Fire Emblem Wiki
Advertisement
Fire Emblem Wiki
Needs Japanese name!
Fir swordmaster sword This article is in need of an official name in Japanese. Remove this template when a name has been added. If you are unsure whether or not a name is appropriate, please discuss it on the Talk Page. If it's pertaining to Fire Emblem Heroes, it can most likely be found in its respective page on the FE Heroes wiki.

Atk/Def Catch is a type A passive skill introduced in Fire Emblem Heroes.

It is learned without Skill Inheritance by Legendary Sigurd.

Stats[]

Fire Emblem Heroes[]

Name Activation SP
FEH Atk Def Catch 1 Atk/Def Catch 1 Start of turn 60
Effects At start of combat, if foe's HP equals 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.


【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Users -


Name Activation SP
FEH Atk Def Catch 2 Atk/Def Catch 2 Start of turn 120
Effects At start of combat, if foe’s HP equals 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.


【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Users -


Name Activation SP
FEH Atk Def Catch 3 Atk/Def Catch 3 Start of turn 240
Effects At start of combat, if foe’s HP equals 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.


【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Users -


Name Activation SP
FEH Atk Def Catch 4 Atk/Def Catch 4 Start of turn 300
Effects At start of combat, if foe’s HP equals 100% or [Penalty] is active on foe, grants Atk/Def +7 to unit during combat. At start of combat, if foe’s HP equals 100% and [Penalty] is active on foe, grants an additional Atk/Def +2 to unit during combat.

【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Users -


Advertisement