
Halloween Timerra
Blue LanceB tier
Introduction
Halloween Timerra is a character in Fire Emblem Heroes. Halloween Timerra's weapon type is Blue Lance and role is Infantry. Faction: Fire Emblem Engage.
On our Fire Emblem Heroes tier list Halloween Timerra is B tier, 431st of the 907 characters ranked, from where 3 current tier lists put Halloween Timerra.
Is Halloween Timerra good?
Def-based lance fighter who keeps enemy Specials from firing. At the start of enemy phase her Inspirited Spear puts Guard on every foe within 3 rows or columns and pushes back the Specials of those close to firing if their Def is lower than hers, which can stop them triggering at all. She also hands Spd/Def+6 to nearby allies each turn, and in combat gets stats, Def-scaled penalties on her foe, Def-based bonus damage when her Special fires and healing afterward, all of which work well alongside Time's Pulse 4 and Vital Astra.
Base 23 Res means she leans on those effects plus Spurn 4 to survive mages.
Strengths
- Guard on every nearby foe on enemy phase
- Delays Specials that are about to fire
- Spd/Def support for allies
- Heals after combat
Weaknesses
- Base 23 Res
- Needs her damage reduction to hold up against magic
Profile
Halloween Timerra carries the title "Trick or Meat".
Stats
- HP37
- Atk41
- Spd46
- Def46
- Res23
At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.
Skills
5Inspirited Spear
Weapon · Might 16 · Range 1Accelerates Special trigger (cooldown count-1). At start of turn, if any foe is within 3 rows or 3 columns centered on unit, grants Spd/Def+6 to unit and allies within 2 spaces of unit for 1 turn. At start of enemy phase, for foes within 3 rows or 3 columns centered on unit, inflicts 【Guard】on foe, and also, if foe's attack can trigger foe's Special, foe's Special cooldown count ≤ 1, and foe's Def < unit's Def, inflicts Special cooldown count+1 on foe (cannot exceed foe's maximum Special cooldown). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit and inflicts Atk/Spd/Def-X on foe during combat (X = 15% of unit's Def at start of combat), deals damage = 40% of unit's Def when Special triggers (excluding area-of-effect Specials), and restores 7 HP to unit after combat. 【Guard】 Inflicts Special cooldown charge -1 on unit per attack during combat through its next action. (Only highest value applied. Does not stack.)
Vital Astra
Special · Cooldown 2Boosts damage by 30% of unit's Spd. If unit's Special is ready and unit's Spd > foe's Spd, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). At the start of combat, if unit's Special is ready and unit's Spd > foe's Spd, reduces damage from attacks during combat by percentage = difference between stats × 3 (max 30%). (Damage-reduction effects above are considered non-Special effects, so skills like Deadeye still apply.)
Bonus Doubler 4
A skillIf【Bonus】is active on unit or an ally within 2 spaces of unit, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently). 【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).
Spurn 4
B skillInflicts Spd/Def-4 on foe during combat. If a skill compares unit's Spd to foe or ally's Spd, treats unit's Spd as if granted +7. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 5 (max 50%). If unit's HP ≤ 75% and unit's attack can trigger unit's Special, deals +5 damage when Special triggers. If foe's attack triggers unit's Special, unit's next attack deals +5 damage (resets at end of combat).
Time's Pulse 4
C skillAt 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.



