Table of Contents

Tier Rating

Analysis by Cecil
Fjorm - Princess of Ice

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
164
HP 39
ATK 30
SPD 31
DEF 30
RES 34

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 7 6 7 7
Middle 17 8 7 8 8
High 18 9 8 9 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 26 28 26 31
Middle 39 30 31 30 34
High 42 33 34 33 37

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

Fjorm's lack of Attack leaves her wanting a boosted IV in that area. However, being such a strong all-rounder, she can perform consistently with nearly any combination, each granting her something different.

Boons

  • +ATK: Attack is a universally good boon on Fjorm, as it increases her raw damage output. In particular, this can be the deciding factor in her matchup against Young Tiki and Female Corrin.

Neutral

  • SPD: Fjorm prefers not to give up her Speed, which puts her defensive stats and HP on the cutting block.
  • DEF: Reducing Defense leaves her vulnerable to being killed by Mia, Ayra, and Ryoma. Also, it reduces four stats instead of the regular three.
  • RES: Reducing Resistance will make it harder for Fjorm to activate Ploy skills if she chooses to run them as well as weakening the activation of Iceberg/Glacies

Banes

  • -HP: Dropping HP is the least detrimental to Fjorm's overall performance. 

Skill Sets

Mixed Tank

Recommended
Leiptr A Steady Breath
Reposition
Alternate: Swap
B Quick Riposte 3
Glacies
Alternate: Iceberg
C Drive Atk 2
SP1,485SDistant Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -HP
  • Weapon: Leiptr
  • Assist: Reposition / Swap / Rally Atk/Spd
  • Special: Glacies / Iceberg
  • Passive A: Steady Breath
  • Passive B: Quick Riposte
  • Passive C: Drive Atk / Threaten Atk / Flexible
  • Sacred Seal: Distant Def / Atk Smoke

With a natural Distant Counter on her weapon, Fjorm is one of the few lucky units who can run Steady Breath and counter-attack at range. This lets Fjorm counterattack with a four turn Special within a single round of combat, provided she attacks twice. Therefore, Quick Riposte is essential for this build. 

Thanks to her high Resistance, Fjorm hits like a truck with Glacies, and has enough Defense to survive all but the strongest physical damage (especially with Steady Breath). Going for the extra power here is required in order to KO Distant Counter Effie and Corrin(F). Fjorm is not designed to initiate combat, This build is designed to KO enemies that attack her instead.

This form of Fjorm is also capable of handling ranged magic damage, due to her excellent base Resistance and the Distant Def Seal. She is capable of KO'ing common blue mages such as Delthea and Lute with a single counterattack, even if they run Fury. She is a good candidate if you need a unit to provide buffs, since she does not mind sacrificing her Seal slot in order to run a Hone skill. If you intend on using her alongside Blade tome mages, a Dual Rally skill can be used instead of Reposition or Swap. She can also run Ploy skills, but this is not recommended if you have a Resistance bane.

Budget Mixed Tank

Leiptr A Fury 3
Reposition
Alternate: Swap
B Shield Pulse 3
Ice Mirror C Drive Atk 2
SP1,505SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -HP
  • Weapon: Leiptr
  • Assist: Reposition / Swap / Rally Atk/Spd
  • Special: Ice Mirror
  • Passive A: Fury / Atk/Def Bond
  • Passive B: Quick Riposte / Shield Pulse
  • Passive C: Drive Atk / Flexible
  • Sacred Seal: Close Def / Deflect Magic / Hone Atk

Fjorm is one the strongest free units available at five stars. She's a great candidate for Arena Assault thanks to her ability to tank variants of both Reinhardt and Brave Lyn. However, she will die to Reinhardt's with Lancebreaker and she will fail to revenge kill Lyn thanks to Sacae's Blessing.

Her most simple form of build uses most of her default kit, focusing down on her ability to tank mages and retaliate with boosted damage. Ice Mirror gives Fjorm incredible Resistance to ranged attacks. With this set, she can tank and revenge kill all common blue mages without Lancebreaker. Keep in mind that her default skill Atk/Def Bond can be used in place of Fury, but this will swing her matchup with Olwen against her.

If surviving higher-merged Reinhardt is a problem, Deflect Magic will allow her to survive him comfortably. She can also survive most Brave Bow variants, but struggles vs. Firesweep Bows who naturally block counter-attacks. Her C slot skill is up to you and your team, but her default C skill Drive Atk is a versatile choice that suits her well if you aren't running her in a prebuilt team. She can also run Ploy skills, but this is not recommended if you have a Resistance bane.

If anything, Fjorm lacks Defense, which is why Close Def is such a good choice for her. Alongside Ice Mirror, it has excellent synergy to cover all offensive threats. She can give it up for a Hone skill in her Seal slot, but this means she will lose vs. Vidofnir Tana and Brave Lance Cordelia.

Introduction

The beautiful Ice Princess Fjorm is a stellar unit, having what looks like a typical dragon’s statline with a legendary weapon and Special to boot. Her statline and skills make her versatile, but she is best suited as an enemy phase unit, luring and scoring key KO’s against enemy teams. Fjorm lacks the raw power that other tanks possess, and can find it difficult to get KO’s without changing her Special. But for new players or those strained on resources, Fjorm can perform excellently with minimal investment.

Fjorm's great mixed defenses serve her well in her fights, making her strong vs. dragons. She's also one of the easiest units to throw out on the field, coming with a nearly-fully loaded kit right out of the gate. However, when compared to other tanks, she lacks their damage output without relying on her Special to score KO's. And she finds it tough to build for both physical and magic bulk, although she can do either well when built for it.

Strengths

Great mixed defenses.

  • When looking at Fjorm’s statline, what jumps out is her high combined Defense and Resistance. Typically, tanks only wall one type of damage, lest they sacrifice their Attack or Speed (such as Sheena). Fjorm can do both, and has a better Speed tier than nearly all tanks of the same type.

Comes with a great base kit.

  • One of the best things about Fjorm is her performance with her default kit. She can be slapped onto any team as a solid mage counter and do her job.

Weaknesses

Has trouble dealing damage.

  • Fjorm’s base Attack stat of 30 is measly in comparison to other tanks, leaving her lacking in comparison to them.
  • In order to survive magical damage, Fjorm wants to keep Shield Pulse and her unique Special, Ice Mirror. However, this limits her damage potential significantly, stopping her from running Glacies or Iceberg to inflict massive damage.
  • Fjorm also wants Quick Riposte to patch up her average Speed, which means she cannot use Shield Pulse.

Hard to build for both Physical + Magic damage.

  • Even when running her Shield Pulse + Ice Mirror set, Fjorm can only barely survive the attacks of strong enemy units.
  • Shield Pulse, Ice Mirror and Distant Def tend to target magical based attackers, where Steady Breath and Close Def err towards physical.
  • Shield Pulse + Ice Mirror reduces the damage of the first hit taken, but Brave weapon users (including Reinhardt) activate their Special on the second turn, meaning the stronger hit is not reduced at all.

Team Options

Fjorm is undeniably versatile in her builds, so she can function as a good general tank for you team. Hones and Spurs go a long way in boosting her survivability, and with strong healing support, she can tank many units. Both of her main sets enable attackers on her team to shine, and Fjorm is an excellent Reposition/Swap user to support them. She's not bound to offensive or defensive team archetypes, and is a great last-minute filler due to her versatility.

  • Strong reds: Mia, Ayra, Ike, Ryoma, and Black Knight are good team-mates for Fjorm, as they are able to KO greens that she cannot deal with. Green mages are often tanky or run Fury, so team-mates that can KO them are great with Fjorm.
  • Low Resistance greens: Hector, Dorcas, Brave Ike and Winter Chrom appreciate Fjorm's ability to effortlessly tank red magic damag. (even with the Steady Breath set).

Counters

Green units with high Defense are very tough for her to KO. Windsweep builds are very troublesome for her, circumventing many of her ideal skills. Her Shield Pulse + Ice Mirror set can actually let Fjorm tank and KO some of the frailer mages, but this is heavily dependent on boon/bane sets, Seal choices and merge differences. Without Glacies/Iceberg, Fjorm will fail to punch through high-Defense units, even those of her own colour.

  • Physical greens: Hector, Dorcas, Fae, Sheena, Winter Chrom, Winter Lissa, Amelia, Brave Ike completely defeat Fjorm.
  • Magical greens: Nino, Soren, Rhajat, Gunnthra - Fast green mages can punch through Fjorm's defenses, taking advantage of her middling Speed to double and KO her.
  • Firesweep users: Brave Lyn, Cordelia, Tana, Bridal Cordelia - Strong Firesweep weapon users can attack Fjorm for free without risk of counter.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Lance Users Only
100 1 8
Silver Lance
Lance Users Only
200 1 11
LeiptrEnables counterattack regardless of distance if this unit is attacked.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Holy VestmentsReduces damage inflicted by attacks from foes 2 spaces away by 30%.
Learns by default at 5 ★
Restricted to melee units.
100 3
Sacred CowlReduces damage inflicted by attacks from foes 2 spaces away by 30%
Unlocks at 5 ★
Restricted to melee units.
200 2
Ice MirrorIf foe's Range = 2, reduces damage from foe's attacks by 30%. Boosts unit's next attack by total damage that was reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.)
Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Atk/Def Bond 1Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
60
A
Atk/Def Bond 2Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
120
A
Atk/Def Bond 3Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally.
Unlocks at 5 ★
Inheritable by all units.
240
A
Shield Pulse 1If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1.
Melee, Infantry, and Armored Only
60
B
Shield Pulse 2If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. Unit takes 5 less damage when Special triggers.
Melee, Infantry, and Armored Only
120
B
Shield Pulse 3If unit's Special triggers based on a foe's attack, Special cooldown count -2 at start of turn 1. Unit takes 5 less damage when Special triggers.
Unlocks at 5 ★
Melee, Infantry, and Armored Only
240
B
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Inheritable by all units.
50
C
Drive Atk 1Grants allies within 2 spaces Atk+2 during combat.
Inheritable by all units.
120
C
Drive Atk 2Grants allies within 2 spaces Atk+3 during combat.
Unlocks at 5 ★
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem Heroes

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