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This is a ranking page for the hero Eir - Life 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 Eir.
Heroes With the Same Name | |
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Ascended Eir
|
List of Contents
Legendary Heroes - Yuri: Underground Lord Featured Heroes | |||
---|---|---|---|
Legendary Sigurd [9.0/10] |
Embla [9.5/10] |
Legendary Yuri [9.5/10] |
Nótt [9.0/10] |
Hardin [9.0/10] |
Caeldori [9.0/10] |
Ótr [9.0/10] |
Legendary Ninian [9.5/10] |
Ascended Eir [9.0/10] |
Medeus [9.5/10] |
Askr [9.5/10] |
Gotoh [9.0/10] |
Overall Rating | 9.0/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・ Weapon skill grants stat bonuses, neutralizes effects that prevent unit's follow-up attacks, and a Miracle effect. ・ Exclusive C skill heals allies at any distance. |
Might: 14 Range: 2 Accelerates Special trigger (cooldown count-1). If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 during combat and bonus to unit's Atk during combat = 40% of the current HP of the ally with the second-lowest current HP at start of combat (excludes unit; maximum bonus of 20, if number of allies ≤ 1, bonus = 0), neutralizes effects that prevent unit's follow-up attacks, and also, if unit's HP ≥ 25% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.) Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions. |
Cooldown Count = 3 Boosts Atk by 30%. |
At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Inflicts Atk-5 on foe during combat. Disables foe's skills that "calculate daage using the lower of foe's Def or Res" and "calculates damage from staff like other weapons." If foe uses staff, neutralizes effects that prevent unit's counterattacks during combat. Restores 10 HP to unit after combat. |
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) |
Stat | Superboon/Superbane | IV Recommendation |
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HP (16) | ★☆☆☆☆ | |
Atk (12) | ★★★★★ | |
Spd (12) | ★★★★★ | |
Def (3) | ★☆☆☆☆ | |
Res (5) | ★★★★☆ |
◯ = 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 Ascended Eir are +Spd and -Def. Her Spd is tied for the highest Spd in the entire game (as of October 2022) and should be maximized in order to outspeed all of her foes.
Her HP and Def are abysmal and she will be defeated in one hit from any half-decent physical attacker. Thus, Def is a safe bane to take as nothing will change by reducing her Def stat.
We recommend +Spd when boosting Ascended Eir to +10 for similar reasons above. The fastest unit in the entire game should invest in Spd to ensure she outspeeds her foes.
As an Ascended Hero, Ascended Eir can ascend one of her IVs for free. We recommend +Atk as it is a superboon and improves her offensive playstyle.
HOT | |
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:
Moonbow
:
-
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:
-
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Ascended Eir shines in the player phase; giving her skill that provide Atk/Spd bonuses in the player phase maximizes her potential. Mystic Boost 4 can be replaced if opting for a more offensive build; S/D Far Trace 3 would be the skill of choice in this case.
Neutral Stats at Lv. 40 (5★) | ||
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173 | ||
HP |
35 |
Rank: 1109/1171 |
Atk |
42 |
Rank: 279/1171 |
Spd |
45 |
Rank: 119/1171 |
Def |
16 |
Rank: 1099/1171 |
Res |
35 |
Rank: 195/1171 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 40 | 47 | 50 | 20 | 39 | 196 | Lv.40 +10 | 40 | 47 | 50 | 20 | 39 | 196 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+HP Lv.40 +10 | 43 | 46 | 49 | 20 | 39 | 197 |
+Atk Lv.40 +10 | 39 | 50 | 49 | 20 | 39 | 197 |
+Spd Lv.40 +10 | 39 | 46 | 52 | 20 | 39 | 196 |
+Def Lv.40 +10 | 39 | 46 | 49 | 23 | 39 | 196 |
+Res Lv.40 +10 | 39 | 46 | 49 | 20 | 43 | 197 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 35 | 56 | 45 | 16 | 35 | 187 |
5★ Lv.40 | 35 | 42 | 45 | 16 | 35 | 173 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 16 | 26 | 12 | 3 | 5 | 62 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
40 | 47 | 21 | 31 | 46 | 185 | |
40 | 47 | 31 | 30 | 32 | 180 | |
39 | 43 | 47 | 21 | 30 | 180 | |
40 | 46 | 16 | 33 | 45 | 180 | |
43 | 47 | 45 | 20 | 23 | 178 | |
Ascended Eir
|
35 | 42 | 45 | 16 | 35 | 173 |
40 | 43 | 39 | 31 | 16 | 169 | |
43 | 36 | 39 | 27 | 23 | 168 | |
38 | 37 | 43 | 18 | 32 | 168 | |
50 | 20 | 35 | 31 | 27 | 163 | |
38 | 35 | 41 | 17 | 25 | 156 | |
39 | 33 | 37 | 17 | 24 | 150 | |
36 | 36 | 34 | 16 | 28 | 150 | |
35 | 38 | 25 | 16 | 35 | 149 | |
34 | 33 | 37 | 18 | 22 | 144 | |
33 | 34 | 35 | 16 | 26 | 144 |
Note: Stats bonuses from skills are not taken into account.
Ascended Eir is a ranged physical attacker (range = 2). Therefore, when not accounting for the Weapon Triangle, the amount of damage he/she deals will be equivalent to her Atk minus the foe's Def stat.
Eir was bestowed with Ymir's powers, using the divine being's effects to decimate her foes.
Ymir, Everliving is loaded with effects that ensure Ascended Eir wins combat.
Below is a summary of these effects:
Condition(s) | Effect |
---|---|
Always | Accelerates Special trigger (cooldown count-1). |
Ascended Eir initiates combat OR Foe's Range = 2 |
Grants Atk/Spd/Def/Res+5 to Ascended Eir during combat. |
Ascended Eir initiates combat OR Foe's Range = 2 |
Grants bonus Atk to Ascended Eir during combat equal to 40% of the current HP of her ally with the second lowest current HP. |
Ascended Eir initiates combat OR Foe's Range = 2 |
Neutralizes effects that prevent Ascended Eir's follow-up attacks. |
Ascended Eir initiates combat OR Foe's Range = 2 Ascended Eir's HP ≥ 25% |
If foe's attack would reduce Ascended Eir's HP to 0, instead Ascended Eir survives with 1 HP (once per combat). |
Ascended Eir attacked during combat | Inflicts Def/Res-7 on target foe and other foes within 2 spaces of target after combat. |
Ascended Eir also comes with Sparkling Boost like her original counterpart.
This skill restores 10 HP to the ally with the lowest current HP at the start of each turn. This effect triggers map-wide, meaning Ascended Eir can heal her ally across the map.
Sparkling Boost also increases Ascended Eir's Atk by virtue of healing her allies and increasing their current HP to improve the conditions of Ymir, Everliving.
Ymir, Everliving only triggers whenever Ascended Eir initiates combat or if she is facing a ranged foe.
If a melee foe initiates combat against Ascended Eir, her weapon's effects will not trigger, leaving her vulnerable to getting knocked out.
Keep her away from melee foes, especially physical ones, to ensure that Ascended Eir remains alive.
Ascended Eir takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, and one blow from this type of weapon 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!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Eir - Life Ascendant only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Eir - Life Ascendant if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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3 | 2 | After combat, inflicts Def/Res -3 on foe through its next action. | 5★ | |
5 | 2 | After combat, inflicts Def/Res -3 on foe through its next action. | 5★ | |
7 | 2 | After combat, inflicts Def/Res -5 on foe through its next action. | 5★ | |
14 | 2 | Accelerates Special trigger (cooldown count-1). If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 during combat and bonus to unit's Atk during combat = 40% of the current HP of the ally with the second-lowest current HP at start of combat (excludes unit; maximum bonus of 20, if number of allies ≤ 1, bonus = 0), neutralizes effects that prevent unit's follow-up attacks, and also, if unit's HP ≥ 25% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.) Effect:【Dagger 7】 【Dagger 7】 After combat, if unit attacked, inflicts Def/Res-7 on target & foes within 2 spaces of target through their next actions. |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 4) Boosts Atk by 30%. | 5★ | |
(Cooldown Count = 3) Boosts Atk by 30%. | 5★ |
Skill Name | Effect | Learned At |
---|---|---|
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat. | 5★ | |
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat. | 5★ | |
Disables foe’s skills that "calculate damage using the lower of foe’s Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat. | 5★ | |
Inflicts Atk-5 on foe during combat. Disables foe's skills that "calculate daage using the lower of foe's Def or Res" and "calculates damage from staff like other weapons." If foe uses staff, neutralizes effects that prevent unit's counterattacks during combat. Restores 10 HP to unit after combat. | 5★ | |
At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.) | 5★ |
Value of Skills | ★★★★★ |
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Ascended Eir comes with Atk/Spd Catch 4 and Mystic Boost 4 as great inheritance options.
Atk/Spd Catch 4 is a universal Atk/Spd option for speedy cavalry and flying heroes, while Mystic Boost 4 is great for heroes that appreciate having additional sustain.
Brave Seliph comes to mind for Mystic Boost 4, keeping him alive to repeatedly trigger his Holytide Tyrfing's Miracle effect.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Ascended Eir 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) |
Xanthe Huynh |
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Illustrator | HACCAN |
Appears In |
Heroes from Legendary Heroes - Yuri: Underground Lord | |||
---|---|---|---|
Legendary Sigurd [9.0/10] |
Embla [9.5/10] |
Legendary Yuri [9.5/10] |
Nótt [9.0/10] |
Hardin [9.0/10] |
Caeldori [9.0/10] |
Ótr [9.0/10] |
Legendary Ninian [9.5/10] |
Ascended Eir [9.0/10] |
Medeus [9.5/10] |
Askr [9.5/10] |
Gotoh [9.0/10] |
▶︎Return to the Green Heroes Page
Close-Range | Ranged |
---|---|
Axe | Green Tome |
Green Breath | Green Dagger |
Green Beast | Green Bow |
Ascended Eir Builds and Best IVs
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