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This is a ranking page for the hero Eikþyrnir - Quieting Strength 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 Eikþyrnir.
List of Contents
Mythic Heroes - Double Mythic Heroes: Heiðrún & Eikþyrnir Featured Heroes | |||
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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 Atk/Def bonuses and 【Bonus Doubler】 to unit and nearby allies at the start of each turn, increases unit's and allies' visible bonuses, inflicts Atk/Def penalties on fue during combat, and grants unit bonus damage and damage reduction during combat. ・Exclusive B skill auto-transforms unit, neutralizes penalties on unit, grants unit a guaranteed follow-up attack and 7 HP post-combat healing, and inflicts Atk/Def penalties on foe during combat. |
Might: 14 Range: 1 Enables 【Canto (2)】. Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 and 【Bonus Doubler】 to unit and allies within 2 spaces of unit for 1 turn. If unit is within 2 spaces of an ally, and if unit and allies within 2 spaces of unit have bonuses to Atk/Spd/Def/Res after start-of-turn skills trigger, grants an additional +3 to each corresponding stat for unit and those allies for 1 turn (calculates each stat bonus independently; max 10). If unit initiates combat or if unit is within 2 spaces of an ally, inflicts penalty on foe's Atk/Def = 6 + 20% of unit's Def at start of combat, unit deals +X damage (X = highest total bonuses among unit and allies within 3 spaces of unit; excluding area-of-effect Specials), and reduces damage from foe's attacks by 50% of X (excluding area-of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat. |
Cooldown Count = 2 Boost Special damage by X% of unit's Atk when Special triggers (if transformed, X = 25; otherwise, X = 20). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills. |
If unit or foe initiates combat after moving to a different space, grants Atk/Def+6 and Atk/Def+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials). |
Removes the condition to transform. After start-of-turn effects trigger on player phase or enemy phase, neutralizes any 【Penalty】 on unit (does not apply to 【Penalty】 effects that are applied at the same time). Inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat. Restores 7 HP to unit after combat. If unit's Atk at start of combat ≥ foe's Atk at start of combat -5, inflicts Atk/Def-6 on foe during combat. If unit's Def at start of combat ≥ foe's Def at start of combat -5, inflicts Atk/Def-6 on foe during combat. |
At start of turn, inflicts Def-7 and 【Panic】 on foes within 3 rows or 3 columns centered on unit through their next actions. At start of turn, if any foe is within 3 rows or 3 columns centered on unit, grants Atk+6 to unit for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (21) |
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★★★★☆ |
Atk (12) |
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★★★★★ |
Spd (3) |
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★☆☆☆☆ |
Def (8) |
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★★★★★ |
Res (8) |
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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 Eikþyrnir are +Def and -Spd. Def is a superboon and improves Eikþyrnir's already high physical bulk, allowing him to shrug off physical attacks with ease. Boosting Def also increases the penalties applied by Quieting Antler to improve his combat even further.
Spd is a clear dump stat at only base 16 and is a safe bane to take.
We recommend +Def when merging Eikþyrnir up to +10 to improve combat performance both offensively and defensively with Quieting Antler's penalty effect.
HOT | |
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Eikþyrnir's base kit functions well as an offensive unit for Aether Raids. If additional support is preferred, his C skill can be replaced by skills like Breath of Life 4 or Odd Def Wave 4 depending on team composition.
Neutral Stats at Lv. 40 (5★) | ||
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185 | ||
HP | ![]() |
Rank: 100/1141 |
Atk | ![]() |
Rank: 3/1141 |
Spd | ![]() |
Rank: 1104/1141 |
Def | ![]() |
Rank: 5/1141 |
Res | ![]() |
Rank: 370/1141 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 50 | 66 | 20 | 52 | 34 | 222 | Lv.40 +10 | 50 | 52 | 20 | 52 | 34 | 208 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 52 | 51 | 20 | 51 | 34 | 208 |
+Atk Lv.40 +10 | 49 | 54 | 20 | 51 | 34 | 208 |
+Spd Lv.40 +10 | 49 | 51 | 23 | 51 | 34 | 208 |
+Def Lv.40 +10 | 49 | 51 | 20 | 55 | 34 | 209 |
+Res Lv.40 +10 | 49 | 51 | 20 | 51 | 37 | 208 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 45 | 61 | 16 | 47 | 30 | 199 |
5★ Lv.40 | 45 | 47 | 16 | 47 | 30 | 185 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 21 | 26 | 3 | 8 | 8 | 66 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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45 | 47 | 16 | 47 | 30 | 185 |
40 | 46 | 47 | 33 | 19 | 185 | |
40 | 45 | 47 | 32 | 21 | 185 | |
40 | 44 | 46 | 34 | 21 | 185 | |
41 | 46 | 16 | 41 | 35 | 179 | |
40 | 44 | 46 | 33 | 16 | 179 | |
40 | 42 | 47 | 30 | 20 | 179 | |
40 | 43 | 40 | 35 | 21 | 179 | |
40 | 41 | 44 | 32 | 21 | 178 | |
40 | 37 | 42 | 27 | 28 | 174 | |
40 | 38 | 44 | 24 | 22 | 168 | |
41 | 35 | 39 | 25 | 28 | 168 | |
41 | 38 | 16 | 38 | 35 | 168 | |
40 | 39 | 43 | 25 | 20 | 167 | |
41 | 35 | 41 | 27 | 18 | 162 | |
35 | 31 | 39 | 16 | 40 | 161 | |
41 | 29 | 34 | 30 | 23 | 157 | |
40 | 35 | 33 | 32 | 17 | 157 | |
40 | 30 | 37 | 33 | 17 | 157 | |
41 | 33 | 38 | 26 | 19 | 157 | |
35 | 29 | 38 | 19 | 35 | 156 | |
38 | 32 | 36 | 25 | 25 | 156 |
Note: Stats bonuses from skills are not taken into account.
Eikþyrnir - Quieting Strength Roles | |||
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Eikþyrnir is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.
Eikþyrnir's Quieting Antler grants Atk/Def+6 and 【Bonus Doubler】 to himself and allies within 2 spaces at the start of each turn.
Additionally, if Eikþyrnir is within 2 spaces of an ally and if both him and said allies have stat bonuses after start-of-turn skills trigger, Quieting Antler increases those visible stat bonuses by +3; up to +10 maximum. This effect is unique to Quieting Antler as of the time of Eikþyrnir's release and is helpful in increasing visible bonuses to enhance the 【Bonus Doubler】 effect as well.
In combat, Quieting Antler inflicts an Atk/Def penalty on Eikþyrnir's foe equal to 6 plus 20% of Eikþyrnir's Def, grants Eikþyrnir bonus damage equal to X (where X = the highest total bonuses among Eikþyrnir and allies within 3 spaces), and grants Eikþyrnir damage reduction equal to half of X.
Quieting Antler also has the standard Cavalry Beast transformation conditions, which grant Eikþyrnir Atk+2, inflicts Atk/Def penalties on his foe based on distance travelled for that combat, and grants Eikþyrnir 30% damage reduction on his foe's first attack.
Eikþyrnir's exclusive B skill Divine Strength removes the condition to transform, allowing Eikþyrnir to be transformed immediately and remain transformed for the entire battle.
After start-of-turn effects trigger on both player phase or enemy phase, Divine Strength neutralizes all 【Penalty】 effects on Eikþyrnir. This removes crippling effects and ensures that Eikþyrnir enters combat fresh.
In combat, Divine Strength grants a guaranteed follow-up attack and 7 HP post-combat healing to Eikþyrnir, and inflicts Atk/Def-5 on his foe during combat.
Additionally, if Eikþyrnir wins an Atk check, Divine Strength inflicts an additional Atk/Def-6 on that foe, and then if Eikþyrnir wins a Def check, Divine Strength inflicts another Atk/Def-6 on that foe. All of these Atk/Def penalties stack, including the initial one that doesn't require a stat check.
With all the stacking Atk/Def penalties and the additional defensive effects Divine Strength provides, Eikþyrnir becomes a very sturdy unit that can be quite difficult to bring down.
Eikþyrnir takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, 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!
Eikþyrnir 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 |
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Eikþyrnir - Quieting Strength only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Eikþyrnir - Quieting Strength 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 if unit initiates combat, inflicts Atk/Def-4 on foe during combat | 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, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, | 5★ | |
14 | 1 | Enables 【Canto (2)】. Accelerates Special trigger (cooldown count-1). At start of turn, if unit is within 2 spaces of an ally, grants Atk/Def+6 and 【Bonus Doubler】 to unit and allies within 2 spaces of unit for 1 turn. If unit is within 2 spaces of an ally, and if unit and allies within 2 spaces of unit have bonuses to Atk/Spd/Def/Res after start-of-turn skills trigger, grants an additional +3 to each corresponding stat for unit and those allies for 1 turn (calculates each stat bonus independently; max 10). If unit initiates combat or if unit is within 2 spaces of an ally, inflicts penalty on foe's Atk/Def = 6 + 20% of unit's Def at start of combat, unit deals +X damage (X = highest total bonuses among unit and allies within 3 spaces of unit; excluding area-of-effect Specials), and reduces damage from foe's attacks by 50% of X (excluding area-of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 to unit, inflicts Atk/Def-Y on foe during combat (Y = number of spaces from start position to end position of whoever initiated combat, + 3; max 6), and also, if Y ≥ 5, reduces damage from foe's first attack by 30% during combat. |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 2) Boost Special damage by X% of unit's Atk when Special triggers (if transformed, X = 25; otherwise, X = 20). If Special triggers, neutralizes foe's "reduces damage by X%" effects from non-Special skills. |
5★ |
Skill Name | Effect | Learned At |
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If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants Atk/Def+6 and Atk/Def+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials). |
5★ | |
Removes the condition to transform. After start-of-turn effects trigger on player phase or enemy phase, neutralizes any 【Penalty】 on unit (does not apply to 【Penalty】 effects that are applied at the same time). Inflicts Atk/Def-5 on foe and unit makes a guaranteed follow-up attack during combat. Restores 7 HP to unit after combat. If unit's Atk at start of combat ≥ foe's Atk at start of combat -5, inflicts Atk/Def-6 on foe during combat. If unit's Def at start of combat ≥ foe's Def at start of combat -5, inflicts Atk/Def-6 on foe during combat. |
5★ | |
At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions. | 5★ | |
At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions. | 5★ | |
At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions. | 5★ | |
At start of turn, inflicts Def-7 and 【Panic】 on foes within 3 rows or 3 columns centered on unit through their next actions. At start of turn, if any foe is within 3 rows or 3 columns centered on unit, grants Atk+6 to unit for 1 turn, and also, if Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. |
5★ |
Value of Skills | ★★★★★ |
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Eikþyrnir has Fierce Beast, Atk/Def Excel, and Beast Threaten as inheritable options.
Atk/Def Excel is great for any bruiser unit, and the beast skills are great options for any beast unit.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Eikþyrnir 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) |
Alex Bankier |
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Illustrator | Kozaki Yusuke |
Appears In |
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Heroes from Mythic Heroes - Double Mythic Heroes: Heiðrún & Eikþyrnir | |||
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Eikþyrnir Builds and Best IVs
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