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Analysis by lordhelpme
Ashera - Order Goddess

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
166
HP 37
ATK 35
SPD 39
DEF 15
RES 40

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 14 12 8 4 6
Middle 15 13 9 5 7
High 16 14 10 6 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 33 31 36 12 36
Middle 37 35 39 15 40
High 40 38 43 19 43

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

Judgement (Player Phase Offensive)

Build by lordhelpme
Recommended
Order's Sentence A Swift Sparrow 3
Alternate: Atk/Res Ideal 4
Positional Assist B Lull Spd/Res 3
Alternate: Desperation 3
Glimmer
Alternate: Moonbow
C Order's Restraint
IVs

 +ATK or +SPD / -DEF

SAtk/Spd Solo 3

Show Explanation/Analysis

Weapon: Order’s Sentence

Assist: Positional Assist / Flexible

Special: Glimmer / Moonbow / Iceberg

Passive A: Swift Sparrow / Death Blow / Atk/Spd Solo / Atk/Spd Push / Atk/Res Ideal 

Passive B: Lull Spd/Res / Lull Atk/Res / Special Spiral / Desperation 

Passive C: Order’s Restraint

Sacred Seal: Atk/Spd Solo / Swift Sparrow / Sturdy Blow / Death Blow / Heavy Blade

  • Ashera can also opt for a more traditional nuking role and excel at it thanks to the plentiful offensive boosts she reaps from Order’s Sentence and her competitive Attack/Speed combination of 35/39. Increasing either one of these stats with an Asset is preferred to further strengthen her offensive ceiling. It’s worth noting that while there are alternatives, Ashera’s base kit actually works perfectly fine as is for this playstyle.
  • Anything that enhances both her Attack and Speed will go to great use for her A slot; her best options include Swift Sparrow, Atk/Spd Solo, and Atk/Spd Push 4. Since she can quickly accumulate considerable Attack from her weapon’s Bladetome-esque effect, she can also go for a more OHKO-dependent playstyle, making Death Blow and her base Atk/Res Ideal much more appealing candidates. 
  • There are a myriad of B skills Ashera can choose from here due to her infantry status granting immense accessibility:
    • Lulls are phenomenal for their buff nullification effects and ample in-combat debuffs, though their utility is somewhat limited in Aether Raids Offense due to how infrequently Defense teams use visible buffs. Her base Lull Spd/Res is ideal purely for damage, but Lull Atk/Res comes with the benefit of improving her bulk.
    • Special Spiral is more for OHKO-oriented setups, synergizing nicely with two-turn cooldown Specials to immediately have them ready on Ashera’s first hit each combat. This does require a bit of setup to get going, though. 
    • Desperation is tried-and-true for many offense-oriented mages and the Order Goddess is no exception, appreciating the consecutive follow-up effect to mitigate the impacts of her low physical bulk. 
  • Lastly, Ashera gets solid mileage out of any Sacred Seal that builds upon her key stats, though they should preferably be either a Solo or Blow skill. The Heavy Blade Sacred Seal may also be considered to help her access her Special more quickly and strengthen her damage output that way instead. 

Time to * Not * Tip the Scales (Support Focus / Offense Hybrid)

Build by lordhelpme
Recommended
Order's Sentence A Fury 4
Alternate: Fort. Def/Res 3
Positional Assist B Sabotage Atk 3
Glimmer
Alternate: Moonbow
C Order's Restraint
IVs

+RES or +ATK or +SPD / -DEF

SDistant Guard 3
Alternate: Drive Atk 2

Show Explanation/Analysis

Weapon: Order’s Sentence

Assist: Positional Assist / Flexible

Special: Glimmer / Moonbow / Iceberg

Passive A: Fury / Fort. Def/Res / Atk/Res Ideal / Atk/Spd Solo / Atk/Spd Push / Swift Sparrow 

Passive B: Sabotage Skills / Chill Skills / Spd/Def Link

Passive C: Order’s Restraint

Sacred Seal: Distant Guard / Tactic Skills / Drive Skills / Solo Skills / Phantom Res

  • Ashera’s ability to impart nearby allies with immunity to Panic effects and an ample Attack/Resistance buff — on top of a flat +5 HP and Resistance in Aether Raids provided they are Astra-Blessed during her season — makes a support-centric build a great choice to further aid the success of the main carry on the team. However, thanks to the synergy between her two PRF skills, she can still assert considerable offensive pressure to clean up any remaining foes if necessary. 
  • The dual nature of this set makes an Asset to either Attack, Speed, or Resistance potential options, with the choice ultimately boiling down to personal preference. Increasing one of her offensive stats naturally helps her take a more frontline role through greater damage, whereas increasing Resistance works best if aiming to focus on wielding debuffing skills. 
  • The Order Goddess has a few different options to consider for her A skill:
    • Fury works excellently as it simultaneously assists Ashera’s offensive prowess, consistency at landing Sabotage and/or Ploy skills, and even her poor physical bulk slightly through its appreciable boost to her visible stats. It may also help her draw away sources of Chills from her allies, making it an effective choice overall.
    • One may also consider Fort. Def/Res if a more supportive lean is preferred, granting a substantial +6/+6 visible Defense/Resistance boost in exchange for inflicting -2 Attack and not doing anything for her Speed. This is mainly for those that want to all but ensure the successful trigger of Sabotage and/or Ploys. 
    • If using debuffing skills is not desired or if confident enough in her ability to wield such skills already (such as when equipped with the Phantom Res Sacred Seal), Ashera can safely take a more offensively potent A skill like her base Atk/Res Ideal or something that improves her Speed instead like Atk/Spd Solo.
  • Sabotages are potent B skills that exploit Ashera’s phenomenal base Resistance to stack map-wide debuffs on top of the buffs she can apply via Order’s Restraint. These are notable for their ability to potentially debilitate multiple foes but given their scarce availability, Chills are possible alternatives that come with the benefit of not requiring Resistance or enemy adjacency checks. Spd/Def Link is another option to fully round out the sets of buffs she can apply.
  • Ashera’s Sacred Seal slot should ideally be filled by something that helps supplement her allies’ performance, such as Distant Guard and Close Guard or one’s choice of Tactic or Drive. That being said, she is always free to take something that enhances her key stats instead like Atk/Spd Solo should one prefer a more aggressive approach.

Song of the Ancients (Defensive Focus / Magical Tank)

Build by lordhelpme
Order's Sentence A Atk/Res Ideal 4
Alternate: Mirror Stance 3
Positional Assist B Null C-Disrupt 3
Noontime
Alternate: Glimmer
C Order's Restraint
IVs

+ATK or +SPD or +RES / -DEF

SMystic Boost 3
Alternate: Spd/Res Solo 3

Show Explanation/Analysis

Weapon: Order’s Sentence

Assist: Positional Assist / Flexible

Special: Noontime / Sol / Glimmer / Moonbow / Iceberg

Passive A: Atk/Res Ideal / Mirror Stance / Atk/Res Unity 

Passive B: Null C-Disrupt / Lull Atk/Res / Lull Atk/Spd / Null Follow-Up

Passive C: Order’s Restraint

Sacred Seal: Mystic Boost / Solo Skills / Quick Riposte / Distant Def / Mirror Stance

  • Although her base kit and weapon certainly lean more towards offensive play, Ashera’s high base Resistance and lack of disadvantaged matchups does open up the possibility of specializing in magic tanking. Adopting such a role may be useful to give her other allies some breathing room in the face of sustained magical pressure or to simply fill in any gaps in her given team composition. An Asset to either Attack, Speed, or Resistance works well. 
  • Noontime and Sol make for worthwhile considerations for Ashera’s Special to solidify her longevity through a consistent source of sustain — and with her typically high damage output, such Specials should prove quite effective. If sustain is not an issue, though, a normal damage dealing Special can be equipped like Glimmer or Moonbow
  • Her native Atk/Res Ideal offers the greatest possible boost to her two key stats of all currently available A skill options, though maintaining its maximum effect may be a little tricky depending on how much sustain she has available. Other options include Mirror Stance for protection against Specials (which is especially useful for foes with automatic doubles if she is not equipped with Null Follow-Up) and Atk/Res Unity to fully work around penalties on top of her Null Panic buff.
  • Dazzling Staff healers (particularly those that are mounted) make frequent appearances in opposing Defense teams, so Null C-Disrupt naturally does wonders to counter such threats as they could otherwise greatly neuter her team. Alternatively, Lull Atk/Spd and Lull Atk/Res may be considered to grant Ashera a stat advantage, or Null Follow-Up to work around foes with built-in doubles like Valentine's Lif
  • For her Sacred Seal, Mystic Boost packs immense utility for Ashera’s playstyle here and combines healing with broader anti-magic capabilities, though Quick Riposte is also notable to guarantee her follow-up and break through Impact effects if Null Follow-Up is not taken; both of these could also simply taken as her B skill. Otherwise, standard stat-boosting Sacred Seals are Ashera’s go-to’s.

Multiple Star Ring (Vantage Nuke)

Build by lordhelpme
Order's Sentence A Close Foil
Alternate: Fury (3 or 4)
Positional Assist B Vantage 3
Miracle
Alternate: Glimmer
C Order's Restraint
IVs

+ATK / -DEF

SHeavy Blade 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Order’s Sentence

Assist: Positional Assist / Flexible

Special: Miracle / Glimmer

Passive A: Close Foil / Fury / Close Counter

Passive B: Vantage 

Passive C: Order’s Restraint 

Sacred Seal: Heavy Blade / Atk/Def Solo / Atk/Spd Solo / Brazen Skills / Fierce Stance

  • The sheer amount of Attack boosts Ashera can obtain through Order’s Sentence may also be utilized offensively during the Enemy Phase, leveraging these boosts with the Vantage skill to consistently OHKO foes as they initiate against her before they can land their own assault — a strategy commonly used by normal Blade-wielding mages, but without the risk of being shut down by Panic or Lull effects. A +ATK IV is ideal to heighten her raw damage as much as possible. 
  • Adding an ability that enables counterattacks regardless of range into the mix helps Ashera fully maximize her versatility, subsequently being able to cleanly sweep through all enemy types in the Enemy Phase upon losing enough HP. Close Foil is usually best due to its complementary +5 Attack and the lack of dragon foes in Defense teams, but Close Counter is certainly an option as well. 
    • In exchange for losing out on Close Foil/Close Counter’s versatility, Ashera may get strong mileage out of using Fury instead; its self-damaging effect and its slight boost to her bulk makes reaching Vantage’s HP threshold much safer. 
  • Miracle is recommended to give Ashera some additional safety since damage isn’t always avoidable given the ubiquity of Hardy Bearing effects, and taking any damage at all while already at low HP would likely mean her defeat; this does require the Heavy Blade Sacred Seal to be charged quickly. Nonetheless, if higher damage is preferred, a low-cooldown Special like Glimmer works wonderfully.
  • Aside from Heavy Blade, essentially any Attack-increasing Sacred Seal can be used.

Strengths

Order’s Sentence

Ashera’s exclusive Order’s Sentence comes with a unique take on the typical Blade tome effect, as it provides a damage boost that scales on the visible buffs of nearby allies rather than ones she has on herself. While this shift may seem initially convoluted, it is quite useful for a couple reasons:

  • Firstly, since the scaling of this weapon’s Attack boost does not depend on visible buffs she has on herself, Ashera’s damage is relatively unimpeded by the effects of buff nullification abilities that would otherwise cripple normal Blade-wielding mages. At worst, Lull skills still inflict their typical in-combat debuffs, but her damage should nonetheless remain pretty uniform for the most part. 
  • This same pseudo-immunity also applies to Panic effects inflicted on her for the same reasoning. Further, although the possibility of her allies being affected by Panic would be a risk (since this would shut down the effect of Order’s Sentence), this is mitigated entirely by the Null Panic buff she can apply via her PRF C skill. 

Combined with the +8/+5/+5/+5 it provides, Order’s Sentence makes Ashera a consistent and effective damage dealer capable of working around the typical weaknesses associated with units of her archetype. 

Order’s Restraint

Her second PRF skill, Order’s Restraint, supplements her performance with nifty supportive utility, granting a visible Attack / Resistance buff and immunity to Panic effects. While the value of this varies, it’s certainly useful to have regardless as it safely allows the usage of visible bonuses without fear of having them turned against you and is well-appreciated by numerous allies (e.g. tanks, Blade tome wielders, and even certain support units like Kaden). Order’s Restraint also partially enables her weapon’s effect and may even be applied on herself if she has three or more nearby allies at the start of the turn.

Astra Mythical Hero

The Order Goddess imparts her team with several advantages by merit of simply existing when used in Aether Raids during Astra season: a substantial increase to Lift scoring, special stat boosts to any Astra-Blessed ally for every copy of her present, and the ability to field an additional hero in the same Offense team. This last benefit is especially noteworthy for the immense strategic flexibility that comes with a sixth slot, allowing one to substantially improve the quality of their Offense runs through the inclusion of another carry, support, or essentially anything that the team needs. 

Furthermore, the fact that Ashera boosts Resistance — the most important defensive stat in AR-O due to how prominent and deadly magical damage is on Defense teams — coupled with her Null Panic buff makes her a fantastic asset for players using defensive playstyles, especially if units that rely on visible buffs are in play. 

Excellent Offensive Statline & Resistance

Ashera’s Attack/Speed combination of 35/39 lets her take full advantage of her weapon and operate as a formidable offensive threat, granting a good foundation for dealing damage and doubling. Her base Resistance of 40 is even more impressive and allows for additional flexibility in her playstyle, as she can leverage this for mage tanking and/or wielding debuffing skills (like Sabotage Atk). 

Colorless Infantry Benefits

Her infantry status comes with the advantage of impressive skill accessibility, being able to equip several useful skills like Null Follow-Up and her base Lull Spd/Def; this makes her quite malleable, as her vast number of options makes it simple to tailor her build to best suit one’s desired purpose. This versatility is highlighted further through Ashera’s lack of disadvantaged match-ups from her colorless typing, with the infrequent exception of units with Raven effects.

Weaknesses

Horrible Physical Bulk

Since most of her stats were distributed towards Attack, Speed, and Resistance, Ashera is consequently left with an abysmal base physical bulk of 52; this makes it incredibly easy for virtually any physical threat to simply one-shot her if she is unable to dispose of them first. Her mediocre HP of 37 also does impede her magical tanking ability somewhat, especially since it cannot be improved through Blessings

Somewhat Limited Utility

Although Ashera's presence is greatly valued within the context of defensively-oriented strategies, her utility outside of such strategies is quite lacking in comparison; her support from Order's Restraint becomes much less useful in the hands of units other than tanks or specific allies that rely on visible buffs, and offensively-inclined units are unlikely to benefit that much from the +5 Resistance she grants through Blessings. She does always offer strong and consistent damage herself, but this itself may not be enough to merit using her — especially if one has already heavily invested into other units who already fulfill such a role and can be Blessed. 

Thus, depending on one's specific team, it may simply be more worthwhile to run another Astra Mythic like Plumeria (whose support capabilities are universally appreciated) or Reginn (whose mobility and Canto effect better lend themselves to more aggressive strategies) over Ashera. Nonetheless, Ashera remains a fantastic pick within the right settings and is certainly a step-up from other Astra Mythics like Altina and Naga overall.

Weapon Skills

Weapons SP Rng. Mt.
Stone
Learns by default at 1 ★
Unlocks at 1 ★
Colorless Tome Only
50 2 4
Elstone
Learns by default at 3 ★
Unlocks at 2 ★
Colorless Tome Only
100 2 6
Atlas (Weapon)
Learns by default at 4 ★
Unlocks at 3 ★
Colorless Tome Only
200 2 9
Order's Sentence

Grants Atk+3.

At start of combat, if unit's HP ≥ 25% or if【Bonus】is active on unit, grants Atk/Spd/Def/Res+5 to unit during combat and grants bonus to unit's Atk during combat = total bonuses on ally with the highest total bonuses within 2 spaces. (Example: if an ally within 2 spaces has Atk/Spd/Def/Res+6, grants Atk+24.) 

【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
Chilling Wind

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

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

Boosts damage dealt by 80% of unit's Res.

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

Passive Skills

Passive Skills SP Slot
Atk/Res Ideal 1

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

【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).

Excludes Flying and Cavalry Units
Unlocks at 2 ★
60
A
Atk/Res Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+4 to unit during combat.

【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).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
120
A
Atk/Res Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Res+5 to unit during combat.

【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).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
240
A
Atk/Res Ideal 4

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

【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).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
300
A
Lull Spd/Res 1

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
Lull Spd/Res 2

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
Lull Spd/Res 3

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
Order's Restraint

At start of turn, grants Atk/Res+6 and【Null Panic】 to allies within 2 spaces for 1 turn. At start of turn, if 3 or more allies are within 2 spaces of unit, grants Atk/Res+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.)

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Radiant Dawn

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