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 | Warding Breath |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Glacies | C | Drive Atk 2 |
| S | Quick Riposte 3 | ||
Now with Warding Breath's introduction in the game, Fjorm is best off just using Warding Breath because of her high resistance and its synergy towards Glacies.
As for her B Skill its best to use something like Vantage to pull off the Quick Ripost Vantage combo like Hector, since Fjorm is pretty Tanky.
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Leiptr | A | Fury 3 |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Iceberg | C | Drive Atk 2 |
| S | Quick Riposte 3 | ||
A break from conventional Fjorm builds that stretches her tankiness farther than most. Fury boosts all of Fjorm's stats from up a step from decent. The bonus spd means that she's hard to double, and QR means that she will be doubling. Renewal is very useful for keeping her healthy, especially in chain challenges and tempest trials.
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Leiptr | A | Atk/Res Bond 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Noontime | C | Def Ploy 3 |
| S | Atk Ploy 3 | ||
A strong and reliable enemy phase unit. noontime helps her to stay in quick riposte range as well as to be my go-to PvE unit. got atk/res bond so she can fight mages very well - she can even dual with green ones sometimes tho she won't kill them. I have her as my summoner support, so she has mondo res and this lets me run attack ploy instead of distance defense.
I sometimes swap her A and/or C to her default, depending on the situation. I have iceberg on reserve in her toolbox as well for more options. she don't always need to be a sustain tank.
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Leiptr | A | Spd/Def Bond 3 |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Ice Mirror | C | Drive Atk 2 |
| S | Close Def 3 | ||
A pretty simple Fjorm build, focusing her on being defensive. While that Spd/Def Bond won't be getting her any more doubles, it will certainly keep her from getting doubled herself, or at least reduce the number of double attacks she'll get hit by.
The name of the game for her is to bait and let her faster glass cannon archetype allies (Celica, Bridal Cordelia, Delthea, Nino, Sanaki, etc) to finish off the foe she baited. She is better off dealing with tome users, but the defense bond and the close defense seals are meant to help mitigate some of the damage her Ice Mirror won't usually block. Additionally Close Defense is taken over Distant Defense in order to make use of Ice Mirror's reflective damage. This way she'll mitigate the damage done by a distant foe and reflect it and simply take less damage from a melee range foe.
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Leiptr | A | Atk/Def Bond 3 |
|---|---|---|---|
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Reciprocal Aid | B | Quick Riposte 3 |
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Glimmer | C | Drive Spd 2 |
| S | Distant Def 3 | ||
Fjorm’s base kit doubled with her strong stat line make her come straight out of the box ready to counter your worst ranged nightmares (Brave Lyn/Dazziling Staff aside) but I was looking to have her hold a little more weight in melee defense as well.
By swapping out her ranged defense Special you can really give her a huge offensive (or moderate defensive) boost.
Glimmer is a nice trade with its low casting time of 2 and nice yield (+50% dam dealt) combined with Quick Repose allows here to proc her special in any defensive exchange. I chose Glimmer over Moonbow because I’m not planning on matching her up against unfavorable colors (where moonbow shines) and more plan on red first then blue hunting where Glimmer comes out on top with it’s +50% Damage dealt... remember that’s 50% after all factors, enemy defensive stats etc. (Although not wo dao/wrath additional Special damage... *sad face*) including triangle advantages.
Also for a while I played around with noontime with the line of thought that the extra 1-2 combats with Quick Repose (>70% health) compensated for the burst of damage of another special but I found you’re better off hitting with the burst damage first, trying for the ORKO, and letting your other units worry about healing her.
Ideally for Fjorm’s A slot I would use Steady Breath, greatly increasing her damage potential, now allowing her to proc Count 3 Special in every defensive exchange... I’m looking at you Iceberg and Sol...
That said I can’t bring myself not to merge Brave Ikes’... my one true kryptonite... so her base kit Atk/Def Bond gives her a great offense/defensive buff with reasonable prerequisites.
The C slot and Defensive Skill are really very flexible and should suit your team’s needs but her Seal is a little more rigid. I went with distant defense to still keep her a viable magic counter but you could make the same argument for close defense to make a her a very powerful melee wall... crazy thought Heavy-Blade Seal with Atk/Def Bond for an Atk of 30 base +5 A slot +16 weapon for 51 Atk... add in one Drive/Hone Atk then factor in Quick Repose and it migh really amount to something awful in the best way... gonna have to play test that one... might still land that Iceberg/Sol yet. *fingers crossed*
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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