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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 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 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 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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