GamePress
Analysis by Naz
Astram - Midia's Hero

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 44
ATK 35
SPD 36
DEF 36
RES 21

Stat Variations

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

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low
Middle 44 35 36 36 21
High

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

Rolling Heads (Offensive Focus)

Build by Naz
Recommended
Mercurius
Alternate: Armorsmasher+ (+Spd)
A Bonus Doubler 3
Alternate: Swift Sparrow (2 or 3)
Reposition B Null Follow-Up 3
Alternate: Wrath 3
Luna
Alternate: Moonbow
C Time's Pulse 3
Alternate: Drive Atk 2
IVs

+ATK or +SPD

SFlashing Blade 3
Alternate: Darting Blow 3

Show Explanation/Analysis

Weapon: Mercurius / Armorsmasher+ (+Spd) 

  • While the main focus of this set is offense, Mercurius acts as a hybrid focus weapon by providing both Astram and his teammates with a boost to all stats at the start of turn. 

  • For a more specialized option, Armorsmasher can be a great alternative for fighting armored units who typically have high bulk. 

Assist: Reposition

Special: Luna / Moonbow

  • Strong consistent Specials such as Moonbow and Luna are great options for Astram in order to boost his damage during combat.  

Passive A: Bonus Doubler / Swift Sparrow

  • Bonus Doubler is an exceptional of A skill on Astram, as it synergizes perfectly with Mercurius by making the +4 visible boost to all stats he receives at the start of turn twice as effective.  

  • For pure offensive power, at its maximum level, Swift Sparrow grants Astram the overall strongest boost to his offensive stats with a whopping +6 Attack and +7 Speed on initiation.

Passive B: Null Follow-up / Wrath / Desperation

  • Null Follow-up is a strong anti-meta skill that one can take in order to disable any form of foe’s automatic follow-up attacks as well as anything that may prevent them. This includes skills such as Bold Fighter, Wary Fighter, Quick Riposte, as well as many unique weapons. This makes any form of doubling rely solely on the Speed stat.

  • Astram’s native Wrath makes for another very strong option by granting him +10 damage upon Special activation when his HP is dropped below 75%. However, this can potentially conflict with the activation of his weapon. 

  • While not necessary thanks to Astram’s high physical bulk, Desperation can better help Astram survive as many rounds of combat as possible by allowing him to double his opponent without the need to take a counterattack when below 75% HP.

Passive C: Time’s Pulse / Drive skills / Flexible

  • Time Pulse is a very strong C skill that reduces the charge on Astram’s Special at the start of every turn if it is on full cooldown, allowing him to activate his Special more frequently. 

  • Drive skills such as Drive Atk are great support-based options for Astram to further stack buffs with his weapon. 

  • The C skill can otherwise be replaced as needed to suit the team. 

Sacred Seal: Flashing/Heavy Blade / Darting/Sturdy Blow 

  • Thanks to his strong offensive statline, Astram is a very effective user of the Flashing Blade and Heavy Blade Sacred Seals, allowing him to activate his Specials more frequently. 

  • The Darting Blow and Sturdy Blow Sacred Seals also make for good choices with this offensive playstyle, as they provide strong boosts to Astram’s key stats on initiation.

Rising Sun (Support Focus)

Build by Naz
Mercurius A Bonus Doubler 3
Alternate: Fury 3
Reposition B Chill Def 3
Alternate: Chill Atk 3
Moonbow
Alternate: Luna
C Drive Atk 2
Alternate: Infantry Pulse 3
IVs

+ATK or +SPD

SChill Atk 3
Alternate: Drive Atk 2

Show Explanation/Analysis

Weapon: Mercurius 

  • This build focuses more on Astram’s role as a support for his teammates rather than his own potential in combat. 

Assist: Reposition

Special: Moonbow / Luna

Passive A: Bonus Doubler / Swift Sparrow / Fury

  • The choices of A slot are mostly the same as previously mentioned with the added option of Fury. While the use of Fury in combat can be a detriment to the activation of Mercurius due to it causing Astram to lose HP after combat, it can benefit Astram’s team outside of combat. By boosting his key visible stats, Astram can better receive enemy Chill debuffs in place of his teammates. 

Passive B: Chill Skills 

  • Chill skills such as Chill Atk and Chill Def are a great choice for broadening Astram’s utility, as they provide strong debuff support for both Astram and his teammates by reducing the target highest stat on an enemy team.

Passive C: Drive skills / Infantry Pulse / Flexible

Sacred Seal: Chill skills / Drive Skills 

  • Drive skills such as Drive Atk and Drive Spd pair well with Astram’s weapon by granting additional in-combat buffs for allies within 2 spaces.

  • Thanks to his impressive base HP, Astram can make for an effective user of Infantry Pulse to lower the initial Special cooldown of his allies. 

  • In addition to the B/C slot, Chill skills and Drive skills also make for great Sacred Seal options.

Introduction

You must be tired of infantry sword units at this point. With the myriad that have been released in the free pool alone, it can be hard for one to impress. Astram however, may just prove that idea wrong. 

Sporting an impressive 35 Attack and 36 Speed at base as well as an exceptional physical bulk of 80, Astram can certainly carry his weight in combat. While this is impressive on its own, what makes Astram standout is what his unique weapon, Mercurius, offers for both himself and his teammates. On top of the passive +3 boost to Attack, Mercurius grants a +4 visible boost to all stats for Astram as well as any sword, lance, axe, bow, dagger, or beast allies within 2 spaces at the start of turn if Astram’s HP is above 50%. This even works on Astram alone if there are no allies within 2 spaces.

Although Astram will find himself taking significant damage from magical attacks due to his low Resistance, the self-sufficiency and team support provided by Mercurius as well as Astram’s overall well-rounded statline more than make up for it.

Strengths

Mercurius

In addition to providing a passive +3 boost to Astram’s Attack, Mercurius grants a +4 field buff to all stats for Astram as well as any sword, lance, axe, bow, dagger, or beast allies within 2 spaces at the start of turn given that Astram’s HP is above 50%. 

Great Offensive Stats

Astram’s exceptional offensive stat-spread of 35 Attack and 36 Speed also make him highly proficient in taking out opponents in a single round of combat.

Impressive Physical Bulk

Astram’s standout physical bulk of 80 makes him a solid physical tank as well as an effective user of Defense-scaling Specials such as Bonfire.

Weaknesses

Poor Magical Bulk

Having only 21 Resistance at base, Astram will often take significant damage from magical attacks.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Mercurius

Grants Atk+3.

At start of turn, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+4 to unit and sword, lance, axe, bow, dagger, or beast allies within 2 spaces for 1 turn. (Bonus granted to unit even if no allies are within 2 spaces.)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

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

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

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

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

Passive Skills

Passive Skills SP Slot
Wind Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.

Inheritable by all units.
Unlocks at 1 ★
50
A
Wind Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.

Inheritable by all units.
Unlocks at 2 ★
100
A
Wind Boost 3

If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat.

Inheritable by all units.
Unlocks at 4 ★
200
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
Unlocks at 3 ★
60
B
Wrath 2

At start of turn, if unit's HP ≤ 50% 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
Unlocks at 4 ★
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
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem

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