Marth
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This article is about the Adventurer Marth. For the enemy, see Marth (Enemy). |


Skills

Shared SP Cost: 7187
Deals 6 hits of 84% and 1 hit of 168% flame damage to enemies directly ahead, and gradually recovers the user's HP with 4% Recovery Potency every 2.9 seconds for 15 seconds. (Might: 100)
Shared SP Cost: 7187
Deals 6 hits of 93% and 1 hit of 186% flame damage to enemies directly ahead, and gradually recovers the user's HP with 5% Recovery Potency every 2.9 seconds for 15 seconds. (Might: 200)
Shared SP Cost: 7187
Deals 6 hits of 103% and 1 hit of 206% flame damage to enemies directly ahead, and gradually recovers the user's HP with 6% Recovery Potency every 2.9 seconds for 15 seconds. (Might: 300)
Shared SP Cost: 7187
Deals 6 hits of 138% and 1 hit of 267% flame damage to enemies directly ahead, inflicts burn for 12 seconds - dealing 97% damage every 3.9 seconds - with 120% chance, and gradually recovers the user's HP with 7% Recovery Potency every 2.9 seconds for 15 seconds. (Might: 400)
Deals 1 hit of 616% flame damage to enemies in a line, increases the user's strength by 10% for 10 seconds and activates "Skill Shift" if the attack connects.
Phase II increases the entire team's strength by 10% for 10 seconds instead, while Phase III also increases the entire team's attack rate by 10% for 10 seconds. (Might: 100)
Deals 1 hit of 685% flame damage to enemies in a line, increases the user's strength by 10% for 10 seconds and activates "Skill Shift" if the attack connects.
Phase II increases the entire team's strength by 10% for 10 seconds instead, while Phase III also increases the entire team's attack rate by 30% for 10 seconds. (Might: 200)
Deals 1 hit of 899% flame damage to enemies in a line, increases the user's strength by 10% for 10 seconds and activates "Skill Shift" if the attack connects.
Phase II increases the entire team's strength by 10% for 10 seconds instead, while Phase III also increases the entire team's attack rate by 30% for 10 seconds.
Burning foes will take 1 hit of 1798% damage instead. (Might: 300)
Co-abilities
Increases dragon gauge fill rate by 8%. Benefits your whole team. (Might: 170)
Increases dragon gauge fill rate by 9%. Benefits your whole team. (Might: 200)
Increases dragon gauge fill rate by 11%. Benefits your whole team. (Might: 230)
Increases dragon gauge fill rate by 12%. Benefits your whole team. (Might: 260)
Increases dragon gauge fill rate by 15%. Benefits your whole team. (Might: 320)
If a team member is attuned to Flame: increases their strength by 6% when the combo count is 10 or higher. Benefits your whole team.
If a team member is attuned to Flame: increases their strength by 7% when the combo count is 10 or higher. Benefits your whole team.
If a team member is attuned to Flame: increases their strength by 8% when the combo count is 10 or higher. Benefits your whole team.
If a team member is attuned to Flame: increases their strength by 9% when the combo count is 10 or higher. Benefits your whole team.
If a team member is attuned to Flame: increases their strength by 13% when the combo count is 10 or higher. Benefits your whole team.
Abilities
Fills 50% of the entire team's skill gauges when the user's HP drops to 30% (once per quest). This does not fill the skill gauges of dragons. (Might: 70)
Fills 100% of the entire team's skill gauges when the user's HP drops to 30% (once per quest). This does not fill the skill gauges of dragons. (Might: 100)
Fills 100% of the entire team's skill gauges when the user's HP drops to 30% (twice per quest). This does not fill the skill gauges of dragons. After activating, this ability will not activate again for 15 seconds. (Might: 120)
Reduces susceptibility to stun by 50%. (Might: 60)
Reduces susceptibility to stun by 100%. (Might: 100)
Reduces susceptibility to stun by 100%. When the user is hit by an attack that would have stunned them, their strength is increased by 15% for 10 seconds. After activating, this buff will not activate again for 15 seconds. (Might: 120)
Increases critical rate by 10% when the combo count is 15 or higher. (Might: 80)
Increases critical rate by 13% when the combo count is 15 or higher. (Might: 100)
Increases critical rate by 13% when the combo count is 10 or higher. (Might: 120)
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