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Analysis by Chibi_Chu
Ascended Eir - Life Ascendant

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
173
HP 35
ATK 42
SPD 45
DEF 16
RES 35

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 11 11 2 4
Middle 16 12 12 3 5
High 17 13 13 4 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 32 39 41 12 32
Middle 35 42 45 16 35
High 39 46 48 19 39

Skill Sets

do not go gentle into that good night (General Offense)

Build by Chibi_Chu
Recommended
Ymir, Everliving A Atk/Spd Catch 4
Positional Assist B Mystic Boost 4
Moonbow
Alternate: Draconic Aura
C Atk/Spd Menace
Alternate: Spd Smoke 3
IVs

+Atk and/or +Spd / -Def

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Ymir, Everliving 

Assist: Positional Assist 

Special: Moonbow / Ruptured Sky 

Passive A: Atk/Spd Catch 4 

Passive B: Mystic Boost 4

Passive C: Atk/Spd Menace / Spd Smoke / Flexible 

Sacred Seal: Atk/Spd Solo / Blade Session

  • Boasting fantastic damage output through her 42/45 offenses, -1 Special cooldown, +5 to all stats, and an Atk buff = 40% of the current HP of the ally with the second-lowest HP, Eir is a remarkably potent offensive force. While most Player Phase units suffer from low bulk, Eir circumvents this through Ymir, Everliving’s Miracle effect, allowing her to survive a lethal attack once per combat if her HP prior to the attack is > 1 and her HP at the start of combat is ≥ 25%.
    • Mystic Boost 4, Eir’s native B slot, synergizes perfectly with this condition, as it heals her for 10 HP after every combat. As long as Eir does not receive two lethal counterattacks in one combat, she will survive combat, making her very reliable.
  • Low-cooldown Specials such as Moonbow and Ruptured Sky are strong choices as always, as they enable higher damage for Eir at a very frequent rate even if the enemy cannot counterattack. She also lacks additional Special charge, so the more enemies that have Guard effects, the more valuable low-cooldown Specials are relative to high-cooldown Specials. If the enemy can counterattack and no Guard effect is active, however, Luna and Draconic Aura are strong choices that Eir can activate on her follow-up attack.
  • Eir’s native Atk/Spd Catch is a fantastic A slot, granting up to +9 Atk/Spd if the enemy’s HP is at 100% and they have a visible debuff (+7 if only one condition is met). Given that daggers inflict -7 Def/Res on enemies within two spaces of the target after combat, Eir can consistently gain the full +9 Atk/Spd to bolster her damage.
  • Inflicting -6 Atk/Spd on the nearest enemies within four spaces and granting +6 Atk/Spd to Eir if any enemies are within four spaces at the start of the turn, Atk/Spd Menace is a great choice for improving Eir’s offenses and enabling her to receive the full +9 Atk/Spd from Atk/Spd Catch without relying on allies. A cheaper, but strong alternative to ensure follow-up attacks is Spd Smoke, which inflicts -7 Spd on enemies within two spaces after combat.
  • With Eir’s Cavalry status granting her superior range, Atk/Spd Solo is an even stronger choice than it already is for non-Cavalry units, granting +6 Atk/Spd during combat if Eir is not adjacent to an ally. Alternatively, she can use Blade Session, which grants +3, +6, or +9 Atk/Spd during combat depending on how many allies have already acted (zero, one, or two respectively).

rage, rage against the dying of the light (Aether Raids Defense)

Build by Chibi_Chu
Recommended
Ymir, Everliving A Atk/Spd Catch 4
Alternate: Atk/Def Catch 4
Assistless
Alternate: Rally Assist
B Guard 3
Alternate: Sweep Skills
Draconic Aura
Alternate: Lethality
C Blue Feud 3
Alternate: C Feud 3
IVs

See description for details!

SAtk/Spd Solo 3
Alternate: Atk/Def Catch 3

Show Explanation/Analysis

Weapon: Ymir, Everliving 

Assist: Assistless / Rally Assist 

Special: Draconic Aura / Lethality 

Passive A: Atk/Spd Catch 4 / Atk/Def Catch 4 / AR-D Atk/Spd (3 or 4) / AR-D Atk/Def (3 or 4) 

Passive B: Guard / Sweep Skills

Passive C: Blue Feud / C Feud / Flexible

Sacred Seal: Atk/Spd Solo / Atk/Def Catch 

  • The combination of 42/45 offenses and Ymir, Everliving’s potentially staggering damage boosts makes Eir a strong choice for Aether Raids Defense, in which she serves the seemingly simple role of a physical, high-mobility ranged nuke. However, Ymir, Everliving also has a defensive property: if Eir’s HP at the start of combat is ≥ 25% and she initiates combat or the enemy is ranged, she gains a once-per-combat Miracle effect that allows her to survive a lethal attack if her HP prior to that attack is > 1.
    • While this effect seems incredibly strong on paper, its strength is limited by Eir’s terrible physical bulk and her lack of access to the defensive half of Null Follow-Up (neutralizes effects that guarantee the enemy’s follow-up). If an enemy with a guaranteed follow-up expends Eir’s Miracle effect on their first counterattack, then she needs to KO them on her follow-up attack in order to survive.
  • This set is split into two subsets: traditional and Def-stacking, with the former seeking to maximize Eir’s Atk/Spd and the latter seeking to maximize Eir’s Atk/Def so that she can more consistently survive against enemies with guaranteed follow-ups. Weapon aside, there are some other passives that apply to both sets:
    • As Ymir, Everliving provides -1 Special cooldown and up to 25 Atk during combat, Draconic Aura is an excellent, consistent source of additional damage that Eir can activate on her follow-up if her Special charge is not slowed. Lethality is an expensive, but strong alternative that pierces non-Special damage reduction and shreds 75% of the enemy’s Def on activation; if Eir’s Special charge is not slowed, the enemy counterattacks, and she survives her first initiation, she can activate Lethality on her subsequent initiation.
    • Guard checks Hardy Fighter by slowing the enemy’s Special charge, preventing them from readying their defensive Special for Eir’s follow-up attack and/or subsequent combats. Alternatively, Windsweep and Watersweep prevent physical and magical enemies respectively from counterattacking, making them solid choices as well (though note the potential anti-synergy with Lethality). Windsweep is particularly strong given Eir’s poor physical bulk and physical Enemy Phase Brave Vantage sweepers that would otherwise drop Eir to 1 HP on their first attack, then KO her on their second consecutive attack.
    • Blue Feud and C Feud disable all supportive skills of Blue and Colorless enemies respectively. Additionally, if Eir is in combat against a Blue or Colorless enemy respectively, then all the support they receive from allies is turned off, regardless of their allies’ color. Given that many of the strongest Enemy Phase units are Blue or Colorless, these are great C slot choices, though Eir’s C slot is ultimately flexible should these skills be unavailable and/or undesirable for players.
  • Traditional:
    • IVs: +Atk and/or +Spd, -Def
    • Eir’s native Atk/Spd Catch is fantastic, as it grants +9 Atk/Spd if the enemy’s HP is at 100% and they have a visible debuff (+7 if only one condition is met). Alternatively, AR-D Atk/Spd provides a slightly higher ceiling of +10 Atk/Spd or +11 Atk/Spd depending on whether the third or fourth level of the skill is used, though it comes with the somewhat difficult and inconsistent condition of having several defensive structures intact.
    • While Solo skills can be unreliable in Aether Raids Defense, they are somewhat more reliable for Cavalry units thanks to their superior movement. Using Atk/Spd Solo on Eir for +6 Atk/Spd during combat if she is not adjacent to an ally opens up the Blade Session Sacred Seal for allies that may have more trouble achieving the Solo condition.
  • Def-stacking:
    • IVs: +Atk or +Spd if Eir is +0, +Atk and +Spd if Eir is at least +1
    • Note that this subset comes at an opportunity cost, as it invests into Eir’s Def rather than her Spd. As such, it may be more difficult for Eir to perform follow-up attacks or achieve the Sweep Skills’ condition of having more Spd than the enemy.
    • Atk/Def Catch and AR-D Atk/Def function identically to Atk/Spd Catch and AR-D Atk/Spd, just that the former pair buffs Def while the latter pair buffs Spd. Unsurprisingly, Atk/Def Catch is Eir’s best Sacred Seal choice as well, granting smaller, but strong buffs nonetheless of +5 Atk/Def during combat if either Catch condition is met.

Strengths

Stellar Offenses

A blistering 42/45 offensive statline establishes Eir as one of the game’s top offensive forces.

Ymir, Everliving

Strengthening her resolve and harnessing Ymir’s power, Eir wields a personal dagger as her weapon of choice, similarly to her base variant.

  • Like most modern personal weapons, Ymir, Everliving grants Eir -1 Special cooldown.
  • If Eir initiates combat or the enemy is a ranged unit, she gains +5 to all, the offensive half of Null Follow-Up (neutralization of effects that prevent Eir’s follow-up), and an additional Atk buff = 40% of the current HP of the ally with the second-lowest current HP (with this buff being capped at +20 Atk). Additionally, if the aforementioned conditions are met and Eir’s HP is ≥ 25% at the start of combat, she gains a once-per-combat Miracle effect, allowing her to survive a lethal attack if her HP prior to the attack is > 1.
    • To demonstrate the Atk buff, if Eir has three allies and they currently have 40, 45, and 50 HP, Ymir, Everliving will use the ally with 45 HP to calculate how much bonus Atk Eir receives during combat. 40% of 45 is 18, so Eir’s Atk would be increased by a total of 23 during combat.

Consolidating more frequent Special activations, stat increases, a potentially massive Atk buff, offensive Null Follow-Up, and a Miracle effect, Eir can safely initiate and deal fantastic damage.

Ranged Cavalry Perks

As a ranged Cavalier, Eir has both superior range and access to strong skills such as her native Atk/Spd Catch and Atk/Def Catch.

Rare Niche

Eir’s status as a physical ranged Cavalry nuke is coveted, as very few other units fulfill that role, especially with the success that Eir has. Combining power, safety (to some extent), and range, Eir is an excellent initiator in both Aether Raids Defense and other game modes.

Weaknesses

No Defensive Null Follow-Up

Unfortunately, Ymir, Everliving only grants Eir half of the full Null Follow-Up effect, with the missing half being the defensive one (neutralization of effects that guarantee the enemy’s follow-up). As many prominent tanks have a guaranteed follow-up, this can be problematic; should they expend Eir’s Miracle effect on their first counterattack and survive both of Eir’s attacks, they will be able to KO her on their follow-up counterattack.

Although Eir can take advantage of Sweep Skills to prevent counterattacks while still preserving her follow-up attack thanks to the offensive half of Null Follow-Up, this is only a band-aid solution and comes with drawbacks:

  • Naturally, if Eir chooses Windsweep, magical enemies will still be able to counterattack, and the opposite for Watersweep.
  • Without Mystic Boost 4, Eir is unable to heal enough HP to return to the ≥ 25% HP start-of-combat condition for her Miracle effect.
  • Guard competes with Sweep Skills for Eir’s B slot in Aether Raids Defense, as it helps check Hardy Fighter sets by preventing enemies from recharging their defensive Special in time for Eir’s follow-up attack. While preventing counterattacks also prevents enemies from recharging their defensive Specials, Eir cannot prevent all enemies from counterattacking, as aforementioned.

Weapon Skills

Weapons SP Rng. Mt.
Iron Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 1 ★
Unlocks at 1 ★
Dagger users only.
50 2 3
Steel Dagger

After combat, inflicts Def/Res-3 on foe through its next action.

Learns by default at 2 ★
Unlocks at 2 ★
Dagger users only.
100 2 5
Silver Dagger

After battle, inflicts Def/Res-5 on foe through its next action.

Learns by default at 4 ★
Unlocks at 3 ★
Dagger users only.
200 2 7
Ymir, Everliving

Accelerates Special trigger (cooldown count-1).

If unit initiates combat or foe's Range = 2, grants Atk/Spd/Def/Res+5 during combat and bonus to unit's Atk during combat = 40% of the current HP of the ally with the second-lowest current HP at start of combat (excludes unit; maximum bonus of 20; if number of allies ≤ 1, bonus = 0), neutralizes effects that prevent unit's follow-up attacks, and also, if unit's HP ≥ 25% and foe would reduce unit's HP to 0, unit survives with 1 HP. (Once per combat. Does not stack with non-Special effects that allow unit to survive with 1 HP if foe's attack would reduce HP to 0.)

Effect:【Dagger 7】 

【Dagger 7】 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 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Available Rearmed Weapons
Arcane Void
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

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

Boosts damage by 30% of unit's Atk.

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

Passive Skills

Passive Skills SP Slot
Atk/Spd Catch 1

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+3 to unit during combat. 

【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Cavalry & Flying Only
Unlocks at 2 ★
60
A
Atk/Spd Catch 2

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+4 to unit during combat. 

【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Cavalry & Flying Only
Unlocks at 3 ★
120
A
Atk/Spd Catch 3

At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+5 to unit during combat. 

【Penalty】

All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Cavalry & Flying Only
Unlocks at 4 ★
240
A
Atk/Spd Catch 4

At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Spd+7 to unit during combat. At start of combat, if foe's HP = 100% and【Penalty】is active on foe, grants an additional Atk/Spd+2 to unit during combat. 

【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Cavalry & Flying Only
Unlocks at 5 ★
300
A
Mystic Boost 1

Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 2 HP after combat.

Inheritable by all units.
Unlocks at 2 ★
60
B
Mystic Boost 2

Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 4 HP after combat.

Inheritable by all units.
Unlocks at 3 ★
120
B
Mystic Boost 3

Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.

Inheritable by all units.
Unlocks at 4 ★
240
B
Mystic Boost 4

Inflicts Atk-5 on foe during combat. Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." If foe uses staff, neutralizes effects that prevent unit's counterattacks during combat. Restores 10 HP to unit after combat.

Inheritable by all units.
Unlocks at 5 ★
300
B
Sparkling Boost

At start of turn, restores 10 HP to ally that has been dealt the most damage. (Excludes unit.)

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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