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This is a ranking page for the hero Askr - God of Openness 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 Askr.
| Heroes With the Same Name | |
|---|---|
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List of Contents
| Focus - Legendary & Mythic Hero Remix: Askr Featured Heroes | |||
|---|---|---|---|
Legendary Yuri[9.0/10] |
Legendary Hinoka[9.0/10] |
Nel[9.0/10] |
Nuibaba[9.0/10] |
Ótr[8.5/10] |
Heiðr[9.0/10] |
Askr[9.0/10] |
Rearmed Leila[9.5/10] |

| 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? | ・Refined Illuminating Horn provides long-distance support to allies and grants Askr bonus stats, bonus true damage, true DR, a guaranteed follow-up attack, 50% DR piercing, neutralizes penalties on Askr and inflicts Guard on his foe. ・Opened Domain+ allows easy transformation, grants Atk/Def+6, 【Resonance: Blades】, 【Resonance: Shields】, and Special acceleration to Askr and nearby allies, and grants Askr bonus stats, true DR, and Hardy Bearing. |
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Might: 14 Range: 1 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% 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. |
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Cooldown Count = 3 Boosts damage dealt by 50% of unit’s Def. |
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At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Def+2 to unit during combat. |
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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. |
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If unit can transform, transformation effects gain "if unit is within 2 spaces of any allies from a different title than unit" as a trigger condition (in addition to existing conditions). If defending in Aether Raids, at the start of enemy turn 1, if conditions for transforming are met, unit transforms. At start of turn, and at start of enemy phase (except for in Summoner Duels), if unit is within 3 spaces of any allies from a different title than unit, grants Atk/Def+6, 【Resonance: Blades】 and 【Resonance: Shields】 to unit and allies within 3 spaces of unit for 1 turn, and also, for unit and allies within 3 spaces of unit, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit is within 3 spaces of an ally, grants Atk/Def/Res+5 to unit and reduces damage from foe's attacks by 7 during combat (excluding area-of-effect Specials), and also, if unit's Def ≥ foe's Def+5, disables unit's and foe's effects that change attack priority. If unit is within 3 spaces of an ally, for unit and allies within 3 spaces of unit, if Special cooldown count is at its maximum value after combat, grants Special cooldown count-1. |
| Stat | Superboon/Superbane | IV Recommendation |
|---|---|---|
| HP (18) |
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★★★☆☆ |
| Atk (10) |
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★★★★★ |
| Spd (4) |
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★★☆☆☆ |
| Def (13) |
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★★★★★ |
| Res (9) |
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★★★☆☆ |
◯ = 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 Askr are +Def and -Spd. His Def is a superboon and is the most important stat, being the key stat required for his true damage and true damage reduction.
His Spd is below average and isn't as important, especially with his guaranteed follow-up attack. Thus, it is the bane of choice.
We recommend +Def when merging Askr up to +10 for similar reasons above. His Def is his most important stat.
| HOT | |
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| Updated on 09/08/2025 | |
This build allows Askr to function as a tank unit while providing support to allies within 3 spaces. Refined Illuminating Horn grants him sufficient survivability to withstand attacks.
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Askr's base kit is good to go right out of the box on a budget.
| Exclusive Weapon Effect from Refining (Special Effect Type) | |
|---|---|
| SP: 400 | |
| Might: 14 Range: 1 HP: 3 Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def during combat (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. For allies within 3 rows or 3 columns centered on unit, grants Atk/Def/Res+5, neutralizes penalties on ally, and inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). If foe initiates combat or if unit's HP ≥ 25% at start of combat, grants bonus to unit's Atk/Def/Res = number of allies within 3 spaces of unit × 2, + 5 (max 11), neutralizes penalties on unit, inflicts Special cooldown charge -1 on foe per attack (only highest value applied; does not stack), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). |
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Refined Illuminating Horn grants Askr penalty neutralization, a built-in Guard effect, bonus stats, and 50% damage reduction piercing. It also improves the range of his skills from within 2 spaces to within 3 spaces, allowing for easier positioning in battle.
The original Illuminating Horn is still usable, but this refine is a significant upgrade over it and is worth refining if Askr is a commonly used unit in your teams.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 183 | ||
| HP |
40 |
Rank: 489/1322 |
| Atk |
43 |
Rank: 207/1322 |
| Spd |
26 |
Rank: 910/1322 |
| Def |
43 |
Rank: 56/1322 |
| Res |
31 |
Rank: 337/1322 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +10 Merges W/ Skill Bonuses | 45 | 62 | 30 | 48 | 35 | 220 | Lv.40 +10 | 45 | 48 | 30 | 48 | 35 | 206 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| +HP Lv.40 +10 | 47 | 47 | 30 | 47 | 35 | 206 |
| +Atk Lv.40 +10 | 44 | 50 | 30 | 47 | 35 | 206 |
| +Spd Lv.40 +10 | 44 | 47 | 33 | 47 | 35 | 206 |
| +Def Lv.40 +10 | 44 | 47 | 30 | 51 | 35 | 207 |
| +Res Lv.40 +10 | 44 | 47 | 30 | 47 | 38 | 206 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★- Adjusted for Skills | 40 | 57 | 26 | 43 | 31 | 197 |
| 5★ Lv.40 | 40 | 43 | 26 | 43 | 31 | 183 |
| HP | Atk | Spd | Def | Res | Total | |
|---|---|---|---|---|---|---|
| 5★ Lv.1 | 18 | 24 | 4 | 13 | 9 | 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 | |
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40 | 43 | 26 | 43 | 31 | 183 |
| 40 | 39 | 43 | 35 | 25 | 182 | |
| 45 | 43 | 40 | 31 | 23 | 182 | |
| 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.
Askr is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he/she deals will be equivalent to his/her Atk minus the foe's Def stat.

Askr is ready to dish out some bovine brutality with his refined Illuminating Horn. It has multiple effects that drastically swing combat in his favor.
Below is a summary of its effects:
| Condition(s) | Effect |
|---|---|
| Always | Accelerates Special trigger (cooldown count-1). |
| For all allies within 3 rows or 3 columns centered on Askr |
・ Grants Atk/Def/Res+5 to ally during combat. ・ Neutralizes stat penalties on ally. ・ Inflicts a Guard effect on ally's foe during combat. |
| Askr initiates combat or is within 3 spaces of an ally |
・ Grants Atk/Spd/Def/Res+5 to Askr during combat. ・ Askr makes a guaranteed follow-up attack. ・ Grants Askr bonus true damage equal to 20% of his Def. ・ Grants Askr bonus true damage reduction equal to 20% of his Def. |
| Foe initiates combat OR Askr's HP ≥ 25% at start of combat |
・ Grants Askr up to Atk/Def/Res+11 (based on number of allies within 3 spaces). ・ Neutralizes stat penalties on Askr. ・ Inflicts a Guard effect on Askr's foe during combat. ・ Reduces foe's non-special percentage-based damage reduction effects by 50%. |
| Askr is transformed |
・ Grants Askr Atk+2. ・ Grants Askr +7 bonus true damage when he triggers his Special. ・ Grants Askr a Tempo effect. |
Illuminating Horn allows Askr to fulfill both a tank and a support role, making him a flexible unit to bring in battle!
Askr's remixed exclusive C skill Opened Domain+ is an incredible supportive skill.
It eases up on his transformation requirements by adding an easy-to-fulfill condition of simply being within 2 spaces of a unit from a different title than Askr. Basically, bringing any unit that is not an original character in FEH and having Askr be within 2 spaces of that ally immediately allows Askr to transform!
At start of turn and at start of enemy phase, Opened Domain+ also grants Atk/Def+6, 【Resonance: Blades】 and 【Resonance: Shields】 to Askr and allies within 3 spaces, and also grants Special cooldown count-1 if Special cooldown is at its maximum value.
Finally, if Askr is within 3 spaces of an ally, Opened Domain+ grants him Atk/Def/Res+5, +7 true damage reduction, and a Hardy Bearing effect during combat.
This remixed skill is a significant upgrade over the original and is worth equipping at all times.
Askr 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 is sure to take him down. 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 |
|---|
Askr - God of Openness only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Askr - God of Openness 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 initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% 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. |
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 |
|---|---|---|
| At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+3 to unit during combat. | 5★ | |
| At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+4 to unit during combat. | 5★ | |
| At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+5 to unit during combat. | 5★ | |
| At start of combat, if unit's HP = 100% or if 【Bonus】 is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and 【Bonus】 is active on unit, grants an additional Atk/Def+2 to unit during 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-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★ | |
| At start of turn, if unit is within 2 spaces of any allies from a different title than unit, grants 【Resonance: Blades】 and 【Resonance: Shields】 to unit and all allies within 2 spaces of unit, and also, if unit or any of those allies has their Special cooldown count at its maximum value, grants Special cooldown count -1 to them. | 5★ | |
| If unit can transform, transformation effects gain "if unit is within 2 spaces of any allies from a different title than unit" as a trigger condition (in addition to existing conditions). If defending in Aether Raids, at the start of enemy turn 1, if conditions for transforming are met, unit transforms. At start of turn, and at start of enemy phase (except for in Summoner Duels), if unit is within 3 spaces of any allies from a different title than unit, grants Atk/Def+6, 【Resonance: Blades】 and 【Resonance: Shields】 to unit and allies within 3 spaces of unit for 1 turn, and also, for unit and allies within 3 spaces of unit, if Special cooldown count is at its maximum value, grants Special cooldown count-1. If unit is within 3 spaces of an ally, grants Atk/Def/Res+5 to unit and reduces damage from foe's attacks by 7 during combat (excluding area-of-effect Specials), and also, if unit's Def ≥ foe's Def+5, disables unit's and foe's effects that change attack priority. If unit is within 3 spaces of an ally, for unit and allies within 3 spaces of unit, if Special cooldown count is at its maximum value after combat, grants Special cooldown count-1. |
5★ |

| Value of Skills | ★★★☆☆ |
|---|
Askr has Atk/Def Ideal 4 and Atk/Def Bulwark 3 as inheritance options.
Atk/Def Ideal 4 can be found on other units, while Atk/Def Bulwark 3 is only found on Askr as of July 2022.
By inheriting Atk/Def Ideal 3 first, it is possible to acquire both of these skills with one copy of Askr!
| List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Askr is a limited time Hero who can be pulled from a Mythic Hero Summoning event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
| Voice Actor (English) |
Dustin Rubin |
|---|---|
| Illustrator | Kozaki Yusuke |
| Appears In |
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| Heroes from Focus - Legendary & Mythic Hero Remix: Askr | |||
|---|---|---|---|
Legendary Yuri[9.0/10] |
Legendary Hinoka[9.0/10] |
Nel[9.0/10] |
Nuibaba[9.0/10] |
Ótr[8.5/10] |
Heiðr[9.0/10] |
Askr[9.0/10] |
Rearmed Leila[9.5/10] |
▶︎Return to the Colorless Heroes Page
| Close-Range | Ranged |
|---|---|
Colorless Breath |
Colorless Dagger |
Colorless Beast |
Colorless Bow |
Colorless Tome |
Staff |
Askr Builds and Best IVs



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