Transferring Skills Via Inheritance [Red Units]

Transferring Skills Via Inheritance [Red Units]


Got your eye on that one specific Five Star unit, but can’t seem to roll them? If so, you’ve probably got a lot of weak units taking up space in your barracks.

Don’t send them home just yet though. Thanks to the inheritance system, you can make good use of these duplicates by transferring their skills to your stronger units.

This series will show you some of the best ways to transfer your skills from these common units.

General Advice

There are several things to take into account before proceeding. First, the tips given here are merely suggestions.

You should feel free to make your own choices when it comes to building your army. Second, it’s important to have a good idea of what role you want your chosen unit(s) to fulfill before you inherit.

If you inherit skills that you later find out don’t work for that character, you’ll be wasting precious SP, which runs out faster than you might think.


Skills unlocked at 3*

  • Weapon: Silver Sword
  • Special: Holy Vestments (Reduces damage inflicted by attacks from foes 2 spaces away by 30%.)
  • B: Axebreaker 1 (If unit’s HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and foe cannot.)
  • C: Spur Res 2 (Grants adjacent allies Res+3 during combat.)

Eliwood’s skills are best made use of on someone with the potential to tank. If they have low speed, they’ll make great use of Axebreaker.

If they have decent speed, forego Axebreaker in favor two levels of Spur Res. Also, don’t waste that Holy Vestments skill if you don’t have to.

Eliwood is currently the only rollable 3 Star unit with this skill.


Skills unlocked at 3*

  • Weapon: Silver Sword
  • Assist: Dance (Enables target to take another action. Cannot be used on units with Sing or Dance.)
  • B: Knockback (If unit initiates attack, foe is moved 1 space away after combat.)
  • C: Hone Atk 2 (Grants adjacent allies Atk+3 through their next actions at the start of each turn.)

Olivia is unique when it comes to skill inheritance. Her most useful skill, Dance, is exclusive to her (and Ninian) and cannot be transferred.

Overall, unless you have a sword unit that for whatever reason, you think is in dire need of a Silver Sword and Hone Atk, consider keeping Olivia. She’s the only easily obtainable dancer in the game as of right now.


Skills unlocked at 3*

  • Weapon: Armorslayer (Effective against armored units.)
  • Assist: Rally Attack (Grants Atk+4 to an adjacent ally until the end of the turn.
  • A: Life and Death 1 (Grants Atk/Spd+3. Inflicts Def/Res-3.)
  • B: Obstruct 2 (Prevents foes from moving through adjacent spaces while this unit’s HP ≥ 70%. (No effect on foes with a Pass skill.))

Hana’s skills make her somewhat of an oxymoron, but also an inheritance candidate with diverse potential. Her Armorslayer, and Life and Death skills are good for damage dealers, while Rally Attack and Obstruct can find their use on support type units.

Life and Death is best reserved for units who you think may be taken out quickly regardless of their base defenses, and should be used to increase the killing potential of already powerful and speedy units, namely ones that have Vantage or Desperation. However, Life and Death is a rare skill, and no character currently has the third of this skill unlocked below 5 Stars, so you may want to consider promoting Hana to 4 Stars before trading this skill away.

Rally Attack and Obstruct can be paired together well on someone bulkier than Hana, albeit situationally. You can use it to create makeshift bottleneck zones on certain maps, and then safely buff your companions while doing so on the next turn.


Skills unlocked at 3*

  • Weapon: Ruby Sword (Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.)
  • Assist: Swap places with an adjacent ally.
  • A: Defense +2
  • B: Obstruct 1 (Prevents foes from moving through adjacent spaces while this unit’s HP ≥ 90%. (No effect on foes with a Pass skill.))

Stahl is difficult to utilize for inheritance, as his skills do not sync up very well. Ruby Sword and Swap can be good in a pinch, if you are trying to get some farm for your Lance user, and there’s and the enemy behind the one you just removed is touting an axe.

Defense +2 is practical when placed on a unit who is lacking in it. Obstruct 1 is harder to justify however, as you will likely get only a single use out of it before being reduced below the health threshold


Skills unlocked at 3*

  • Weapon: Brave Sword (Spd-5. Attack twice when initiating combat.)
  • Special: Buckler (Reduces damage inflicted by attacks from adjacent foes by 30%.)
  • B: Lunge (If unit initiates attack, after combat, unit and targeted foe swap places.)
  • C: Spur Def 2 (Grants adjacent allies Def+3 during combat.)

Draug is especially useful, since he is the only 3 Star unit that comes with a Brave Sword. If you’re going to trade him away, do it for this.

Spur Defense might find it’s home on someone with a bit more mobility, so you can split your forces farther apart and still be able to move between them to provide support as needed.


Skills unlocked at 3*

  • Weapon: Ruby Sword (Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.)
  • Special: New Moon (Resolve combat as if foe suffered Def/Res-30%.)
  • B: Wings of Mercy (Enables unit to warp adjacent to any ally with HP ≤ 30%.)
  • C: Spur Spd 2 (Grants adjacent allies Spd+3 during combat.)

Palla is a great subject for inheritance. Most notably, her New Moon skill is an excellent for any damage dealer.

If you have the feathers to spare, you may find it worth your while to promote Palla for the sake of transferring her promoted version of New Moon, Moonbow. (Has the same effect, but a lower cooldown)

Other than that, Wings of Mercy will provide Armor units with a superb boost in mobility. Spur Speed is similarly useful on them, as they won’t be as susceptible to damage like Palla is.


Skills unlocked at 3*

  • Weapon: Ruby Sword (Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.)
  • Special: Buckler (Reduces damage inflicted by attacks from adjacent foes by 30%.)
  • A: Fury 2 (Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.)
  • B: Brash Assault 1 (Unit automatically makes a follow-up when at HP ≤ 30% and attacking a foe that can counter.)

Hinata’s biggest selling (rolling?) point is his Fury skill. You may want to consider promoting him to 4 Stars to obtain its full potential, as Hinata is currently the only unit in the game with Fury 3 at 4 Stars.

Brash Assault is hard to make use of in combination with any of Hinata’s other skills, especially as it is only the first tier.


Skills unlocked at 3*

  • Weapon: Killing Edge (Accelerates Special trigger (cooldown count-1).)
  • Special: Chilling Wind (Boosts damage dealt by 50% of unit’s Res.)
  • A: Speed +2
  • B: Pass 1 (Units can pass through foes if its own HP ≥ 75%.)

Fir offers a wide variety of useful skills. Killing Edge is a practical alternative to any unit with a decent special (Especially Moonbow, which when the two are used in conjunction, gives Moonbow a cooldown of 1 action.)

If you’re transferring Killing Edge over to a unit lacking in a special, bring Chilling Wind along with. Check that unit’s stats first to ensure they have the Resistance to get as much use out of the skill as possible.

If you’re feeling cheeky, you can transfer her Speed +2 and Pass onto a Cavalry unit with a Brave Weapon so you can quickly rush the back line and deal with any troublesome units who might be hiding behind a tanky Armor Knight.


Skills unlocked at 3*

  • Weapon: Silver Sword
  • Special: Daylight (Heal 30% of damage dealt.)
  • B: Axebreaker 2 (If unit’s HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and foe cannot.)
  • C: Hone Spd 1 (Grants adjacent allies Spd+2 through their next actions at the start of each turn.)

Laslow is not difficult to make use of, and his individual skills can be put use on almost any unit. Daylight goes well on any unit you’re given Fury to, as a means of alleviating its self-damaging side effect.

Hone Spd 1 isn’t very useful on its own, so if you don’t have a need for Daylight, it’s best to transfer Axebreaker along with Silver Sword.

Skill Glossary
Some of the skill definitions provided ingame don’t do a good job of explaining exactly what certain skills do. This section is here to give a better understanding of the skills mentioned previously.

Breaker Skills: Breakers prevent followup attacks from the specified weapon, provided the owner has enough health. What this means, is that any unit who has a breaker skill and faces a unit of that breaker, will automatically make attack twice, and only be attacked themselves once, regardless of either unit’s speed rating. For example, if a sword unit with low speed attacks an axe unit that has 5 more speed than it, the sword unit will take damage twice. However, if the sword user equipped Axebreaker, the opposite would occur.
Brash Assault: Brash Assault works similarly to the way breakers do, but with two key differences. Brash Assault will activate against any unit that the user with the skill equipped is able to counter, no matter what weapon they are using. It will also not activate until the unit is below the specified amount of health, not above.
Wings of Mercy: As the definition says, a character with this skill equipped can teleport adjacent to any allied unit under a certain amount of health. However, it consumes all movement points, meaning melee units with this skill can only attack enemies that are a distance of one space away from the unit being warped to, whereas ranged units can only attack units adjacent to that unit.
Obstruct: Obstruct’s ingame description is poorly worded, so you’d be forgiven for thinking it prevents any and all enemy units from standing adjacent to you while you are above the health threshold. Sadly however, this is not the case. What it actually does, it let enemy units move adjacent to you, but not past you, making it functionally useless against Armored units. For example, if an enemy melee unit is standing diagonally to a unit you have Obstruct equipped on, and you have a ranged unit standing behind them, that enemy unit would naturally want to target that ranged unit. Due to Obstruct however, they would be unable to move the additional square required to target that squishy ranger, and would thus be forced into attacking the unit with Obstruct instead.

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