- Default
- Attack
- Special
- Injured
Ylgr - Fresh Snowfall |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 9 | 6 | 4 |
Middle | 16 | 7 | 10 | 7 | 5 |
High | 17 | 8 | 11 | 8 | 6 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
I’m a Goofy Goober, Yeah! (Support Focus)
Sylgr (+Eff) | A | B Duel Infantry 4 Alternate: HP/Spd 2 |
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Positional Assist | B | Even Pulse Tie 3 Alternate: Atk/Def Ruse 3 |
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Moonbow Alternate: Ruptured Sky |
C | Spur Atk/Def 2 Alternate: Joint Drive Atk |
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IVs | +HP or +SPD / -DEF or -RES | S | Drive Atk 2 |
Weapon: Sylgr (+EFF)
Assist: Positional Assist / Flexible
Special: Moonbow / Ruptured Sky
Passive A: B Duel Infantry / HP/Spd 2 / HP/Atk 2
Passive B: Even Pulse Tie / Ruse Skills / Chill Skills / Link Skills / Sudden Panic
Passive C: Spur Skills / Joint Drive Skills / Spd/Def Oath / Rouse Skills / Flexible
Sacred Seal: Drive Skills / Spur Skills / Rouse Skills / Atk/Res Oath / HP/Spd 2
- Ylgr’s surprisingly high range and ceiling in applying her refined PRF’s debuffs (as proper skill usage means she can apply up to -7 Atk/Spd/Def/Res on foes pretty consistently) makes her a standout support unit, especially in the context of Savior armored teams given how easily proximity may be maintained without consequence.
- This build essentially aims to develop this supportive quality by stacking further support tools, most notably by enhancing her HP as much as possible. This is beneficial for Ylgr’s own performance in the context of Aether Raids (and Colosseum modes to an extent) by helping avoid the Panic Tower and other sources of HP-based Panic, as this inhibits her utility if using buffs to leverage Sylgr.
- Moreover, this enables the usage of powerful HP-based support skills, like Even Pulse Tie to neutralize threats wielding instant Special activations and Sudden Panic to debilitate teams that rely on visible buffs. Ylgr does have other B skill options like Ruse, Chill, and Link skills for more consistency in activating her support — but at least where Even Pulse Tie is concerned, they're generally not as potent.
- For both her C and Sacred Seal slots, Ylgr has two main overarching options to consider: she can either utilize in-combat buffing abilities like Spur Atk/Def and Drive Atk to contribute even more to the effective stat swings she can provide her team, or she can equip self-buffing skills like Oaths and Rouse Atk/Spd to enable Sylgr without relying on outside assistance. Interestingly enough, Ylgr can use Spd/Def Oath and Atk/Res Oath as her C skill and Sacred Seal slot respectively to guarantee a Spectrum -5 on nearby foes by simply sticking close to her team (which she already wants to be doing).
- Ylgr’s Special is likely the least important aspect of her build here as she should be seeing combat fairly infrequently, rendering Moonbow the best option in most cases as its low cooldown makes it quickly accessible in a pinch. For scoring purposes (and slightly more specialized combat capacity), Ruptured Sky may be considered.
HUMALA BEBUHLA ZEEBUHLA BOP (Offense / Support Hybrid)
Sylgr (+Eff) | A | Swift Sparrow 3 Alternate: Atk/Spd Solo (3 or 4) |
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Positional Assist | B | Desperation 3 | |
Moonbow Alternate: Luna |
C | Atk Smoke 3 Alternate: Spd Smoke 3 |
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IVs | +SPD or +ATK / -DEF or -RES | S | Swift Sparrow 2 Alternate: Flashing Blade 3 |
Weapon: Sylgr (+EFF)
Assist: Positional Assist / Flexible
Special: Moonbow / Glimmer / Luna
Passive A: Swift Sparrow / Atk/Spd Solo / Atk/Spd Push / Sturdy Impact
Passive B: Desperation / Null Follow-Up / Spd/Def Tempo
Passive C: Atk Smoke / Spd Smoke / Joint Drive Skills / Spur Skills / Spd/Def Oath / Rouse Skills / Flexible
Sacred Seal: Swift Sparrow / Flashing Blade / Atk/Spd Solo / Atk/Spd Form / Rouse Skills
- Alternatively, Ylgr can opt to lean more towards the offensive perks of refined Sylgr, as +9/+12 Atk/Spd and Speed-based bonus damage is honestly nothing to scoff at. This is not to mention the fact that she can leverage her own in-combat debuffs to fortify her battling consistency — and moreover, these stat swings are always available for her allies’ gain when necessary. Both +ATK and +SPD IVs work well in this context.
- Glimmer and Moonbow are among Ylgr’s best Special candidates; their low initial cooldowns allow for consistent triggers in most rounds of combat and pair nicely with the Flashing Blade Sacred Seal when using Desperation. Luna can also be considered for the stronger burst it provides, though it does activate more infrequently.
- Since she relies on both Atk and Spd for her damage output, any A skill that enhances them simultaneously makes for a natural complement to her playstyle; Swift Sparrow, Atk/Spd Solo, and Atk/Spd Push are among her best options. Sturdy Impact may also be worth considering despite its lack of Spd enhancement, as the +10 Def and follow-up negation it brings greatly alleviates her low physical bulk so she can more safely run B skills that aren’t Desperation.
- Speaking of, Desperation tends to be Ylgr’s prime B skill for the simple fact that her poor overall bulk — both physical and magical — makes it difficult to engage in continued engagements otherwise. However, should you feel confident in her longevity (particularly if able to consistently maximize the in-combat Atk debuff she applies), other potent skills include Null Follow-Up to bypass common enemy mechanics that inhibit traditional nuking and Spd/Def Tempo to ensure stronger Special activations.
- In the same vein that self-buffing skills work markedly well here as she is in a position to leverage their strengths beyond supportive purposes, Atk and Spd Smoke become more attractive options as Ylgr will actually be expected to constantly initiate combat to apply their effects, which may then be doubled in effectiveness via Sylgr. Joint Drive and Spur skills are also worthwhile if more support is desired.
Strengths
Sylgr
Originally offering little else than a simple helping of offensive stats, Ylgr’s exclusive Sylgr now bears unprecedented utility post-refinement through its unique Rein-esque effect, applying long-range in-combat debuffs based on either her visible buffs or a foe’s visible debuffs — whichever is higher among the two.
This alone lets Ylgr present solid value as a support unit since she can easily keep herself buffed up (with help from her team or even self-augmenting skills like Atk/Res Oath) to offer allies significant stat advantages; this pairs especially well with Near and Far Save strategies, in which she can be bundled closely together with her team so everyone may benefit from her debuffs at no consequence to her own longevity since they’ll just tank for her. The additional +9/+12 Atk/Spd and supplemental damage Ylgr receives herself is a great bonus to clean up any stragglers that her allies may have left behind.
Good Offensive Stats
Ylgr’s damage output is surprisingly pretty solid despite her innocent disposition thanks to a starting offensive statline of 33/38. Paired with the ample combat boosts she receives from refined Sylgr, she can offer reasonable damage output to her team when the need for it arises.
Infantry Benefits
From neat support options like Even Pulse Tie to offense-enhancing abilities like Null Follow-Up and Spd/Def Tempo, Ylgr has no shortage of tools to tinker with thanks to her infantry status — and the immense skill availability it brings — which helps raise her performance to much greater levels than if she were in a different class.
Weaknesses
Poor Overall Bulk
With the majority of her stat distribution skewed towards Atk and Spd, Ylgr suffers greatly in the defensive department: with a meager defensive statline of 22/20 and 38 HP to rely on at base, she will undoubtedly buckle in the face of continued attacks as she generally has enough bulk to only survive one strike at most.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Dagger After combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
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50 | 2 | 3 |
Steel Dagger After combat, inflicts Def/Res-3 on foe through its next action.
Dagger users only.
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100 | 2 | 5 |
Silver Dagger After battle, inflicts Def/Res-5 on foe through its next action.
Dagger users only.
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200 | 2 | 7 |
Sylgr Grants 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.
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400 | 2 | 14 |
Available Rearmed Weapons |
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Arcane Void |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Sorcery Blade 1 At 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
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60 | A |
Sorcery Blade 2 At 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
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120 | A |
Sorcery Blade 3 At start of combat, if 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
Unlocks at 5 ★ |
240 | A |
Chill Spd 1 At start of turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action.
Inheritable by all units.
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60 | B |
Chill Spd 2 At start of turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action.
Inheritable by all units.
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120 | B |
Chill Spd 3 At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
Spd Tactic 1 At 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.
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60 | C |
Spd Tactic 2 At 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.
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120 | C |
Spd Tactic 3 At 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.
Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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