Table of Contents
- Default
- Attack
- Special
- Injured
| Surtr - Ruler of Flame |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 8 | 3 | 9 | 6 |
| Middle | 17 | 9 | 4 | 10 | 7 |
| High | 18 | 10 | 5 | 11 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 46 | 36 | 13 | 37 | 30 |
| Middle | 50 | 39 | 17 | 40 | 33 |
| High | 53 | 43 | 20 | 44 | 36 |
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: Attack is a superboon and without a doubt the best nature that Surtr can receive, as it boosts his already incredible base value to whopping 43.
-
+DEF: A boon in Defense is another great choice as well as another superboon. With this nature, Surtr has the absolute highest base Defense in the entire game at a colossal 44.
Neutral
-
RES: Although raising it is not a priority, Surtr would rather avoid lowering his impressive Resistance of 33 in order to keep his magical bulk intact.
-
HP: Similarly, Surtr prefers to keep his HP neutral in order to keep his overall bulk intact as well as avoiding HP-targeting skills such as Panic Ploy.
Banes
-
-SPD: Surtr’s Speed is far too low to make any effective use of, making it the easiest stat to drop.
Skill Sets
Tyrannical Flame (Mixed Phase Duelist)
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Sinmara | A | Distant Counter Alternate: Fierce Breath |
|---|---|---|---|
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Swap Alternate: Pivot |
B | Bold Fighter 3 |
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Bonfire | C | Surtr's Menace Alternate: Armor March 3 |
| SP | 1,535 | S | Quick Riposte 3 |
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Preferred IV: +ATK or +DEF / -SPD
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Weapon: Sinmara
-
Assist: Swap / Pivot
-
Special: Bonfire
-
Passive A: Distant Counter / Breath Skill
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Passive B: Bold Fighter
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Passive C: Surtr’s Menace / Armor March
-
Sacred Seal: Quick Riposte / Quickened Pulse
This build takes advantage of Surtr’s status as an armored unit in order to make him an unstoppable force during both Player and Enemy Phase. For his IVs, Surtr appreciates boons in key stats such as Attack and Defense. A boon in Attack makes for a strong overall option by boosting his raw damage significantly while a boon in Defense further adds to his already incredible physical bulk as well as the damage from Defense-scaling Specials such as Bonfire and Ignis.
The choice between Distant Counter and a Breath skill for the A slot depends on what type of opponents Surtr is likely to take on. Distant Counter grants Surtr much more general coverage by allowing him to retaliate against ranged opponents while any choice of Breath skill make him much stronger in handling melee threats thanks to the increased Special cooldown charge as well as the stat boost that they provide during Enemy Phase.
Bold Fighter is a crucial part of this set, as it grants Surtr a strong presence during the Player Phase. Not only does it guarantee his follow-up attack on initiation, the Special cooldown acceleration it provides allows Surtr to potentially activate Bonfire every single round of combat. Surtr’s exceptional Attack coupled with the sheer power of his Special activation will cleave through just about any opponent he initiates on.
Surtr’s Menace is a unique and incredibly powerful skill that seldom needs to be replaced. Not only does it give Surtr a +4 buff to all his stats, it also reduces the stats of any opponent within 2 spaces by 4 as well, creating a total stat difference of 8. However, due to armored units being naturally restricted to only one movement, it can be difficult to get consistently get Surtr into a position where he can initiate on his opponent. This makes Armor March a good choice of C skill for him to carry should another teammate not be using it already.
Both the Quick Riposte and Quickened Pulse Sacred Seals are key in maximizing Surtr’s Enemy Phase potential. Quick Riposte guarantees Surtr’s follow-up attack as well as his Special activation when initiated on at the cost of being more susceptible to follow-up attacks. Meanwhile, Quickened Pulse lowers the initial cooldown of Bonfire to 2. When combined with a Breath skill, Surtr can activate his Special on his very first counterattack, allowing him to take out opponents in a single hit before they have the chance to double him. In particular, this can be the deciding factor in his matchups against Ayra and Legendary Eirika
Flying too close to the sun (Enemy Phase Focus)
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Sinmara | A | Distant Counter Alternate: Steady Stance 4 |
|---|---|---|---|
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Swap Alternate: Pivot |
B | Wary Fighter 3 |
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Bonfire Alternate: Aether |
C | Surtr's Menace |
| SP | 1,415 | S | Distant Def 3 |
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Preferred IV: +ATK or +DEF or +RES / -SPD
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Weapon: Sinmara
-
Assist: Swap / Pivot
-
Special: Bonfire / Aether
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Passive A: Distant Counter / Breath Skills / Steady Stance
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Passive B: Wary Fighter
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Passive C: Surtr’s Menace
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Sacred Seal: Distant Def / Close Def
Surtr’s unique skills synergize extremely well with his high durability by brutally punishing opponents that can’t take him out in a single round of combat. With both Sinmara and Surtr’s Menace, any opponents within 2 spaces of Surtr will take 20 damage and a -4 reduction to all their stats. If that wasn’t crippling enough, Surtr will also gain a buff of +4 to all of his. This set focuses on elements from Surtr’s base kit in order to make him a wall that strikes down any opponent that so much as comes near him.
In addition to Attack and Defense, Resistance can also make for a good choice of boon in order to even out his overall bulk as well as making it harder for strong magical attackers to defeat Surtr in a single round of combat. As for his Special, Bonfire remains a very strong choice of Special for sheer damage alone. Alternatively, Aether can also make for a good option by giving Surtr self-sustainability through its healing aspect at the cost of a longer cooldown.
Distant Counter is still the best all-around option by giving Surtr coverage over ranged units while Breath skills help significantly against other melee opponents. If neither are available, Surtr’s native Steady Stance 4 makes for a great alternative to Breath skills. At the expense of lowering his Special cooldown, Steady Stance 4 grants Surtr an unparalleled +8 boost to his Defense when initiated on while also preventing his opponent from activating their Special.
Wary Fighter is the crux of this set, as it greatly reduces the amount of damage that Surtr takes in a single round of combat by preventing his opponent’s follow-up attack. Since very few units have any hope of defeating Surtr in a single hit, the opposing team will often be stuck in the AOE of Surtr’s skills during the next turn. Finally, both the Distant Def and Close Def Sacred Seals complement this Enemy Phase-oriented playstyle perfectly by further reducing damage taken from physical and ranged opponents respectively when initiated on.
Introduction
Between his story self and his iteration as a playable unit, Surtr retains everything that made him strong and then some. Statwise, Surtr’s immense BST is very well distributed with almost every single base covered. Sporting incredible values in Attack (superboon), Defense (superboon), HP, and Resistance, the only apparent weakness that Surtr has is his abysmally low Speed making him susceptible to follow-up attacks. In addition to this, Surtr’s status as an armored unit grants him access to powerful skills such as Bold Fighter along with armor-exclusive buffs.
Surtr’s strength goes even further than his stats and classtype. His unique skills, Sinmara and Surtr’s Menace, make it extremely dangerous for opponents to even stand near him. In addition to further boosting his monolithic Defense, Sinmara deals 20 damage to any opponents within 2 spaces of him at the start of his turn while Surtr’s Menace hits them with a massive debuff of -4 to Atk/Spd/Def/Res while Surtr gains the same in a buff. In other words; at the start of any turn, opponents within 2 spaces take 20 damage and get a deficit of 8 to each stat against Surtr.
Overall, Surtr is a top-tier unit with very few weaknesses barring his low Speed and can be an unstoppable juggernaut on almost any team.
Strengths
Insane Attack
With a fantastic base value of 39 and having a superboon, Surtr hits hard with his raw Attack alone, granting him consistently high damage output in both Player and Enemy Phase.
Fantastic Mixed Bulk
With an unparalleled mixed bulk of 90/83, Surtr is great at taking both physical and magical attacks.
Sinmara
In addition to further boosting his Defense, Sinmara burns 20 health off of any opponent within 2 spaces of Surtr at the start of his turn.
Surtr’s Menace
If you didn’t think standing near him was dangerous enough, Surtr’s unique C skill hits his opponents with a massive debuff while simultaneously granting him a significant buff.
Armored
Being an armored unit comes with several benefits. These include having a much higher BST compared to other class types, access to class-exclusive skills such as Bold Fighter, and the ability to receive powerful buffs from armored teammates such as Hone Armor and Ward Armor.
Weaknesses
Low Speed
Surtr’s abysmally low Speed makes him highly susceptible to getting doubled, greatly increasing the amount of damage he takes as well as allowing his opponent to charge their Special.
Vulnerable to Effective Damage
As an armored unit, Surtr will receive 1.5x damage from armor-effective weapons. Armorslayer and Dawn Suzu are especially problematic for Surtr, as he has the Weapon Triangle disadvantage against them.
Poor Mobility
Surtr’s class type limits his movement to only one tile. This makes him reliant on assist skills such as Pivot or team support through the use of Armor March to quickly move across the map.
Team Options
Counters
-
Physically Bulky Reds: Zelgius, Halloween Myrrh, Adult Tiki, Black Knight, Arden, and Zephiel can all mitigate the amount of damage that Surtr can do with his raw Attack alone thanks to their high physical bulk and Weapon Triangle advantage. In addition, units that utilize the skill Guard can potentially wall him off completely by preventing them from activating his Special.
- Effective Damage: Due to his class type, Surtr has a natural weakness to armor-effective weapons. Common users include Bartre, Hana, and Summer Micaiah.
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Sinmara | A | Steady Stance 4 |
|---|---|---|---|
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Pivot | B | Wary Fighter 3 |
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Bonfire | C | Surtr's Menace |
| S | Distant Def 3 | ||
The goal is to face tank any ranged threats, and allow Sinmara and Menace to allow him to one shot them afterwards. After pulling a -spd, +res, this allows 57 physical ranged defense against B!Lyn and 42 Res against magic threats and dragons. 51 Physical melee defense after SS4 activates should keep him alive against melee threats, barring a 56 dmg armorslayer.
Even swapping Distant Def 3 for Close Def 3 doesn't keep him alive against armorslayer if they have 59 atk, which can be achieved by a death blow armorsmasher Hana with a few merges or an atk boon. Best to just avoid them and wreck everything else.
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Sinmara | A | Steady Stance 4 |
|---|---|---|---|
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Swap | B | Wary Fighter 3 |
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Aether | C | Surtr's Menace |
| S | Distant Def 3 | ||
The most annoying and probably also best build overall for Surtr..
The optimal IVs are +Atk -Spd for general usage and +Atk -Def/Res to get to 180bst for arena.
-Don‘t change his weapon, Sinmara is „op“
-Swap is the most useful Assist skill for him (most of the time)
-Aether works well in every situation and makes him a much greater tank (it also gives you a better score in arena)
-Steady Stance 4 is really good because of the Guard effect and shouldn‘t be changed
-Wary Fighter synergizes extremely well with his weapon and A skill
-Surtr‘s Menace is kind of broken and should never be changed
-As for the seal, Distant Defense is the prefered one, because it increases his bulk against mages (who are his only real weakness)
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Sinmara | A | Steady Stance 4 |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Ignis | C | Surtr's Menace |
| S | Deflect Magic 3 | ||
This build aims to capitalize on Surtr’s great mixed bulk by combination of the Deflect Magic seal and a resistance boon.
A slot- you can switch Steady Stance 4 for Distant Counter but then I would recommend switching the seal to the Distant Defense seal so you still have that resistance. Not having DC works in his favor along with Deflect Magic so even high damage mages will have trouble KO’ing him.
B slot- Vengeful Fighter is here for the amazing damage of Ignis when charged. This allows for one round charge of Ignis so that in combination with Steady Stance 4 he will deal a total of 40 damage without considering Surtr’s Menace.
C slot- Surtr’s Menace pairs near perfectly with Sinhara if they can’t ORKO Surtr he will punish the unit with a hard retaliation with the 20 damage and -8 stat difference.
Special- Ignis goes well with Surtr’s amazing defense. You can run Aether for score or the sustain.
Assist- Pivot or Swap. Simple as that.
Sacred Seal- Deflect Magic stops mages from ORKO’ing Surtr.
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Sinmara | A | Fort. Def/Res 3 |
|---|---|---|---|
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Pivot | B | Wary Fighter 3 |
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Aether | C | Surtr's Menace |
| S | Distant Def 3 | ||
Surtr is a monster. His stats makes him one of the most bulky heroes out in the arena without any buffers, so what can we do with those 43 base def (with his initial weapon and 33 res ? Make him nearly impossible to kill.
Thanks to his base weapon Sinmara, Surtr can do 20 damages each turn without making any move, in addition it can reach foes within 2 spaces, allowing Surtr to damage tome's unit. +3 def is also good for more bulk.
Aether is a perfect choice to survive, thanks to his atk he will destroy his target and regen at the same time, giving him a massive pool of HP, running Sol is also a good choice, laking the def/res -50%, but having a way to regain HP in less time
Starting with A skill, Fort. Def/Res create a wall for your ennemy, reaching 49 def and 39 res. -2 atk isn't a big loss since he does have 57 atk with Fort. Def/Res. His base skill, Steady Stance 4 is also a good choice to run against every physical team, however it will lack protection against big red tome or red dragon.
In B skill Wary Fighter is perfect to survive red and all unit with high speed. Bold Fighter can be used, but lack defense against ranged unit, since, in this build, he cannot counterattack.
Surtr can keep his C skill, giving him more bulk and some debuff to heroes within 2 spaces.
At last, Surtr can run Distant or Close def in S. Distant def gave him more tank against bad ranged heroes, Close def made him impossible to kill for a lot of non-ranged unit, but can maybe be overkill due to his natural defense in this build
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Sinmara | A | Steady Stance 4 |
|---|---|---|---|
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Pivot | B | Shield Pulse 3 |
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Sacred Cowl | C | Surtr's Menace |
| S | Deflect Magic 3 | ||
Thanks to Steady Stance 4 opening up Surtr's B Skill while also allowing him to reach a monstrous 59 Def in the enemy phase at +10 with a superboon, the ruler of Múspell's options are left pretty flexible.
This set makes use of his decent magic soak to mitigate the lack of Distant Counter. With Sacred Cowl up at the beginning of the match, Surtr effectively has a discount Divine Tyrfing, and Deflect Magic is a must with his unsalvageable Spd stat so he can laugh off any follow ups.
While this build lacks any method for doubling the opponent, Sinmara combined with Surtr's Menace gives him an extremely powerful return hit on his player phase.
Aegis can be used with Slaying Axe if desired but Sinmara allows Surtr to be more self sufficient.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Inheritable by Axe users only.
|
100 | 1 | 8 |
| Inheritable by Axe users only.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Glowing EmberBoosts damage dealt by 50% of unit's Def.Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
BonfireBoosts damage dealt by 50% of unit's Def.Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
50 | A |
| Inheritable by all units.
|
100 | A |
| Inheritable by all units.
|
200 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
300 | A |
| Only inheritable by armor units.
|
60 | B |
| Only inheritable by armor units.
|
120 | B |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | B |
| Unlocks at 5 ★ Non-Inheritable skill.
|
300 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes