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Ascended Laegjarn

Analysis by raelet
Ascended Laegjarn - Flame Ascendant

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 40
ATK 39
SPD 41
DEF 30
RES 18

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 10 5 2
Middle 18 9 11 6 3
High 19 10 12 7 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 36 38 27 15
Middle 40 39 41 30 18
High 43 43 45 33 21

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

Múspell's Chosen

Build by raelet
Recommended
Flame of Múspell A Swift Sparrow 3
Alternate: Sturdy Impact
Positional Assist B A/D Far Trace 3
Alternate: Desperation 3
Moonbow C Rouse Atk/Spd 4
IVs

+ATK +SPD / -RES or -DEF

SAtk/Spd Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Flame of Múspell

Assist: Positional Assist

Special: Moonbow

Passive A: Swift Sparrow / Sturdy Impact

Passive B: A/D Far Trace / Desperation

Passive C: Rouse Atk/Spd 4

Sacred Seal: Atk/Spd Solo / Blade Session / Swift Sparrow

  • Fortunately, Laegjarn was already released with the best build to suit her statline and prf weapon. Thanks to Rouse Atk/Spd 4 in her C slot, she does not fear being Panicked, which allows her to fearlessly take on buffs and activate her weapon. This additionally functions as an easy-activator for the Atk/Spd+6 built into her prf, as well as offering an additional +6 to all of her stats.
  • With only Rouse Atk/Spd active, Laegjarn gains +18 to her Attack and Speed and +6 to her Defense and Resistance. This, coupled with her natural A/D Far Trace can make her surprisingly tanky.
    • Activating Rouse Atk/Spd is annoying though, since Laegjarn does have to be solo at the start of the turn, meaning that it is very difficult to have this be active on Turn 1
  • What else does she need? Simply stack on Attack and Speed and watch her go.
  • You can try to build Laegjarn to be more tanky in order to sustain a hit. Running her with Sturdy Impact or Mirror Impact in her A slot allows her to increase her defenses, which minimizes her chances of being defeated in a retaliatory hit. This also gives her the added defensive utility of denying follow-up attacks in case her foe survives her second hit.
    • While her Speed may be high enough to avoid Speed-based follow-ups, she is still vulnerable to skill-based follow-ups, and so an Impact skill helps her out a lot, particularly against foes like Far Save armors, who often have skill-based follow-ups.

Strengths

Built in Partial NFU

One of the biggest shortcomings of both cavalry and flying units is their inability to inherit Null Follow-Up, which drastically hinders their combat potential in a meta where guaranteed follow-ups and follow-up denial is prevalent. Ascended Laegjarn luckily comes with partial Null Follow-Up - however, it's contingent on either her or her foe (or both) being buffed.

Ascended

Being an ascended hero means that Laegjarn can get an additional boon for free. This essentially gives her a free boon of your choosing and increases her stats marginally. With this, Ascended Laegjarn can have both +Atk and +Spd at +0.

Weaknesses

Reliant on Buffs

Just like her flying version, Laegjarn is reliant on buffs in order to get the most use out of her prf. While she can give buffs to herself with her new Rouse Atk/Spd 4 (and she doesn't have to fear Panic, which is vital for buff-reliant strats), she needs to be solo at the start of turn for it to work, which throws a wrench in many T1 strats or Aether Raids Defenses.

Weak to Retaliation

Ascended Laegjarn is a ranged cavalry unit with a lot of Attack and Speed - naturally, this means that her defensive stats aren't very high, at 30 Defense and 18 Resistance. This means that it's quite easy to oneshot her on the counter, particularly if she's attacking into a mage. 

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Flame of MúspellAccelerates Special trigger (cooldown count-1). Effective against flying foes. If【Bonus】 is active on unit, grants Atk/Spd+6 and Atk/Spd/Def/Res during combat = 50% of total bonuses on unit and foe (max: +12), and also, if total bonuses on unit and foe ≥ 10, neutralizes effects that prevent unit's follow-up attacks.  【Bonus】 All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Death Blow 1Grants Atk+2 if unit initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Swift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Swift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Swift Sparrow 3If unit initiates combat, grants Atk+6, Spd+7 during Combat
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
A/D Far Trace 1Enables【Canto (Rem.)】.  Inflicts Atk/Def-1 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)
Cavalry & Flying Only
Unlocks at 1 ★
60
B
A/D Far Trace 2Enables【Canto (Rem.)】.  Inflicts Atk/Def-2 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)
Cavalry & Flying Only
Unlocks at 2 ★
120
B
A/D Far Trace 3Enables【Canto (Rem.)】.  Inflicts Atk/Def-3 on foe during combat.  【Canto (Rem.)】 After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.)  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger again. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)
Cavalry & Flying Only
Unlocks at 4 ★
240
B
Rouse Atk/Spd 1At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+2 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 2 ★
60
C
Rouse Atk/Spd 2At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 3 ★
120
C
Rouse Atk/Spd 3At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 to unit for 1 turn.
Excludes Armor and Flying units.
Unlocks at 4 ★
240
C
Rouse Atk/Spd 4At start of turn, if unit is not adjacent to an ally, grants Atk/Spd+6 and【Null Panic】to unit for 1 turn.  【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
Excludes Armor and Flying units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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