Table of Contents
- Default
- Attack
- Special
- Injured
| Fjorm - Princess of Ice |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 7 | 6 | 7 | 7 |
| Middle | 17 | 8 | 7 | 8 | 8 |
| High | 18 | 9 | 8 | 9 | 9 |
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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
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Leiptr | A | Steady Breath |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Quick Riposte 3 |
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Glacies Alternate: Iceberg |
C | Drive Atk 2 |
| SP | 1,485 | S | Distant Def 3 |
- 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
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Leiptr | A | Fury 3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Shield Pulse 3 |
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Ice Mirror | C | Drive Atk 2 |
| SP | 1,505 | S | Close Def 3 |
- 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
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.
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Leiptr | A | Brazen Def/Res 3 |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Ice Mirror | C | Odd Res Wave 3 |
| S | Distant Def 3 | ||
The optimal synergy from Distant Def 3 and Ice Mirror is surely incredible, as Fjorm can be a very powerful Brazen Def/Res user, because of her physical and magical bulk overall, making her lose not so many health when counterattacking someone, as long as it's not a high Atk/Spd axe unit like Summer Innes, she will be just fine to safely activate Brazen Def/Res. If you consider EVERYTHING that possibly takes her defenses up, you can have an insanely bulky fjorm, specially if you have a full support team like a Spd/Atk/Def Tactics (Res not included because Odd Res Wave 3 already gives +6 Res) or a Yato (+eff) Sieglinde (+eff) combo, she will be a monster that takes no damage and deals a significant amount of damage, specially to low defense mages like Deirdre, Lilina, Julia and others.
Shield pulse is SUPER IMPORTANT for that build (meant to be anti-ranged) as it can boost her damage from Ice Mirror counter further +5 and takes -5 damage off of her.
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Leiptr | A | Warding Breath |
|---|---|---|---|
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Rally Atk/Def | B | Renewal 3 |
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Ice Mirror | C | Spur Def/Res 2 |
| S | Atk Ploy 3 | ||
Support Fjorm. I keep her around for the water blessing.
She's a 5*+6 merge(which was some kind of luck, I guess).
Spur Defense/Resistance and Attack Ploy are support options, Leiptr and Ice Mirror were easy choices. Renewal refills her above average bulk and Warding Breath makes Ice Mirror happen more often.
She nets 726 in the arena.
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Leiptr | A | Atk/Def Bond 3 |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Ice Mirror | C | Drive Atk 2 |
| S | Quick Riposte 3 | ||
A very basic build, but she's a fantastic temporary member to Inigo Emblem. My Fjorm is +1 and I'll probably opt to merge any more I might get rather than save any for Drive Atk or Atk/Def bond fodder. Whenever I use her though, QR is absolutely essential to taking care of as many units as possible.
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Leiptr | A | Warding Breath |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Glacies | C | Atk Tactic 3 |
| S | Quick Riposte 3 | ||
Fjorm | Lv. 40+1
============
A slow enemy phase tank Fjorm that is meant to, especially with Def/Res Tactic boosts, sit on defensive tiles and effectively bait all sorts of red units as well as (non-Lancebreaker) blue and colorless units. Wrath kicks close to when Fjorm loses her ability to proc Quick Riposte so that she can get the chance to fire off a pretty strong Glacies, and Warding Breath helps Glacies charge fast enough on enemy phase to be very useful in combat. Atk Tactic is the C slot of choice as this Fjorm herself is more reliant on proccing Glacies to inflict major damage whereas other teammates may appreciate the Atk buffs more.
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Harmonic Lance+ (+Def) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Bonfire | C | Atk Ploy 3 |
| S | Quickened Pulse | ||
The frosty princess herself, super Stabby Girl. Sure this build is obscenely expensive, and requires two Infantry Pulse users on your team, but it'd totally be worth running on Arena Defense.
Imagine: instant power. Bonfire hits 28.5 damage with just the Harmonious Lance bonus, and almost 40 damage with the boost from a triggered Wrath too! Her Atk Ploy 3 makes her likely to survive hits, which is great.
Essentially, it's designed based on an Ayra I saw who had instant Regnal Astra with DC and Wrath, and demolished my team. Ayra's able to do it best out of Sword units, but I figure lances could totally do the same thing too. If you have enough Infantry Pulse and Quickened Pulse, it's simple enough to have Bonfire instantly fueled up.
Unless the opponent can kill your 40/37/34 bulk Lance unit in a single hit, they'll be taking at least 28 damage, likely more if they're not a green unit, and even more if they trigger Wrath. This isn't even considering merges - she gets up to 44/41/38 bulk at +10, which is actually just disgusting. This is along with a healthy 35 speed, making her hard to double.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Lance Users Only
|
100 | 1 | 8 |
| Lance Users Only
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
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 |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
|
120 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | A |
| Melee, Infantry, and Armored Only
|
60 | B |
| Melee, Infantry, and Armored Only
|
120 | B |
| Unlocks at 5 ★ Melee, Infantry, and Armored Only
|
240 | B |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|

Fate Grand Order
Dragonball Legends


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