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Table of Contents

Tier Rating

Analysis by Naz
Bridal Fjorm - Bride of Rime

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
150
HP 42
ATK 34
SPD 34
DEF 17
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 9 3 3
Middle 18 8 10 4 4
High 19 9 11 5 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 31 31 13 20
Middle 42 34 34 17 23
High 45 37 37 20 27

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.
HPATKSPDDEFRES

Assets

  • +HP: Fjorm greatly appreciates an asset in HP in order to make more effective use of her unique weapon, Gjallarbrú.

  • +ATK/SPD: Attack and Speed also make for suitable choices of assets, both boosting Fjorm’s offensive prowess as well as an increase in Attack making the use of healing assists more potent.

Flaws

  • -DEF/RES: Thanks to her status as a staff unit granting her access to Dazzling Staff in order to prevent counterattacks, Fjorm’s overall bulk is negligible and any take away from it will hardly affect her overall performance.

Skill Sets

Silent Treatment (Support Focus)

Recommended
Gjallarbrú A HP/Atk 2
Alternate: HP +5
Restore+
Alternate: Recover+
B Dazzling Staff 3
Windfire Balm+
Alternate: Heavenly Light
C Ground Orders 3
SP1130SHP/Res 2
Alternate: HP +5

Show Explanation/Analysis

Preferred IV: +HP or +ATK or +SPD / -DEF or -RES

  • Since this build is based around making effective use of Fjorm’s unique weapon, Gjallarbrú, an asset an HP is desirable in order to make its activation as consistent as possible.

  • Attack and Speed are also good stats to receive an asset in if one wishes to use Fjorm in combat, as they boost her offensive power.

Weapon: Gjallarbrú

  • In addition to removing the damage penalty tied to most staves, Gjallarbrú has the unique ability to disable the use of assist skills for foe’s in Fjorm’s cardinal directions. This includes the use of refresher skills such as Dance/Sing, making it extremely useful in settings such as Aether Raids.

Assist: Restore+ / Recover+

  • Both Restore+ and Recover+ make for good healing assist options. Recover+ heals a significant amount of HP and scales based on Fjorm’s Attack while Restore+ trades some healing potency for the ability to cure allies of status ailments such as Panic and Gravity.

Special: Windfire Balm+ / Heavenly Light

  • Despite healers being generally limited in their options, there are a few standout Specials for Fjorm to take. Windfire Balm makes for a particularly great support option by granting allies a significant boost to their Attack and Resistance on use.

  • For a cheaper alternative, Heavenly Light boosts the effectiveness of healing by making it apply to all allies upon activation.

Passive A: HP/Atk 2 / HP +5

  • Since the condition for Gjallarbrú is reliant on Fjorm having more HP than her opponent, any choice of HP boosting skill such as Fjorm’s native HP/Atk 2 or HP +5 are fantastic choices for making its activation as consistent as possible.

Passive B: Dazzling Staff / Chill Skills

  • Dazzling Staff is a fantastic skill that prevents any form of counterattack when Fjorm initiates. This also pairs well with Gjallarbrú offensively, as the weapon also removes the damage penalty tied to most staves.

  • For a purely support-oriented approach, one can also choose to run any form of Chill such as Chill Atk or Chill Spd in the B slot in order to automatically debuff opponents at the start of turn.

Passive C: Ground Orders / Flexible

  • Ground Orders provides incredible movement support on a mixed team composition through a buff that allows infantry, armored, and cavalry units to move adjacent to a space adjacent to any ally within 2 spaces.

  • The C slot can otherwise be replaced as needed to suit the team.

Sacred Seal: HP +5 / HP/Res 2 / Guidance

  • Once again, any form of HP boosting skill makes for a fantastic choice of Sacred Seal by further solidifying her weapon’s ability to target any enemy she comes across.

Undying Love (Vantage)

Wrathful Pain+ A Close Counter
Restore+
Alternate: Recover+
B Vantage 3
Miracle C Savage Blow 3
SP1350SBrazen Atk/Res 3

Show Explanation/Analysis

Preferred IV: +ATK / -DEF or -RES

  • While this may seem like a somewhat unorthodox to make use of Fjorm in Aether Raids, another great way for her to make use of Pain+ is the Vantage sweeper setup. Since this build is heavily reliant on taking out opponents in only one hit, an asset in Attack is the most desirable nature that Fjorm can receive.

Weapon: Wrathful Pain+

  • By significantly reducing the health of both her target as well as enemies around her after combat, Fjorm will be able to take them out in only a single hit when they initiate on her in Vantage range. This can also be combined with Savage Blow in the C slot for even greater out of combat damage when Fjorm initiates.

Assist: Restore+ / Recover+

Special: Miracle

  • The most notable weakness of this build are opponents that prevent counterattacks or disable skills that change attack priority. As such, be wary of any Dazzling Staff healers, Firesweep users, or any unit equipped with the skill Hardy Breaking. Miracle makes for a uniquely useful choice of Special with this build. When charged, Fjorm has the freedom to take an extra hit from them without the risk of death as long as her HP is above 1.

Passive A: Close Counter

Passive B: Vantage

  • The basic premise behind this set is running Close Counter with Vantage. Upon hitting the HP threshold for Vantage, any subsequent opponents that initiate on Fjorm are forced to take the at least one hit from from her before having the chance to counterattack. With this combination, Fjorm can potentially take out multiple opponents in the Enemy Phase completely unscathed.

Passive C: Savage Blow

Sacred Seal: Brazen Atk/Res

  • For the Sacred Seal, anything that boosts raw damage during the Enemy Phase such as Brazen Atk/Res makes for a great option.

Here comes the… (Offensive/Support)

Wrathful Pain+
Alternate: Wrathful Gravity+
A Atk/Spd Solo 3
Alternate: Atk/Spd Bond 3
Restore+
Alternate: Recover+
B Dazzling Staff 3
Windfire Balm+
Alternate: Heavenly Light
C Savage Blow 3
Alternate: Ground Orders 3
SP1470SSavage Blow 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -DEF or -RES

  • This build aims to capitalize on Fjorm’s offensive potential while retaining a solid support role. Since this set generally prevents the opponent from counterattacking Fjorm can choose to forego her bulk in favor of focusing on her offensive stats. As such, an asset in Attack or Speed make for the best overall options that Fjorm can take in order to maximize her damage output as well as the potency of her healing skills.

Weapon: Wrathful Pain+ / Wrathful Gravity+ / Wrathful Panic+

  • Since Fjorm already has Dazzling Staff in her base kit, the Wrathful Staff refinement is chosen for her potential weapons. As for the weapons themselves, Pain+ has the potential to cripple an entire enemy team. Not only will deal a free 10 after-combat damage to Fjorm’s target, but also to opponents within two spaces of said target.

  • Gravity+ makes for another fantastic choice of weapon against high-mobility teams by crippling the movement of the target as well as surrounding enemies. Combining this with an ally’s movement assist such as reposition or a refresher can make Fjorm virtually untouchable.

  • Panic+ makes for another effective choice, particularly against teams that heavily utilize field buffs. This weapon is generally best used when defending in Aether Raids.

Assist: Restore+ / Recover+

Special: Windfire Balm! / Heavenly Light

Passive A: Atk/Spd Solo / Atk/Spd Bond / Attack +3 / Speed +3

  • Atk/Spd Solo makes for a fantastic choice of A skill, as it grants Fjorm a significant boost to her offensive stats when not adjacent to any teammates. Atk/Spd Bond grants the same stat bonus but instead when Fjorm is adjacent to a teammate.  

  • If the aforementioned are unavailable, both Attack +3 and Speed +3 make for suitable budget options for raising Fjorm’s damage output.

Passive B: Dazzling Staff

  • The crux of this build is the use of Dazzling Staff together with a Wrathful Staff-refined weapon. Not only does it remove the damage penalty tied to staves, it also prevents any opponent from counterattacking when Fjorm initiates. This combination essentially turns her into a ranged magical sweeper.  

Passive C: Savage Blow / Ground Orders / Flexible

Sacred Seal: Savage Blow

  • Pain+ pairs exceptionally well with Savage Blow in both the C and Sacred Seal slot by giving Fjorm the potential to do a staggering 24 damage to opponents around her target after combat. Not only does this deal massive indirect damage, but it also knocks opponents out of high-HP thresholds such as Quick Riposte and Guard.

  • Ground Orders remains a fantastic support option on a mixed team composition by providing movement support to infantry, armored, and cavalry allies.

Introduction

When playing Aether Raids, many players may become frustrated at the sight of enemy teams containing one or more refreshers. Enemy movement becomes unpredictable and you know that a single miscalculation will probably cost you half of your team. You probably wish you could just shut them up so they can’t refresh their teammates. Well, Fjorm’s bridal iteration has the answer you’ve been looking for.  

Fjorm’s unique weapon, Gjallarbrú, provides extremely unique and powerful support. By inflicting the Isolation debuff, Fjorm disables the use or being the target of assist skills for any foes in her cardinal directions at the start of turn. This completely disables the movement options teams that rely on units getting refreshed and makes the enemy AI far more predictable.

Gjallarbrú’s activation relies on Fjorm having higher HP than her target foe. Luckily, Fjorm carries an impressive 42 HP at base, one of the highest values among staff units. When combined with HP boosting skills as well as the HP boost received from blessings, Fjorm will be able inflict Isolation on just about any opponent.

In case her support value wasn’t enough, Fjorm also carries a fantastic offensive statline of 34 Attack and 34 Speed. Through the use of the coveted Wrathful + Dazzling Staff combination, Fjorm doesn’t just severely damage her opponents through indirect damage, but can potentially kill them outright in a single round of combat without any chance of retaliation. On top of all this, Fjorm also comes with all the benefits of being a flying unit such as enhanced mobility and access to class-exclusive buffs.

Fjorm’s only notable weakness is her very poor overall bulk should she ever need to take damage in combat. Healers in general are somewhat limited in the skills that they can utilize, as their class blocks them from the use of any offensive Special such as Iceberg or Moonbow. Fjorm’s status as a cavalry unit also hinder her, as she will be very susceptible to flier effective weapons.

Overall, Fjorm is an exceptional unit thanks to her incredible utility as well as her impressive combat prowess. Any team tackling Aether Raids will be more than lucky to have her.

Strengths

Gjallarbrú

By inflicting a debuff that prevents opponents from using or being the target of assist skills, many enemy teams, particularly in Aether Raids become much easier to face. Additionally, it also removes the damage penalty tied to most staves.

Wrathful + Dazzling Staff

In addition to removing the damage penalty tied to staves, this combination allows for any healer to completely negate counterattacks when initiating.

Great Offensive Stats

Fjorm’s standout 34 Attack and 34 Speed make her highly proficient at dealing significant damage to her opponents as well as effectively utilizing healing assists such as Restore+

Flier

In addition to her superior mobility, Fjorm has access to class-exclusive buffs such as Hone Fliers.

Weaknesses

Terrible Overall Bulk

Despite being mostly inconsequential when using Dazzling Staff, Fjorm’s lacking physical/magical bulk of 59/63 can spell trouble if she ever needs to take a hit.

Poor Skill Availability

As a healer, Fjorm is locked out of many passive skills as well as any offensive Special. This limits her overall potential as a combatant.

Susceptible to effective damage

Due to her status as a flier, Fjorm may find herself taking far more significant damage from certain weapons such as bows.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Restricted to units that use a Staff.
50 2 10
GjallarbrúCalculates damage from staff like other weapons. At start of turn, if foe's HP<= unit's HP-3 and foe is in cardinal directions, inflicts [Isolation] on foe. [Isolation] Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Learns by default at 5 ★
Unlocks at 5 ★
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
HealRestores 5 HP. 1 50
ReconcileRestores 7 HP each to target and this unit. 1 100
RestoreRestores 8 HP. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. 1 200
Restore+Restores HP = 50% of Atk. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. 1 300

Passive Skills

Passive Skills SP Slot
HP +3Grants +3 to max HP.
Inheritable by all units.
40
A
HP/Atk 1Grants HP+3, Atk+1
Inheritable by all units.
100
A
HP/Atk 2Grants HP+4, Atk+2.
Inheritable by all units.
200
A
Dazzling Staff 1If unit has 100% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
60
B
Dazzling Staff 2If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
120
B
Dazzling Staff 3The enemy cannot counterattack.
Restricted to units that use a Staff.
240
B
Ground Orders 1At start of turn, if unit's HP = 100% grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
60
C
Ground Orders 2At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
120
C
Ground Orders 3At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
240
C

Other Info

Origin
Fire Emblem Heroes

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