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Even Pulse Tie is a Type B passive skill introduced in Fire Emblem Heroes.

Overview

Even Pulse Tie functions as a new form of Special charge denial; in a similar manner to Pulse Smoke. At the beginning of even-numbered turns, this skill resets the charged special of the enemy with the lowest health that has a charged special; as long as they have less health than the wielder.

This skill is only available without inheritance by Nils, and cannot be inherited onto an armored or flying unit.

Stats

Fire Emblem Heroes

Name Activation SP
FEH Even Pulse Tie 1.png Even Pulse Tie 1 In combat 60
Effects At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+5, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)
Users Nils
Notes Only inheritable by infantry and cavalry

Name Activation SP
FEH Even Pulse Tie 2.png Even Pulse Tie 2 In combat 120
Effects At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+3, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)
Users Nils
Notes Only inheritable by infantry and cavalry

Name Activation SP
FEH Even Pulse Tie 3.png Even Pulse Tie 3 In combat 240
Effects At start of even-number turns, if foe with the lowest HP has its Special ready and unit's HP ≥ that foe's HP+1, inflicts Special cooldown count+2 on that foe. (Cannot exceed the foe's maximum Special cooldown.)
Users Nils
Notes Only inheritable by infantry and cavalry

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