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Analysis by UmbraCorvus
Ótr - Kingsbrother

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 41
ATK 41
SPD 17
DEF 40
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 10 3 6 10
Middle 17 11 4 7 11
High 18 12 5 8 12

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 38 13 36 32
Middle 41 41 17 40 35
High 44 45 20 43 38

Skill Sets

Genderbend Reginn but THICC (Bulky Duelist)

Build by UmbraCorvus
Recommended
Auto-Lofnheiðr A Atk/Def Catch 4
Alternate: Death Blow (3 or 4)
Positional Assist
Alternate: Rally Up Atk+
B Flow Refresh 3
Alternate: Lull Atk/Def 3
Brutal Shell
Alternate: Galeforce
C Atk/Def Menace
IVs

+ATK or +DEF or +RES / -SPD

SAtk/Def Solo 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Auto-Lofnheiðr

Assist: Positional Assist / Rally Assist / No Assist Skill

Special: Brutal Shell / Galeforce

Passive A: Atk/Def Catch 4 / Death Blow / AR-D Atk/Def / G Duel Cav 4

Passive B: Flow Refresh / Lull Atk/Def

Passive C: Atk/Def Menace

Sacred Seal: Atk/Def Solo / Death Blow / Heavy Blade

  • Ótr doesn’t exactly have much in terms of versatility for his builds due to his highly emphasized Player Phase prowess, especially with his base kit in mind. With that said, Ótr’s base kit is excellent for what he sets out to do and only needs a few minor adjustments or considerations to make him a strong unit. As far as Assets go, an Attack Asset is recommended, though a Defense or Resistance Asset can also work as they increase Ótr’s survivability. Ótr’s Speed is not worth investing into for any reason whatsoever, making it the clear choice for a Flaw stat.
  • Auto-Lofnheiðr is the only axe worth considering on Ótr in most cases as it is the main enabler for his offensive potential with the stat boost swing in his favour, the guaranteed follow-up attack, and the Canto effect. While these benefits can be achieved through initiation of combat much like Reginn with her Lyngheiðr, Auto-Lofnheiðr can also trigger its effects in the Enemy Phase if Ótr is attacked while near an ally. This makes him able to do a reasonable Enemy Phase if needed, though it is not something worth investing heavily into as his Player Phase is not only stronger, but safer as well considering Ótr has no way to block enemy follow-up attacks.
  • The choice of Assist Skill depends on context, general Ótr usage can just take advantage of a simple positioning Skill of one’s choice. However, Rally traps are a mechanic that are commonly utilized in Aether Raids Defense teams and this can be done with Ótr considering his Defense Mythic status. It is also an option to leave Ótr without an Assist Skill so that he will only focus on attacking opponents within his range.
  • While Brutal Shell is incredibly worth using, Galeforce can also be used for extra actions after initiating combat, though the Heavy Blade Sacred Seal is necessary in order to take advantage of a potential Galeforce activation.
  • Atk/Def Catch 4 is an incredible A Passive highly worth considering if one is able to give it to their Ótr considering he is able to inherit it due to being a cavalry unit. If the foe’s HP is 100% or the foe is currently suffering from some form of penalty, Ótr is able to receive a massive +7 Attack/Defense boost during combat. If the foe suffers from a penalty AND is at 100% HP, then Ótr will receive an extra +2 Attack/Defense, which only further increases his overall bulk and damage potential. Other options worth considering are Death Blow to increase Ótr’s Attack when initiating combat, AR-D Atk/Def when being put on Aether Raids Defense teams, and G Duel Cav 4 as his default A Passive.
  • Flow Refresh is Ótr’s default B Passive and it is a highly useful utility for this unit, when initiating combat Ótr will ignore any effects from the opponent that would otherwise negate Auto-Lofnheiðr’s guaranteed follow-up from occurring, as well as regenerate 10 HP for Ótr after combat if he survives the encounter. Making his weapon’s effect more consistent as well as giving Ótr a decent bit of regeneration feels like a high value two for one deal. An alternative B Passive worth consideration is Lull Atk/Def. While it does not have as much potential utility as Flow Refresh does, Flow Refresh is just a 10 HP regen if the opponent does not have a means to block follow-up attacks while Lull Atk/Def is an option that inflicts -3 Attack/Defense to the opponent during combat while also ignoring any displayed bonuses to the opponent’s Attack and Defense stats. It’s a worthy alternative that may be considered over Flow Refresh.
  • Atk/Def Menace works wonders with Ótr as his default C Passive, inflicting -6 Attack/Defense on the nearest foes within 4 spaces or less on their next action as well as giving Ótr himself a displayed bonus of +6 Attack/Defense. If one is running Atk/Def Catch 4, this C Passive is completely mandatory considering the incredible ease of reaping the full benefits of Atk/Def Catch 4 being too good to pass up on. While the C Passive is ultimately on the flexible end, this C Passive is highly worth keeping on Ótr.
  • For Ótr’s Sacred Seal slot, the Atk/Def Solo Sacred Seal can further emphasize Ótr’s attack and physical bulk with its +6 Attack/Defense so long as Ótr is not adjacent to an ally during combat. Death Blow can also be used for its +6 Attack boost when Ótr initiates combat, though the Death Blow Sacred Seal is only worth consideration if the Atk/Def Solo Sacred Seal is currently in use. The Heavy Blade Sacred Seal is to be used if running Ótr with Galeforce as opposed to Brutal Shell.

Strengths

Auto-Lofnheiðr

Auto-Lofnheiðr is quite the potent axe, greatly resembling Reginn’s Lyngheiðr. On top of granting +3 Attack to him constantly, if Ótr initiates combat or is two spaces or less away from an ally, he will gain +6 Attack during combat as well as inflict -6 Attack on the opponent during combat. As opposed to Reginn’s damage reduction on the first hit she takes, Ótr will gain a guaranteed follow-up attack, which is a solid addition to his slow but bulky statline. Much like Reginn, Ótr also receives ​​Canto (3) during turns 1 through 4. Even though this effect is turn limited, Canto is a highly useful ability for repositioning after an action, whether it be for retreating or to make a further offensive push. With that said, Canto does have its shortcomings on a unit like Ótr as compared to Reginn, though that will be touched upon in the weaknesses section.

Brutal Shell

Continuing the Reginn similarities, Ótr possesses a unique Special in the form of Brutal Shell which greatly resembles Seiðr Shell. Both Specials have the ability of granting Special cooldown -3 to the user on turn 1, but Ótr’s Brutal Shell’s method of boosting damage is different. When Brutal Shell triggers, Ótr will ignore 50% of the opponent’s defenses on the attack. This Special makes Ótr a nice immediate wall breaker with his instant access to it at the start of a match.

High Attack and Defenses

Ótr has a strong Attack stat of 41, and is a strong stat worth investing further into with the Super Asset. He also has a solid Defense stat of 40, and a respectable Resistance stat of 35. Once factoring in Auto-Lofnheiðr’s Attack boost to Ótr himself and the Attack debuff to opponents, these stats end up effectively being much higher than initially portrayed making Ótr able to trade blows quite easily while also dishing out powerful strikes.

Weaknesses

Low Speed

In exchange for the min-maxed focus on Attack, Defense, and a decent bit of Resistance, Ótr’s Speed has taken a heavy decrease. While he does have methods to get around this low Speed stat such as with his guaranteed follow-up attack on Auto-Lofnheiðr, low Speed is overall a detriment considering the fact that Ótr will take two strikes from most units in the game if he cannot finish them off right away when he initiates combat.

Canto isn’t Very Useful for AR-Defense

It’s no secret that Canto is an extremely useful ability for repositioning the user after combat, and this is true even for Ótr, but there is a bit of a problem in the sense that while Reginn is an Astra Mythic designed for Aether Raids Offense, Ótr is an Anima Mythic designed around Aether Raids Defense. Canto is not nearly as useful on Defense as it is with Offense as it can be somewhat difficult to manipulate the AI into utilizing Canto as reliably as a player would. Oftentimes you may find that Ótr might retreat after combat with Canto as opposed to pushing further into the enemy lines, greatly reducing the offensive pressure on the player which is something you do not want your Defense teams to do. While this can be somewhat worked around with Rally traps or Dancer supports, the fact of the matter is Canto as an ability works better in player hands as opposed to AI hands. While Ótr does enable the seventh slot during Anima season, he is much less enticing of a pull overall compared to running Seiros in his place.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Auto-Lofnheiðr

Grants Atk+3.

Enables【Canto (3)】during turns 1 through 4. If unit initiates combat or is within 2 spaces of an ally, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, and unit makes a guaranteed follow-up attack. 

【Canto (3)】 After an attack, Assist skill, or structure destruction, unit can move 3 space(s).  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack.

After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action.

Unit's base movement has no effect on movement granted.

Cannot warp (using skills like Wings of Mercy) a distance greater than 3 space(s).)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Þrima
Arcane Downfall
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Luna

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Brutal Shell

At the start of turn 1, grants Special cooldown count-3 to unit. Treats foe's Def/Res as if reduced by 50% when Special triggers.

Unlocks at 5 ★
Non-Inheritable skill.
500 3

Passive Skills

Passive Skills SP Slot
G Duel Cavalry 1

Grants HP+3. If unit is 5★ and level 40 and unit's stats total less than 160, treats unit's stats as 160 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Green Cavalry units only.
Unlocks at 2 ★
70
A
G Duel Cavalry 2

 Grants HP+4. If unit is 5★ and level 40 and unit's stats total less than 165, treats unit's stats as 165 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Green Cavalry units only.
Unlocks at 3 ★
150
A
G Duel Cavalry 3

Grants HP+5. If unit is 5★ and level 40 and unit's stats total less than 170, treats unit's stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Green Cavalry units only.
Unlocks at 4 ★
300
A
G Duel Cavalry 4

Grants HP+5, Atk/Spd/Def/Res+2. If unit is 5★, level 40, a Legendary Hero or a Mythic Hero, and unit's stats total less than 175, treats unit's stats as 175 in modes like Arena. If unit is 5★, level 40, not a Legendary Hero or Mythic Hero, and unit's stats total less than 180, treats unit's stats as 180 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.)

Green Cavalry units only.
Unlocks at 5 ★
300
A
Flow Refresh 1

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 5 HP to unit after combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 1 ★
60
B
Flow Refresh 2

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 7 HP to unit after combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 2 ★
120
B
Flow Refresh 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and restores 10 HP to unit after combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 4 ★
120
B
Threaten Def 1

At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Def 2

At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C
Atk/Def Menace

At start of turn, inflicts Atk/Def-6 on nearest foes within 4 spaces through their next actions and grants Atk/Def+6 to unit for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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