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Analysis by Naz
Bridal Fjorm - Bride of Rime

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
150
HP 42
ATK 34
SPD 34
DEF 17
RES 23

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 39 31 31 13 20
Middle 42 34 34 17 23
High 45 37 37 20 27

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

Divorce Papers (Support Focus)

Build by Naz
Recommended
Gjallarbrú (+Eff) A HP/Atk 2
Alternate: HP +5
Rescue+
Alternate: Restore+
B Sudden Panic 3
Alternate: Dazzling Staff 3
Windfire Balm+
Alternate: Imbue
C Ground Orders 3
Alternate: Cross Spur Atk
IVs

+HP

SHP/Res 2
Alternate: HP +5

Show Explanation/Analysis

Preferred IV: +HP 

  • Ideally, Fjorm wants as much HP as possible in order to get the most out of her weapon’s primary effect. 

Weapon: Gjallarbrú (+Eff)

Assist: Positional Healing Assist / Flexible

  • An assist such as Rescue, Return, or Nudge that can heal while simultaneously changing the target’s position on the map is ideal, though if unavailable, something like Restore+ still makes for a solid choice.

Special: Balm+ Skills / Imbue / Miracle

  • The choice of Special is generally inconsequential on staff units, though a Balm+ skills is optimal for both scoring and for the buff it provides.

Passive A: C Duel Flying / HP +5

  • Any form of HP-boosting skill makes for a great choice in occupying the A slot, with C Duel Flying being exceptional with it granting a significant boost to your score in game modes such as arena in addition to the stat boost.

Passive B: Sudden Panic /  Dazzling Staff

  • Sudden Panic makes for a top play in PvP game modes by inflicting Panic on any foes that are adjacent to one another at the start of turn.
  • If the former is unavailable, Dazzling Staff is a suitable choice for preventing the opponent’s counterattack. 

Passive C: Ground Orders / Joint Drive Skills /  Cross Spur Skills / Flexible 

  • The C slot is best used for further supplementing Fjorm’s supportive capabilities. Ground Orders grants allies more dynamic movement while Joint Drive/Cross Spur skills provide a solid stat boost for nearby allies during combat. 
  • The C slot can otherwise be replaced as needed to suit the team. 

Sacred Seal: HP +5 / Ground Orders / Guidance

  • HP-boosting skills also make for an effective choice of Sacred Seal in addition to the A slot.
  • If not already being used in the C slot, movement-base support skills such as Ground Orders and Guidance make for a great Sacred Seal option. 

Strengths

Gjallarbrú

In addition to stopping enemy dancers from jumping your team by inflicting Isolation, Fjorm’s supportive capabilities become even better with her refine by granting a buff as well as neutralizing penalties on nearby allies. 

Flying 

In addition to superior mobility, Fjorm is granted access to an array of movement skills, exclusive buffs, and other supplementary support.

Weaknesses

Terrible Bulk

Low defensive stats make Fjorm fold fast in the face of strong offensive threats. 

Vulnerable to Effective Damage

On top of this, due to her status as a flier, Fjorm will take greatly increased damage from units with effective damage such as archers.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Restricted to units that use a Staff.
50 2 10
GjallarbrúCalculates damage from staff like other weapons. At start of turn, if foe's HP<= unit's HP-3 and foe is in cardinal directions, inflicts [Isolation] on foe. [Isolation] Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)
Learns by default at 5 ★
Unlocks at 5 ★
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
HealRestores 5 HP. 1 50
ReconcileRestores 7 HP each to target and this unit. 1 100
RestoreRestores 8 HP. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. 1 200
Restore+Restores HP = 50% of Atk. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. 1 300

Passive Skills

Passive Skills SP Slot
HP +3Grants +3 to max HP.
Inheritable by all units.
40
A
HP/Atk 1Grants HP+3, Atk+1
Inheritable by all units.
100
A
HP/Atk 2Grants HP+4, Atk+2.
Inheritable by all units.
200
A
Dazzling Staff 1If unit has 100% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
60
B
Dazzling Staff 2If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
120
B
Dazzling Staff 3The enemy cannot counterattack.
Restricted to units that use a Staff.
240
B
Ground Orders 1At start of turn, if unit's HP = 100% grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
60
C
Ground Orders 2At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
120
C
Ground Orders 3At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces".
Flying Only
240
C

Other Info

Origin
Fire Emblem Heroes

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