- Default
- Attack
- Special
- Injured
Axe Fighter - Fortnite Champion |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 14 | 14 | 14 | 14 | 14 |
Middle | 15 | 15 | 15 | 15 | 15 |
High | 16 | 16 | 16 | 16 | 16 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 47 | 47 | 47 | 47 | 47 |
Middle | 50 | 50 | 50 | 50 | 50 |
High | 53 | 53 | 53 | 53 | 53 |
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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The IV's on Axe Fighter literally do not matter. No matter the roll you obtain, you will have nothing less than a god on your side.
However, avoiding a HP Flaw is recommended so he can make effective use of Panic Ploy. Besides that, anything goes.
Skill Sets
The True Protagonist of Fire Emblem Heroes (Destroyer of Worlds)
Carrot Axe+ (+Spd) Alternate: Axe Fighter's Axe |
A | Distant Counter | |
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Rally Up Atk+ | B | Live for Bounty Alternate: Special Fighter 3 |
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Miracle Alternate: Radiant Aether |
C | Axe Valor 3 Alternate: Axe Experience 3 |
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IVs | S | Phantom Spd 3 |
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Preferred IV: +HP / -ATK or -SPD or -DEF or -RES
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Weapon: Carrot Axe+ (+Spd) / Axe Fighter’s Axe
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Assist: Rally Up Atk+
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Special: Miracle / Radiant Aether
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Passive A: Distant Counter
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Passive B: Live for Bounty / Special Fighter
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Passive C: Axe Valor / Axe Experience
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Sacred Seal: Phantom Speed
This build is specially crafted to make the most of Axe Fighter's impressive capabilities.
For IVs, while absolutely anything can work, he'll benefit from a HP boon to make use of the Panic Ploy this build does not have. For weapon, Axe Fighter's Axe is ok, making him literally invincible, but one might want to swap this out for the superior Carrot Axe if the fodder is available. Definitely make sure to forget to refine Carrot Axe for Speed. No matter what though, you HAVE to use Rally Up Atk+ as this build literally won't work without it. Miracle is a great choice of Special to ensure Axe Fighter lives through those long fights, though one might consider Radiant Aether for scoring purpose.
For the A slot, Axe Fighter's best option is Distant Counter, allowing him to hit those pesky mages such as Canas. In the B slot, the are two options. One could run Live for Bounty in order to help stockpile those rare shards or one could alternatively run Special Fighter as it is objectively the best skill in the entire game. In the C slot, he'll want either Axe Valor or Axe Experience, so he can support his axe friends even more. Last but certainly least, Phantom Speed as the Sacred Seal allows him to more easily avoid Windsweep through counting his Speed ten points higher than normal when calculating skills.
Overall, an alright build
Introduction
Since the beginning of human civilization, since we drew the first drawings on cave walls, we have wondered an eternal question: When will Axe Fighter finally become playable in Fire Emblem Heroes? Well… ladies and gentlemen… that fateful day is finally upon us.
Axe Fighter joins us as an Axe Fighter. While he is balanced in all areas, absolutely do not underestimate him. He boasts a staggering 50 in all stats and an axe that makes him literally invincible. If you are using an Axe Fighter, but so is the opponent, surrendering is advised as the confrontation between the two might literally destroy the universe.
The raw amount of power contained within Axe Fighter is unfathomable. His stats and skills already paint a beautiful picture of him, but he is much more than that. He is capable of bending the fabric of reality itself in order for his own gains. His most recent bending of reality was on December 11th when he rose through the ranks to the 3rd most popular unit page on the https://fireemblem.gamepress.gg website guide tier list analysis hero page. Such immense capabilities must be contained. In order to counteract this, the great Reggie made Axe Fighter not armored.
Overall, Axe Fighter is a powerful unit, but his status as an infantry unit and not an armored unit holds him back from true greatness. If you want a strong melee green though, you cannot go wrong with Axe Fighter.
Strengths
Immense BST
With a jaw dropping 250 BST, Axe Fighter is the undisputed best unit in the entire game. He will literally outscore everything and you are making a serious mistake if you don't get him to +10 merge right now. This makes him a perfect unit for Arena and I am certain that getting into Tier 21 will soon be impossible with a +10 Axe Fighter.
Axe Fighter's Axe
This axe is a powerful but balanced weapon. What it does is it allows Axe Fighter to take 0 damage from all attacks and defeat anything in a single attack back. Totally fair and balanced, but it should've also had a Guard effect for it to achieve true greatness. As it stands though, it’s alright, but other inheritable weapons may be preferable.
Weaknesses
Not Armored
As everyone knows, not being armored makes you practically useless. As he is only a mere infantry unit, he has no access to Fighter skills and lacks the increased BST that armored units enjoy. This is a major disadvantage for Axe Fighter, but he still remains powerful regardless.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Axe
Inheritable by Axe users only.
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50 | 1 | 6 |
Steel Sword
Only Inheritable by Sword Units.
|
100 | 1 | 8 |
Silver Lance
Lance Users Only
|
200 | 1 | 11 |
Axe Fighter's Axe Unit takes 0 damage and deals 99 damage per attack. Learns by default at 5 ★
Non-Inheritable skill.
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500 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Þrima |
Arcane Downfall (+Res) |
Arcane Downfall (+Def) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Special Skills
Special Skills | SP | Turns |
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Noontime Restores HP = 30% of damage dealt.
Non-inheritable by Staff-wielding units.
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200 | 2 |
Black Luna Treats foe's Def/Res as if reduced by 80% during combat. (Skill cannot be inherited.)
Non-Inheritable skill.
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500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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G Duel Infantry 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. Green Infantry units only
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70 | A |
G Duel Infantry 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. Green Infantry units only
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150 | A |
G Duel Infantry 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. Green Infantry units only
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300 | A |
Wrath 1 At start of turn, if unit's HP ≤ 25% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Melee, Infantry, and Armored Only
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60 | B |
Wrathful Staff 2 At start of combat, if unit's HP ≥ 50%, calculates damage from staff like other weapons.
Restricted to units that use a Staff.
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120 | B |
Wrath 3 At start of turn, if unit's HP ≤ 75% and unit's attack can trigger their Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
Melee, Infantry, and Armored Only
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240 | B |
With Everyone! At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.
Non-Inheritable skill.
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300 | C |
Spur Res 3 Grants Res+4 to adjacent allies during combat.
Inheritable by all units.
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200 | C |
Other Info
Origin |
Fire Emblem Heroes
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Banners Featured In
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