Start Discussion!
See All

Table of Contents

Tier Rating

Analysis by RedFerrari1998
Axe Fighter - Fortnite Champion


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 50
ATK 50
SPD 50
DEF 50
RES 50

Stat Variations

Level 1 Stat Variation
Low 14 14 14 14 14
Middle 15 15 15 15 15
High 16 16 16 16 16

Level 40 Stat Variations
Low 47 47 47 47 47
Middle 50 50 50 50 50
High 53 53 53 53 53

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.

The IV's on Axe Fighter literally do not matter. No matter the roll you obtain, you will have nothing less than a god on your side.

However, avoiding a HP Flaw is recommended so he can make effective use of Panic Ploy. Besides that, anything goes.

Skill Sets

The True Protagonist of Fire Emblem Heroes (Destroyer of Worlds)

Carrot Axe+ (+Spd)
Alternate: Axe Fighter's Axe
A Distant Counter
Rally Up Atk+ B Live for Bounty
Alternate: Special Fighter 3
Alternate: Radiant Aether
C Axe Valor 3
Alternate: Axe Experience 3
SP1680SPhantom Spd 3

Show Explanation/Analysis
  • Preferred IV: +HP / -ATK or -SPD or -DEF or -RES

  • Weapon: Carrot Axe+ (+Spd) / Axe Fighter’s Axe

  • Assist: Rally Up Atk+

  • Special: Miracle / Radiant Aether

  • Passive A: Distant Counter

  • Passive B: Live for Bounty / Special Fighter

  • Passive C: Axe Valor / Axe Experience

  • Sacred Seal: Phantom Speed

This build is specially crafted to make the most of Axe Fighter's impressive capabilities.

For IVs, while absolutely anything can work, he'll benefit from a HP boon to make use of the Panic Ploy this build does not have. For weapon, Axe Fighter's Axe is ok, making him literally invincible, but one might want to swap this out for the superior Carrot Axe if the fodder is available. Definitely make sure to forget to refine Carrot Axe for Speed. No matter what though, you HAVE to use Rally Up Atk+ as this build literally won't work without it. Miracle is a great choice of Special to ensure Axe Fighter lives through those long fights, though one might consider Radiant Aether for scoring purpose.

For the A slot, Axe Fighter's best option is Distant Counter, allowing him to hit those pesky mages such as Canas. In the B slot, the are two options. One could run Live for Bounty in order to help stockpile those rare shards or one could alternatively run Special Fighter as it is objectively the best skill in the entire game. In the C slot, he'll want either Axe Valor or Axe Experience, so he can support his axe friends even more. Last but certainly least, Phantom Speed as the Sacred Seal allows him to more easily avoid Windsweep through counting his Speed ten points higher than normal when calculating skills.

Overall, an alright build


Since the beginning of human civilization, since we drew the first drawings on cave walls, we have wondered an eternal question: When will Axe Fighter finally become playable in Fire Emblem Heroes? Well… ladies and gentlemen… that fateful day is finally upon us.

Axe Fighter joins us as an Axe Fighter. While he is balanced in all areas, absolutely do not underestimate him. He boasts a staggering 50 in all stats and an axe that makes him literally invincible. If you are using an Axe Fighter, but so is the opponent, surrendering is advised as the confrontation between the two might literally destroy the universe.

The raw amount of power contained within Axe Fighter is unfathomable. His stats and skills already paint a beautiful picture of him, but he is much more than that. He is capable of bending the fabric of reality itself in order for his own gains. His most recent bending of reality was on December 11th when he rose through the ranks to the 3rd most popular unit page on the website guide tier list analysis hero page. Such immense capabilities must be contained. In order to counteract this, the great Reggie made Axe Fighter not armored.

Overall, Axe Fighter is a powerful unit, but his status as an infantry unit and not an armored unit holds him back from true greatness. If you want a strong melee green though, you cannot go wrong with Axe Fighter.


Immense BST

With a jaw dropping 250 BST, Axe Fighter is the undisputed best unit in the entire game. He will literally outscore everything and you are making a serious mistake if you don't get him to +10 merge right now. This makes him a perfect unit for Arena and I am certain that getting into Tier 21 will soon be impossible with a +10 Axe Fighter.

Axe Fighter's Axe

This axe is a powerful but balanced weapon. What it does is it allows Axe Fighter to take 0 damage from all attacks and defeat anything in a single attack back. Totally fair and balanced, but it should've also had a Guard effect for it to achieve true greatness. As it stands though, it’s alright, but other inheritable weapons may be preferable.


Not Armored

As everyone knows, not being armored makes you practically useless. As he is only a mere infantry unit, he has no access to Fighter skills and lacks the increased BST that armored units enjoy. This is a major disadvantage for Axe Fighter, but he still remains powerful regardless.

Team Options

Axe Fighter requires a lot of support from his team in order to be effective, so choosing the right units is imperative.

  • Ayra: This should come at absolutely no surprise to nobody. Ayra is Axe Fighter's Waifu and her power is well-known. When paired together, the two become practically unstoppable. Axe Fighter is more than capable of keeping Ayra safe from the likes of Jagen and other powerful lance units.

  • Lance Armor: Lance Armor is Axe Fighter's childhood friend who will later be revealed to be the Prince of a far away Kingdom. The two work very well together for reasons mere humans cannot comprehend.

  • Red Cavalier: Honestly, Axe Fighter finds Red Cavalier kind of creepy. But, Axe Fighter does understand how powerful and useful Red Cavalier is, so he’s fine with letting him stick around. The two do complement each other quite well.


Not much can stand up to Axe Fighter, but there is one being that can stop him.

  • Reinhardt: As it has been foretold, the mythical Reinhardt is the only one who possesses the capabilities to defeat Axe Fighter. All he needs to achieve this feat is the Steady Posture skill.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Inheritable by Axe users only.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Lance
Lance Users Only
200 1 11
Axe Fighter's AxeUnit takes 0 damage and deals 99 damage per attack.
Learns by default at 5 ★
Non-Inheritable skill.
500 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
NoontimeRestores HP = 30% of damage dealt.
Non-inheritable by Staff-wielding units.
200 2
Black LunaResolve combat as if foe suffered Def/Res-80%. (Skill cannot be inherited.)
Non-Inheritable skill.
500 3

Passive Skills

Passive Skills SP Slot
G Duel Infantry 1Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 70
G Duel Infantry 2Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 150
G Duel Infantry 3Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) 300
Wrath 1If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Melee, Infantry, and Armored Only
Wrathful Staff 2If unit has ≥ 50% HP at the start of combat, damage from their staff will be calculated the same as other weapons.
Restricted to units that use a Staff.
Wrath 3If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Melee, Infantry, and Armored Only
With Everyone!At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.
Non-Inheritable skill.
Spur Res 3Grants adjacent allies Res+4 during combat
Inheritable by all units.

Other Info

Fire Emblem Heroes

Banners Featured In