
Gentle Dragon
Veyle
★★★★★
/
Blue Tome/Infantry
Fire Emblem Engage
Introduction
Veyle is a 5-star Blue character in Fire Emblem Heroes. Veyle's weapon type is Blue Tome and role is Infantry. Faction: Fire Emblem Engage.
On our Fire Emblem Heroes tier list Veyle is B tier, 350th of the 907 characters ranked, from where 2 current tier lists put Veyle.
Other Blue characters in Fire Emblem Heroes: Attuned Caeda, Cai, Flame Tribe Lyn, Harmonized Brave Hector, Jorge, Legendary Chrom and 8 more.
Is Veyle good?
Veyle's refined weapon stacks Attack and Res with two Resonance effects and support for her allies, and it adds a brave effect for her whenever she wins a Res check against the foe. Fell Protection+ rounds her out defensively, adding bonus stats, true damage reduction and a way to shut down a foe's Special before it can trigger an offensive effect.
That combination makes her a solid Res tank and support hybrid, though her middling Speed and low Def still leave her open to anyone who can outpace her or target her Def instead.
Strengths
- Refined weapon stacks Atk/Res with two Resonance effects and a conditional brave attack
- Fell Protection+ adds true damage reduction and blocks certain foe Specials
- Works as a Res tank and support hybrid at once
Weaknesses
- Mediocre Speed and low Def leave her exposed
Profile
Veyle carries the title "Gentle Dragon". Her birthday is September 12, and she stands 5'2" tall.
Stats
- HP39
- Atk46
- Spd30
- Def21
- Res46
- Total182
At max level. Each bar is measured against the highest value in the Fire Emblem Heroes roster.
Skills
5Obscurité
WeaponMight: 14 Range: 2 Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Res+6, 【Resonance: Blades】 , and 【Resonance: Shields】 to unit and allies within 2 spaces of unit for 1 turn. If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and neutralizes for's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.
Iceberg
Special · Cooldown 3Cooldown Count = 3 Boosts damage dealt by 50% of unit’s Res.
Atk/Res Finish 4
PassiveIf unit is within 3 spaces of an ally, grants Atk/Res+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 during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)
Atk/Res Unrest
PassiveEnables 【Canto (1)】. For foes on the map whose Res < unit's Res at start of combat, inflicts Atk/Res-X (max 7) during combat and those foes cannot recover HP during or after combat (when an effect such as【Feud】is triggered for allies, excluding unit, that effec t will also neutralize this skill's "cannot recover HP after combat" effect on their foes; X = number of types of 【Bonus】 effects, excluding stat bonuses, and 【Penalty】 effects, excluding stat penalties, active on player team and enemy team). Inflicts Atk/Res-4 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and reduces damage from foe's attacks by 20% of unit's Res during combat (excluding area-of-effect Specials).
Fell Protection+
PassiveIf a skill compares unit's Res to a foe's or ally's Res, treats unit's Res as if granted +5. For allies within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+5, and also, if this unit's Res ≥ ally's foe's Res+5 at start of combat, reduces damage from attacks by 40% during combat (excluding area-of-effect Specials), and also, if foe's attack can trigger foe's Special, inflicts Special cooldown count+1 on foe before foe's first attack and before foe's first follow-up attack during combat (cannot exceed the foe's maximum Special cooldown). Grants Atk/Spd/Def/Res+5 to unit, unit deals +7 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by 7 (excluding area-of-effect Specials), neutralizes effects that inflict "Special cooldown charge -X" on unit, and grants Special cooldown count-1 to unit before unit's first attack during combat. If unit's Res ≥ foe's Res+5, reduces damage from attacks during combat by 40% (excluding area-of-effect Specials), and also, if foe's attack can trigger foe's Special, foe cannot trigger Specials during combat (excluding area-of-effect Specials). Restores 7 HP to unit after combat.
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