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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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Askr
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List of Contents
Legendary Heroes - Corrin: Child of Dawn Featured Heroes | |||
---|---|---|---|
Kvasir [9.0/10] |
Emblem Marth [9.5/10] |
Emblem Ike [9.9/10] |
Legendary Fae [9.0/10] |
Legendary Shez (F) [9.5/10] |
Mythic Lumera [9.5/10] |
Legendary Alear (F) [9.5/10] |
Rearmed Lucina [9.5/10] |
Legendary Corrin (M) [9.5/10] |
Askr [9.5/10] |
Gullveig [9.5/10] |
Hortensia [9.5/10] |
Overall Rating | 9.5/10 |
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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? | ・ Weapon skill grants stat bonuses, a guaranteed follow-up attack, true damage and true damage reduction based on Def, additional bonus damage, and a Tempo effect. ・ Exclusive C skill grants Special cooldown count -1, 【Resonance: Blades】, and 【Resonance: Shields】 to himself and his allies. |
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. |
Cooldown Count = 3 Boosts damage dealt by 50% of unit’s Def. |
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. |
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. |
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. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (18) | ★★★☆☆ | |
Atk (10) | ★★★★★ | |
Spd (4) | ★★☆☆☆ | |
Def (13) | ★★★★★ | |
Res (9) | ★★★☆☆ |
◯ = 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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This build is similar to Ash's Galeforce build in the sense that Askr can trigger Galeforce immediately with his reduced cooldown and guaranteed follow-up attack. Allies with Galeforce are preferred especially with the reduced cooldown granted by Opened Domain.
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Bonfire
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-
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-
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Askr's base kit is good to go right out of the box. Simply add a movement Assist and a Sacred Seal and he's ready.
Neutral Stats at Lv. 40 (5★) | ||
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183 | ||
HP |
40 |
Rank: 489/1171 |
Atk |
43 |
Rank: 207/1171 |
Spd |
26 |
Rank: 910/1171 |
Def |
43 |
Rank: 56/1171 |
Res |
31 |
Rank: 337/1171 |
HP | Atk | Spd | Def | Res | Total | |
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+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 | |
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+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 | |
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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 | |
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5★ Lv.1 | 18 | 24 | 4 | 13 | 9 | 68 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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42 | 48 | 16 | 48 | 45 | 199 | |
40 | 45 | 16 | 45 | 47 | 193 | |
41 | 44 | 19 | 44 | 40 | 188 | |
48 | 43 | 29 | 43 | 24 | 187 | |
Askr
|
40 | 43 | 26 | 43 | 31 | 183 |
41 | 39 | 27 | 41 | 34 | 182 | |
40 | 39 | 43 | 35 | 25 | 182 | |
45 | 43 | 40 | 31 | 23 | 182 | |
45 | 39 | 26 | 41 | 30 | 181 | |
41 | 38 | 40 | 34 | 23 | 176 | |
48 | 41 | 24 | 43 | 20 | 176 | |
40 | 35 | 41 | 31 | 25 | 172 | |
40 | 35 | 37 | 33 | 23 | 168 | |
45 | 41 | 24 | 38 | 19 | 167 | |
47 | 37 | 24 | 39 | 20 | 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 Illuminating Horn. It has multiple effects that drastically swing combat in his favor.
Below is a summary of its effects:
Condition(s) | Effect |
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Always | Accelerates Special trigger (cooldown count-1). |
Askr initiates combat or is within 2 spaces of an ally | Grants Atk/Spd/Def/Res+5 to Askr during combat. |
Askr initiates combat or is within 2 spaces of an ally | Askr makes a guaranteed follow-up attack. |
Askr initiates combat or is within 2 spaces of an ally | Askr's attacks deal bonus true damage equal to 20% of his Def. |
Askr initiates combat or is within 2 spaces of an ally | Reduces damage done to Askr by foe's attacks equal to 20% of Askr's Def. |
Askr is transformed | Grants Atk+2. |
Askr is transformed | Askr deals a bonus +7 damage when his Special triggers. |
Askr is transformed | Neutralizes effects that grant "Special cooldown charge +X" to Askr's foe. |
Askr is transformed | Neutralizes effects that inflict "Special cooldown charge -X" to Askr. |
It is worth noting that the bonus damage and damage reduction granted by Illuminating Horn are true damage and true damage reduction respectively.
For example, if Askr has 60 Def during combat, his attacks deal a bonus 12 true damage, and his foe's attacks deal 12 less damage. These are not affected by foe's damage reduction effects, meaning he deals at least 12 damage no matter what!
Askr debuts a new inheritable line of skills with his Atk/Def Bulwark 3. This skill is very similar to Gatekeeper's Detailed Report. It trades the anti-warp function for Atk/Def-4 and post-combat healing.
This skill is perfect for frontline units like Askr, ensuring that the foes do not pass through.
Askr's exclusive C skill Opened Domain is an incredible supportive skill.
It grants Special cooldown count -1,【Resonance: Blades】 and 【Resonance: Shields】 to himself and his nearby allies at the start of each turn as long as he has at least one ally that is from a different game title (not a Fire Emblem Heroes Original Character) within 2 spaces of him.
Resonance: Blades is a status effect that grants Atk/Spd+4 during combat to the affected unit, while Resonance: Shields grants Def/Res+4 during combat to the affected unit and prevents their foe from making a follow-up attack during the unit's first combat.
These bonuses are status effects and not just in-combat bonuses; thus, they activate his own Atk/Def Ideal 4 skill.
Also, the Special cooldown reduction is only granted if their Special cooldown counts are at their maximum value. This always applies at the start of turn one, and is perfect for teams centered around Galeforce!
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 |
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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 |
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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 |
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(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 |
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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★ | |
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★ |
Value of Skills | ★★★★☆ |
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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 |
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Illustrator | Kozaki Yusuke |
Appears In |
Heroes from Legendary Heroes - Corrin: Child of Dawn | |||
---|---|---|---|
Kvasir [9.0/10] |
Emblem Marth [9.5/10] |
Emblem Ike [9.9/10] |
Legendary Fae [9.0/10] |
Legendary Shez (F) [9.5/10] |
Mythic Lumera [9.5/10] |
Legendary Alear (F) [9.5/10] |
Rearmed Lucina [9.5/10] |
Legendary Corrin (M) [9.5/10] |
Askr [9.5/10] |
Gullveig [9.5/10] |
Hortensia [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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