Table of Contents
- Default
- Attack
- Special
- Injured
| Ishtar - Thunder Goddess |
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Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 15 | 7 | 9 | 3 | 6 |
| Middle | 16 | 8 | 10 | 4 | 7 |
| High | 17 | 9 | 11 | 5 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 34 | 31 | 33 | 13 | 23 |
| Middle | 38 | 34 | 36 | 17 | 26 |
| High | 41 | 37 | 39 | 20 | 30 |
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 |
|---|---|---|---|---|
Boons
-
+ATK: Optimal for Mjölnir builds, as the built-in Darting Blow effect means that Ishtar has very little issues doubling the vast majority of enemies.
-
+SPD: Ideal for Blade tome builds, and also usable with Mjölnir builds. The Flashing Blade seal cannot be recommended highly enough on a +Spd Ishtar, as few heroes in the game will have the ability to avoid follow-up attacks from her.
Neutral
- HP/DEF: As Ishtar suffers from a superbane (-4 to the stat) in both HP and Def, possessing either of these as a bane can be dangerous for Ishtar due to her reduced physical bulk potentially causing her to get KO’d in a single hit from a physical threat. While these dangers can be alleviated with team support, it is generally safer to opt for -Res.
Banes
-
-RES: While Ishtar has fairly mediocre physical bulk, she has enough that she can survive a single hit from a physical non-green threat. A -RES bane allows her to have enough balanced physical and magical bulk to be stay safe.
Skill Sets
Tempest of Jugdral (Offensive Nuke)
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Mjölnir | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Luna | C | Odd Atk Wave 3 |
| SP | 1,205 | S | Quickened Pulse |
- Preferred IV: +ATK or +SPD / -RES
- Weapon: Mjölnir
- Assist: Reposition / Ardent Sacrifice
- Special: Luna / Draconic Aura / Glimmer / Moonbow
- Passive A: Swift Sparrow / Fury / Brazen Atk/Spd / Life and Death
- Passive B: Desperation
- Passive C: Odd Atk Wave
- Sacred Seal: Flashing Blade / Quickened Pulse / Heavy Blade
Ishtar’s unique Mjölnir tome offers her significant offensive power without having to rely on team support. The Special cooldown reduction allows Ishtar to easily activate multiple Specials per combat, even in Desperation range. This offers her a big boost in damage; combined with the built-in Darting Blow effect, Mjölnir turns Ishtar into a massive offensive threat. Flashing Blade augments this playstyle: combined with her tome, Ishtar can activate Luna in a single round of combat, provided she outspeeds her foe and is protected by Desperation.
Ishtar’s base kit only needs two major additions: Desperation and Luna. Moonbow is still a strong option if Ishtar is running Quickened Pulse over Flashing Blade. For her Assist, Ardent Sacrifice is worth considering particularly if given a -HP or -DEF bane, as it allows her to completely circumvent her potential vulnerability to getting KO’d in one hit by physical threats (such as Distant Counter units) by immediately entering Desperation range. This also allows Ishtar to safely run Brazen Atk/Spd or Life and Death for maximum offensive power. Otherwise, any Assist can work, though some players may choose to opt for Fury over Swift Sparrow to reach the HP threshold for Desperation more easily.
Odd Atk Wave is a powerhouse skill, as it allows offensive units like Ishtar to make excellent use of their otherwise open C skill to buff themselves as well as allies. By playing around the activation condition (odd numbered turns), Ishtar can reliably increase the breadth of enemies that she can safely take on.
Friege Bladestorm (Offensive Nuke)
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Blárblade+ | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Glimmer | C | Odd Atk Wave 3 |
| SP | 1,755 | S | Speed +3 |
- Preferred IV: +SPD or +ATK / -RES or -HP or -DEF
- Weapon: Blárblade+
- Assist: Reposition / Ardent Sacrifice
- Special: Glimmer / Draconic Aura
- Passive A: Swift Sparrow / Fury / Brazen Atk/Spd / Life and Death
- Passive B: Desperation
- Passive C: Odd Atk Wave / Varies with Team
- Sacred Seal: Speed +3 / Heavy Blade / Flashing Blade
While Ishtar’s unique Mjölnir offers powerful offensive capabilities, she can also utilize a Blade tome to powerful effect, with a potentially higher offensive ceiling than Mjölnir. As with all Blade tome sets, this build is heavily reliant on team support to function at full power.
Ardent Sacrifice is an alternative to typical movement Assist skills, as it allows Ishtar to entirely bypass any risk of being KO’d in one hit by immediately entering Desperation range. This allows enables her to run Brazen Atk/Spd or Life and Death in order to maximize her offenses, as Ardent Sacrifice allows her to bypass the otherwise dangerous drawbacks to using them. Otherwise, Ishtar’s base Swift Sparrow is an excellent choice of A skill, while Fury is an excellent alternative due to increasing her bulk, potentially allowing her to survive slightly stronger hits from enemies.
Both Glimmer and Draconic Aura synergize excellently with a Blade tome, due to boosting damage even further from the increased power of a buff-powered Blade tome. Glimmer is generally a better choice due to the lower cooldown, but Draconic Aura is a viable option for non-Arena game modes or if running the Heavy Blade or Flashing Blade seal. Otherwise, Speed +3 is generally a safe pick, as securing doubles is vital for a Blade tome user to maximize their damage output.
Odd Atk Wave works really well for a Blade tome user, as the ability to self-buff with +6 to Attack is incredibly potent. However, it can be worth replacing if Attack buffs are already covered by the team in order to remove redundancy (such as for Tactics teams), or if some other form of team support is needed.
Introduction
At a glance, Ishtar seems like a straight-forward offensive mage in an incredibly saturated weapon type. 34/36 is a great foundation: though Ishtar loses 1 Attack compared to the popular Linde, she receives a notable increase in HP and Def. Though this difference isn't enough to drastically improve her ranged match-ups, the extra bulk can often grant her just enough survivability.
However, what truly sets Ishtar apart from the rest of the blue mages is her unique tome Mjölnir. Wielding a 14 Might weapon that grants -1 Special cooldown and an additional +6 Spd when initiating combat, Ishtar can quickly become a Player Phase menace. With the addition of supplementary skills like Swift Sparrow, Odd Atk Wave and Moonbow - all of which are included in her starting skillset - Ishtar is undeniably a powerful hero who needs minimal investment to perform.
Overall, Ishtar is a hero who is very reliant on clever tactics during the Player Phase. Ishtar is a stellar offensive threat who can perform incredibly well on her own, or with a teammate to further increasing her Attack or Speed. Her ability to charge her Special skill multiple times in a single map makes her a formidable carry.
"Still your tongue... And feel the wrath of the goddess of lightning!"
Ishtar - Fire Emblem: Genealogy of the Holy War
Strengths
Mjölnir
Ishtar’s unique tome gives her a powerful offensive option that isn’t a Blade tome; the reduced Special cooldown and Speed boost allow her to easily activate multiple Specials per combat. This tome complements her statline and base skills incredibly well, and allows Ishtar to use the Flashing Blade seal more effectively than almost any other hero in the game.
Strong Offenses
With a 34/36 offensive spread, Ishtar is an offensive powerhouse with few rivals in her role. Linde sports slightly higher Attack, but her lack of a powerful offensive unique tome leaves her reliant on support from teammates to perform as a ranged carry. Ishtar on the other hand, can easily utilize either her base Mjölnir or a Blade tome to fantastic effect.
Powerful & Consistent Specials
With Mjölnir's passive Special cooldown reduction, as well as incredible synergy with the Flashing Blade seal, Ishtar is one of few heroes who can consistently charge and activate Specials more quickly. With Mjölnir, Desperation and Flashing Blade against a slower opponent, Ishtar can deal two powerful attacks to an enemy, activating 3-cost Specials like Luna or Draconic Aura on the second attack.
Excellent Base Kit
After inheriting a B slot kill like Desperation, Ishtar has access to an excellent, highly competitive build with no additional investment required. With just Mjölnir and Swift Sparrow, Ishtar can hit 52/46 offenses before accounting for IVs, buffs, and other forms of support or skills (58/46 on odd turns with Odd Atk Wave).
Workable Bulk
With 55 physical and 64 magical bulk before IVs, Ishtar is fairly safe from getting KO’d in a single hit. She does need to be careful with her physical bulk, however, particularly if she has a -HP or -DEF bane.
Weaknesses
Infantry
While Ishtar’s base Odd Atk Wave grants an excellent +6 Attack buff every other turn, she still lacks access to exceptional buffs like Hone Cavalry. She also lacks the enhanced mobility that cavalry and fliers enjoy, though she can benefit from access to Infantry Pulse.
Very Weak Enemy Phase
Many of Ishtar's additional stats are granted when she initiates combat; like Mjölnir and Swift Sparrow granting a total of +10 Spd. Without these bonuses, Ishtar is left vulnerable to enemy attacks during the Enemy Phase, with some opponents potentially making follow-up attacks against her if she is not +Spd.
Team Options
Counters
Ishtar will struggle against powerful green heroes, many of whom possess high HP or access to Distant Counter. Most green heroes who Ishtar fails to KO and have the ability to retaliate will defeat her with ease, so caution is key.
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Strong green heroes: Ishtar’s potent offenses can make her hard to deal with, but strong green heroes like Legendary Lyn, Myrrh, and Fae can survive her damage and take her out in return.
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Debuffers: Ishtar’s relatively low defenses leave her vulnerable to all types of debuffs; units like Gunnthrá, Spring Sharena, Spring Catria, Arvis, and Lute can heavily debilitate Ishtar’s ability to output damage.
-
Negating Buffs: While Ishtar isn’t totally reliant on buffs (unless running a Blade tome set), she can still struggle against units that she would otherwise need buffs to handle if they can negate them, such as Brave Lyn and Deirdre
- Raw Offensive Pressure: Despite having enough bulk to normally survive a single hit, Ishtar is rather frail and cannot withstand sustained offensive pressure. Units with overpowering offenses (such as with Brave weapons or Bold Fighter) like Cherche, Hector (LA), Raven, Ephraim, and Reinhardt can easily take out Ishtar if allowed to engage properly.
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Mjölnir | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Glimmer | C | Odd Atk Wave 3 |
| S | Speed +3 | ||
Boons: +Spd/Atk
Banes: -Def/HP
A: Swift Sparrow 2
B: Desperation/Swordbreaker/Lancebreaker/Chill Spd
C: Odd Atk Wave 3
Support: Reposition/Ardent Sacrifice/Dual Rally
Special: Moonbow/Glimmer/Luna
In terms of IVs, Ishtar might be the first mage in the game that doesn't have to fall back on bladetomes with a -atk IV, or sit on the bench forever with a -spd IV since Mjolnir and odd atk wave boost her offensive stats to absurd levels regardless. Initiating with 46 spd with neutral speed is 1 point shy of the likes of +10 merged +spd Ayras and Mias, which means that she doubles the vast majority of the cast in the game.
With this in mind, her legendary tome is a no-brainer. Darting blow 3 + slaying effect on a 14 mt tome is probably one of the strongest offensive combinations one could ask for, and Ishtar makes great use of it with her fantastic offensive spread of 34/36. The slaying effect, in particular, opens up a ton of options on the specials. Glimmer, generally speaking, will out-damage moonbow by a pretty significant margin, and has great synergy with odd attack wave. However, Moonbow will begin to reap more value if you're facing more magically bulky enemies.
If you're facing more distant counter units, however, Luna will fit the general flow of battle much smoother than Glimmer or Moonbow. Attacking and then getting counterattacked will leave you with a charged luna on your follow up attack with Mjolnir, unlike Moonbow or Glimmer which will have 'wasted' a special charge when the enemy counterattacks.
Swift Sparrow is also a no-brainer here as it has the best synergy with Ishtar's tome and C skill, giving a massive +10/+10 to offensive stats on odd-numbered turns, and +4/+10 otherwise. Thunder Goddess indeed.
Thanks to her extreme speed potential, Ishtar is also one of the best users of desperation as her ability to double is almost unmatched. If you're facing a lot of speedy swords or lances, Swordbreaker/Lancebreaker can help secure those matchups better (although, do be warned that a Slaying Edge/DC/Wrath Ayra will most likely destroy Ishtar immediately on the counter-attack).
We keep Odd Atk Wave as it boosts Ishtar's offensive powers considerably on odd numbered turns without having to rely on support buffs.
Ishtar overall is just a fantastic mage that manages to carve herself a niche amid the highly competitive blue mage pool of Linde, Reinhardt and Lute. While she doesn't really have the offensive burst of bladetome Linde and Reinhardt, and doesn't have quite the res to serve as a powerful mage tank like Lute, Ishtar offers unparalleled consistency in her damage output thanks to Mjolnir.
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Mjölnir | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Chill Res 3 |
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Aether | C | Atk Smoke 3 |
| S | Heavy Blade 3 | ||
My favorite FE character ever is obviously Summoner supported. The goal is to get off Aether like crazy so she’s supported by Infantry Pulse as well. Chill Res gives her an effective 61 Atk against its recipient with Swift Sparrow factored in.
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Mjölnir | A | Swift Sparrow 2 |
|---|---|---|---|
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Ardent Sacrifice | B | Desperation 3 |
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Moonbow | C | Odd Atk Wave 3 |
| S | Distant Def 3 | ||
IVs:
Ishtar is a unit that does not have bad IVs, only better IVs. Even at the least favorable IV (+def/-atk or -spd) she still has enough atk and spd to make her a decent unit.
As an all out offensive mage unit, her def is the go-to dump since even with +def IV, she would not be able to survive much hits. +SPD IV makes her spd stat goes up to 39 during enemy phase and 49 during player phase (with her weapon and swift sparrow). She is able to double almost every unit in the game that is not heavily merged.
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Weapon:
Her divine weapon suits her the best. It is essentially a slaying Tome with enough might and darting blow build in.
However, with her high atk and spd, a standard blade tome build can also be used on her.
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Assist and Special:
Ardent sacrifice can be used to get her into the desperation range. The same goes to reciprocal aid, but if your team has more than 1 character that has a lot of HP (greater than 40), you might want stay with ardent sacrifice since for Ishtar to proc desperation, she needs 30 HP or lower.
Drawback in my opinion is the best assist to all glass cannons but with drawback, there are no reliable ways to proc desperation. So use with caution.
For arena rating purposes, a dual rally skill will work as well.
Moonbow in my opinion is the best since she has a really high speed and her weapon allows -1 CD to her special; allowing her to proc her special almost every turn.
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Slot-A:
Her default swift sparrow is one of the best offensive skills. No change needed here.
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Slot-B:
Desperation is better than vantage since she is better at player phase due to her weapon and slot A skill. There are also too many distant counter units in Arena. On top of that, she is also not likely to kill members of cavalry, flier and armor emblem teams in one shot since these teams will almost always carry fortify/ward armor flier and cavalry buffs, making killing a unit in just 1 hit more unlikely.
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Slot-C:
Her default set allows her atk to reach 51/54/57 during odd turns (if you count the +4 from swift sparrow it is 55/58/61 during player phase) which is fantastic for an offensive mage. This also buffs surrounding ally which makes her a good support unit. If you got her as a -spd/+res IV, you can also use speed ploy here.
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Seal:
Quickened pulse combined with her weapon allows her moonbow to be charged and ready at the start of the turn 1.
Distance defense 3 allows her Res to go up to 29/32/35 and def to 19/22/25 while attacked at a distance. This can help her to survive more hits.
Speed +3/ Attack +3 can be used if you got her at a -spd/-atk IV.
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Mjölnir | A | Swift Sparrow 2 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Moonbow | C | Odd Atk Wave 3 |
| S | Attack +3 | ||
(Stats are from my own Ishtar of +Res -Def with Weapon and skills and seals included. Optimal Ivs are either +Atk/Spd with -Def.)
The Goddess of Thunder cracks the skies upon her arrival to Fire Emblem Heroes. Ishtar arrives to remind us that Magic truly is everything.
1. 34 Atk and 36 Spd ties Ishtar with Linde for the best offensive stat spread for Blue Mages. Despite having 1 Less Atk than Linde, Ishtar's tome more than makes up for it, we will discuss about that in just a minute. A small, but visible thing Ishtar has over Linde in terms of stats is physical bulk. While Ishtar's physical bulk is bad to begin with, it's not as bad as Linde's where she vaporizes to any physical attack that comes her way; it allows Ishtar to maybe survive a physical hit if need be.
2. Her tome Mjölnir combines the Slaying effect with Darting Blow 3 to create a frightening Player Phase. Ishtar already comes with Swift Sparrow, combined with Mjölnir, Ishtar reaches 52Atk and 46 Spd. To put this into a perspective, with just her default kit with Neutral Ivs, Ishtar doubles the entire cast with their default skill sets with a few exceptions.(Lonqu who barely denies the double with 42, Shigure with Darting Stance reaching 43, F!Robin with Blue Tome Breaker, all Armor Units with Wary Fighter by default, and L!Lyn with her unique skills if the conditions are met.) With +Spd Iv or Seal, Ishtar will always be able to double naturally even against High Spd units with their optimal sets, making her the best user of the Desperation skill.
3. As if that wasn't enough, Ishtar also comes with a new skill called Odd Atk Wave. This C-Skill is quite tricky to use efficiently but it is powerful. At the start of every odd numbered turn, not only does Ishtar boost her allies Atk by +6, but she also boosts her own Atk by the same amount. This combined with Swift Sparrow and Mjölnir, on Odd-numbered turns, a neutral Ishtar initiates a combat with 58Atk and 46Spd which is insane. If the first hit didn't kill her target, the more than guaranteed Follow-up with Moonbow charged will.
Ishtar has certainly set the bar high for later to be released Mages. Her Player Phase is devistating, and in my opinion, not to be underestimated. Ishtar joins the ranks of Reinhardt as one of the best Magical Nukers in the game, and once again my personal opinion, competes with him, Lute, and Linde for the position of the best Blue Tome Mage currently in the game. While Reinhardt is more oppressive thanks to the extra movement cavaliers have, Ishtar is not as vulnerable as him in the Enemy Phase, thanks to her Spd and just enough Res, and her support and self buff properties with her new C-Skill(But not at the level of Linde and Lute though, who their team supporting abilities put them at the top of my list for best mages. Lute gets more points for being a Magic Tank as well.), all the while being a Player Phase powerhouse just like him.
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Mjölnir | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Glimmer | C | Odd Atk Wave 3 |
| S | Squad Ace I 3 | ||
Merge: +0
Seal: Squad Ace I 3 (Spd+3)
Player Phase Ishtar
Pros:
- Amazing standalone unit that hits incredibly hard on odd-numbered turns
- Gains Spd+10 on every initiation she makes, in which she can easily avoid getting doubled by the likes of Ayra*
- On odd-numbered turns, she gains Atk+10 if she initiates combat and usually 1HKO's any kind of Red unit that severely lacks Res
- Amazing out of the box so long as her offensive stats are not tinkered in a bad way
- She is the first unit ever to possess a tome with a permanent cooldown acceleration (which makes it good for triggering Glimmer/Moonbow when she's under the effects of Desperation)
- Very straight forward unit that requires minimal skill inheritance
Cons:
- As one might expect from a fast, hard-hitting mage, she is physically frail, so keep her away from Hector, Poison Dagger and Kitty Paddle users
- Her overall bulk is rather mediocre at best and seemingly resembles that of Nino's and Tailtiu's
*Although, there is a very slim chance for Ayra to survive any kind of Blue Mages in general, but if she does in any circumstances, Ayra's standard optimal build can easily revenge-kill Ishtar
Weapon Skills
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Inheritable by all units.
|
50 | B |
| Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
| Inheritable by all units.
|
60 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Genealogy of the Holy War
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Heroes