Our Fire Emblem Heroes coverage is five pages, and four of the five put a price on something. The beginner's guide opens on the 20 orbs a multi-summon needs, the summoning guide is a price ladder and an odds table, the Mareeta guide lists SP beside eight of Mareeta's weapons and skills, and the feather farming guide exists because a hero cannot reach full potential without feathers. So this hub follows the money. It walks the game's currencies in the order a new player runs into them, orbs first, then EXP and crystals, then SP, then feathers, and says what each one buys according to our pages.
Reading Order
| Page | Currency it prices | What it settles |
|---|---|---|
| Beginner's guide | Orbs, EXP, crystals, SP | Rerolling, the weapon triangle, levelling, the Castle, where skill points come from |
| Summoning guide | Orbs | The four orb colors, the falling cost per pull, the star-rank odds and how they improve |
| Characters guide | Orbs, by color | Eleven heroes rated with their weapon types |
| Mareeta guide | SP | One hero's complete kit with eight prices on it |
| Feather farming guide | Feathers | The four places feathers come from |
Orbs: Twenty From Three Missions, Then a Ladder
The beginner's guide makes orbs the first thing to understand because the first decision in the game is whether to keep your opening pulls. A multi-summon needs 20 orbs, and playing the three opening missions gives exactly that many, so a reroll is a matter of playing those three again. The page's practical notes are about not losing progress while doing it: keep tapping retry rather than returning to the title menu if an error appears, delete the deviceAccount.xml file under the game's data folder on a rooted Android device to skip redownloading everything, and do not link a Nintendo account, because after that a reroll means uninstalling. Once you have the hero you want, the same page says to push it to five stars quickly so the Arena and Story modes go faster.
The summoning guide is where the 20 turns into a ladder. The first hero in a session costs five orbs, the next three cost four each and the fifth costs three, which is 20 again, and the discount only holds if you never leave the summoning menu. The five stones you draw from are colored, and the page's color key is what our companions guide sorts heroes by: red for fire and swords, green for wind and axes, blue for thunder and lances, colorless for healers, bows and assassins, with Abel as its example of a hero only a blue stone can produce. The default odds run 61 percent three-star, 36 four-star and 3 five-star, and every five pulls without a five-star adds half a percentage point, so 115 dry pulls have raised it by 11.5. The page's last word is that a three-star with skills and resources invested can still beat a four-star. Which color to spend on is the question our companions guide answers, sorting all twelve heroes our pages rate by the stone that summons them.
Orbs buy one more thing on the beginner's page: the Castle, which doubles the EXP you earn and is the page's answer to anyone who wants to power level.
EXP and Crystals: Levels, Ranks and the Limit Breaker
Levelling is the second currency, and the beginner's guide gives it two sources: EXP from defeating enemy units, and crystals, which raise a unit's level without a fight for players who would rather not grind combat. The Castle doubles the first of those. Two thresholds follow. At level 20 a unit can rise one star rank, which the page says unlocks extra skills and raises its stats, and at higher levels the Limit Breaker lets a player holding duplicates of the same hero push past the stat cap and take more skills.
The same page carries our only combat primer for the game, and it is short: red beats green, green beats blue, blue beats red, with the advantaged weapon dealing roughly 30 percent more; some units deal effective damage, bows against fliers being its example; and the Danger Area on the map shows which of your units can be attacked, so units that are not ready stay outside it. The page's roster advice follows from the triangle, a team varied enough to answer any color.
SP: What a Skill Costs
Skill Points come from fighting and from levelling, the beginner's guide says, and they exist to buy skills. Only one of our five pages shows what that costs in practice. The Mareeta guide prices eight of her skills: four swords priced 400, 200, 100 and 50 SP, from Mareeta's Sword at 16 might with a cooldown reduction and a set of bonuses when she stands apart from allies down to an Iron Sword of 6 might; two specials, New Moon at 100 and Luna at 200, that treat the foe's Defense and Resistance as 30 or 50 percent lower; and the first two tiers of her Attack/Speed Solo passive at 60 and 120. Those eight add to 1,230 SP. Her remaining seven skills, the third Solo tier and three tiers each of Close Call and Rouse Attack/Defense, are described without a price.
The kit the page recommends is Mareeta's Sword, Luna and the third tier of each passive, and it puts her level 40 line at 23 Resistance, 31 Defense, 42 Speed, 35 Attack and 41 HP, a total of 172 that the page calls her base stat total and the reason it would keep her in a main team. Fallen Mareeta, the alternate version, differs by her weapon, Shadow Sword, and arrives with Reposition, Galeforce and Dragon Fang.
Feathers: The Currency That Raises a Star
Feathers are the last currency a new player meets, and the feather farming guide is blunt about why they matter: a hero does not reach full combat potential without them. It names four sources. Story mode is the easiest, with a feather able to drop at the end of each chapter and the whole mode short enough to repeat. The Arena is a way to earn them from player-versus-player battles, but the page rates it the least effective because you have to win. Special Maps drop random prizes that include both orbs and feathers. And adding friends in the game hands you feathers too.
Who to Spend It On
The characters guide rates eleven heroes, and its verdicts sort neatly by what they cost you. Jakob is the best starting character but not the strongest; Takumi and Tiki are the two it calls strongest, the archer and the dragon; Lucina's five-star form takes plenty of grinding; Roy is the one it tells you to save orbs for; Marth is among the most balanced. Six of the twelve rated heroes, counting Mareeta, need a red stone, three a colorless one, two a green and one a blue, which is the table the companions guide is built around.
What These Pages Do Not Cover
One hero is priced and eleven are rated, and that is where the roster coverage stops. Our five Fire Emblem Heroes pages say nothing about banners, events or the hundreds of heroes beyond those twelve. The beginner's and summoning guides both name an orbs farming guide, a marathon guide and a job class guide that are not on this site, so those words stand unlinked. Nothing here is a map walkthrough, and the feather farming page names its four sources without figures for how much each pays.
Fire Emblem Heroes Questions
How many orbs does a full summoning session cost?
Twenty, if you stay in the menu: five for the first hero, four each for the second, third and fourth, and three for the fifth. The three opening missions pay out the same 20.
What are the odds of a five-star hero?
Three percent by default; the other 97 split 36 to a four-star and 61 to a three-star. Every five pulls without a five-star raise the chance by half a percentage point.
Can I reroll my starting heroes?
Yes, as long as the game is not linked to a Nintendo account; after linking, a reroll needs a full uninstall. On a rooted Android device, deleting deviceAccount.xml under the game's shared_prefs folder avoids downloading the game data again.
