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This is a ranking page for the hero Fjorm - Ice Ascendant 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 Ascended Fjorm.
Heroes With the Same Name | |
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Ascended Fjorm
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List of Contents
Remix - Legendary & Mythic Hero Remix: Duma Featured Heroes | |||
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Legendary Marth [9.0/10] |
Legendary Ryoma [9.0/10] |
Legendary Ephraim [8.5/10] |
Fjorm [8.5/10] |
Legendary Hector [9.0/10] |
Ascended Fjorm [9.0/10] |
Duma [8.5/10] |
Ascended Laegjarn [9.0/10] |
Overall Rating | 9.0/10 |
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Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Can take attacks in place of an allied unit ・Buff to Spd/Def when attacked by foe ・Weapon skills accelerates Special, restores HP after combat, and allows counterattacks against ranged sweep effects. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count -1). Unit can counterattack regardless of foe's range. If unit is within 2 spaces of an ally, restores 7 HP to unit after combat, and also, if foe uses bow, dagger, magic, or staff, neutralizes effects that prevent unit's counterattacks during combat. |
Cooldown Count = 2 If foe’s Range = 2, reduces damage from foe’s attacks by 30%. Boosts unit’s next attack by total damage reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.) |
If foe initiates combat, grants Spd/Def +6 during combat and inflicts Special cool down charge -1 on foe per attack. (Only highest value applied. Does not stack.) |
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. Each Special trigger is calculated as a separate activation. |
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+4 during combat. 【Savior】 Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects. Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★☆☆ | |
Atk (9) | ★★★★★ | |
Spd (11) | ★★★★★ | |
Def (9) | ★★★☆☆ | |
Res (10) | ★★★★☆ |
◯ = 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.
Ascended Fjorm's best IVs are +Spd and -HP. +Spd is a Superboon and boosts her already high Spd stat even further, allowing her to create more follow-up attacks in combat. The rest of her stats are balanced, thus taking -HP as a bane is a safe option because it is the easiest to boost through ally Legendary or Mythic blessing bonuses.
If you want to build a +10 merged Ascended Fjorm, we recommend a +Spd IV to maximize her superboon and combat potential. +Atk is also a good choice to maximize her damage output as it is a superboon as well.
As an Ascended Hero, Fjorm can ascend one of her stats for free without using an Ascendant Floret! We recommend +Spd or +Atk, whichever IV you did not take.
HOT | |
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Ascended Fjorm's base kit is good to go right away as a Far Save tank for the team. Deflect Magic 3 protects Ascended Fjorm from brave attacks that can punch through Ice Mirror.
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This build has Slick Fighter to negate penalties and create a follow-up attack. The difference between this build and the default build is that this build has an auto-double and the default build charges up Ice Mirror immediately.
Neutral Stats at Lv. 40 (5★) | ||
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190 | ||
HP |
43 |
Rank: 192/1171 |
Atk |
39 |
Rank: 458/1171 |
Spd |
41 |
Rank: 260/1171 |
Def |
31 |
Rank: 455/1171 |
Res |
36 |
Rank: 170/1171 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 48 | 59 | 46 | 35 | 41 | 229 | Lv.40 +10 | 48 | 43 | 46 | 35 | 41 | 213 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 50 | 43 | 45 | 35 | 40 | 213 |
+Atk Lv.40 +10 | 47 | 47 | 45 | 35 | 40 | 214 |
+Spd Lv.40 +10 | 47 | 43 | 49 | 35 | 40 | 214 |
+Def Lv.40 +10 | 47 | 43 | 45 | 38 | 40 | 213 |
+Res Lv.40 +10 | 47 | 43 | 45 | 35 | 43 | 213 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 43 | 55 | 41 | 31 | 36 | 206 |
5★ Lv.40 | 43 | 39 | 41 | 31 | 36 | 190 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 25 | 11 | 9 | 10 | 74 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
43 | 44 | 44 | 35 | 30 | 196 | |
46 | 44 | 32 | 45 | 28 | 195 | |
Ascended Fjorm
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43 | 39 | 41 | 31 | 36 | 190 |
41 | 39 | 42 | 37 | 31 | 190 | |
43 | 33 | 30 | 35 | 34 | 175 | |
43 | 30 | 37 | 30 | 35 | 175 | |
46 | 38 | 27 | 37 | 26 | 174 | |
49 | 41 | 25 | 37 | 21 | 173 | |
47 | 34 | 34 | 35 | 23 | 173 | |
45 | 30 | 25 | 36 | 33 | 169 |
Note: Stats bonuses from skills are not taken into account.
Ascended Fjorm is a close-range physical attacker. When the effects of the Weapon Triangle are not taken into account, the damage she deals will be equal to her Atk minus the foes's Def stat.
Nifl's Bite is a powerful weapon loaded with multiple effects.
Below is a summary of its effects both in and out of battle:
1 | Accelerates Special trigger (cooldown count-1). |
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2 | Ascended Fjorm can counterattack regardless of foe's range. |
3 | Restores 7 HP to Ascended Fjorm after combat if she is within 2 spaces of an ally. |
4 | Neutralizes effects that prevent Ascended Fjorm's counterattacks during combat if she is within 2 spaces of an ally and foe uses bow, dagger, magic, or staff. |
Nifl's Bite allows Ascended Fjorm to be the first armored unit who can use A/R Far Save 3 and have a built-in Null C-Disrupt on her weapon, allowing her to counterattack against various sweep weapons like staves refined with the Dazzling Staff effect or Firesweep Bow+.
Previously, armored units with Save skills were helpless against sweep-based effects, but Ascended Fjorm is the first armored unit to be able to retaliate against them.
This gives her a very valuable niche in your army!
Fjorm saves Alfonse from getting attacked by this ranged foe.
The【Savior】buff that A/R Far Save 3 gives is very powerful, allowing Ascended Fjorm to take the place of her ally that is being attacked by a ranged enemy unit.
Ascended Fjorm's kit is well-equipped to deal with enemy ranged units; having her enter combat against them instead of your other allies is almost always going to be beneficial!
Steady Posture 3 grants Ascended Fjorm +6 Spd/Def and inflicts special cooldown charge -1 on her foe per attack.
Not only does this skill make her more powerful in the enemy phase, but it also punishes attackers by interfering with their special cooldowns.
This is very important when up against powerful foes as in those situations, having a special activated means one of your units getting taken out.
It also has clear synergy with her A/R Far Save 3.
Hardy Fighter and Ice Mirror ensure that Fjorm takes minimal damage, from the expected 28 all the way down to 9!
Hardy Fighter 3 is a new armor exclusive skill that Ascended Fjorm has introduced to the game.
While the effects are rather niche, it perfectly suits Ascended Fjorm's kit, especially with her unique Special, Ice Mirror!
Below is a summary of Hardy Fighter's multiple effects:
1 | Neutralizes effects that guarantee foe's follow-up attacks during combat. |
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2 | Grants Special cooldown count-2 at the start of turn 1, if foe's attack triggers Fjorm's Special. |
3 | Triggers Fjorm's Special twice, then reduces the damage taken by 5, if foe's attack triggers her Special and her Special has a damage reduction effect. |
Hardy Fighter 3 may not be a good skill for everyone, but it fits Ascended Fjorm's kit very well!
As an armored unit, Ascended Fjorm is restricted by her movement, but this could be remedied if paired with an ally using Armor March 3.
Alternatively, you can always give her the Armored Boots Sacred Seal.
Ascended Fjorm takes 1.5x damage from armor-effective weapons like Armorslayer+ or Hammer+, and one blow from these types of weapons is sure to take her down.
Make sure you know what weapons you are up against before hopping too far into the line of battle!
Arden | Zelgius | Brave Hector | Brave Lucina |
Peony | New Year Peony | Flayn | Summer Hilda |
Since Fjorm already covers ranged enemy units with her A/R Far Save 3, tanks using A/R Near Save 3 rounds out her team since they will cover melee units.
Make sure these tanks aren't green so that your team has a full range to cover the Weapon Triangle.
Summer Hilda, Flayn, and Brave Lucina fit this category as they provide helpful buffs to Fjorm.
As a Support Partner, Brave Lucina will provide additional stats when she is near Fjorm and also Special acceleration if she is attacked.
Summer Hilda and Flayn can act as healers, while their respective staves give her either a boost in firepower or damage reduction respectively.
Soleil | Brave Alm | Fallen Ike | Legendary Sigurd |
Malice | Legendary Chrom | Ullr | Young Innes |
Due to the Weapon Triangle, Ascended Fjorm loses to speedy sword units or sword units that have big damage, enough to one-shot her.
Speedy units include Malice or Fallen Ike, while Legendary Sigurd's massive damage output can potentially take her out when he attacks.
Melee units using Firesweep weapons like Firesweep Sword+ or Firesweep Axe+ will prevent Fjorm from countering and can be used to chip her down.
Units with Deadeye can make quick work of Fjorm since they ignore her damage reduction.
However, take note that these units will perhaps need a lot of investment and premium skills to compliment Deadeye (except in the case of Ullr, since her kit is already pretty good).
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Fjorm - Ice Ascendant only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Fjorm - Ice Ascendant if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Accelerates Special trigger (cooldown count -1). Unit can counterattack regardless of foe's range. If unit is within 2 spaces of an ally, restores 7 HP to unit after combat, and also, if foe uses bow, dagger, magic, or staff, neutralizes effects that prevent unit's counterattacks during combat. | 5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 3) Reduces damage inflicted by attacks from foes 2 spaces away by 30%. | 5★ | |
(Cooldown Count = 2) Reduce damage inflicted by attacks from foes 2 spaces away by 30%. | 5★ | |
(Cooldown Count = 2) If foe’s Range = 2, reduces damage from foe’s attacks by 30%. Boosts unit’s next attack by total damage reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.) | 5★ |
Skill Name | Effect | Learned At |
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If foe initiates combat, grants Spd+2 during combat. | 5★ | |
If foe initiates combat, grants Spd/Def +2 during combat. | 5★ | |
If foe initiates combat, grants Spd/Def +4 during combat. | 5★ | |
If foe initiates combat, grants Spd/Def +6 during combat and inflicts Special cool down charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 5★ | |
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice. Each Special trigger is calculated as a separate activation. | 5★ | |
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. Each Special trigger is calculated as a separate activation. | 5★ | |
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. Each Special trigger is calculated as a separate activation. | 5★ | |
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+1 during combat. 【Savior】 Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects. Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur. |
5★ | |
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+2 during combat. 【Savior】 Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects. Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur. |
5★ | |
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Res+4 during combat. 【Savior】 Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects. Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur. |
5★ |
Value of Skills | ★★★★★ |
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Ascended Fjorm has three premium skills worth inheriting to other units in Steady Posture 3, Hardy Fighter 3, and A/R Far Save 3.
Hardy Fighter 3 is unique to Ascended Fjorm as of October 2021, but its uses are rather limited and not all heroes benefit from having it.
Still, we recommend keeping at least one copy of Ascended Fjorm in your barracks before you decide to fodder her off for her skills.
Ascended Fjorm is a Hero who can be pulled from any summon.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Heather Watson |
---|---|
Illustrator | Maeshima Shigeki |
Appears In |
Heroes from Remix - Legendary & Mythic Hero Remix: Duma | |||
---|---|---|---|
Legendary Marth [9.0/10] |
Legendary Ryoma [9.0/10] |
Legendary Ephraim [8.5/10] |
Fjorm [8.5/10] |
Legendary Hector [9.0/10] |
Ascended Fjorm [9.0/10] |
Duma [8.5/10] |
Ascended Laegjarn [9.0/10] |
▶︎Return to the Green Heroes Page
Close-Range | Ranged |
---|---|
Axe | Green Tome |
Green Breath | Green Dagger |
Green Beast | Green Bow |
Ascended Fjorm Builds and Best IVs
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