Table of Contents
|Axe Fighter - Fortnite Champion|
|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.
The True Protagonist of Fire Emblem Heroes (Destroyer of Worlds)
|Carrot Axe+ (+Spd)
Alternate: Axe Fighter's Axe
|Rally Up Atk+||B||Live for Bounty
Alternate: Special Fighter 3
Alternate: Radiant Aether
|C||Axe Valor 3
Alternate: Axe Experience 3
|SP||1680||S||Phantom Spd 3|
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 https://fireemblem.gamepress.gg 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.
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.
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.
|Axe Fighter's Axe||A||Distant Counter|
|Reposition||B||B Tomebreaker 3|
|Black Luna||C||Odd Atk Wave 3|
Axe Fighter, despite not being armored, is an amazing unit. He’s extremely balanced and has stats that make a clear tier 1. However, Reinhardt counters Axe Fighter hard, especially with Steady Posture. So this build is a direct counter to Reinhardt.
Axe Fighter does amazing with weapon, so it best to keep it, but he can also wield a sword AND lance. Who else can do that?! No one, but the Fortnite Champion himself. So he can break the weapon triangle vey effectively, however, the effect on his weapon makes him take zero damage, so Múspellflame will help him very well, still. Keeping Black Luna is fine and giving him Reposition is good. Now, onto his A-skill. Distant Counter is great against Reinhardt, as well as B Tomebreaker. He’ll easily be able to tank Reinhardt and quad him too. Odd Attack Wave is great for adding onto his, already good, 69 ( ͡° ͜ʖ ͡°) attack.
Overall, Axe Fighter is amazing. He’ll beat you in FEH and for sure Fortnite. (Hopefully, Gamepress will know the truth about Axe Fighter soon.)
|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.
Spur Res 3Grants adjacent allies Res+4 during combat
Inheritable by all units.
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