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Analysis by lordhelpme
Gunnthrá - Voice of Dreams

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
145
HP 37
ATK 31
SPD 33
DEF 19
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 14 6 8 5 5
Middle 15 7 9 6 6
High 16 8 10 7 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 28 30 15 22
Middle 37 31 33 19 25
High 40 34 36 22 29

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

Skill Sets

* insert fire joke here * (Offensive Nuke / Aether Raids Defense)

Build by lordhelpme
Recommended
Blizzard (+Eff) A Death Blow 4
Alternate: AR-D Atk/Def 3
Positional Assist B Chilling Seal II
Glimmer
Alternate: Moonbow
C Panic Smoke 3
Alternate: Fatal Smoke 3
IVs

+ATK / -DEF or -RES

SDeath Blow 3
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Blizzard (+EFF)

Assist: Positional Assist / No Assist / Flexible

Special: Glimmer / Moonbow / Luna

Passive A: Death Blow / AR-D Atk/Def / Atk/Res Solo / Catch Skills 

Passive B: Chilling Seal II

Passive C: Panic Smoke / Fatal Smoke / Joint Drive Atk / Smoke Skills / Cavalry Buffs / Flexible

Sacred Seal: Death Blow / Sturdy Blow / Heavy Blade / Hardy Bearing / Solo Skills

  • Gunnthrá naturally excels on the offensive thanks to her effective five-tile range and the power of her exclusive skills, both of which synergize perfectly with one another to provide the princess immense raw firepower; this combined with the strength and “spreading” effect of the debuffs applied by her Chilling Seal also make her a potent Aether Raids Defense pick if such utility is desired. Her inability to equip Desperation and poor bulk make a +ATK IV imperative to maximize her OHKO potential. 
  • For general usage, Gunnthrá’s Assist slot can safely be filled in by a positional ability like Reposition or Draw Back, but becomes a little bit trickier for Aether Raids Defense since it is necessary to account for the way in which the AI prioritizes turn order. Using no Assist is always a safe bet in such instances to avoid potential mishaps, but this will ultimately boil down to one’s specific composition. 
  • The Voice of Dreams has a few different A skills to choose from:
    • Death Blow 4 is a little bit better than her base Atk/Res Solo from a pure damage perspective (+8 Attack vs +7 Attack), and comes with no requirement other than simply initiating combat which also makes it a better for AR-D since Gunnthrá will typically be packed close to her allies. If these aren’t really issues for you personally, though, Atk/Res Solo can easily be kept. 
    • AR-D Atk/Def is a fantastic alternative solely for the purpose of Aether Raids Defense as it provides the greatest possible Attack boost in such a context, assuming enough structures remain standing; this is also very useful in mitigating her poor physical bulk.
    • Given that Gunnthrá will typically be initiating debuffed foes regardless due to Blizzard and Chilling Seal, she excels with Catch skills and can pretty easily maintain their maximum effects; they are extremely scarce, though, so these are more of a luxury option for the truly dedicated. 
  • Smoke skills are excellent C slot skills that help fortify the strength of her team’s subsequent matchups and pair particularly well with refresher support. Those that debuff stats help ensure her damage remains consistent, but Panic Smoke and Fatal Smoke are particularly lethal AR-D candidates to shut down common strategies. Other options include class-exclusive buffs for cavalry lines and Joint Drive Atk
  • Attack-enhancing Sacred Seals are naturally synergistic choices that help further elevate Gunnthrá’s raw damage, though Heavy Blade also helps supplement her damage through faster Special triggers. Aside from those, though, she may also get good usage out of the Hardy Bearing Sacred Seal to shut down Vantage strategies in Aether Raids Defense.

Ara Ara but Make it Wholesome (Offensive Support / Aether Raids Offense)

Build by lordhelpme
Blizzard (+Eff) A Atk/Res Solo 4
Alternate: Death Blow 4
Positional Assist B Chilling Seal II
Glimmer
Alternate: Moonbow
C Joint Drive Atk
Alternate: Distant Guard 3
IVs

+ATK / -DEF or -RES

SDistant Guard 3

Show Explanation/Analysis

Weapon: Blizzard (+EFF)

Assist: Positional Assist / Flexible

Special: Glimmer / Moonbow / Luna

Passive A: Atk/Res Solo / Death Blow / Catch Skills

Passive B: Chilling Seal II

Passive C: Joint Drive Atk / Distant Guard / Close Guard / Drive Skills / Flexible

Sacred Seal: Distant Guard / Drive Skills / Tactic Skills

  • The fantastic debuffing capabilities of her Chilling Seal also allows Gunnthrá to operate as a solid support unit to her own right by pairing this with additional boosts — either visible or in-combat — to her allies; the fact that Defense teams tend to be closely packed together also makes it simple for Chilling Seal to cripple many of the opposing foes at once. That being said, since she can always take advantage of her debuffs if necessary, Gunnthrá still retains a good deal of her offensive prowess which is useful should there be any remaining foes to clean up. Thus, increasing her Attack is once again recommended. 
  • Glimmer works excellently as her Special due to her typically high damage output, though Moonbow and Luna may be considered to provide greater burst against magically bulky opponents. It’s worth noting that despite Blizzard’s +3 Resistance and her native access to Atk/Res Solo, her Resistance still isn’t high enough to merit the use of Specials that scale off of it. 
  • For her A slot, her base Atk/Res Solo is a fine skill that grants a rather hefty +7 Attack boost as long as she has no nearby allies; it also increases her Resistance by the same amount, which does help improve her magical resilience a fair amount. There are potential upgrades like Death Blow and Catch skills, but whether they are worth taking ultimately boils down to a mix of availability, personal preference, and favoritism.
  • Lastly, both Gunnthrá’s C and Sacred Seal slots should be occupied by something that helps assist her allies like Distant Guard and Close Guard or one’s choice of Tactic or Drive. Although considerably expensive, Joint Drive skills pair especially well with her dual offense-support nature through their mutual buffing utility.

Strengths

Chilling Seal II

The eldest princess of Nifl received a solid upgrade to her performance through her recently acquired Chilling Seal II. Enhancing the base version’s debuff on the foe with the lowest Defense (-6 Atk/Spd vs -7 Atk/Spd/Def/Res) in addition to removing the HP requirement, Chilling Seal II allows Gunnthrá to provide her team with a strong advantage against any opponent targeted by the skill’s powerful debuff. She herself benefits considerably from this upgrade as attacking a foe afflicted by Chilling Seal immediately grants her +28 damage thanks to Blizzard.

Additionally, Chilling Seal II also improves upon the single-target quality of the base skill through a bonus “spreading” effect, causing any foes within two spaces of the initial foe to also be debuffed by -7 Attack and Resistance (similarly to the debuffing portion of MirabilisWhimsical Dream); this makes it even easier for Gunnthrá to both exploit her PRF and support her allies. Overall, Chilling Seal II is a versatile kit that allows the princess to have usage in various applications. 

Blizzard

Although somewhat underwhelming initially, her Blizzard tome’s unique refinement option transforms the princess into an absolute powerhouse against debuffed units by combining the weapon's signature "reverse" Blade tome effect with an effect similar to Plegian Katarina's Fell Flambeau: for every visible stat debuff her foe has, Gunnthrá simultaneously inflicts an equivalent in-combat debuff on that respective stat plus four.

While this may sound a little convoluted, the important thing to note is how this combination interacts with her Chilling Seal II: Gunnthrá not only benefits from a flat +28 damage boost against any afflicted foe, but also converts the skill's base debuff into any effective -18 Atk/Spd/Def/Res during combat. On top of an additional -4 Spd/Res in-combat debuff from its base effect, Blizzard allows Gunnthrá to massively debilitate her targets with relative ease and altogether makes her an incredible offensive force under the proper conditions.

Serviceable Offensive Statline

Gunnthrá may not be packing as much heat as some of her newly-released competition from a statline viewpoint, but her base Attack/Speed combination of 31/33 isn’t the worst and still provides a decent foundation to exploit the effects of Blizzard and Chilling Seal.

Cavalry Benefits

Gunnthrá can easily assert Player Phase dominance by merit of her extended cavalry mobility, granting her an effective five-tile range with consideration to her ranged status. Being a cavalry unit also comes with the benefit of access to class-exclusive buffs like Goad Cavalry for simple but effective team synergy when utilizing Gunnthrá among other mounted allies.

Weaknesses

Horrible Overall Bulk

With only a meager 145 base stat total to work with, Guntthrá leaves much to be desired when it comes to her overall statline — especially in terms of her bulk. Her Defense/Resistance combination of 19/25 coupled with 37 HP makes her susceptible to being one-shot by a vast majority of the cast, though this is remedied considerably against foes weakened by Chilling Seal thanks to her refined Blizzard's debuff enhancement effect. 

Legendary Hero Drawbacks

Her inability to directly equip Blessings per her Legendary status effectively binds her usage in competitive modes to Wind season. While she certainly can be used outside of Wind season, doing so prevents her receiving the effects of Mythic Blessings in Aether Raids — something she needs for the boosts to both her scoring and her stats — and also renders her incapable of improving her allies' scoring potential in Colosseum modes.

Weapon Skills

Weapons SP Rng. Mt.
Wind
Green Tome Users Only
50 2 4
Elwind
Green Tome Users Only
100 2 6
Rexcalibur
Green Tome Users Only
200 2 9
Blizzard

Grants Res+3. Grants bonus to unit's Atk equal to total penalties on foe during combat.

Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling Wind

Boosts damage dealt by 50% of unit's Res.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Glacies

Boosts damage dealt by 80% of unit's Res.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Fortress Res 1

Grants Res+3. Inflicts Atk-3.

Inheritable by all units.
40
A
Fortress Res 2

Grants Res+4. Inflicts Atk-3.

Inheritable by all units.
80
A
Fortress Res 3

Grants Res+5. Inflicts Atk-3.

Inheritable by all units.
Unlocks at 5 ★
160
A
Atk/Res Solo 1

If unit is not adjacent to an ally, grants Atk/Res+2 during combat.

Inheritable by all units.
60
A
Atk/Res Solo 2

If unit is not adjacent to an ally, grants Atk/Res+4 during combat.

Inheritable by all units.
120
A
Atk/Res Solo 3

If unit is not adjacent to an ally, grants Atk/Res+6 during combat.

Inheritable by all units.
240
A
Atk/Res Solo 4

If unit is not adjacent to an ally, grants Atk/Res +7 during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Chilling Seal

At start of turn, if unit's HP ≥ 50%, inflicts Atk/Spd-6 on foe on the enemy team with the lowest Def through its next action. (Skill cannot be inherited.)

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Chilling Seal II

At start of turn, inflicts Atk/Spd/Def/Res-7 on foes on the enemy team with the lowest Def through their next actions and inflicts Atk/Res-7 on foes within 2 spaces of foes on the enemy team with the lowest Def through their next actions.

Non-Inheritable skill.
300
B
Res Ploy 1

At start of turn, inflicts Res-3 on foes in cardinal directions with Res < unit's Res through their next actions.

Inheritable by all units.
60
C
Res Ploy 2

At start of turn, inflicts Res-4 on foes in cardinal directions with Res < unit's Res through their next actions.

Inheritable by all units.
120
C
Res Ploy 3

At start of turn, inflicts Res-5 on foes in cardinal directions with Res < unit's Res through their next actions.

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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