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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Brave Lance+ | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Moonbow | C | Hone Atk 3 |
| S | Attack +3 | ||
Neutral nature Fjorm is actually a good offensive Arena Unit. Why?
Brave Bow+ Ensures double attacks to KO quickly.
Death Blow 3 gives Fjorm +6 Atk when initiating and Quick Riposte guarantees 4 strikes with Brave Bow+. At a base 30 Atk, with a weapon equipped, this means that, when initiating combat, Fjorm has an Atk stat of 47, which is rather good for a Brave Bow User.
Fjorm also has good defenses, allowing her to be effective on both phases, rather than units like Reindhart, who are effective only during the player phase.
It's also worth noting that this Fjorm set gets a high arena score due to skill inheritance.
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Leiptr | A | Close Def 3 |
|---|---|---|---|
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Pivot | B | Shield Pulse 3 |
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Ice Mirror | C | Def Ploy 3 |
| S | Distant Def 3 | ||
A powerful 42/42 defense stat spread when attacked at any range, as well as defense ploy to make up for her less than stellar attack stat. just put her in the frontlines and laugh.
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Leiptr | A | Fury 3 |
|---|---|---|---|
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Pivot | B | Desperation 3 |
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Iceberg | C | Drive Atk 2 |
| S | Distant Def 3 | ||
This Fjorm set is more offensive taking advantage of her massive 46 base ATK.
Keep Leiptr as her weapon, and support skill is up to you. Instead of her signature “Ice Mirror”, equip Iceberg to take advantage of her 34 base RES.
Her A and B skill slots are the basic Fury/Desperation combo. C slot is up to you of course!
Again, use Distant Def/Deflect to keep her tankiness, or Savage Blow for some extra damage.
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Leiptr | A | Fury 3 |
|---|---|---|---|
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Pivot | B | Shield Pulse 3 |
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Ice Mirror | C | Drive Atk 2 |
| S | Distant Def 3 | ||
Fjorm’s base stats are really good, that she may be a very versatile unit! This set is pretty budget, since the only skill you need to inherit is a support skill (And Fury).
Let’s keep her legendary weapon so we don’t have to use our A slot for Distant Counter, and instead have something else.
For her support, it could be anything so Reposition, Pivot or maybe a Rally!
As for a special, Ice Mirror would be great espcially since it’s her default.
Since it’s budget you can keep her default kit, or change her C and/or B slot skills. It just depends on your personal preference and team. However, for even more power, go with Fury 3 as her A slot (or LoD but Fury is a little easier to get at level 3).
As for her Sacred Seal, go for Distant Defense to further tank hits from afar, especially bows and daggers.
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Slaying Lance+ (+Spd) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Ice Mirror | C | Panic Ploy 3 |
| S | Distant Def 3 | ||
Leiptr's an alright weapon, but I was wondering if a build with Distant Counter in the A slot might open up a superior Fjorm (at least for filling in the distant counter lance infantry niche). The above build is probably not optimal, but I'm hoping to open up conversation about options outside Leiptr now that weapon forging is a thing.
The idea for this particular build is to enable one hundred percent uptime on Fjorm's special (so long as she can counter/attack). This build will work best if paired with a character that can heal, since Fjorm's special requires baiting and, even with its significant survivability increase, baiting more than one attack in a match is hard to pull off without healing.
This build sacrifices some significant stats from running Fury 3 in order to maximize Fjorm's gimmick, but I think the tradeoff in survivability when fighting ranged units could be worth it for some teams (also--fun!). A doubled Fjorm will have her shield pulsed Ice Mirror go off twice against a ranged unit she can counter. Obviously, though, this version of Fjorm will end up being more vulnerable to close combat units--especially green physicals like Hector. The +HP and speed from the lance is pretty solid, but, without Fury, Fjorm sacrifices an additional 3 defense.
After doing some calcs (warning: am bad at calcs), I believe this Fjorm is suitable for countering most unmerged mages outside Reinhardt. She seems to live /kill a perfect IV L&D Nino w/ Hone Speed/Attack and spur speed. She is suboptimal against Reinhardt and most bow units, however, as slaying lance does nothing particularly special for her against brave and sweep weapons. Be careful of baiting strong melee units and units in desperation range, too, as they can often kill her. If you need a character to counter multiple nonconsecutive attacks from strong mages or to survive against bulky mages (should the meta shift), this Fjorm is quite capable, but if you want a more generalized Fjorm then fury in her A slot is likely superior due to the added bulk and attack.
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


IV Calc
Heroes