Fire Emblem Heroes is a mobile game made by Intelligent Systems. The game is a RPG-like tactical turn-based game with an element of collection. It is based off the handheld and console games that have been around since 1990. It features many classic characters as well as characters from the more recent games.
Fire Emblem Heroes is a very colorful game with a lot of elements and buttons to it. Since it's a mobile game, it is very UI heavy when preparing for battles. Fire Emblem Heroes actually developed their own art style influenced by Celtic knots. You can look at the corners of buttons and the arrows for swapping teams and see the influence. There are very consistent elements in the team info up on the top of the screen. This is nice as it cuts down on space to lay out UI elements but could be used to space things out more as it is not needed on some screens.
Fire Emblem Heroes uses a Nintendo created font. It is a sans-serif font with a slimmer hairline to give it a slightly older look. It's a nice mix between modern style with some old flavor. It looks like there is no difference between title font and content font other than size. Fire Emblem Heroes uses different sizes of type as well as different weights on it's stroke. Almost all fonts have a stroke on it to make it stand out from the background. However, a large stroke like some of the title fonts can make it seem more tacky and lose the structure of the type.
Many of the intractable elements are blue with a light blue boarder and a top/bottom gradient. There are a few elements that are not blue including confirm or deny buttons and character portraits. Character portraits are colored based on their rarity. Grey and blue being 1 and 2 stars. Bronze is 3 stars, Silver is 4 stars, and Gold is 5 stars. This tells the player right away what rarity their characters are.
The UX for Fire Emblem Heroes is fairly good. It's a mobile game so micro-transactions is the name of the game here. The only thing I would change is during the summoning process. There's a point where you can continue summoning by tapping an additional orb then hitting confirm which is at the bottom of the screen. I feel like it would've been a better system to tap the orb twice or have a pop up rather than tapping the orb then moving all the way down to the bottom. Also, the color for the "stop summoning" button is backwards for me. It's intuitive in my mind for the "yes" to be green and the "no" to be red. So if I press the "I want to quit" button. My intuition when confirming is to hit the green button which is "continue summoning". I understand this move from a business standpoint however because it keeps players at the screen where they spend money.