Hey, I’m Zathong and this guide is about Ascended Fjorm Build in Fire Emblem Heroes (FEH).
Best Ascended Fjorm build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Ascended Fjorm build for the meta. Learn more about Ascended Fjorm’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9.5/10
Ascended Fjorm Builds
: Nifl’s Bite | A : Atk/Spd Unity -> Steady Posture 3 |
: Swap | B : Hardy Fighter 3 |
: Ice Mirror | C : A/R Far Save 3 |
S : Atk/Spd Bond 3 -> Mystic Boost 3 |
Recommended IVs
+ATK and/or +SPD / -RES or -DEF or -HP
Stats
Neutral Stats at Lv. 40 (5★).
HP | 43 |
Atk | 39 |
Spd | 41 |
Def | 31 |
Res | 36 |
Roles
- Close Physical
- Magic Wall
- Exclusive Skill
- All-Range Counter
Counters & Teammates
Counters
These picks are strong against Ascended Fjorm in game.
Teammates
These picks are good against Ascended Fjorm in game.
Gameplay
Skills
These are all skill for Ascended Fjorm: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Darting Stance 1 | If foe initiates combat, grants Spd+2 during combat. | 5★ |
Steady Posture 1 | If foe initiates combat, grants Spd/Def +2 during combat. | 5★ |
Steady Posture 2 | If foe initiates combat, grants Spd/Def +4 during combat. | 5★ |
Steady Posture 3 | If foe initiates combat, grants Spd/Def +6 during combat and inflicts Special cool down charge -1 on foe per attack. (Only highest value applied. Does not stack.) | 5★ |
Hardy Fighter 1 | 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★ |
Hardy Fighter 2 | 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★ |
Hardy Fighter 3 | 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★ |
A/R Far Save 1 | 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/Res+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★ |
A/R Far Save 2 | 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/Res+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★ |
A/R Far Save 3 | 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/Res+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★ |
For Specials Skill
Skill Name | Effect | Learned At |
Holy Vestments | (Cooldown Count = 3) Reduces damage inflicted by attacks from foes 2 spaces away by 30%. | 5★ |
Sacred Cowl | (Cooldown Count = 2) Reduce damage inflicted by attacks from foes 2 spaces away by 30%. | 5★ |
Ice Mirror | (Cooldown Count = 2) If foe’s Range = 2, reduces damage from foe’s attacks by 30%. Boosts unit’s next attack by total damage reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.) | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Axe | 6 | 1 | No Effect | 5★ |
Steel Axe | 8 | 1 | No Effect | 5★ |
Silver Axe | 11 | 1 | No Effect | 5★ |
Nifl’s Bite | 16 | 1 | Accelerates Special trigger (cooldown count -1). Unit can counterattack regardless of foe’s range. If unit is within 2 spaces of an ally, restores 7 HP to unit after combat, and also, if foe uses bow, dagger, magic, or staff, neutralizes effects that prevent unit’s counterattacks during combat. | 5★ |
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