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 | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Ice Mirror | C | Drive Atk 2 |
| S | Close Def 3 | ||
This is a pretty niche Fjorm build. Her role is to bait mages and retaliate back with a more offensive spread. This set is actually more effective with -HP +Spd
LnD gives her the needed offensive stats while preventing her from getting doubled. And It works well with Ice Mirror. With lower defenses, she can increase her special damage output.
Shield Pulse goes well with Ice Mirror. This makes Fjorm able to take a hit right away and kill a mage on the first turn.
With this set she can reach
Neutral total: 39/35/39/25/29
Summoner Support: 44/37/41/27/31
For S skills, you can put anything you need. If you have trouble tanking melee heroes, then put CD. Or maybe Deflect Magic to counter some Reinhardts (any Reins without Lancebreaker). Or even Speed+3 to double and prevent getting doubled
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Leiptr | A | Close Def 3 |
|---|---|---|---|
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Swap | B | Vantage 3 |
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Glacies | C | Threaten Atk 3 |
| S | Distant Def 3 | ||
(English)
Well there's not much to explain Fjorm has good Def. In its general state, at the moment when we give it clear this. But we can improve your statistics combining with another Fjrorm if there is luck I had some luck and barely manage to get 1 upraising your HP stats from 39 to 40 and your Atk from 46 to 47.
And good because Close Defense? Certainly you can put perfectly distant Defense but not having an Celica to bequeath ability I decided to sacrifice Joshua that is obtained in the current event of storm. And I think that the sacred seal of distant Defense gave it away in a past event of storm, it is only a matter of leveling up with the new forging. This unit combined with
Any other that always this your side giving a buff of Def + 4 will match your def with your Res and with the defenses Close and distant are on par supporting so large amounts of damage is just a matter of having someone like Marth, masked Marth , Chrom, anyone who carries a Falchion and with the ability B Renwal to be spending life with ardent sacrifice as an offensive support, you can also choose to change the Special Glacies by Aether for more sustenance
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(Español)
Bueno no hay mucho que explicar Fjorm tiene buenas Def. en su estado general, al momento en que nos la regalan claro esta. pero podemos mejorar sus estadísticas combinándola con otra Fjrorm si hay suerte yo tuve algo de suerte y apenas logre sacar 1 subiendo sus stats de HP de 39 a 40 y su Atk de 46 a 47.
y bueno porque Def. Contigua? ciertamente se puede poner perfectamente Def. a Distancia pero al no tener una Celica para legar habilidad decidí sacrificar a Joshua que se obtiene en el actual evento de tormenta. y creo que el sello sacro de Def. a Distancia lo regalaban en un pasado evento de tormenta, solo es cuestión de subirle de nivel con la nueva forja. esta unidad combinada con
cualquier otra que siempre este su lado dándole un buff de Def + 4 igualara su Def con su Res y con las Defensas Contigua y Distancia estarán a la par soportando asi grandes cantidades de daño solo es cuestión de tener a alguien como Marth, Masked Marth, Chrom, cualquiera que porte una Falchion y con la habilidad B Recuperacion para estarle pasando vida con Fervor Aboluto como support ofensivo, también se puede optar por cambiar el Special Glacial por Eter para mas sustento
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Leiptr | A | Triangle Adept 3 |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Ice Mirror | C | Drive Atk 2 |
Fjorm's best set will need time to see. Her default set lets her perform as a blue res tank which is pretty rare in this game, only other one is Lute who's recent. She can first turn bait and kill frail blue and red mages, but she prefers to be attached to a partner and who's perfect but for Arvis and his Atk/Def ploys. Reposition is the only skill she needs, or triangle adept 2/3 for slot A which she needs for red swords.
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Leiptr | A | Close Def 3 |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Ice Mirror | C | Drive Atk 2 |
| S | Distant Def 3 | ||
Purely defensive build. I do not expect this to be anything amazing, but I did find this to be a great bait/tank build. With both close and distant defenses, Fjorm is able to take a hit and send some pain back. I looked at replacing Shield Pulse 3 with Renewal 3, but I believe the benefit of Shield Pulse out ways the benefit of 10 health every two turns.
The idea here is for Fjorm to bait/tank a hit(s) and then the rest of the team moves in on the next turn. Especially if Fjorm is boosted before defending, she will barely take any damage. Even without taking into account Ice Mirror or Shield Pulse, she only loses 6 fights in the FEH damage calculators when defending! Since a lot of the dangers in the current meta come from ranged attacks... she is a Beast.
I was a little surprised to not see this on the page. If anyone else already thought of this, sorry, I did not see your build.
Enjoy.
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Leiptr | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Iceberg | C | Def Ploy 3 |
| S | Distant Def 3 | ||
If you really like Fjorm as a character and a unit then this is the build for you as it takes full advantage of Ally and Summoner support. With the right team buffs she can survive almost every ranged unit in the game and if you couple it with buffs such as Performing Azura' s Sing? Owh boy you're in for a fun ride.
Her Legendary Weapon allows you to hit units that are attacking you regardless of distance and is amazing at baiting mages, dagger units, and many of the bow units. So we will be sticking with it for this build.
You want Fury to boost both your offensive and defensive stats. Coupling it with the Distant Def 3 Seal will make sure that 95% of the ranged units in the game won't one shot you, and you'll survive most of them with decent amount of HP to go for the kill and reposition yourself out. And yes, you can destroy Reinhardts.
Quick Reposte 3 makes up for her average speed by allowing you to bring the pain to every ranged unit that isn't Brave Lyn, a firesweeper bow unit, or the new and awesome Dazzling Staff+Wrathful Staff healers. Having one yourself means that you'll always be in range of Quick Reposte 3.
Def Ploy 3 uses Fjorm's massive Resistance to full effect and boosts your damage even further by lowering the opponent's defense in a cardinal direction.
Lastly Iceberg and Reposition for the big damage and the great mobility. Iceberg allows Fjorm to deal big damage to whatever hits you after charging it thanks to her amazing Resistance and you'll charge it quite easily. If you're confident in your team support then you can swap Iceberg for Glacies.
Overall Fjorm is a great F2P unit and a really strong addition to many teams if built to take full advantage of all your resources. Her water buff is neat too but good luck getting those blessings.
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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