Active: to
Heroes from previous New Heroes summoning events and their corresponding Forging Bonds events are returning together as simultaneous event revivals!
Special versions of the Heroes who ranked the highest in the Choose Your Legends: Round 7 event are available as part of a 5★ summoning focus!
Tap More for additional information about this event.
• Heroes with different illustrations and epithets are treated as different Heroes even if they are the same character. As such, you cannot use them with Merge Allies.
• To view summoning details, you can tap on List of Heroes at the bottom of the related notification message or tap on Appearance Rates in the Summon menu.
Learning Skills
• You can help Heroes learn skills by going to Allies, then Ally Growth, and then Learn Skills.
• Some skills can only be learned after raising a Hero's ★ rating.
• Heroes might have already learned some skills based on their ★ rating when they joined your team.
・ The Free 5★ Summon will appear after 40 summons in the event regardless of whether or not those 40 summons include any of the 4★ or 5★ focus Heroes.
・ The Free 5★ Summon is available once per New Heroes summoning event, with some exceptions.
・ The Free 5★ Summon is only available for as long as the eligible summoning event in question is active. You will not be able to summon the Free 5★ Summon after the active period ends.
・ Your 5★ focus appearance rate will not reset when you summon the 5★ Hero of your choice from the Free 5★ Summon.
・ The stats of Heroes summoned via the Free 5★ Summon do not have assets or flaws.
・ Each time you select a 5★ Hero of your choice to summon in a summoning event that allows you to do so, you will receive one Celestial Stone directly on the summoning screen. Celestial Stones can be exchanged for items in the Celestial Stone Shop, such as Dragonflowers and more. The Celestial Stone Shop can be found in the shop menu.
Note: There is no 4★ focus category in this summoning event.
The exalt Chrom's most trusted tactician.
Possessed of a mysterious charisma that
draws people to him. Appears in Fire
Emblem Awakening.
Skills learnable at 5★:
Deliverer's Brand
Mt: 16 Range: 1
Grants Spd+3. At start of combat, if unit's
HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit,
reduces damage from foe's first attack by 40%,
and neutralizes effects that grant "Special
cooldown charge +X" to foe or inflict "Special
cooldown charge -X" on unit during combat,
and also, if unit's max Special cooldown count
value ≥ 3 and unit's attack can trigger unit's
Special, when unit's Special triggers (excluding
area-of-effect Specials), neutralizes "reduces
damage by X%" effects from non-Special skills.
At start of combat, if unit's HP ≥ 25% and unit
triggers the Glowing Ember, Bonfire, or Ignis
Special during combat, calculates that attack's
damage using the lower of foe's Def or Res.
This skill can only be equipped by its original unit.
Ignis
Cooldown: 4
Boosts damage by 80% of unit's Def.
Cannot use:
Atk/Spd Finish 4
If unit is within 3 spaces of an ally, grants
Atk/Spd+7 to unit during combat, and also,
if unit's Special is ready or unit's Special
triggered before or during this combat, deals
+5 damage during combat (except when
dealing damage with area-of-effect Specials),
and when unit deals damage to foe during
combat, restores 7 HP to unit. (Triggers even
if 0 damage is dealt.)
Cannot use:
Gambit 4
Inflicts Spd/Def-4 on foe during combat, and
also, if unit's or foe's attack can trigger unit's
Special, deals damage during combat = unit's
max Special cooldown count value - 2, × 5
(min 0; max 15; excluding area-of-effect
Specials) and reduces damage from attacks
during combat and from area-of-effect
Specials (excluding Røkkr area-of-effect
Specials) by percentage = unit's max Special
cooldown count value × 10 (max 50%).
Cannot use:
Tip the Scales!
At start of turn, if unit is within 2 spaces of an
ally, grants【Rally Spectrum】to unit and allies
within 2 spaces of unit. Unit can move to a
space adjacent to an ally with【Rally Spectrum】
that is within 5 spaces of unit. If unit is within
2 spaces of an ally, grants Atk/Spd/Def/Res+3
to unit during combat.
【Rally Spectrum】
Grants Atk/Spd/Def/Res+5 to unit during
combat and if unit's attack can trigger unit's
Special, grants Special cooldown count-X to
unit before unit's first attack during combat
(X = 1 if unit can trigger the "unit attacks twice"
effect or if unit's maximum Special cooldown
count is reduced (Special trigger is accelerated);
otherwise, X = 2). (That turn only.)
This skill can only be equipped by its original unit.
"Our bonds transcend hardship. Even if the future is full of despair, their strength will endure."
A member of the Greil Mercenaries. Supports
Ike with his extraordinary talent as a tactician.
Appears in Fire Emblem: Radiant Dawn.
Skills learnable at 5★:
Arch-Sage Tome
Mt: 14 Range: 2
Accelerates Special trigger (cooldown count-1).
At start of turn, grants Atk/Spd/Def/Res+6 and
【Assign Decoy】to any support partner within 2
spaces of unit or, if unit is not on a team with
unit's support partner, to ally with the highest
Def within 2 spaces of unit for 1 turn. If unit is
within 3 spaces of an ally, grants bonus to unit's
Atk/Spd/Def/Res during combat = 5 + highest
bonus on each stat between allies within
3 spaces of unit (calculates each stat bonus
independently), and if unit's Res > foe's Res,
reduces damage from attacks during combat
and from area-of-effect Specials (excluding
Røkkr area-of-effect Specials) by
percentage = difference between
stats × 4 (max 40%).
【Assign Decoy】
If foe's Range = unit's Range and foe initiates
combat against an ally within 2 spaces of unit,
triggers【Savior】on unit (that turn only;
triggers only if unit is not equipped with a
skill that can trigger the Savior effect).
【Savior】
Unit takes ally's space, enters combat in ally's
place, and receives all after-combat effects.
Savior will not trigger if ally is on terrain that
unit cannot move to or if multiple units are able
to use Savior during the same combat. If Savior
triggers, after-combat movement effects do
not occur.
This skill can only be equipped by its original unit.
Flare
Cooldown: 3
If unit's HP ≥ 70% when Special triggers,
boosts damage by 60% of foe's Res. If unit's
HP < 70% when Special triggers, boosts
damage by 40% of foe's Res and restores
30% of unit's maximum HP.
Cannot use:
Rare Talent
At start of combat, if unit's HP ≥ 25%, grants
Atk/Spd/Def/Res+7 to unit and disables foe's
effects that "calculate damage using the lower
of foe's Def or Res" (excluding when dealing
damage with an area-of-effect Special) during
combat, and also, the following effects will
occur based on the value of unit's Res minus
foe's Res: if ≥ 1, neutralizes effects that inflict
"Special cooldown charge -X" on unit during
combat; if ≥ 10 and either foe's Range = 2 or
unit initiates combat, unit attacks twice
during combat.
This skill can only be equipped by its original unit.
Mag. Null Follow
Inflicts Spd/Res-4 on foe, neutralizes effects
that guarantee foe's follow-up attacks and
effects that prevent unit's follow-up attacks,
and reduces the percentage of foe's
non-Special "reduce damage by X%" skills
by 50% during combat (example: a foe with
a "reduce damage by 45%" skill would reduce
damage by 23% instead).
Cannot use:
Time's Pulse 4
At start of turn, if Special cooldown count is
at its maximum value, grants Special cooldown
count-1. After combat, if Special cooldown
count is at its maximum value, grants Special
cooldown count-1.
Cannot use:
"I calculate what is necessary to achieve victory—no more, no less."
Seiðr, goddess of Vanaheimr, the realm of light,
having become Gullveig, the Golden Seer.
Skills learnable at 5★:
The Cycle's Turn
Mt: 14 Range: 2
Enables【Canto (1)】.
Accelerates Special trigger (cooldown count-1).
If unit initiates combat or【Bonus】is
active on unit, grants Atk/Spd/Def/Res+5 to
unit, grants Atk/Spd+X to unit (X = number
of turns × 2; max 10), deals damage = 20%
of unit's Spd (including when dealing damage
with a Special triggered before combat), and
neutralizes effects that guarantee foe's
follow-up attacks and effects that prevent
unit's follow-up attacks during combat.
【Canto (1)】
After an attack, Assist skill, or structure
destruction, unit can move 1 space(s).
(Unit moves according to movement type. Once
per turn. Cannot attack or assist. Only highest
value applied. Does not stack. After moving,
if a skill that grants another action would be
triggered (like with Galeforce), Canto will
trigger after the granted action. Unit's base
movement has no effect on movement granted.
Cannot warp (using skills like Wings of Mercy)
a distance greater than unit would be able to
move with normal Canto movement.)
【Bonus】
All effects that last "for 1 turn" or "that turn
only." Includes bonuses granted by a skill
like Rally or Hone and positive status effects
(extra movement or effects like Dominance).
This skill can only be equipped by its original unit.
Luna
Cooldown: 3
Treats foe’s Def/Res as if reduced by 50% during
combat.
Cannot use:
Flared Sparrow
If unit initiates combat, deals 7 damage to foe
as combat begins (effects that reduce damage
"during combat" do not apply; will not reduce
foe's HP below 1), grants Atk/Spd+7 to unit
during combat, and applies【Divine Vein (Flame)】
on 5 spaces in a line centered on foe's space
(oriented left to right based on the direction
unit is facing) for 1 turn after combat.
【Divine Vein (Flame)】
Applies the following effects on space: Acts as
difficult terrain for foes with Range = 2 (moving
over this space costs +1 movement; does not
apply to "cannot be slowed by terrain" effects;
movement cost cannot exceed unit's allowed
movement). At start of enemy phase, deals
7 damage to foe, and also, as combat begins,
deals an additional 7 damage to foe (effects
that reduce damage "during combat" do not
apply; will not reduce foe's HP below 1).
(Divine Vein effects do not stack; replaces any
existing Divine Vein effect; Divine Vein effects
applied simultaneously cancel each other out.)
Cannot use:
Gold Unwinding
Inflicts Spd/Res-5 on foe during combat.
At start of combat, if unit's HP ≥ 50% and
unit initiates combat, reduces damage from
foe's first attack by 60% during combat. If unit
initiates combat, grants another action to unit
after combat, and inflicts【Gravity】on
unit and Pair Up cohort through their next
action (will not trigger again for 2 turns
after triggering).
【Gravity】
Restricts target's movement to 1 space through
its next action.
This skill can only be equipped by its original unit.
Atk/Spd Oath 4
At start of turn, if unit is within 2 spaces of
an ally, grants Atk/Spd+6 and the following
status to unit for 1 turn: "Unit can move to
a space adjacent to any ally within 2 spaces."
If unit is within 2 spaces of an ally, grants
Atk/Spd+3 to unit during combat.
Cannot use:
"These clothes are from a past that was lost to me. They are all that remain of that hope I once had."
Born in Hoshido and raised as a princess
of Nohr, she has overcome many trials and
grown alongside her many companions.
Appears in Fire Emblem Fates.
Skills learnable at 5★:
Vallastone
Mt: 16 Range: 1
Accelerates Special trigger (cooldown count-1).
After unit acts (if Canto triggers, after Canto),
applies【Divine Vein (Stone)】to unit's space and
spaces within 2 spaces of unit for 1 turn.
At start of combat, if unit's HP ≥ 25%, inflicts
Atk/Spd/Def/Res-5 on foe, neutralizes effects
that guarantee foe's follow-up attacks and
effects that prevent unit's follow-up attacks,
and reduces damage from attacks by 30%
during combat (excluding area-of-effect
Specials). If foe's Range = 2, calculates
damage using the lower of foe's Def or Res.
【Divine Vein (Stone)】
Applies the following effects on space for unit
and allies: Grants Def/Res+6 during combat,
reduces damage from foe's Specials by 10
during combat (excluding area-of-effect
Specials), and reduces damage from
area-of-effect Specials by 50% (excluding
Røkkr area-of-effect Specials). (Divine Vein
effects do not stack; replaces any existing
Divine Vein effect; Divine Vein effects applied
simultaneously cancel each other out. Does not
count as defensive terrain.)
This skill can only be equipped by its original unit.
Armored Floe
Cooldown: 3
Boosts Special damage by 40% of unit's Res.
If foe's Range = 2 and unit or foe's Special
is ready or triggered before or during this
combat, reduces damage from foe's next
attack by 40% (once per combat; excluding
area-of-effect Specials).
Cannot use:
Realms United
Unit can counterattack regardless of foe's
range. If foe initiates combat or foe's HP ≥ 75%
at start of combat, inflicts Atk/Spd/Def/Res-7
on foe and reduces damage from foe's first
attack by 7 during combat (for standard
attacks, "first attack" means only the first
strike; for effects that grant "unit attacks
twice," it means the first and second strikes).
This skill can only be equipped by its original unit.
Counter Roar 4
Inflicts Atk/Spd-4 on foe, reduces damage from
foe's first attack during combat by 30% (for
standard attacks, "first attack" means only the
first strike; for effects that grant "unit attacks
twice," it means the first and second strikes),
and unit's next attack deals damage = 30% of
foe's attack damage prior to reductions (resets
at end of combat; only highest value applied;
does not stack). Restores 7 HP to unit
after combat.
Cannot use:
A/S Far Save 3
If a foe uses bow, dagger, magic, or staff and
initiates combat against an ally within 2 spaces
of unit, triggers【Savior】on unit.
If unit triggers Savior, grants Atk/Spd+4
during combat.
【Savior】
Unit takes ally's space, enters combat in ally's
place, and receives all after-combat effects.
Savior will not trigger if ally is on terrain that
unit cannot move to or if multiple units are able
to use Savior during the same combat. If Savior
triggers, after-combat movement effects do
not occur.
Cannot use:
"Mutual caring and understanding is what brings people together. That's true no matter where you're from."
Posted: