- Default
- Attack
- Special
- Injured




Ascended Ishtar - Echoing Thunder |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 10 | 9 | 3 | 6 |
Middle | 18 | 11 | 10 | 4 | 7 |
High | 19 | 12 | 11 | 5 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 38 | 39 | 13 | 28 |
Middle | 40 | 41 | 43 | 17 | 31 |
High | 43 | 45 | 46 | 20 | 34 |
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
The Usual (Player Phase Offense)
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Thunder's Mjölnir | A | Life and Death 4 Alternate: Atk/Spd Boosting A Slot |
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Positional Assist | B | Lull Spd/Res 3 Alternate: Windsweep 3 |
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Luna Alternate: Moonbow |
C | Time's Pulse 3 |
IVs | +Spd or +Atk / -Def | S | Blade Session 3 Alternate: Life and Death 3 |
Weapon: Thunder's Mjölnir
Assist: Positional Assist / Flexible
Special: Luna / Moonbow / Flexible
IVs: +Spd or +Atk / -Def
Passive A: Life and Death 4 / Atk/Spd Boosting A Slot
Passive B: Lull Spd/Res / Windsweep / Null Follow-Up
Passive C: Time’s Pulse / Flexible
Sacred Seal: Blade Session / Flexible
- Ishtar’s base kit gives her many of the best skills she needs to succeed. She can charge Luna by 1 with Time’s Pulse, leaving it at 1 cooldown before she initiates combat and allowing her to activate it on the second attack. Alternatively, she can use Moonbow or another 2-cooldown Special to allow her to fully charge it using Time’s Pulse and activate it immediately. This deals more damage against foes using Deflect Magic and foes that are fast enough so that she doesn’t strike twice when initiating, but less against most others, so the choice is left up to the player.
- +Spd is generally the best boon, since Ishtar needs to beat her foe’s Spd by at least 10 points in order to strike twice. +Atk is also quite good to improve her damage. Since she is an Ascended Hero, she can freely take both of these boons without using an Ascended Floret. -Def is generally the best bane since her Def is generally too low to be useful, especially if using Life and Death.
- The A slot is flexible. Life and Death 4 provides a large and consistent boost of 7 to Ishtar’s Atk and Spd, at the cost of reducing her Def and Res by 5, which is generally not a problem. Other skills like Atk/Spd Ideal 4 may provide a larger potential boost but under more restrictive conditions; Atk/Spd Ideal in particular boosts Atk and Spd by up to 9, but only if Ishtar is at 100% HP and has some kind of visible buff like March or an Atk buff.
- Lull Spd/Res is a great choice of B skill, since lowering her foe’s Spd makes it easier for Ishtar to strike twice, and lowering their Res improves her damage. Windsweep can be used to deny counterattacks from slower physical foes, particularly those using skills like Deflect Magic that may be able to survive two hits. Null Follow-Up is another solid choice that disables any effects that prevent Ishtar’s follow-up attack or guarantee her foe a follow-up attack, but this is generally not as useful as the other two options since Ishtar will often be KO’d if she gets counterattacked and thus have no chance to follow-up.
- The seal is flexible. Blade Session provides a large potential boost of up to 9 Atk and Spd when initiating combat if two of Ishtar’s allies are present on the field and have ended their turn before she acts. Other seals like Atk/Spd Solo and Life and Death provide smaller but more consistent boosts to the same stats.
Ascended Ophelia (Blazing Special Spiral)
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Thunder's Mjölnir | A | Life and Death 4 |
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Positional Assist | B | Special Spiral 3 |
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Blazing Wind | C | Time's Pulse 3 |
IVs | +Atk / -HP or -Def or -Res | S | Life and Death 3 |
Weapon: Thunder's Mjölnir
Assist: Positional Assist / Flexible
Special: Blazing Wind / Flexible
IVs: +Atk / -HP or -Def or -Res
Passive A: Life and Death 4
Passive B: Special Spiral
Passive C: Time’s Pulse / Flexible
Sacred Seal: Life and Death / Atk +3
- Ishtar can also take advantage of Special Spiral and her high Atk to repeatedly unleash powerful Blazing Winds or other similar Specials. This build is similar to those commonly used on heroes like Ophelia, but Ishtar has the advantage of a higher base Atk stat, as well as multiple effects in Thunder’s Mjolnir that set her apart: as long as she is above 25% HP, the immunity to effects like Guard means she can always gain 1 charge from attacking in combat even if her foe is using a skill like Mirror Stance 3, and she also strikes twice in combat if she initiates against a foe 10 or more Spd slower than her.
- Ishtar does need some help to charge Blazing Wind initially. Its cooldown is reduced to 3 by Thunder’s Mjolnir, and Time’s Pulse charges it by 1 at the start of turn 1. Quickened Pulse seal can be used instead of Life and Death, but this reduces Ishtar’s damage significantly so it is generally not recommended unless necessary. Teammates with Infantry Pulse are very helpful, as well as others such as Legendary Hector or Velouria. Failing that, she can also charge it the old-fashioned way by attacking enemies.
- If Ishtar activates Blazing Wind before combat, Special Spiral will activate after combat, reducing its charge by 2. As long as she gains 1 special charge by attacking in combat, this means it is fully charged every time.
- Blazing specials use out-of-combat stats for damage calculation, so Life and Death is the best choice of A slot and seal.
Strengths
Thunder's Mjölnir
Thunder's Mjölnir is a great weapon that accelerates Ishtar’s Special trigger, boosts her Atk and Spd, provides a Null Guard effect that prevents her Specials from being slowed and her foe’s from being quickened, and also lets her strike twice when initiating if her Spd is at least 10 more than her foe’s. This is a powerful effect that lets Ishtar deal incredible damage against most slow foes and those with low or middling Res.
Amazing Atk and Spd
Ishtar’s base 41 Atk and 43 Spd let her deal high damage and gain a follow-up attack against most foes.
Tome Infantry
Ishtar’s status as a tome infantry lets her use great skills like Null Follow-Up and Time’s Pulse.
Ascended Hero
Ishtar’s status as an Ascended Hero allows her to Ascend a boon in an extra stat without the use of an Ascendant Floret. In addition, players will receive one Ascendant Floret the first time they summon her.
Decent HP and Res
Ishtar’s base 40 HP and base 31 Res are decent and will allow her to survive some magical counterattacks.
Weaknesses
Low Def
Ishtar’s base 17 Def is low and means she will often be KO’d in one hit by attacks from physical units and dragons.
Can’t Ignore %DR
Like most other mages, Ishtar does not have access to any abilities like Deadeye or Lethality that let her ignore percentage-based damage reduction effects like Divine Tyrfing or Deflect Magic. This means that units with those abilities will take vastly reduced damage from her attacks.
Competition
Ishtar is a very strong unit, but there are many other strong mages and ranged attackers with similarly high damage and access to some abilities she does not have. She is a strong choice, but may be outperformed in some roles by other units with more Mov like Winter Lysithea or the ability to ignore damage reduction like Tine.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Blue Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Blue Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Blue Tome Users Only
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200 | 2 | 9 |
![]() Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd+6 to unit during combat and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit, and also, if unit initiates combat and unit's Spd ≥ foe's Spd+10, unit attacks twice. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Spd+3. Inflicts Def/Res-3. Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() Grants Atk/Spd+4. Inflicts Def/Res-4. Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
100 | A |
![]() Grants Atk/Spd+5. Inflicts Def/Res-5. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
![]() Grants Atk/Spd+7. Inflicts Def/Res-5. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() Inflicts Spd/Res-1 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 1 ★ |
60 | B |
![]() Inflicts Spd/Res-2 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 2 ★ |
120 | B |
![]() Inflicts Spd/Res-3 on foe and neutralizes foe's bonuses to Spd/Res (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 4 ★ |
240 | B |
![]() At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. Infantry Units Only Unlocks at 3 ★ |
60 | C |
![]() At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. Infantry Units Only Unlocks at 4 ★ |
120 | C |
![]() At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. Infantry Units Only Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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