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Three Heroes with Bonfire are available as part of a 5★ summoning focus!
Heroes with Bonfire have their Special damage boosted by 50% of their Def.
Your first summon in this event won't cost any Orbs!
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.
Tap the image above to visit this Hero's illustrated introduction page.
Nowi's daughter. She might look young, but
she's actually very responsible. She tries to
control her emotions and act maturely. Appears
in Fire Emblem Awakening.
Skills learnable at 5★:
Oracle's Breath
Mt: 16 Range: 1
Grants Atk+3. If a bonus granted by a skill like
Rally or Hone is active on unit, foe cannot make
a follow-up attack. If foe's Range = 2, calculates
damage using the lower of foe's Def or Res.
This skill can only be equipped by its original unit.
Bonfire
Cooldown: 3
Boosts damage by 50% of unit's Def.
Cannot use:
Bonus Doubler 3
Grants bonus to Atk/Spd/Def/Res during
combat = current bonus on each of unit's stats.
Calculates each stat bonus independently.
Cannot use:
Quick Riposte 3
If unit’s HP ≥ 70% and foe initiates combat, unit
makes a guaranteed follow-up attack.
Infantry Breath 3
Adjacent infantry allies gain: "If foe initiates
combat, grants Def/Res+2 during combat and
Special cooldown charge +1 per attack. (Only
highest value applied. Does not stack.)"
Cannot use:
"I'm still inexperienced in the ways of Manakete. Sometimes I have trouble fighting the urge to go wild... So if I lose control, I want you to take me out to a forest where I can't hurt anyone. All right?"
Daughter of the Flame Tribe chieftain. Her aloof
disposition belies the wildness in her heart.
Appears in Fire Emblem Fates.
Skills learnable at 5★:
Rinkah's Club
Mt: 16 Range: 1
Accelerates Special trigger (cooldown count-1).
If foe initiates combat or if unit's HP < 100%
at start of combat, grants Atk/Def+5 and
Special cooldown charge +1 per foe's attack
during combat. (Only highest value applied.
Does not stack. Special cooldown charge
granted even if foe's attack deals 0 damage.)
This skill can only be equipped by its original unit.
Bonfire
Cooldown: 3
Boosts damage by 50% of unit's Def.
Cannot use:
Distant Foil
If sword, lance, axe, bow, dagger, or beast foe
initiates combat, grants Atk/Def+5 to unit during
combat and unit can counterattack regardless
of foe's range.
Cannot use:
Wrath 3
At start of turn, if unit's HP ≤ 75% and unit's
attack triggers Special, grants Special cooldown
count-1, and deals +10 damage when Special
triggers.
Cannot use:
Even Def Wave 3
At start of even-numbered turns, grants Def+6
to unit and adjacent allies for 1 turn. (Bonus
granted to unit even if no allies are adjacent.)
"Don't expect me to bow to royalty. The Flame Tribe only gives respect to those who earn it."
Adrestian Emperor who has chosen to take on
a grotesque form for the sake of pursuing her
ideals. Appears in Fire Emblem: Three Houses.
Skills learnable at 5★:
Twin-Crest Power
Mt: 14 Range: 1
Accelerates Special trigger (cooldown count-1).
At start of combat, if unit's HP ≥ 25%, inflicts
Atk/Def-6 on foe during combat and unit and
foe both cannot make a follow-up attack, and
also, if unit initiates combat while transformed,
grants another action to unit after combat.
(Once per turn.) At start of turn, if unit is
adjacent to only beast or dragon allies or if
unit is not adjacent to any ally, unit transforms
(otherwise, unit reverts). If unit transforms,
grants Atk+2 and unit can counterattack
regardless of foe's range.
This skill can only be equipped by its original unit.
Bonfire
Cooldown: 3
Boosts damage by 50% of unit's Def.
Cannot use:
Atk/Def Ideal 4
At start of combat, if unit's HP = 100% or
if【Bonus】is active on unit, grants Atk/Def+7
to unit during combat. At start of combat, if
unit's HP = 100% and【Bonus】is active
on unit, grants an additional Atk/Def+2 to unit
during combat.
【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).
Cannot use:
Armored Wall
At start of combat, if unit's HP ≥ 25%,
grants Special cooldown charge +1 to unit,
inflicts Special cooldown charge -1 on foe per
attack during combat (only highest value
applied; does not stack), and restores 7 HP
to unit after combat.
During unit's first combat in player phase or
enemy phase, at start of combat, if unit's
HP ≥ 25% while transformed, reduces damage
from foe's first attack by 40%.
This skill can only be equipped by its original unit.
Armored Stride 3
At start of turn, if unit is not adjacent to an ally,
unit can move 1 extra space. (That turn only.
Does not stack.)
Cannot use:
"To put an end to a bloody history, someone must stand up, even if some call it self-righteous..."
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