- Default
- Attack
- Special
- Injured




Bridal Fjorm - Bride of Rime |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 7 | 9 | 3 | 3 |
Middle | 18 | 8 | 10 | 4 | 4 |
High | 19 | 9 | 11 | 5 | 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. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Skill Sets
Divorce Papers (Support Focus)
![]() |
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 | S | HP/Res 2 Alternate: HP +5 |
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. |
---|---|---|---|
![]()
Restricted to units that use a Staff.
|
50 | 2 | 10 |
![]() Calculates 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. Learns by default at 5 ★ Unlocks at 5 ★ |
400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
---|---|---|
![]() Restores 5 HP. |
1 | 50 |
![]() Restores 7 HP each to target and this unit. |
1 | 100 |
![]() Restores 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 |
![]() 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 |
---|---|---|
![]() Grants +3 to max HP.
Inheritable by all units.
|
40 | A |
![]() Grants HP+3, Atk+1
Inheritable by all units.
|
100 | A |
![]() Grants HP+4, Atk+2.
Inheritable by all units.
|
200 | A |
![]() If unit has 100% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
|
60 | B |
![]() If unit has ≥ 50% HP at the start of combat, the enemy cannot counterattack.
Restricted to units that use a Staff.
|
120 | B |
![]() The enemy cannot counterattack.
Restricted to units that use a Staff.
|
240 | B |
![]() At 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 |
![]() At 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 |
![]() At 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
|
---|