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This is a ranking page for the hero Ash - Retainer to Askr 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 Ash.
| Heroes With the Same Name | |
|---|---|
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List of Contents
| Mythic Heroes - Emblem Marth & Mythic Lumera Featured Heroes | |||
|---|---|---|---|
Legendary Hinoka[9.0/10] |
Ascended Fir[8.5/10] |
Emblem Marth[9.0/10] |
Rearmed Plumeria[9.0/10] |
Veyle[8.5/10] |
Mythic Lumera[9.0/10] |
Thórr[9.0/10] |
Ascended Ced[8.5/10] |
Rearmed Sonya[8.5/10] |
Legendary Micaiah[9.0/10] |
Ash[9.0/10] |
Elimine[9.0/10] |

| Overall Rating | 9.0/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
| Color / Weapon Type / Move Type | |
|---|---|
| Rarity | |
| What Kind of Character Are They? | ・Weapon skill provides a 12 point Atk swing, guarantees a follow-up attack, and prevents foe's follow-up attack ・Neutralizes enemy Special acceleration and Guard effects ・Provides superior mobility to all nearby allies |
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Might: 14 Range: 1 Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies: unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. |
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Cooldown Count = 3 Boosts damage dealt by 50% of unit’s Def. |
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If unit is within 2 spaces of an ally, grants Atk/Def +5 and bonus to Atk/Def during combat = current penalty on each of those stats x 2. (Example: If unit has -7 penalty to Atk, grants Atk +19, for a net bonus of Atk +12) Calculates each stat bonus independently. |
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Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. |
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Allies within 2 spaces can move to a space within 2 spaces of unit. Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat. |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (19) |
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★★★☆☆ |
| Atk (9) |
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★★★★★ |
| Spd (5) |
|
★★★☆☆ |
| Def (11) |
|
★★★★☆ |
| 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.
The best IVs for Ash are +Atk and -Spd. Ash's Atk stat is a superboon and with the help of Horn of Opening, her Atk stat can be boosted to win Heavy Blade checks.
Ash's Spd stat is very average, sitting at base 29. Boosting or lowering it should not change her matchup chart, thus it is a safe bane to take.
Alternatively, you may opt for an HP bane to manipulate her HP stat for Galeforce strategies.
We recommend an +Atk IV when merging Ash to +10 for the same reasons mentioned above. Her Atk needs to be boosted as much as possible.
| HOT | |
|---|---|
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This build improves upon Ash's overall bulk while keeping Open Retainer+ for support.
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This is a budget build aimed at boosting Atk and Def. Mostly Ash's base kit is used here; just add a movement assist and a seal of your choice.
| Exclusive Weapon Effect from Refining (Special Effect Type) | |
|---|---|
| SP: 400 | |
| Might: 14 Range: 1 HP: 3 Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of an ally, grants Atk+6 and Spd+5 to unit, inflicts Atk-6 on foe, unit makes a guaranteed follow-up attack, foe cannot make a follow-up attack, and reduces damage from foe's attacks by X% of unit's Def during combat (X = number of allies within 3 spaces of unit × 10; max 30; excluding area-of-effect Specials), and also, when foe's attack triggers foe's Special, reduces damage further by X% of unit's Def (excluding area-of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. If foe initiates combat or foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit × 2, + 5 (max 11), deals damage = 20% of unit's Def (excluding area-of-effect Specials), and grants Special cooldown count-1 to unit before unit's first attack during combat. |
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Refined Horn of Opening grants Ash Atk+6, Spd+5, up to Atk/Spd/Def/Res+11 based on number of nearby allies, a Preempt Pulse effect, inflicts Atk-6 on her foe, grants Ash a guaranteed follow-up attack and denies her foe's follow-up attack, and grants Ash damage reduction based on her Def (from 10-30% of her Def based on number of nearby allies) and another similar damage reduction effect if her foe triggers an offensive Special.
Refined Horn of Opening significantly improves upon the base version, making Ash more difficult to defeat with the damage reduction effects, stat swings, and follow-up manipulation effects. Ash needs this refine to remain viable in today's metagame; we suggest refining Horn of Opening if Ash is a staple presence on your teams.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 182 | ||
| HP |
41 |
Rank: 342/1322 |
| Atk |
39 |
Rank: 458/1322 |
| Spd |
27 |
Rank: 880/1322 |
| Def |
41 |
Rank: 75/1322 |
| Res |
34 |
Rank: 239/1322 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +10 Merges W/ Skill Bonuses | 46 | 57 | 31 | 46 | 39 | 219 | Lv.40 +10 | 46 | 43 | 31 | 46 | 39 | 205 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +HP Lv.40 +10 | 48 | 43 | 31 | 45 | 38 | 205 |
| +Atk Lv.40 +10 | 45 | 47 | 31 | 45 | 38 | 206 |
| +Spd Lv.40 +10 | 45 | 43 | 34 | 45 | 38 | 205 |
| +Def Lv.40 +10 | 45 | 43 | 31 | 49 | 38 | 206 |
| +Res Lv.40 +10 | 45 | 43 | 31 | 45 | 41 | 205 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★- Adjusted for Skills | 41 | 53 | 27 | 41 | 34 | 196 |
| 5★ Lv.40 | 41 | 39 | 27 | 41 | 34 | 182 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 19 | 23 | 5 | 11 | 10 | 68 |
| Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
|---|---|---|---|---|---|---|
| 45 | 48 | 18 | 49 | 44 | 204 | |
| 41 | 46 | 18 | 46 | 48 | 199 | |
| 42 | 48 | 16 | 48 | 45 | 199 | |
| 40 | 45 | 16 | 45 | 47 | 193 | |
| 41 | 44 | 19 | 44 | 40 | 188 | |
| 48 | 43 | 29 | 43 | 24 | 187 | |
| 40 | 43 | 26 | 43 | 31 | 183 | |
| 40 | 39 | 43 | 35 | 25 | 182 | |
| 45 | 43 | 40 | 31 | 23 | 182 | |
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41 | 39 | 27 | 41 | 34 | 182 |
| 45 | 39 | 26 | 41 | 30 | 181 | |
| 48 | 41 | 24 | 43 | 20 | 176 | |
| 41 | 38 | 40 | 34 | 23 | 176 | |
| 40 | 35 | 41 | 31 | 25 | 172 | |
| 40 | 35 | 37 | 33 | 23 | 168 | |
| 47 | 37 | 24 | 39 | 20 | 167 | |
| 45 | 41 | 24 | 38 | 19 | 167 | |
| 40 | 31 | 37 | 32 | 23 | 163 |
Note: Stats bonuses from skills are not taken into account.
Ash is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe's Def stat.

Ash's unique weapon Horn of Opening, when refined, is a powerful weapon with multiple effects.
It accelerates Ash's Special cooldown trigger by -1 no matter what, and grants other effects during combat depending on the number of nearby allies and whether she is transformed or not.
Below is a summary of its effects:
| 1 | Grants Atk+6 and Spd+5 to Ash during combat, if Ash is within 3 spaces of an ally |
|---|---|
| 2 | Inflicts an Atk-6 penalty to Ash's foe during combat, if Ash is within 3 spaces of an ally |
| 3 | Ash makes a guaranteed follow-up attack, if Ash has 2 or more allies within 3 spaces during combat |
| 4 | Ash's foe cannot make a follow-up attack, if Ash has 3 or more allies within 3 spaces during combat |
| 5 | Grants Ash true damage reduction equal to 10-30% of her Def (based on number of nearby allies), if Ash has 3 or more allies within 3 spaces during combat |
| 6 | Grants Ash extra true damage reduction equal to 10-30% of her Def (based on number of nearby allies), if Ash has 3 or more allies within 3 spaces during combat and if her foe triggers an offensive Special |
| 7 | Grants Ash up to Atk/Spd/Def/Res+11 based on number of nearby allies, if her foe initiates combat or has HP ≥ 75% |
| 8 | Grants Ash a Preempt Pulse effect, if her foe initiates combat or has HP ≥ 75% |
| 9 | Grants Atk+2 to Ash, if Ash is transformed |
| 10 | Ash deals +7 damage when her Special triggers, if Ash is transformed |
| 11 | Neutralizes effects that accelerate the foe's Special cooldown charges per attack, if Ash is transformed |
| 12 | Neutralizes effects that slow down Ash's Special cooldown charges per attack such as Guard 3, if Ash is transformed |
With these many weapon effects that skew combat in Ash's favor, it's vital that these are all activated during combat. Ensure that Ash is transformed and has nearby allies during combat to maximize her weapon's potential!
Ash comes with her own unique remix C skill Open Retainer+.
It grants Atk/Spd/Def/Res+5, a neutralizes foe's bonuses
effect, and 7 HP recovery per attack to allies within 3 spaces during combat, and grants Ash Atk/Spd/Def/Res+5, a neutralizes foe's bonuses
effect, 7 HP recovery per attack, and 50% damage reduction piercing during combat if she is within 3 spaces of an ally.
In addition to the mutual support effects, it also allows allies within 2 spaces of Ash to move to a space within 2 spaces of Ash.
This superior movement effect also helps Ash activate the conditions of her Horn of Opening!
Horn of Opening is indeed a loaded weapon, but its effects have different conditions which include having nearby allies, having Ash transformed, or having her foe initiate combat.
Maximizing Horn of Opening's effects by satisfying all of the conditions can be tricky, but it is worth doing so if possible.
Ash takes 1.5x damage from beast-effective weapons like Brave Eliwood's Nini's Ice Lance or Picnic Flora's Sæhrímnir, and one blow from this type of weapon will deal significant damage. Make sure you know what weapons you are up against before hopping too far into the line of battle!
| Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
|---|
Ash - Retainer to Askr only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Ash - Retainer to Askr if a 4 Star version is released!
| Skill Name | Might | Range | Effect | Learned At |
|---|---|---|---|---|
| 4 | 1 | At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. | 5★ | |
| 6 | 1 | At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. | 5★ | |
| 9 | 1 | At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers. | 5★ | |
| 14 | 1 | Accelerates Special trigger (cooldown count-1). If unit is within 3 spaces of an ally, grants Atk+6 to unit during combat and inflicts Atk-6 on foe during combat. Grants the following effects based on the number of allies within 3 spaces: ≥ 2 allies: unit makes a guaranteed follow-up attack; ≥ 3 allies, foe cannot make a follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit. |
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. | 5★ | |
| (Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Def. | 5★ |
| Skill Name | Effect | Learned At |
|---|---|---|
| If unit is adjacent to an ally, grants Atk/Def+3 during combat. | 5★ | |
| If unit is adjacent to an ally, grants Atk/Def+4 during combat. | 5★ | |
| If unit is adjacent to an ally, grants Atk/Def+5 during combat. | 5★ | |
| If unit is within 2 spaces of an ally, grants Atk/Def +5 and bonus to Atk/Def during combat = current penalty on each of those stats x 2. (Example: If unit has -7 penalty to Atk, grants Atk +19, for a net bonus of Atk +12) Calculates each stat bonus independently. | 5★ | |
| Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat. | 5★ | |
| Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat. | 5★ | |
| Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat. | 5★ | |
| Foes with Range = 1 cannot move through spaces adjacent to unit (does not affect foes with Pass skills). Foes with Range = 2 cannot move through spaces within 2 spaces of unit (does not affect foes with Pass skills). Inflicts Atk/Def-4 on foe, deals damage = 15% of the greater of unit's Def or Res (excluding area-of-effect Specials), reduces damage from foe's first attack by 7 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat. |
5★ | |
| Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ | |
| Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ | |
| Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ | |
| Allies within 2 spaces can move to a space within 2 spaces of unit. Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat. |
5★ | |
| Allies within 2 spaces can move to any space within 2 spaces of unit. For allies within 3 spaces of unit, grants Atk/Spd/Def/Res+5 and neutralizes foe's bonuses during combat, and also, when ally deals damage to foe during their combat, restores 7 HP to that ally. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, neutralizes foe's bonuses, and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and also, when unit deals damage to foe during combat, restores 7 HP to unit. |
5★ |

| Value of Skills | ★★★★☆ |
|---|
Ash comes with Atk/Def Unity and A/D Spiked Wall as good inheritable skills.
Both of these skills are also available on other heroes, which is what prevented us from granting the full 5/5 rating here.
However, through pre-inheritance, it is possible to acquire both of these skills using one copy of Ash.
We recommend you instead use Ash as a unit and merge her up instead of foddering her off for skills available elsewhere.
Ash 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) |
Lily Emil Lammers |
|---|---|
| Illustrator | Kozaki Yusuke |
| Appears In |
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| Heroes from Mythic Heroes - Emblem Marth & Mythic Lumera | |||
|---|---|---|---|
Legendary Hinoka[9.0/10] |
Ascended Fir[8.5/10] |
Emblem Marth[9.0/10] |
Rearmed Plumeria[9.0/10] |
Veyle[8.5/10] |
Mythic Lumera[9.0/10] |
Thórr[9.0/10] |
Ascended Ced[8.5/10] |
Rearmed Sonya[8.5/10] |
Legendary Micaiah[9.0/10] |
Ash[9.0/10] |
Elimine[9.0/10] |
▶︎Return to the Colorless Heroes Page
| Close-Range | Ranged |
|---|---|
Colorless Breath |
Colorless Dagger |
Colorless Beast |
Colorless Bow |
Colorless Tome |
Staff |
Also, i wish people could explain this skill better: "it also allows allies within 2 spaces of Ash to move to a space within 2 spaces of Ash." If a character is already within 2 spaces, how does it help them to move to within 2 spaces (since they're already within 2 spaces)? I know it's prob due to my inexperience, but this description makes no sense to me. I'm sure it means if they're within 2 spaces when the turn begins, they can move to within 2 spaces again after the character moves?
Ash Builds and Best IVs



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It's +Atk for the recommendation, thanks for pointing it out. As for Opening Retainer, it allows warping to any space within 2 spaces of Ash. A unit could be two spaces below Ash and warp forward to the space 2 spaces above Ash, for example, giving a total of 4 spaces moved. A unit can also warp through impassable terrain like walls if Ash is positioned properly.