Fire Emblem Heroes (FEH)

Ice Tribe Fjorm (Duo Fjorm) Builds and Best IVs

★ Latest Banner - New Heroes: Rearmed Þjazi & Rearmed Lilina
☆ New Units - Elffin, Ogier, Rearmed Lilina, Þjazi, Bors
☆ Free Units - Zeiss

FEH Ice Tribe Fjorm Banner

This is a ranking page for the hero Fjorm - Gleaming Ice Pair 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 Ice Tribe Fjorm.

Heroes With the Same Name
Fjorm - Gleaming Ice Pair Icon Ice Tribe Fjorm

Special Heroes - Icy Invitation Featured Heroes
Ice Tribe Thea IconIce Tribe Thea
[9.5/10]
Ice Tribe Fjorm IconIce Tribe Fjorm
[9.5/10]
Ice Tribe Felicia IconIce Tribe Felicia
[9.0/10]
Ice Tribe Flora IconIce Tribe Flora
[8.5/10]

Ice Tribe Fjorm Rating and Basic Information

FEH Ice Tribe Fjorm Banner

Overall Rating 9.5/10
Reroll Ranking (excluding Inherit Skill) S
(▶Reroll Ranking)
Ranking (including Inherit Skill) S
(▶FEH Tier List)

Fjorm - Gleaming Ice Pair: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Weapon skill grants bonus stats, true damage reduction, a Null Follow-Up effect, and 7 HP healing per attack to unit, and neutralizes unit's penalties and ranged foe's effects that prevent unit's counterattacks.
・Exclusive Special grants unit a Distant Counter effect, reflects damage dealt by ranged foes, and neutralizes foe's non-Special damage reduction.
・Duo Skill applies 【Divine Vein (Ice)】 terrain to unit's space and nearby spaces for 2 turns.

Ice Tribe Fjorm Skills at 5★


Might: 16  Range: 1
Accelerates Special trigger (cooldown count-1).
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 spaces of unit x 3 (max 14), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), neutralizes penalties on unit, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt).
If foe with Range = 2 initiates combat, neutralizes effects that prevent unit's counterattacks during combat.

Cooldown Count = 2
When Special triggers, if foe is 2 spaces from unit, reduces damage from foe's attacks by 40%.
After Special triggers, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat; min 40% of unit's Res) and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills for that attack (resets at end of combat).
Unit can counterattack regardless of foe's range during combat.

Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Spd/Res+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack).

Inflicts Atk/Spd-4 on foe during combat.
If foe's attack can trigger unit's Special, triggers the following effects during combat: grants Special cooldown count-1 to unit before foe's first attack; if foe's first attack triggers the "attacks twice" effect, grants Special cooldown count-1 to unit before foe's second strike as well; grants Special cooldown count-1 to unit before foe's first follow-up attack.
If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 7. Each Special trigger is calculated as a separate activation.

If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers 【Savior】 on unit.
If unit triggers Savior, grants Atk/Spd+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.

Ice Tribe Fjorm's Duo Skill Effect

Duo Skill
Applies 【Divine Vein (Ice)】 to unit's space and spaces within 2 spaces of unit for 2 turns (excludes spaces occupied by a foe, destructible terrain other than 【Divine Vein (Ice)】, and warp spaces in Rival Domains).
(Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.)

Standard Effect 1

Duel
If unit is 5★ and level 40 and unit's stats total less than 205, treats unit's stats as 205 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Ice Tribe Fjorm Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (21) HP Superbane ★★★★☆
Atk (15) Attack Boon ★★★★☆
Spd (8) Spd Boon ★★★★★
Def (13) Def Bane ★★★☆☆
Res (7) Res Bane ★★★★☆

◯ = 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.

+Spd / -HP

The best IVs for Ice Tribe Fjorm are +Spd and -HP. Fjorm's Spd is among the highest in the game at base 47, increased to base 51 with a superboon. Fjorm can utilize her high Spd to prevent follow-up attacks from the fastest metagame foes, increasing her survivablity by a significant margin.

As a tank unit, all of Ice Tribe Fjorm's stats are quite important. We recommend taking HP as a bane as it is the easiest stat to patch up through blessing bonuses and summoner support.

+Spd for a +10 merge

We recommend +Spd when merging Ice Tribe Fjorm up to +10 to ensure her foes do not outspeed her and create follow-up attacks.

Ice Tribe Fjorm Best Builds

Far Save Tank Ice Tribe Fjorm

HOT
Assist Skill IconPivot
Attuned Skill Icon: -

How to Use, Explanation

Ice Tribe Fjorm's base kit is already good enough to perform well as a Far Save tank. Emblem Ike adds an additional layer of damage reduction to Fjorm's multiple damage reduction sources, making her even bulkier.

Source Heroes for All Skills

Ice Tribe Fjorm Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
207
HP
HP 43 43
Rank: 192/1171
Atk
Atk 42 42
Rank: 279/1171
Spd
Spd 47 47
Rank: 7/1171
Def
Def 35 35
Rank: 244/1171
Res
Res 40 40
Rank: 87/1171

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 53 63 51 40 44 251
Lv.40 +10 48 47 51 40 44 230

HP Atk Spd Def Res Total
+HP
Lv.40 +10
50 46 51 39 44 230
+Atk
Lv.40 +10
47 50 51 39 44 231
+Spd
Lv.40 +10
47 46 55 39 44 231
+Def
Lv.40 +10
47 46 51 42 44 230
+Res
Lv.40 +10
47 46 51 39 47 230

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 48 58 47 35 40 228
5★ Lv.40 43 42 47 35 40 207

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 21 31 8 13 7 80

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
Ice Tribe Fjorm Icon Ice Tribe Fjorm
43 42 47 35 40 207
45 46 46 37 33 207
51 47 34 48 25 205
47 48 17 48 41 201
46 47 17 47 44 201
49 47 16 47 42 201
46 47 30 44 29 196
47 44 21 48 35 195
50 45 31 44 25 195
45 45 16 44 36 186
47 42 17 44 35 185
44 39 38 37 26 184
48 35 23 44 34 184
46 43 21 41 29 180
47 40 20 39 33 179
45 34 28 36 32 175
47 38 32 29 29 175
48 37 22 39 28 174
47 40 22 37 28 174
45 41 23 36 29 174
45 35 34 35 25 174
49 35 25 38 26 173
51 37 21 42 22 173
49 30 24 38 28 169
50 40 22 33 23 168

Note: Stats bonuses from skills are not taken into account.

Ice Tribe Fjorm Roles, Strengths, and Weaknesses

Ice Tribe Fjorm Roles

Fjorm - Gleaming Ice Pair Roles
Close Physical Attack ImageClose-Physical Ranged Physical AttackRanged-Physical Close Magic AttackClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic Wall ImageMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

Ice Tribe Fjorm 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.

Ice Tribe Fjorm Strengths

Ice-Crystal Spear is a powerful defensive weapon

Ice Tribe Fjorm Attack

Ice Tribe Fjorm's Ice-Crystal Spear grants her up to Atk/Spd/Def/Res+14 based on number of nearby allies, damage reduction equal to 20% of her Spd, penalty neutralization, a Null Follow-Up effect, 7 HP healing per attack in combat, and a Null C-Disrupt effect against ranged foes.

While none of the effects provided are gamebreaking on their own, when combined into one weapon, it makes Ice Tribe Fjorm a very capable enemy phase unit, especially because of the rest of her kit.

Dual Ice Mirrors grants Distant Counter and reflects damage against ranged foes

Ice Tribe Fjorm's exclusive Special Dual Ice Mirrors has a built-in Distant Counter effect, allowing Fjorm to retaliate against ranged foes.

The Special trigger itself has 2 cooldown (1 when equipping Ice-Crystal Spear) and grants non-piercable 40% damage reduction against ranged attacks.

After Dual Ice Mirrors has triggered, Ice Tribe Fjorm's next attack deals bonus damage equal to the total damage reduced, with a minimum bonus damage of 40% of Fjorm's Res, and this boosted attack also fully pierces through her foe's non-Special percentage-based damage reduction effects.

Shield Fighter massively buffs defensive Specials

Ice Tribe Fjorm comes with the new inheritable skill Shield Fighter, which is a higher tier version of Hardy Fighter 3.

Shield Fighter inflicts Atk/Spd-4 on Ice Tribe Fjorm's foe during combat and grants Fjorm Special cooldown count -1:

  • before her foe's first attack,
  • her foe's second strike (if they have a brave effect),
  • and her foe's first follow-up attack

With Dual Ice Mirrors equipped, against ranged foes, Shield Fighter allows Ice Tribe Fjorm to trigger Dual Ice Mirrors for each of her foe's attacks, with the sole exception being her foe's fourth attack if they have a brave effect.

Shield Fighter also allows defensive Specials like Pavise, Aegis, and Ice Tribe Fjorm's Dual Ice Mirrors to trigger twice per activation, and then reduces an additional 7 damage after those triggers. Each Special trigger is counted separately.

This effect turns Dual Ice Mirrors into a defensive Special that reduces damage from ranged foes by 64%, and then reduces that damage further by an additional 7, making Ice Tribe Fjorm one of the best Far Save tanks in the entire game.

Duo Skill creates 【Divine Vein (Ice)】 terrain for 2 turns

Ice Tribe Fjorm Duo Skill

Ice Tribe Fjorm also has a Duo Skill which creates 【Divine Vein (Ice)】 terrain on her occupied space and all spaces within 2 spaces of her for 2 turns.

This Duo Skill can create a huge roadblock for her foes, making it difficult for them to approach your team and attack, especially in game modes like Summoner Duels where there are limited actions per turn and every action is critical.

Ice Tribe Fjorm Weaknesses

Weak to Armor Effective Weapons

Ice Tribe Fjorm takes 1.5x damage from armor-effective weapons like Randgríðr, 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!

Heroes with Effective Skills

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Fjorm - Gleaming Ice Pair Only Appears as a 5 Star Hero!

Fjorm - Gleaming Ice Pair only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Fjorm - Gleaming Ice Pair if a 4 Star version is released!

Unlock Potential Tier List

Ice Tribe Fjorm - List of Skills

Weapons

Skill Name Might Range Effect Learned At
6 1 No Effect 5★
8 1 No Effect 5★
11 1 No Effect 5★
16 1 Accelerates Special trigger (cooldown count-1).
If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 spaces of unit x 3 (max 14), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), neutralizes penalties on unit, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt).
If foe with Range = 2 initiates combat, neutralizes effects that prevent unit's counterattacks during combat.
5★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(Cooldown Count = 3) Reduces damage inflicted by attacks from foes 2 spaces away by 30%. 5★
(Cooldown Count = 2) Reduce damage inflicted by attacks from foes 2 spaces away by 30%. 5★
(Cooldown Count = 2) When Special triggers, if foe is 2 spaces from unit, reduces damage from foe's attacks by 40%.
After Special triggers, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat; min 40% of unit's Res) and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills for that attack (resets at end of combat).
Unit can counterattack regardless of foe's range during combat.
5★

Passives

Skill Name Effect Learned At
At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+2 during combat. 5★
At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+4 during combat. 5★
At start of combat, if unit’s HP ≥ foe’s HP+3, grants Res+6 during combat. 5★
Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Spd/Res+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). 5★
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice. Each Special trigger is calculated as a separate activation. 5★
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. Each Special trigger is calculated as a separate activation. 5★
Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. Each Special trigger is calculated as a separate activation. 5★
Inflicts Atk/Spd-4 on foe during combat.
If foe's attack can trigger unit's Special, triggers the following effects during combat: grants Special cooldown count-1 to unit before foe's first attack; if foe's first attack triggers the "attacks twice" effect, grants Special cooldown count-1 to unit before foe's second strike as well; grants Special cooldown count-1 to unit before foe's first follow-up attack.
If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 7. Each Special trigger is calculated as a separate activation.
5★
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers 【Savior】 on unit.
If unit triggers Savior, grants Atk/Spd+1 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
5★
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers 【Savior】 on unit.
If unit triggers Savior, grants Atk/Spd+2 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
5★
If a foe uses bow, dagger, magic, or staff and initiates combat against an ally with 2 spaces of unit, triggers 【Savior】 on unit.
If unit triggers Savior, grants Atk/Spd+4 during combat.
【Savior】
Unit takes ally’s space, enters combat in ally’s place, and receives all after-combat effects.
Doesn't trigger if ally is on terrain that unit can't move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects don't occur.
5★

Ice Tribe Fjorm as a Source Hero

Ice Tribe Fjorm Avatar

Value of Skills ★★★★★

Ice Tribe Fjorm comes with Deluge Boost 3, Shield Fighter, and A/S Far Save 3 as inheritable options.

Shield Fighter should be the priority skill to inherit from her base kit, as it is an incredibly powerful skill to equip to your Savior tanks.

List of Source Heroes The Best Fodder Units

Community Feedback

How would you rate Ice Tribe Fjorm?

Top tier hero. Must summon. 8
Votes
Summon if you need his/her hero archetype. 3
Votes
Summon if you like this hero. 0
Votes
Summon for his/her Skill Inheritance options. 0
Votes
Pass on this hero. 0
Votes

If you have feedback about this hero page, let us know in the comments section below!

How to Get Ice Tribe Fjorm / Illustrations / Voice Actor / Quotes

How to Get Ice Tribe Fjorm

Obtained through a Special Summoning Event!

Ice Tribe Fjorm is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.

Note: Not currently a featured hero in any Summon events.

Current Focuses and Which You Should Pull From

Voice Actor and Illustrator Information

Voice Actor
(English)
Heather Watson with Anairis Quiñones
Illustrator Kousei Horiguchi
Appears In

Illustration

FEH: Related Guides

Special Heroes: Icy Invitation

Icy Invitation Banner

Heroes from Special Heroes - Icy Invitation
Ice Tribe Thea IconIce Tribe Thea
[9.5/10]
Ice Tribe Fjorm IconIce Tribe Fjorm
[9.5/10]
Ice Tribe Felicia IconIce Tribe Felicia
[9.0/10]
Ice Tribe Flora IconIce Tribe Flora
[8.5/10]

See All Blue Heroes

Back to Blue Heroes Banner

▶︎Return to the Blue Heroes Page

All Types of Blue Weapons

Close-Range Ranged
LanceLance Blue TomeBlue Tome
Blue BreathBlue Breath Blue DaggerBlue Dagger
Blue BeastBlue Beast Blue BowBlue Bow

Comment

3 Anonymous3 months

I meant Alfonse yh

2 Anonymous3 months

Felix two taps her but ike idk for now, I need to test it out. Aldonse kills pretty easy. Amazing counter to Micaiah, Gullveig, Brave Robin, Baby Robin (F) and Celica. Let's not forget how fjorm uses mire ice tiles than Robin and has them for 2 turns. Good Luck in SD summoners

    Walkthrough Menu

    news questionnaire

    All rights reserved