Young Felix

Young Felix

Red Sword

Introduction

Young Felix is a character in Fire Emblem Heroes. Young Felix's weapon type is Red Sword and role is Infantry. Faction: Fire Emblem: Three Houses.

Profile

Young Felix carries the title "Zealous Yearning".

Stats

  • HP41
  • Atk48
  • Spd49
  • Def41
  • Res24

At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.

Skills

5
  • Priming Sword

    Weapon · Might 16 · Range 1

    Enables【Canto (Dist. +1; Max 4)】. Accelerates Special trigger (cooldown count-2; max cooldown count value cannot be reduced below 1). At start of player phase or enemy phase, grants 【Atk Liberate】,【Spd Liberate】,【Dodge】, and【Pulse Follow】to unit and certain target ally for 1 turn. (If support partner is on player team, targets any support partner; otherwise, targets ally with highest max Spd on player team at start of battle, excluding unit: "at start of battle" excludes increases to Spd granted after ally is deployed, such as Legendary Effects, Mythic Effects, Bonus Heroes, Great Talent, etc.) Grants Atk/Spd/Def/Res+15 to unit, unit deals +25 damage (excluding area-of-effect Specials), reduces damage from foe's attacks by 15 (excluding area-of-effect Specials), and reduces damage from foe's Specials by an additional 15 during combat (excluding area-of-effect Specials). 【Canto (Dist. +1; Max 4)】 After an attack, Assist skill, or structure destruction, unit can move spaces = number of spaces from start position to end position of unit before the above, +1. (Max 4.) 【Atk Liberate】 Grants bonus to Atk during combat = number of【Bonus】effects active on unit, excluding stat bonuses, + 4 (max 8). 【Spd Liberate】 Grants bonus to Spd during combat = number of【Bonus】effects active on unit, excluding stat bonuses, + 4 (max 8). 【Dodge】 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 × 4 (max 40%). 【Pulse Follow】 Grants Special cooldown count-2 to unit before unit's first follow-up attack 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).

  • Archrival

    Special · Cooldown 5

    When Special triggers, boosts damage by X% of the greater of unit's or foe's Atk (if unit has weapon-triangle advantage, X = 80; otherwise, X = 70). Reduces damage from foe's first attack by 40% ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes) and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack), and also, if unit has weapon-triangle advantage, grants Special cooldown count-2 to unit and inflicts Special cooldown count+2 on foe before unit's first attack during combat (cannot exceed foe's maximum Special cooldown).

  • Duelist's Blow

    A skill

    If unit initiates combat or is within 3 spaces of an ally, grants Atk/Spd+9 to unit, reduces damage from foe's first attack by X ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes; if unit initiates combat, X = 15; otherwise, X = 7), and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

  • Matchless Wolf

    B skill

    If a skill compares unit's Spd to a foe's or ally's Spd, treats unit's Spd as if granted +7. If unit has not used or been the target of an Assist skill during the current turn, grants another action to unit and inflicts 【Isolation】on unit and Pair Up cohort in the following cases: A) unit initiated combat, or B) unit took action without entering combat (takes priority over Canto; once per turn, with A and B counted separately; does not trigger when affected by effects of Foresight Snare or traps in Aether Raids). Inflicts Atk/Spd/Def/Res-5 on foe, unit deals damage = 20% of unit's Spd (including area-of-effect Specials; excluding Røkkr area-of-effect Specials), reduces damage by 20% of unit's Spd (including area-of-effect Specials; excluding Røkkr area-of-effect Specials), and reduces damage from foe's Specials by an additional 20% of unit's Spd during combat (including area-of-effect Specials; excluding Røkkr area-of-effect Specials), and also, if decreasing the Spd difference necessary to make a follow-up attack by 10 would allow unit to trigger a follow-up attack (excluding guaranteed or prevented follow-ups), triggers 【Potent Follow 100%】during combat. 【Isolation】 Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) 【Potent Follow 100%】 Triggers an additional follow-up attack immediately after unit's standard follow-up attack and deals damage = 100% of unit's normal attack damage (if unit cannot make a follow-up attack, this effect triggers when the standard follow-up attack would occur; this effect is treated like a follow-up attack, so effects like "reduce damage by X%" still apply, but this effect is not affected by effects that prevent follow-ups or "attacks twice" effects; only highest value applied; does not stack).

  • Burst of Thunder

    C skill

    At start of turn, unit can move 1 extra space (that turn only; does not stack). Grants bonus to unit's Atk/Spd/Def/Res during combat = number of spaces from start position to end position of whoever initiated combat × 2 (max 6), unit deals +5 damage (excluding area-of-effect Specials), reduces damage from foe's first attack by 5 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown count-1 to unit before unit's first attack during combat.

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