Hey, I’m Zathong and this guide is about Ascended Laegjarn Build in Fire Emblem Heroes (FEH).
Best Ascended Laegjarn 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 Laegjarn build for the meta. Learn more about Ascended Laegjarn’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Ascended Laegjarn Builds
: Flame of Múspell | A : Swift Sparrow 3 |
: Reposition | B : Windsweep 3 |
: Moonbow | C : Rouse Atk/Spd 4 |
S : Blade Session 3 |
Recommended IVs
- +Spd/-Res
- +Spd for a +10 Merge
- Ascended Hero Bonus
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 40 | Rank: 327/814 |
Atk | 39 | Rank: 90/814 |
Spd | 41 | Rank: 29/814 |
Def | 30 | Rank: 274/814 |
Res | 18 | Rank: 662/814 |
Roles
- Ranged Physical
- Effective Weapon
- Exclusive Skill
Counters & Teammates
Counters
These picks are strong against Ascended Laegjarn in game.
Teammates
These picks are good against Ascended Laegjarn in game.
Gameplay
Skills
These are all skill for Ascended Laegjarn: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Death Blow 1 | If unit initiates combat, grants Atk +2 during combat. | 5★ |
Swift Sparrow 1 | If unit initiates combat, grants Atk/Spd +2 during combat. | 5★ |
Swift Sparrow 2 | If unit initiates combat, grants Atk/Spd +4 during combat. | 5★ |
Swift Sparrow 3 | If unit initiates combat, grants Atk+6, Spd+7 during combat. | 5★ |
A/D Far Trace 1 | Enables 【Canto (Rem.)】. Inflicts Atk/Def-1 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
A/D Far Trace 2 | Enables 【Canto (Rem.)】. Inflicts Atk/Def-2 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
A/D Far Trace 3 | Enables 【Canto (Rem.)】. Inflicts Atk/Def-3 on foe during combat. 【Canto (Rem.)】 After combat, unit can move spaces equal to the number of spaces they have not used yet in their previous action according to their movement type. For example, a flying unit who has moved 1 space to attack an opponent, can move 1 spaces after as fliers have 2 spaces of movement. | 5★ |
Rouse Atk/Spd 1 | At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn. | 5★ |
Rouse Atk/Spd 2 | At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn. | 5★ |
Rouse Atk/Spd 3 | At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 for 1 turn. | 5★ |
Rouse Atk/Spd 4 | At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 and 【Null Panic】 to unit for 1 turn. 【Null Panic】 if unit is inflicted with Panic (bonuses converted into penalties), neutralizes the “converts bonuses on target into penalties” effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
New Moon | (Cooldown Count = 3) Resolve combat as if foe suffered Def/Res -30%. | 5★ |
Moonbow | (Cooldown Count = 2) Treats foe’s Def/Res as if reduced by 30% during combat. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Bow | 4 | 2 | Effective against flying units. | 5★ |
Steel Bow | 6 | 2 | Effective against flying units. | 5★ |
Silver Bow | 9 | 2 | Effective against flying units. | 5★ |
Flame of Múspell | 14 | 2 | Accelerates Special trigger (cooldown count-1). Effective against flying foes. If 【Bonus】 is active on unit, grants Atk/Spd+6 and Atk/Spd/Def/Res during combat = 50% of total bonuses on unit and foe (max: +12), and also if total bonuses on unit and foe ≥ 10, neutralizes effects that prevent unit’s follow-up attacks. 【Bonus】 All effects that last “for 1 turn” or “that turn only.” Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance). | 5★ |
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