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This is a ranking page for the hero Astram - Midia's Hero from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Astram.
List of Contents
Overall Rating | 8.5/10 |
---|---|
Reroll Ranking (excluding Inherit Skill) |
N/A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
---|---|
Rarity | |
What Kind of Character Are They? | ・Obtainable through Grand Hero Battle ・Spd increases when HP is higher than that of the foe ・Can quickly deal powerful special attacks with Wrath |
Might: 16 Range: 1 Grants Atk+3. At start of turn, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit and sword, lance, axe, bow, dagger, or beast allies within 2 spaces for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.) |
Cooldown Count = 3 Boosts damage dealt by 50% of unit’s Def. |
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat. |
If unit’s HP ≤ 75%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. |
Neutral Stats at Lv. 40 (5★) | ||
---|---|---|
172 | ||
HP |
44 |
Rank: 157/1160 |
Atk |
35 |
Rank: 703/1160 |
Spd |
36 |
Rank: 467/1160 |
Def |
36 |
Rank: 192/1160 |
Res |
21 |
Rank: 916/1160 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+10 Merges W/ Skill Bonuses | 49 | 59 | 41 | 40 | 25 | 214 | Lv.40 +10 | 49 | 40 | 41 | 40 | 25 | 195 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+HP Lv.40 +10 | 51 | 39 | 40 | 40 | 25 | 195 |
+Atk Lv.40 +10 | 48 | 42 | 40 | 40 | 25 | 195 |
+Spd Lv.40 +10 | 48 | 39 | 43 | 40 | 25 | 195 |
+Def Lv.40 +10 | 48 | 39 | 40 | 43 | 25 | 195 |
+Res Lv.40 +10 | 48 | 39 | 40 | 40 | 28 | 195 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 44 | 54 | 36 | 36 | 21 | 191 |
5★ Lv.40 | 44 | 35 | 36 | 36 | 21 | 172 |
4★ Lv.40 | 41 | 33 | 34 | 33 | 19 | 160 |
3★ Lv.40 | 40 | 31 | 32 | 32 | 18 | 153 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★ Lv.1 | 18 | 30 | 10 | 8 | 4 | 70 |
4★ Lv.1 | 17 | 22 | 10 | 7 | 3 | 59 |
3★ Lv.1 | 17 | 18 | 9 | 7 | 3 | 54 |
Stat | Superboon/Superbane | IV Recommendation |
---|---|---|
HP (18) | ★★★☆☆ | |
Atk (30) | ★★★★☆ | |
Spd (10) | ★★★★★ | |
Def (8) | ★★★☆☆ | |
Res (4) | ★★☆☆☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
As a hero obtainable only through Grand Hero Battle, Astram will always have neutral IVs by default. The only way to access IVs for this unit is through using Trait Fruits.
The best IVs for Astram are +Spd and -Res. A higher Spd combined with Wind Boost 3 and the effects of Mercurius stat allows Astram to get a ton of heavy-hitting follow-up attacks on his foes. It also protects him from hostile follow-up attacks. His Res is of less importance and thus safe to be taken as a bane.
We recommend a +Spd IV when merging Astram to 10. This is for the same reasons as above. With this IV, he can reach 43 Spd at max meges. At that range, he can nail follow-up attacks on most folks if he is supported by allied buffs.
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
40 | 43 | 41 | 37 | 26 | 187 | |
42 | 43 | 41 | 35 | 26 | 187 | |
40 | 41 | 43 | 32 | 27 | 183 | |
40 | 42 | 42 | 32 | 26 | 182 | |
44 | 37 | 43 | 33 | 25 | 182 | |
42 | 38 | 35 | 37 | 20 | 172 | |
Astram
|
44 | 35 | 36 | 36 | 21 | 172 |
39 | 34 | 38 | 32 | 26 | 169 | |
44 | 32 | 39 | 29 | 24 | 168 | |
40 | 36 | 38 | 34 | 20 | 168 | |
38 | 33 | 39 | 29 | 24 | 163 | |
40 | 34 | 36 | 32 | 21 | 163 | |
41 | 32 | 37 | 31 | 22 | 163 | |
42 | 35 | 40 | 23 | 22 | 162 |
Note: Stats bonuses from skills are not taken into account.
HOT | |
---|---|
:
-
|
:
Spurn 4
:
-
|
A premium build for Astram that will allow him to counterattack regardless of distance. Spurn 3 will reduce the damage he takes and increases the damage he deals from his Special, while Joint Drive Spd and Atk/Spd Solo will increase his overall firepower.
You can opt for another low cooldown Special like Moonbow if you lack Ruptured Sky, or use Aether when using him in the Arena.
HOT | |
---|---|
:
Moonbow
:
-
|
:
Spurn 3
:
-
|
This build drops Distant Dart in favor of additional bonuses. Atk/Spd Ideal will always be active assuming Mercurius triggers at the start of the turn. This build can be created on a budget through using Divine Codes.
Exclusive Weapon Effect from Refining (Special Effect Type) | |
---|---|
SP: 400 | |
Might: 16 Range: 1 HP: 3 Grants Atk+3. At start of turn, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+6 to unit and allies within 2 spaces of unit for 1 turn (bonus granted to unit even if no allies are within 2 spaces.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+X to unit during combat (X = 4 + highest bonus on each stat between unit and allies within 3 spaces; calculates each stat bonus independently). :500 :200 |
|
Astram's refine offers mostly stat buffs to himself and allies within two spaces.
This refine functions by having nearby allies, making him reliant on allies to trigger the boosts from his weapons.
Astram is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.
Mercurius grants Astram and all physical allies within 2 spaces +4 to all stats if his HP ≥ 50%. The effect is applied to him even if he does not have allies to share it with. It is a very strong buff. Thus, you should aim to keep it on most of the time by pairing Astram with a healer.
Wrath 3 speeds-up Astram's special cooldown and grants +10 pure damage to him whenever his special is activated. If you stick with Astram's native special, Bonfire, you will be able to shred through most enemies including those that boast a high Def stat.
Astram's Res only sits at 18 at Lv.40. This makes it easy for magic users to take him out. Be mindful of Astram's positioning in relation to magical units that can easily take him out.
Should You Unlock Potential for this Hero? |
---|
We can say with confidence that you should use Unlock Potential to bring Astram - Midia's Hero from 4 Stars to 5 Stars. Astram - Midia's Hero is a very useful buff support, so we recommend you Unlock Potential for Astram - Midia's Hero if your team lacks a strong buff support.
Skill Name | Might | Range | Effect | Learned At |
---|---|---|---|---|
6 | 1 | No Effect | 3★ | |
8 | 1 | No Effect | 3★ | |
11 | 1 | No Effect | 3★ | |
16 | 1 | Grants Atk+3. At start of turn, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit and sword, lance, axe, bow, dagger, or beast allies within 2 spaces for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.) | 5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
---|---|---|
(Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Def. | 3★ | |
(Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Def. | 4★ |
Skill Name | Effect | Learned At |
---|---|---|
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd +2 during combat. | 3★ | |
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd +4 during combat. | 3★ | |
If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat. | 4★ | |
If unit’s HP ≤ 25%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. | 3★ | |
If unit’s HP ≤ 50%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. | 4★ | |
If unit’s HP ≤ 75%, Special cooldown count -1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special. | 5★ |
Value of Skills | ★★★★☆ |
---|
Astram can be used to inherit the skills Wrath 3 or Wind Boost. However, you can only acquire Astram from Grand Hero Battles or from using Heroic Grails, so think carefully before foddering him off.
Astram is a Hero who, for a limited time, can be obtained through completing a Grand Hero Battle for the first time. They do not appear in regular summons. After the event has ended, they can be obtained by using Heroic Grails.
Voice Actor (English) |
Jamison Boaz |
---|---|
Illustrator | AKIRA |
Appears In |
Special Triggered Quotes are voice lines that play upon activating a Special attack.
We will triumph! You will never win! You've forced my hand. Heads will roll. |
Lv 40 5★ Dialogue become available when a hero attains Lv. 40 at 5★ rarity.
Long ago, when I was first called heroic, I made a vow on my sword: I will be ever loyal and ever just. Now, finding myself in this world, my vow remains, and I feel at home knowing you are as driven as I. I look on the people of Askr, and I am reminded of my friends Jeorge and Midia... Honest, stalwart folk. Yet, the more stalwart, the greater possibility of conflict… Remember that should it ever seem opportune for you to turn against Archanea. For Mercurius and I will cleanse the wicked from this world and any other! ...Should the time ever come, I mean. |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
Astram Builds and Best IVs
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