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Fallen Ashnard

Analysis by raelet
Fallen Ashnard - Mad King

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 43
ATK 37
SPD 21
DEF 35
RES 31

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 8 5 8 8
Middle 17 9 6 9 9
High 18 10 7 10 10

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

Daein's Fallen King (Far Save Support)

Build by raelet
Recommended
Gurgurant A Sturdy Stance 3
Alternate: Close Def (3 or 4)
Reposition B Guard Bearing 3
Alternate: Quick Riposte 3
Noontime
Alternate: Moonbow
C Atk/Def Rein 3
IVs

+ATK / -SPD

SQuick Riposte 3
Alternate: Close Def 3

Show Explanation/Analysis

Weapon: Gurgurant

Assist: Positional Assist

Special: Noontime / Moonbow / Sol

Passive A: Sturdy Stance / Close Def / Atk/Def Solo

Passive B: Guard Bearing / Quick Riposte

Passive C: Atk/Def Rein

Seal: Quick Riposte / Close Def

  • This is Ashnard's best AR build, meant to utilized with a Far Save support. This enables Ashnard to easily deal with most melee opponents as well as support his ally with a -9/-9 debuff to his opponent's Attack and Defense, regardless of who takes the hit. This debuff is best utilized in conjunction with a bow or dagger Far Save user, such as Winter Felix or Plegian Raphael.
  • With Guard Bearing, Ashnard further mitigates the damage he takes, making him very effective against AR defense teams with only one or two melee threats.
  • Quick Riposte is a necessity, particularly if you want Ashnard to secure KOs.
  • Your choice of Noontime or Moonbow really depends, though neither should matter all that much since they would only work on Ashnard's second hit, and so the healing or additional damage would be minimal if Ashnard does the majority of his damage on the first hit.
  • It's possible to give him a 3 cd Special such as Luna or Sol in the assumption that his foe will double him, but there's no way to ensure that his foe will actually outspeed him, particularly with a merged Ashnard and the fact that many melee foes in AR tend to be rather slow.

The Strong Survive (Defensive Tank)

Build by raelet
Recommended
Gurgurant A Distant Counter
Alternate: Distant Foil
Reposition B Guard Bearing 3
Alternate: Quick Riposte 3
Bonfire
Alternate: Sol
C Atk/Def Rein 3
Alternate: Pulse Smoke 3
IVs

+ATK / -SPD

SQuick Riposte 3
Alternate: Distant Def 3

Show Explanation/Analysis

Weapon: Gurgurant

Assist: Reposition

Special: Bonfire / Sol

Passive A: Distant Counter / Distant Foil

Passive B: Guard Bearing / Mystic Boost / Quick Riposte

Passive C: Atk/Def Rein / 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 the archers that he has flying immunity against. This allows him to freely bait and tank in most maps he's deployed on.
  • 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 Bearing in 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. Another option is 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 Bearing.
  • For his C slot, Atk/Def Rein is the no-brainer choice, as it stacks with Gurgurant to enable Ashnard to take less damage and do more damage. If you're building him on a budget, he can also run Atk Smoke or Def 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.

He Angy (Player Phase)

Build by raelet
Gurgurant A Sturdy Impact
Reposition B Chill Def 3
Alternate: Vantage 3
Moonbow
Alternate: Glimmer
C Atk/Def Rein 3
Alternate: Even Atk Wave 3
IVs

N/A

SDeath Blow 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Gurgurant

Assist: Reposition

Special: Moonbow / Glimmer

Passive A: Sturdy Impact 

Passive B: Chill Def / Vantage / Chill Atk

Passive C: Atk/Def Rein / 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 Rein offers him almost 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.

Strengths

Null Weakness

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.

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.

Support Tank

Gurgurant enables Ashnard to function fantastically as a supportive melee tank with a Far Save ally, particularly when coupled with a Rein skill in his C slot. Ashnard can essentially reduce an attacker's Attack and Defense by 9 with Gurgurant + Atk/Def Rein, which goes into effect for any ally who uses Save on him. This allows Ashnard to effectively support from the frontlines with a free pseudo Spendthrift Bow effect for his ranged partner and himself.

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.

Reliance on Quick Riposte

Ashnard doesn't need Iote's Shield cluttering up his prf slot, but he does require Quick Riposte in his seal or B slot, which limits his builds and makes him vulnerable to enemies with Null Follow-Up.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
GurgurantNeutralizes "effective against flying" bonuses. Grants Def+3. Inflicts Atk/Def-5 on foes within 2 spaces during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Distant Def 1If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+2 during combat.
Inheritable by all units.
Unlocks at 3 ★
60
A
Distant Def 2If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+4 during combat.
Inheritable by all units.
Unlocks at 4 ★
120
A
Distant Def 3If unit is attacked by foe using bow, daggers, magic, or staff, unit receives Def/Res+6 during combat.
Inheritable by all units.
Unlocks at 5 ★
240
A
Even Atk Wave 1At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 1 ★
60
C
Even Atk Wave 2At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 2 ★
120
C
Even Atk Wave 3At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Path of Radiance

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