Special cooldown count-2 to unit before foe's first attack during combat.
400 SP,  500,  200
+5 HP, +2 Mt If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, neutralizes penalties on unit, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 400 SP,  500,  200
+5 HP, +3 Spd If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, neutralizes penalties on unit, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 400 SP,  500,  200
+5 HP, +4 Def If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, neutralizes penalties on unit, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 400 SP,  500,  200
+5 HP, +4 Res If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Def-5 on foe, neutralizes penalties on unit, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack). 400 SP,  500,  200

Notes[]

  • The healing effect is triggered regardless of whether  Mercenary Lance's user performs an attack during combat. If foe initiates combat and user cannot counterattack,  Mercenary Lance's healing effect will still trigger.
  •  Mercenary Lance's user needs to survive the combat for the healing effect to trigger.
  •  Mercenary Lance's healing effect stacks with skills such as  Fury 4, that deal out of combat damage to their owner after combat.
  •  Mercenary Lance's after combat healing will not work if the foe has a skill that prevents HP recovery such as  Fatal Smoke 4 or  Incurable+, or the user has been inflicted with  Deep Wounds.
  •  Mercenary Lance's Special cooldown count reduction that occurs during combat is a flat -2 and is not affected by effects related to Special cooldown charge such as  Guard,  Special Cooldown Charge +1, and  Spd/Def Tempo 4.
    • All flat cooldown count increases and/or reductions during combat will stack with each other if they trigger at the same time.
      • For example, if a unit has  Preempt Pulse and  Hush Spectrum, the effects will stack and the unit's cooldown count will neither increase nor decrease.

List of owners[]

UnitSkill chain

Mercenary Lance
★

In other languages[]

Language Name
Japanese 重歩傭兵の槍
German Söldnerlanze
Spanish (Europe) Lanza mercenaria
Spanish (Latin America) Lanza mercenaria
French Épieu mercenaire
Italian Lancia al soldo
Traditional Chinese (Taiwan) 重步傭兵之槍
Portuguese Lança mercenária

See also[]