Table of Contents

Tier Rating

Analysis by lordhelpme
Ylgr - Fresh Snowfall

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
151
HP 38
ATK 33
SPD 38
DEF 22
RES 20

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 6 9 6 4
Middle 16 7 10 7 5
High 17 8 11 8 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 30 35 19 17
Middle 38 33 38 22 20
High 41 36 41 25 23

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.
HPATKSPDDEFRES

Boons

  • +SPD: With an already fantastic base Speed stat of 38, Ylgr greatly benefits from elevating it further to maximize her offensive potential as well as to more reliably make use her unique weapon, Sylgr.

  • +ATK: Although generally not quite as good as a Speed boon, an Attack boon is still a great alternative option that serves to boost her raw damage output.

Neutral

  • HP: As the main contributor to her bulk, Ylgr prefers to keep her HP stat intact. Moreover, taking an HP bane results in a four-point decrease as opposed to the usual three, making it best to avoid lowering this stat altogether.

Banes

  • -DEF / RES: Sitting at a base value of 22 and 20 respectively, Ylgr’s defensive stats are downright poor. A bane to either of them can be considered ideal as her relatively decent HP pool is generally enough to let her safely take a hit from an opposing foe, regardless of the chosen bane.

Skill Sets

Winter Sonata (Offensive Nuke)

Recommended
Sylgr A Atk/Spd Solo 3
Alternate: Sorcery Blade 3
Reposition B Desperation 3
Moonbow
Alternate: Glimmer
C Odd Atk Wave 3
Alternate: Spd Tactic 3
SP1,545SFlashing Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -DEF or -RES

  • Weapon: Sylgr

  • Assist: Reposition / Flexible

  • Special: Moonbow / Glimmer

  • Passive A: Atk/Spd Solo / Swift Sparrow / Fury / Sorcery Blade

  • Passive B: Desperation

  • Passive C: Odd Atk Wave / Even Spd Wave / Spd Tactic / Flexible

  • Sacred Seal: Flashing Blade / Speed +3 / Attack +3

This build aims to capitalize on Ylgr’s strong offensive stat spread and her personal weapon, Sylgr -- a combination of factors that allow her to function as a surprisingly potent frontliner, especially so when properly supported.

In addition to granting her a flat +3 Speed boost, Sylgr allows Ylgr to consistently output solid amounts of damage through its conditional +4/+4 Atk/Spd in-combat boost, requiring her to have more Speed than her opponent in order to be active -- given her already high base Speed, however, this condition is relatively easy to meet. Although this effect is seemingly pretty straightforward, it does provide Ylgr with another distinct advantage: in contrast to her direct competition, Ylgr only needs to have 1 more Speed than her opponent (as opposed to the typical 5) to perform follow-up attacks, strengthening her viability as an offensive unit by enabling her to contest even the fastest of units.

Moonbow will generally be Ylgr’s most effective option for her Special thanks to its usefulness against bulky foes who would otherwise prove to be a nuisance, though her native Glimmer is a solid alternative that can find its uses against red foes or those with high HP but low Defense. Furthermore, when combined with the Flashing Blade seal, both of the aforementioned options have the additional benefit of being able to activate in every round of combat even while under Desperation’s HP threshold, provided that she can double her opponent.

As for her choice of main skills, Atk/Spd Solo is an exceedingly powerful A slot skill that pairs wonderfully with this build’s offensive playstyle, granting her a substantial +6/+6 boost to both of her offenses without detracting from her already poor bulk or needing any set-up. It does, however, require her to not have any adjacent allies for the skill’s effect to be active, but as Ylgr will typically be away from her allies most of the time regardless, Atk/Spd Solo’s positioning requirement is negligible at best. Should it be unavailable, Swift Sparrow is a strong alternative that provides Ylgr with a similar boost to her offensive potential upon initiation. Alternatively, one can utilize Fury to strengthen her ability to take a hit from an opposing foe while simultaneously increasing her offenses as well. Although somewhat tricky to make use of in practice, Ylgr’s native Sorcery Blade can still be a serviceable A slot skill should no other option be available or if one wishes to invest as minimally as possible in the young princess.

Desperation is an inarguably vital component of this build and is necessary for Ylgr to be able to strike in succession without having to worry about being killed in retaliation. Odd Atk Wave and Even Spd Wave make for excellent candidates to utilize in her C slot, allowing her to be relatively self-sufficient while also being able to provide team support in the form of a sizable boost to one of her allies’ offensive stats. Otherwise, any skill that best suits her team’s needs can be used here, such as her native Spd Tactic. Lastly, if the Flashing Blade seal is unavailable, the Speed +3 and Attack +3 are good alternatives to supplement her offensive presence further.

Child of Frost (Debuffer)

Sylgr A Atk/Spd Solo 3
Alternate: Life and Death 3
Reposition B Windsweep 3
Alternate: Chill Spd 3
Moonbow
Alternate: Glimmer
C Atk Smoke 3
SP1,605SSpd Smoke 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -DEF or -RES

  • Weapon: Sylgr

  • Assist: Reposition / Flexible

  • Special: Moonbow / Glimmer / Luna

  • Passive A: Atk/Spd Solo / Swift Sparrow / Life and Death / Fury

  • Passive B: Windsweep / Chill Spd / Watersweep

  • Passive C: Atk Smoke / Spd Smoke / Savage Blow

  • Sacred Seal: Spd Smoke / Atk Smoke / Savage Slow / Phantom Spd

This set takes a far more supportive approach to Ylgr’s statline and PRF, allowing her to provide team support and function as a competent debuffer while still retaining some of her offensive prowess. If making use of Windsweep or Watersweep, a Speed boon will be her ideal choice of IVs to have it activate as reliably as possible but otherwise, a boon to either of her offensive stats can be considered ideal.

Thanks to their relatively low Special cooldown, Moonbow and her native Glimmer are again her best options for a Special, though Luna can also be considered for its greater effectiveness against bulky foes. Atk/Spd Solo provides Ylgr with a potent increase to both of her offenses and when combined with a Speed boon and Sylgr, she will be able to reach a staggering 50 Speed — although this would usually be considered overkill, this amount of Speed can be extremely beneficial if utilizing Windsweep or Watersweep in her B slot, virtually ensuring its activation. This can be heightened further through the use of the Phantom Speed seal but it will usually prove to be unnecessary. Swift Sparrow, Life and Death, and Fury are all suitable alternatives should Atk/Spd Solo be unavailable.

Windsweep, and to a lesser extent, Watersweep are great skills to make use of as her chosen B slot skill, enabling her to safely apply debuffs on the opposing team while remaining completely healthy, provided that she has more Speed than her opponent. The choice between the two, however, is ultimately up to personal preference as both skills have the same effect of canceling out counterattacks, but differ in the type of opponents they affect. One can also make use of Ylgr’s native Chill Spd to immediately apply a debilitating -7 Spd debuff on the fastest enemy on the opposing team without requiring her to even engage in combat.

Taking Atk Smoke and Spd Smoke as her chosen C and seal slot respectively (or vice versa as the end result is ultimately the same) is a great course of action, letting her inflict a devastating -7 Atk/Spd/Def/Res debuff on her target and on opponents within two spaces of said target with a single strike. Alternatively, one can run Savage Blow in either her C slot, seal slot, or both to stack chip damage on top of her debuffs. This chip damage can be especially effective when dealing with tanks and can be used to slowly detract from their health until it is low enough for Ylgr’s allies to swiftly sweep through the now weakened foes.

Introduction

The youngest Nifl princess, Ylgr, finally makes her way as a summonable unit, catching many off-guard, though, as the second blue dagger unit to be released thus far. Contrary to what her innocent appearance would lead one to think, Ylgr certainly packs a punch, boasting a surprisingly strong neutral offensive spread of 33/38 while still toting enough bulk to safely take at least one hit from an opposing foe. Her unique weapon, Sylgr, further complements her role as an offensive unit -- on top of equipping her with a passive +3 boost to her Speed, its effect further bolsters her offensive presence and provides her with an additional +4/+4 Atk/Spd in-combat boost so long as she has more Speed than her opponent, a condition that is fairly simple to meet given her high Speed stat.

However, although her stat spread’s heavy focus on her offenses does allow her to possess a considerable offensive presence, it also puts a heavy strain on her defenses, leaving her with pitiful base Defense and Resistance stats of 22 and 20 respectively. This makes her incapable of dealing with any sort of sustained offensive pressure and will commonly have to rely on skills such as Desperation to avoid being counterattacked. Moreover, her role as an offensive blue dagger unit, albeit a largely uncontested niche, is not necessarily a niche that needs fulfilling -- to put it simply, Ylgr’s inability to ignore the color triangle thanks to her being blue places her in a weird position in relation to her colorless comparables and detracts from her overall effectiveness, more so than if she had been colorless herself. Nonetheless, despite these aforementioned weaknesses, Ylgr is still a reasonably solid unit who can excel in her own right in the correct circumstances and given the proper support.

Strengths

Sylgr

Ylgr’s unique weapon, Sylgr, works together perfectly with her offensively oriented statline and enables her to consistently deal good amounts of damage without being overly reliant on team support to function. Furthermore, Sylgr also makes it so that Ylgr only needs to have 1 more Speed than her opponent to perform follow-up attacks, rather than the normal 5, rendering her capable of doubling even the fastest of units.

Good Offensive Stats

Featuring a solid base Attack stat of 33 in addition to the third highest base Speed stat in the game as of the time of writing, Ylgr has great offensive potential and can quite easily establish herself as a reasonable source of damage output on any given team.

Just Enough Bulk

Ylgr’s physical and magical bulk of 60 and 58 respectively, although unremarkable at best, is workable, typically being enough to let her safely take a single hit from an enemy.

Weaknesses

Low Defensive Stats

As is commonly the case with units whose bulk lies mainly in their HP stats, Ylgr will quickly suffer defeat when faced with any form of sustained offensive pressure.

Not Colorless

Ylgr’s status as a blue infantry dagger user hinders her overall potential, as her inability to ignore the color triangle makes her incapable of effectively dealing with as wide a breadth of units as her colorless counterparts.

Team Options

  • Refreshers: As an offensively oriented unit, Ylgr shines when given refresher support from units such as Olivia (YT), Hoshidan Summer Xander, and Ninian, greatly appreciating the added maneuverability that such units provide.  
  • Buffers: She also benefits immensely from receiving buffs to her Attack and Speed stats as they allow her to further maximize her damage output and offensive potential. Accordingly, buffers like Corrin (M), Marth, and Ephraim who can provide her with such buffs can prove to be fantastic additions to the team.
  • Debuffers: Additionally, units such as Katarina, Sothe (who can simultaneously serve as a buffer), and Arvis can also assist in improving Ylgr’s performance by debilitating foes with debuffs, making them easier to KO.
  • Tanks: Ylgr’s low defensive stats make tanks a great choice of an ally to use alongside her as they can shield her from incoming enemy attacks and keep her out of harm’s way. Notable examples include Hector (LA), Shiro, Fjorm, Sheena, Legendary Ike, and Halloween Myrrh.
  • Strong Reds: Strong reds such as Zelgius, Lilina, and Celica are also welcome team options as they can easily cover Ylgr’s inherent weakness to strong greens.

Counters

  • Hyper Offense: Most competent offensive units will have no problem cleaving through Ylgr’s low defenses and can make quick work of the young princess. This includes the likes of units such as Ishtar, Tana, and Lewyn whose strong stat spreads allow them to possess a considerable offensive presence, as well as Brave users like Reinhardt, Cherche, and Elincia.

  • Tanks: Units with high Defense stats, such as Gwendolyn, Brave Ephraim, Brave Hector, Hinata, Dorcas, and Lukas, can easily take the brunt of Ylgr’s onslaught and promptly take her down in subsequent turns.

  • Strong Greens: Nino (SF), Winter Chrom, Olwen (WT), Raven, Linus, and Adrift Corrin (F) are all among the plentiful number of strong greens who can act as strong counters to Ylgr thanks to their inherent advantage against blue units.

Weapon Skills

Weapons SP Rng. Mt.
Iron DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
50 2 3
Steel DaggerAfter combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
100 2 5
Silver DaggerAfter battle, inflicts Def/Res-5 on foe through its next action.
Dagger users only.
200 2 7
SylgrGrants Spd+3. At start of combat, if unit's Spd > foe's spd, grants Atk/Spd+4 during combat. After combat, if unit attacked inflicts Def/Res-7 on target and foes within 2 spaces of target through their next actions.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Sorcery Blade 1At start of combat, if unit's HP = 100% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Excludes Armor, Cavalry, Flying, Tome, Dragon, and Staff Units
60
A
Sorcery Blade 2At start of combat, if unit's HP ≥ 50% and unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Excludes Armor, Cavalry, Flying, Tome, Dragon, and Staff Units
120
A
Sorcery Blade 3At start of combat, if unit is adjacent to a magic ally, calculates damage using the lower of foe's Def or Res.
Unlocks at 5 ★
Excludes Armor, Cavalry, Flying, Tome, Dragon, and Staff Units
240
A
Chill Spd 1At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
60
B
Chill Spd 2At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
120
B
Chill Spd 3At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Unlocks at 5 ★
Inheritable by all units.
240
B
Spd Tactic 1At start of turn, grants Spd+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
60
C
Spd Tactic 2At start of turn, grants Spd+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
120
C
Spd Tactic 3At start of turn, grants Spd+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Unlocks at 5 ★
Inheritable by all units.
240
C

Other Info

Origin
Fire Emblem Heroes

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