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Starpoint Lance
Weapon Starpoint Lance
Weapon type Lance
Might 16
Range 1
Required Silver Lance
SP 400
Exclusive? Yes
String ID SID_海角の星槍
Description Grants Spd+3. During unit's first combat in player phase or enemy phase, grants Atk/Spd/Def/Res+5 to unit and restores 10 HP to unit after combat.

Effects[ | ]

EffectsTargetsConditions
Weapon Base weapon
Permanent effects
Speed Plus W Spd+3Unit Unit
Map effects
Heal Recover 10 HPUnit UnitAfter first combat
in Both Phases
Combat effects
Temporary buffs Atk/Spd/Def/Res+5Unit UnitDuring first combat
in Both Phases
Attack Plus W Refined weapon
Permanent effects
Speed Plus W Spd+3Unit Unit
Map effects
Heal Recover 10 HPUnit UnitAfter combat
Combat effects
Temporary buffs Atk/Spd/Def/Res+5Unit Unit
Neutralize Prevent Follow-Ups Neutralizes "Prevent follow-up"
Neutralize Guaranteed Follow-Ups Neutralizes "Guaranteed follow-up"Foe Foe
Reduce Damage Reduction Reduces the effect of
"Reduces damage by X%" by Y%
Y = 80% if in first combat
in Both Phases; else 40%
Starpoint Lance W Skill refine effects
Permanent effects
Accelerates Special Accelerates Special triggerUnit Unit
Status effects
Bonuses Atk/Spd+6Unit Unit &
Allies Target Allies
within 2 spaces
An Icon Move Armored Armored
or Range = 1
(Icon Move Infantry Infantry
or Icon Move Flying Flying)
Ally Ally is
within 2 spaces
Status Effect Mobility increased Mobility increased
Status Effect Canto 1 Canto (1)
Status Effect Special Cooldown Charge 1 Special Cooldown Charge +1
Combat effects
Temporary buffs Atk/Spd/Def/Res+5Unit UnitPlayer Phase or
an Ally Ally is
within 2 spaces
Damage Boost Boosts damage by X%
X = 20% of Unit Unit's Spd

Notes[ | ]

  • The effect of Starpoint Lance only activates during the first combat that the user enters during either phase of that turn.
    • If the user or a foe has any skills that neutralize or stack with Starpoint Lance's effect, those effects will only stack or be neutralized during the first combat that the user enters during either phase of that turn.
  • The stat increase that can be applied by Starpoint Lance is considered a temporary buff.
  • The healing effect is triggered regardless of whether Starpoint Lance's user performs an attack during combat. If foe initiates combat and user cannot counterattack, Starpoint Lance's healing effect will still trigger.
  • Starpoint Lance's user needs to survive the combat for the healing effect to trigger.
  • Starpoint Lance's healing effect stacks with skills such as Fury 4 Fury 4, that deal out of combat damage to their owner after combat.
  • Starpoint 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
[ExpandCollapse]
Cost
Starpoint Lance W +3 HP Grants Spd+3.

Grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and if it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 80% during combat, otherwise, by 40% (excluding area-of-effect Specials).

Restores 10 HP to unit after combat.
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an armored ally, an infantry ally with Range = 1, or a flying ally with Range = 1, grants Atk/Spd+6, "unit can move 1 extra space (that turn only; does not stack),"【Canto (1)】, and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit and those allies for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and unit deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).
Grants Spd+3.

Grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and if it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 80% during combat, otherwise, by 40% (excluding area-of-effect Specials).

Restores 10 HP to unit after combat.
Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an armored ally, an infantry ally with Range = 1, or a flying ally with Range = 1, grants Atk/Spd+6, "unit can move 1 extra space (that turn only; does not stack),"【Canto (1)】, and "Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack)" to unit and those allies for 1 turn.

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+4 to unit and unit deals damage = 20% of unit's Spd during combat (excluding area-of-effect Specials).

【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.)
400 SP, Arena Medal 500, Divine Dew 200
Attack Plus W +5 HP, +2 Mt Grants Spd+3.

Grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and if it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 80% during combat, otherwise, by 40% (excluding area-of-effect Specials).

Restores 10 HP to unit after combat.
400 SP, Arena Medal 500, Divine Dew 200
Speed Plus W +5 HP, +3 Spd Grants Spd+3.

Grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and if it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 80% during combat, otherwise, by 40% (excluding area-of-effect Specials).

Restores 10 HP to unit after combat.
400 SP, Arena Medal 500, Divine Dew 200
Defense Plus W +5 HP, +4 Def Grants Spd+3.

Grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and if it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 80% during combat, otherwise, by 40% (excluding area-of-effect Specials).

Restores 10 HP to unit after combat.
400 SP, Arena Medal 500, Divine Dew 200
Resistance Plus W +5 HP, +4 Res Grants Spd+3.

Grants Atk/Spd/Def/Res+5 to unit, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks, and if it is unit's first combat initiated by foe or first combat initiated by unit that turn, reduces the percentage of foe's non-Special "reduce damage by X%" skills by 80% during combat, otherwise, by 40% (excluding area-of-effect Specials).

Restores 10 HP to unit after combat.
400 SP, Arena Medal 500, Divine Dew 200

Notes[ | ]

    • 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 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 Spd/Def Tempo 4 and Icon Class Red Sword Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.
  • "If unit initiates combat" means if the user starts combat during the player phase. The unit does not need to deal damage, nor be the first to attack.
    • However, if the effect is applied after combat, the unit must also survive it to fulfill this condition.

List of owners[ | ]

UnitSkill chain
Ingrid Solstice Knight Face FC
Iron Lance
★
Steel Lance
★
Silver Lance
★
Starpoint Lance
★

In other languages[ | ]

Language Name
Japanese 海角の星槍
German Sternenlanze
Spanish (Europe) Lanza estrellada
Spanish (Latin America) Lanza estrellada
French Lance étoilée
Italian Lancia marina
Traditional Chinese (Taiwan) 海角的星槍
Portuguese Lança estrelada

See also[ | ]

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