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Analysis by lordhelpme
Askr - God of Openness

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
183
HP 40
ATK 43
SPD 26
DEF 43
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 3 12 8
Middle 18 10 4 13 9
High 19 11 5 14 10

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 22 40 27
Middle 40 43 26 43 31
High 43 46 29 47 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.
HPATKSPDDEFRES

Skill Sets

milk truk just arive (Defensive Wall)

Build by lordhelpme
Recommended
Illuminating Horn A Atk/Def Unity
Alternate: Atk/Def Ideal 4
Positional Assist B Atk/Def Bulwark 3
Ignis
Alternate: Bonfire
C Opened Domain
IVs

+DEF or +ATK / -SPD

SSteady Breath
Alternate: Atk/Def Form 3

Show Explanation/Analysis

Weapon: Illuminating Horn

Assist: Positional Assist

Special: Ignis / Bonfire 

Passive A: Atk/Def Unity / Atk/Def Ideal

Passive B: Atk/Def Bulwark 

Passive C: Opened Domain

Sacred Seal: Steady Breath / Atk/Def Form / Atk/Def Bond

  • Just a glance at Askr’s innate skill set reveals an incredible faculty for defensive tanking, boasting (probably too) many tools for both mitigating and dealing damage to an extent that places him among some of the best of his class. Leaning entirely into this specialization through a complimentary build is naturally a very good option for the God of Openness, with both +DEF and +ATK IVs being advised here.
  • Truthfully, his default kit is phenomenal and doesn’t require too much changing given how wonderfully they synergize with each other. Atk/Def Bulwark and Opened Domain are particularly non-negotiable aspects here; the former offers way too much control over enemy pressure and reach, allowing for easy bundling of support units to beef up Askr’s performance, and the latter is simply much better than most other C skills. 
  • His native Atk/Def Ideal, on the other hand, does impart a large helping of stats (up to a maximum of +9 Atk/Def under optimal conditions) and remains readily enabled by Opened Domain, but it may be worth swapping out for Atk/Def Unity. 
    • Stat penalties continue to be readily applicable in enemy Defense compositions, and Atk/Def Unity would allow Askr to completely bypass their influence and conversely get stronger because of it. This skill is especially impactful due to how much Askr relies on maintaining high Def for the most alluring component of Illuminating Horn, though it’s still pretty expensive so this is ultimately up to preference.
  • For his Special, due to how staggering his effective bulk can be with his other skills, it may be worth adopting a pure damage-dealing option to ensure kills with more reliability. Ignis is surprisingly potent thanks to the combination of Illuminating Horn’s Slaying and the Time’s Pulse effect of Opened Domain, which drop the Special’s cooldown to two for immediate activation with Breath support. To act independently of such accelerated cooldown, Bonfire can be considered instead. 
  • The Steady Breath Sacred Seal is one of Askr’s best options to obtain greater in-combat Def and faster Special triggers, though it can easily be swapped out for standard stat boosters like Atk/Def Form if he is receiving this accelerated cooldown from an outside source (e.g. Brave Lucina, Summer Hilda, etc.) or if it’s deemed unnecessary.
  • As a final note, please keep in mind that for optimal performance, it’s ideal to have Askr paired with a Far Save ally to cover his ranged matchups, as he has no means of countering them (and even with Distant Counter, he’s still not great against such foes). 

I Wish the Handsome Cow God Was Real (Galeforce)

Build by lordhelpme
Recommended
Illuminating Horn A Heavy Blade 4
Alternate: Atk/Def Ideal 4
Positional Assist B Wings of Mercy 3
Galeforce C Opened Domain
IVs

+ATK / -SPD

SQuickened Pulse
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Illuminating Horn

Assist: Positional Assist

Special: Galeforce

Passive A: Heavy Blade / Atk/Def Ideal 

Passive B: Wings of Mercy / Atk/Def Bulwark 

Passive C: Opened Domain

Sacred Seal: Quickened Pulse / Heavy Blade

  • For an alternative approach, Askr also fits like a glove within the context of Offense Galeforce compositions not only due to his Mythic status, but also because of Opened Domain’s ability to grant Time’s Pulse to nearby allies (lessening the heavy demands of actually accessing Galeforce) and his own ease in triggering Specials, to begin with. A +ATK IV is preferred over anything else to maximize Heavy Blade triggers.
  • Wings of Mercy is a standard B skill for these strategies to grant quick access to the enemy team without sacrificing momentum, provided there’s someone to act as a low HP beacon like Ninja Lyn or another Galeforcer with multiple chip damage skills (which are already pretty standard fare). However, as Askr can potentially be run directly alongside Ash who carries innate teleportation via Opening Retainer, it may be possible to refrain from using Wings of Mercy for something like Atk/Def Bulwark for more combat functionality; however, this is largely dependent on what teammates he has.
  • The crux of Galeforce strategies lies within exploiting the Special’s self-refreshing quality to enable multiple initiations (among both Askr himself and other allies equipped with the Special) in quick succession to sweep the enemy team. Naturally, this first means getting past the initially hefty five-turn cooldown — but as far as Askr is concerned, this actually isn’t too much of an issue.
    • Illuminating Horn provides a flat -1 reduction to Askr’s Special cooldown (a la Slaying), immediately lowering Galeforce to four charges. Paired with Heavy Blade and the weapon’s guaranteed follow-up, he can activate Galeforce in one round of combat as long as he lands both attacks and triggers Heavy Blade — something that is relatively simple to fulfill.
    • This is backed further by the bonuses Askr can achieve through his beast transformation: this lets him bypass Guard effects entirely, meaning he just needs to pass the Heavy Blade check without concern for random elements.
    • However, there still lies the concern of relying on Askr’s automatic double, which can easily be shut down by opposing Impact effects and potentially even himself if he one-shots his foe.
    • For this reason, it may be worthwhile to specifically use the Heavy Blade A skill + Quickened Pulse Sacred Seal, as this paired with Opened Domain’s Time Pulse effect lets him trigger Galeforce immediately in one strike — again, on the condition that Heavy Blade triggers, but this isn’t too difficult for him specifically.

Strengths

Illuminating Horn

Askr’s exclusive PRF weapon contributes majorly to his sheer combat excellence through its assortment of goodies, with its boring (but effective) Spectrum +5, Slaying, and guaranteed follow-up attack effects all melding perfectly with his statline to offer a good starting point for frontline action.

On the other hand, Illuminating Horn’s ability to deal damage dealt and reduce damage received by 20% of Askr’s Def is much more exciting, since both effects are true and are a flat number that won’t change — even against enemy skills that normally bypass damage reduction, such as Deadeye and Lethality. This is essentially the same core mechanic that once made Spring Maria somewhat notorious, but on a unit with the means to actually exploit this in more meaningful applications given Askr’s Mythic and infantry status (plus a more specialized statline).

Opened Domain

The second of the god’s exclusive abilities, Opened Domain brings together the two sets of unique【Resonance】buffs seen previously on Harmonized heroes in one neat little thematic package and applies them both on all nearby allies at the turn’s start, provided at least one of those allies isn’t from Heroes. (Note: this does not mean that units original to Heroes cannot benefit from Opened Domain, just that someone from another title is required to trigger its activation).

In practice, this means that Askr can immediately gain another Spectrum +4 in-combat buff for pretty much free and grant them to allies as well without requiring proximity for the rest of the turn, in addition to also giving a useful Impact effect through 【Resonance: Shields】for further defensive measures. Opened Domain also applies Time’s Pulse if the aforementioned conditions are met, which helps expand Askr’s usefulness beyond tanking as this serves wonderfully in the context of Galeforce teams where any source of Special charges becomes crucial.

Light Mythical Hero

By merely existing on your team during Light Season in Aether Raids, Askr conjures several accessory bonuses: a substantial increase to Lift scoring, a flat +5 HP/Def to every Light-Blessed ally, and an additional slot for another Hero in your Offense team. These translate to crucial competitive edges on their own, and that’s before considering what Askr brings to the table as a unit to both offensive (read: Galeforce) and defensive strategies. He’s pretty great in most contexts, honestly.

Colorless Infantry Beast Benefits

Askr’s status as both colorless and infantry further underscores his phenomenal versatility; access to an abundance of relevant class-exclusive skills like Atk/Def Bulwark and Null Follow-Up coupled with the benefit of neutral match-ups across the board help him stand tall regardless of his enemy. The additional bonuses he can obtain upon transforming also add to this, since infantry beasts gain +7 Special damage and access to Tempo — a powerful effect that shuts down both Guard effects and enemy Special cooldown acceleration. This makes him even harder to shut down through conventional means, and again cements his place in Galeforce compositions since he easily negates many of the weaknesses that can inhibit such strategies.

Well-Developed Statline

It’s naturally worth mentioning that Askr’s base stat distribution also pairs well with essentially everything listed above: his high 43 Atk makes dealing damage and passing Heavy Blade checks a breeze, and a combined defensive statline of 43/31 on top of his Horn’s mitigation greatly mitigates a large sum of damage. He’s left with pretty paltry Spd as a result, but both of his PRF weapons let him perform and avoid follow-up attacks without difficulty…

Weaknesses

Disappointing Spd

But relying entirely on weapon and skill mechanics for one’s doubles is also pretty troublesome in a meta where many relevant threats carry means of negating or bypassing said mechanics. Thankfully (for Askr, anyway), Null Follow-Up isn’t actually too common in Aether Raids Defense teams, but foes still have multiple means of forcing natural Spd contests (such as opposing Impact effects or guaranteed follow-up attacks) that ultimately prove troublesome for the god.

Beast Drawbacks

The benefits Askr reaps upon successful transformations are immense, but consistently maintaining them can prove a little tricky since it imposes restrictions on team mobility and creation (since he must either be entirely alone or adjacent to purely beast and/or dragon allies at the start of the turn). 

That being said, he’s not really all that dependent on transforming for defensive purposes and even for Galeforce teams, Askr has the benefit of having his season coincide with Ash’s — another Light beast Mythic available not only for free, but who actually synergizes very well in these teams due to her Opening Retainer.

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 1 ★
Unlocks at 1 ★
Beast Infantry Only
50 1 4
Yearling (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 2 ★
Unlocks at 2 ★
Beast Infantry Only
100 1 6
Adult (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 4 ★
Unlocks at 3 ★
Beast Infantry Only
200 1 9
Illuminating Horn

Accelerates Special trigger (cooldown count-1). If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 20% of unit's Def, and reduces damage from foe's attacks by 20% of unit's Def (excluding area- of-effect Specials). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
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
Atk/Def Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+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/Def Ideal 2

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

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

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Def+7 to unit during combat. At start of combat, if unit's HP = 100% and【Bonus】is active on unit, grants an additional Atk/Def+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
Atk/Def Bulwark 1

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat.

Only inheritable by Melee Infantry units
Unlocks at 1 ★
60
B
Atk/Def Bulwark 2

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat.

Only inheritable by Melee Infantry units
Unlocks at 2 ★
60
B
Atk/Def Bulwark 3

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat.

Only inheritable by Melee Infantry units
Unlocks at 4 ★
240
B
Opened Domain

At start of turn, if unit is within 2 spaces of any allies from a different title than unit, grants 【Resonance: Blades】and【Resonance: Shields】to unit and all allies within 2 spaces of unit, and also, if unit or any of those allies has their Special cooldown count at its maximum value, grants Special cooldown count-1 to them. 

【Resonance: Blades】

Grants Atk/Spd+4 during combat for 1 turn. 

【Resonance: Shields】

Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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