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☆ New Units - Winter Fomortiis, Winter Shez (F), Winter Hortensia, Winter Alear (M)
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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 | |
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Ice Tribe Fjorm
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List of Contents
Special Heroes - Icy Invitation Featured Heroes | |||
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Ice Tribe Thea [9.5/10] |
Ice Tribe Fjorm [9.5/10] |
Ice Tribe Felicia [9.0/10] |
Ice Tribe Flora [8.5/10] |
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 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. |
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. |
Duo Skill |
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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.) |
Duel |
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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.) |
Stat | Superboon/Superbane | IV Recommendation |
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HP (21) | ★★★★☆ | |
Atk (15) | ★★★★☆ | |
Spd (8) | ★★★★★ | |
Def (13) | ★★★☆☆ | |
Res (7) | ★★★★☆ |
◯ = 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 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.
We recommend +Spd when merging Ice Tribe Fjorm up to +10 to ensure her foes do not outspeed her and create follow-up attacks.
HOT | |
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Pivot
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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.
Neutral Stats at Lv. 40 (5★) | ||
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207 | ||
HP |
43 |
Rank: 192/1184 |
Atk |
42 |
Rank: 279/1184 |
Spd |
47 |
Rank: 7/1184 |
Def |
35 |
Rank: 244/1184 |
Res |
40 |
Rank: 87/1184 |
HP | Atk | Spd | Def | Res | Total | |
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+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 | |
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+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 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 48 | 58 | 47 | 35 | 40 | 228 |
5★ Lv.40 | 43 | 42 | 47 | 35 | 40 | 207 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 21 | 31 | 8 | 13 | 7 | 80 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
Ice Tribe Fjorm
|
43 | 42 | 47 | 35 | 40 | 207 |
45 | 46 | 46 | 37 | 33 | 207 | |
51 | 47 | 31 | 49 | 27 | 205 | |
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 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'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.
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.
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:
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.
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 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!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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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!
Skill Name | Might | Range | Effect | Learned At |
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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★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(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★ |
Skill Name | Effect | Learned At |
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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★ |
Value of Skills | ★★★★★ |
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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 |
If you have feedback about this hero page, let us know in the comments section below!
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 (English) |
Heather Watson with Anairis Quiñones |
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Illustrator | Kousei Horiguchi |
Appears In |
Heroes from Special Heroes - Icy Invitation | |||
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Ice Tribe Thea [9.5/10] |
Ice Tribe Fjorm [9.5/10] |
Ice Tribe Felicia [9.0/10] |
Ice Tribe Flora [8.5/10] |
▶︎Return to the Blue Heroes Page
Close-Range | Ranged |
---|---|
Lance | Blue Tome |
Blue Breath | Blue Dagger |
Blue Beast | Blue Bow |
Ice Tribe Fjorm | Duo Fjorm Builds and Best IVs
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Got her from a free summon today, but i wish she would have come before i used orbs for winter fomortis & attuned hector. Is there any legit way of turning her into a near save? Her special seems like it only works for a far save...😞 There's been several different tier 4 near & far save skills released recently, but none have speed increases, sadly.