- Default
- Attack
- Special
- Injured




Fallen Ashnard - Mad King |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 8 | 5 | 8 | 8 |
Middle | 17 | 9 | 6 | 9 | 9 |
High | 18 | 10 | 7 | 10 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 34 | 18 | 32 | 27 |
Middle | 43 | 37 | 21 | 35 | 31 |
High | 46 | 40 | 24 | 38 | 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. |
HP | ATK | SPD | DEF | RES |
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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
HAHAHAHAHAHAAHA (Defensive Tank)
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Gurgurant | A | Distant Counter Alternate: Distant Foil |
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Reposition | B | Guard 3 Alternate: Quick Riposte 3 |
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Bonfire Alternate: Sol |
C | Def Smoke 3 Alternate: Pulse Smoke 3 |
IVs | +ATK / -SPD | S | Quick Riposte 3 Alternate: Distant Def 3 |
Weapon: Gurgurant
Assist: Reposition
Special: Bonfire / Sol
Passive A: Distant Counter / Distant Foil
Passive B: Guard / Mystic Boost / Quick Riposte
Passive C: Def Smoke / Pulse Smoke / Atk Smoke
Seal: Quick Riposte / Distant Def / Close Def / Atk/Def Bond
- With Gurgurant, Ashnard is free to take a Distant Counter A slot (Distant Counter is generally preferred over Distant Foil, due to his higher Resistance allowing him to endure combat with mages) and retaliate against archers that he has flying immunity against. This allows him to freely bait and tank most units in the game.
- He can then run Quick Riposte in his B or S slots - here, we have recommended running Quick Riposte in his Seal so that we can run Guard in his B slot.
- Since he will often be doubled, Guard will prevent his opponents from activating Specials against him on their second attack, making him far tankier at the expense of his B slot. He could also run Quick Riposte in his B slot if you'd prefer to run a skill like Distant Def in his Seal slot. He can also run Mystic Boost in his B slot, which will help him to stay in the HP range of Quick Riposte, but it's generally not favored over Guard in short fights.
- For his C slot, Def Smoke will soften up his subsequent opponents, which can allow him to engage in the next Player Phase, even if he falls below the HP Threshold for his other skills. He can also run Atk Smoke if he's being bombarded by multiple foes at once, or even Pulse Smoke if he's going up against teams utilizing Infantry Pulse.
- Guard and Quick Riposte both have a high HP threshold, and if he falls under that threshold, neither skill will work. Therefore, if you plan on using him against multiple opponents or in longer engagements, then Sol is the recommended Special to keep his HP topped up. If you plan on using him in a more 1v1 fashion, Bonfire is his ideal Special, as he will retaliate with it on his second attack.
HA! HAAAA! GNNNNAAHHA! (Budget)
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Gurgurant | A | Sturdy Stance 2 Alternate: Brazen Atk/Def 3 |
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Reposition | B | Quick Riposte 3 Alternate: Vantage 3 |
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Bonfire Alternate: Dragon Fang |
C | Even Atk Wave 3 |
IVs | +ATK / -SPD | S | Close Def 3 Alternate: Brazen Atk/Def 3 |
Weapon: Gurgurant
Assist: Reposition
Special: Bonfire / Dragon Fang
Passive A: Sturdy Stance / Brazen Atk/Def / Steady Stance
Passive B: Quick Riposte / Vantage
Passive C: Even Atk Wave
Seal: Close Def / Brazen Atk/Def
- Ashnard can also be built effectively on a budget for Summoners who simply want to use him as an Arena bonus or who are hesitating before taking the plunge into more expensive skills.
- Sturdy Stance when combined with Quick Riposte and Close Def can give him survivability and defensive power in the Enemy Phase.
- Alternatively, you can stack double Brazen Atk/Def in his A and S slots with Vantage in his B slot to make him a defensive menace when his HP gets low enough - which he can generally do safely, due to his excellent defensive stats. Stacking his Defense up to 49 with double Brazens gives him a 24 damage Bonfire on top of his 60 Attack (and you can't forget the Gurgurant -5 Def debuff on his enemies!) - enough to take down many threats.
HEHEhEHAHAHAAA (Player Phase)
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Gurgurant | A | Sturdy Impact |
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Reposition | B | Chill Def 3 Alternate: Vantage 3 |
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Moonbow Alternate: Glimmer |
C | Atk/Def Oath 3 Alternate: Even Atk Wave 3 |
IVs | N/A | S | Death Blow 3 Alternate: Heavy Blade 3 |
Weapon: Gurgurant
Assist: Reposition
Special: Moonbow / Glimmer
Passive A: Sturdy Impact
Passive B: Chill Def / Vantage / Chill Atk
Passive C: Atk/Def Oath / Even Atk Wave
Seal: Death Blow / Heavy Blade
- Ashnard can also be run on Player Phase, thanks to the use of skills like Sturdy Impact, which prevents him from being doubled by his foe if he initiates combat. This can stretch his bulk out further and allow him to survive multiple engagements.
- His B slot is therefore a bit of a freebie. Vantage enables him to retaliate first if he's attacked while weakened in the Enemy Phase, which can sometimes be enough to defeat his opponent before he takes more damage. Vantage also pairs well with Heavy Blade in his seal slot and a 2 CD Special like Moonbow in his Special slot. This means that Ashnard will attack, do heavy damage, charge his Special, and then hit his next attacker with a charged Special before they can attack him. This is also an excellent way to handle opponents that Ashnard cannot defeat in a single hit.
- However, he may not take enough damage to enter Vantage range, particularly if skills like Atk/Def Oath are utilized. This means that running Heavy Blade could be superfluous (if his opponent attacks him without triggering Vantage in the subsequent Enemy Phase, his Special cooldown will be at 0 by the time he retaliates regardless of Heavy Blade use).
- Therefore, a combination of Chill Def and Death Blow is likely the better option against bulkier foes who do less damage to him, while Vantage and Heavy Blade are better options against dragons who will attack his significantly lower Resistance.
- When coupled with Sturdy Impact, the buffs from Atk/Def Oath offers him a whopping 50 Defense on initiation, and if used with Death Blow in his Seal slot, he initiates with 70 Attack before his Gurgurant and Chill Def debuffs.
GGGRAHHHHH HAAA HAAAA (Defensive Melee)
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Gurgurant | A | Sturdy Stance 3 Alternate: Fort. Def/Res 3 |
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Reposition | B | Quick Riposte 3 Alternate: Guard 3 |
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Bonfire Alternate: Luna |
C | Def Smoke 3 Alternate: Even Atk Wave 3 |
IVs | N/A | S | Close Def 3 Alternate: Quick Riposte 3 |
Weapon: Gurgurant
Assist: Reposition
Special: Bonfire / Luna
Passive A: Sturdy Stance 3 / Fort. Def/Res / Mirror Stance 3
Passive B: Quick Riposte / Mystic Boost / Guard
Passive C: Def Smoke / Even Atk Wave / Atk Smoke
Seal: Close Def / Quick Riposte
- With Gurgurant and his stat spread, Ashnard also makes a fantastic melee tank, and if he does not equip Distant Counter in his A slot then he has a lot more room for building off of his stats.
- Sturdy Stance 3 is therefore his ideal A slot, as it combines the effects of Defense +6, Attack +6, and Guard to him when he is attacked. If Sturdy Stance 3 is not available, Fort. Def/Res is the next best option, which makes him tankier against all threats. If neither is available, then any skill which boosts his Defense, Attack, or Resistance will suffice (though stay away from Fury, as that will lower his HP very quickly)
- Of course, Quick Riposte is a given, as it allows him to retaliate twice - though if running it in his Seal slot, you may consider running a skill like Mystic Boost in his B slot, which heals him after every combat to help keep him above Quick Riposte threshold. Guard is still an option, if you don't have a Guard effect in your A slot.
- His C Slot is flexible. Def Smoke is good if you anticipate taking out a few waves of opponents, while Even Atk Wave is his native C slot and he can use it to buff himself prior to combat.
- Close Def is recommended in his seal due to his lack of Distant Counter here. He can still attempt to bait an archer for AI control, but since he cannot retaliate against them, he is better off specializing in melee range.
Strengths
Gurgurant
Ashnard's statline is respectable, but his prf is what really makes him excel where a myriad of GHB fliers behind him have failed. With the ability to nullify flier weaknesses, Gugurant allows Ashnard to take a defensive role without needing to clutter his A slot or Seal slot with Iote's Shield. This tremendous increase in build flexibility makes Ashnard stand head and shoulders above many of the 5 star exclusive fliers and solidifies him as one of the best, if not the best flying tank in the game.
Gugurant also gives him a pseudo-lull effect in that he debuffs the Attack and Defense of all foes within 2 spaces of him. This can be used for his own combat (effectively raising his Attack and defensive bulk by 5) or can be used for an ally support.
Stat Allocation
Even with the mighty Gurgurant, Ashnard might not have been impressive if his defenses were not up to par - but they are. With both his Defense and Resistance at 35 and 31 respectively, Ashnard can function as a fierce mixed tank, meaning that you don't need to worry if there's a dragon or mage on the battlefield before sending him in.
His Attack is also fantastic at 37, for which he trades a ploddingly-low Speed of 21. This can be offset by skills such as Quick Riposte, particularly if he's being played defensively.
Weaknesses
Low Speed
Ashnard's low Speed can make his defensive stats somewhat less relevant: since he will almost always be doubled, he'll be taking double damage from most sources. Thanks to the Attack debuff on Gurgurant and his high defenses, he's likely to survive if built correctly, but his utility as a tank may decline after the first combat if he takes enough damage from his foes.
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Gurgurant | A | Distant Counter |
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Goad Fliers |
S | Mirror Stance 2 |
A highly defensive Flier who doesn't need to rely on Iote's Shield to be a tank? I'll take your entire stock. (Or at least 11 of them.)
Ashnard is brutal on enemy phase, with high defences, high attack, and guaranteed follow ups as long as his health stays above the QR3 threshold. Mirror Stance 2 boosts his Res to be nearly on par with his Def, and pushes his Atk up to painful heights even if you haven't given him an Atk boon. With a Fortify Fliers buff and/or a Ward Fliers or two, he's a monster to try to take down. Bows? Never heard of them.
Bonfire could be swapped out for Noontime or Sol to supplement his health for longer engagements to keep QR3 active, and if you're not throwing him against mages or dragons very often, you can boost his Def further with Sturdy Stance or Atk/Def Solo instead of Mirror Stance as a Sacred Seal.
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Gurgurant | A | AR-D Spd/Res 3 |
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Rally Spd/Def+ | B | Guard 3 |
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Noontime | C | Atk/Res Rein 3 |
S | Spd/Def Bond 3 |
Disclaimer: This build is supposed to have Atk/Spd Rein 3, but it wasn’t available in the build maker.
Ashnard is a fairly popular pick in flier ball Aether Raids Defense, but his abysmal speed stat holds him back; as a result, Ashnard struggles with damage reduction skills such as Spurn. With the right support, you can buff Ashnard’s speed stat way past 50, boosting his already stellar survivability to ridiculous levels. If AR Spd/Res is undesirable, Spd/Res Form is a great alternative. Noontime offers him great sustain, but you might be inclined to use a damage boosting special, such as Bonfire.
Likewise, his B slot is also interchangeable.
With skills like Guard Bearing, Flier Formation and Obstruct, there are a plethora of options to consider when optimizing Ashnard in your flier ball defense team. The real game changer in this build is the newly added Atk Spd Rein skill, compounding his weapon’s Atk debuffs to a disturbing -9 Atk / -5 Def / -4 Spd. All things considered, the build is very expensive, but those who want to try a more generalist approach with Ashnard may find greater flexibility with a remedied speed stat and greater debuffs for him and his team.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
Unlocks at 1 ★ |
60 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Path of Radiance
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Banners Featured In
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