- Default
- Attack
- Special
- Injured




Fjorm - Princess of Ice |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 6 | 7 | 7 |
Middle | 17 | 8 | 7 | 8 | 8 |
High | 18 | 9 | 8 | 9 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 26 | 28 | 26 | 31 |
Middle | 39 | 30 | 31 | 30 | 34 |
High | 42 | 33 | 34 | 33 | 37 |
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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Skill Sets
Frozen Bloom (Standard Defensive Tank)
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Leiptr (+Eff) | A | Mirror Stance 3 Alternate: Atk/Res Solo (3 or 4) |
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Positional Assist | B | Null C-Disrupt 3 |
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Ice Mirror II | C | Pulse Smoke 3 Alternate: Joint Drive Atk |
IVs | +ATK or +RES or +SPD | S | Quick Riposte 3 Alternate: Mystic Boost 3 |
Preferred IV: +ATK or +RES or +SPD
Weapon: Leiptr (+EFF)
Assist: Positional Assist / Flexible
Special: Ice Mirror II
Passive A: Mirror Stance / Atk/Res Solo / Distant Def / Atk/Spd Solo / Breath Skills
Passive B: Null C-Disrupt / Shield Pulse / Mystic Boost / Null Follow-Up / Lull Atk/Def
Passive C: Smoke Skills / Joint Drive Skills / Time’s Pulse / Flexible
Sacred Seal: Quick Riposte / Mystic Boost / Distant Def / Spd/Res Solo / Mirror Stance
- The Princess of Ice shines defensively thanks to the combined power of her refined Leiptr and improved Ice Mirror II, though she proves particularly potent against ranged threats. Her balanced statline lets her realistically make good use of any Asset (barring +HP), but +ATK should be prioritized first to enhance her raw damage output and then +RES or +SPD if possible.
- Her upgraded Ice Mirror II is the prime Special to utilize here, imparting great anti-ranged capabilities (who are typically the most pressing threats in enemy teams) with its concurrent survivability and damage boost against them.
- To ensure she can consistently maintain its effects, Fjorm should ideally be provided with some form of Breath-esque effect to activate it on every counterattack, such as through certain support units (like Brave Lucina or Summer Hilda) or simply a Breath of choice in her A slot. Other options include using Time’s Pulse or her base Shield Pulse.
- Since Leiptr already comes packed with what would be Fjorm’s ideal A skill, she has the ability to take standard stat-boosting A skills instead to further enhance her performance.
- Mirror Stance is a stellar choice to build upon her two primary stats and slow down enemy Special activations via an innate Guard effect. This is especially helpful against foes with automatic doubles if she’s not equipped with Null Follow-Up, since one of the main threats in tanking such foes without shutting down their follow-up effects is letting them quickly access their Special.
- Alternatively, Solo skills may be used for their dual phase functionality and potent stat augmentations, or Distant Def to fully invest into her ranged bulk at the cost of her damage (and with its fourth-tier version, she can deny visible buffs too!)
- As a side note, contrary to what her base kit may implay, do not use Unity skills in her A skill; her refined Leiptr neutralizes any penalties she has, so all such skills would do is provide a +5 stat boost and nothing further.
- Her B skill is fairly flexible as well. Beyond her base Shield Pulse for immediate access to Ice Mirror II (on top of supplemental damage reduction), Fjorm can also equip Null C-Disrupt to counter Dazzling Staff and Firesweep Bow wielders, Mystic Boost to gain constant healing, Null Follow-Up to counter foes with automatic follow-up attacks (e.g. Valentine’s Lif, Micaiah, Bramimond, etc.), or a Lull skill for further stat advantages.
- Although Fjorm isn’t attached to any specific C skill, good candidates include Smoke skills and Joint Drive skills. Of the Smoke skills currently available, Pulse Smoke is recommended if aiming to use the ice princess in Aether Raids Offense if Infantry Pulse compositions are a particular issue; otherwise, Def Smoke and Atk Smoke provide more general applicability. Time’s Pulse is also an option to ensure Ice Mirror’s activation on Fjorm’s counterattack without needing a Breath effect.
- The Quick Riposte Sacred Seal works excellently to ensure Fjorm’s follow-up attack in the Enemy Phase, as her Speed will usually be enough to only deny enemy doubles outside of support-intensive situations. If unavailable, the Mystic Boost Sacred Seal helps grant Fjorm further longevity through healing, or any stat-enhancing seal that targets her key stats can work too.
Shine Crystal (Speed Investment Tank)
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Leiptr (+Eff) | A | Swift Stance 3 Alternate: Atk/Spd Solo 4 |
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Positional Assist | B | Spurn 3 |
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Ice Mirror II | C | Joint Drive Spd Alternate: Spd Smoke 3 |
IVs | +SPD or +ATK | S | Atk/Spd Solo 3 |
Weapon: Leiptr (+EFF)
Assist: Positional Assist / Flexible
Special: Ice Mirror II
Passive A: Swift Stance / Atk/Spd Solo / Kestrel Stance / Spd/Res Solo
Passive B: Spurn / Repel / Close Call
Passive C: Joint Drive Spd / Smoke Skills / Joint Drive Skills / Flexible
Sacred Seal: Atk/Spd Solo / Spd/Res Solo
- Although this build once again emphasizes Fjorm’s capacity for tanking, it instead hinges her performance on Speed-stacking to exploit the effects of damage reduction skills like Spurn. Her mediocre base Speed of 31 may make this appear underwhelming, but her access to a +4 Speed boost, penalty neutralization, and free A skill access from refined Leiptr — alongside appropriate ally support, investment, and IV selection — does let her make surprisingly solid use of such an approach.
- Naturally, the most important aspect of this set is Fjorm’s B slot as her success here rests largely on the usage of a Speed-based reduction skill, potentially mitigating up to a maximum of 40% damage depending on how much faster she is than her opponent. Coupled with Ice Mirror’s own damage reduction against ranged (though do note that these will be multiplicative and not additive), Fjorm can shrug off considerable damage as long as she can obtain sufficient Speed boosts.
- Spurn is the most generally useful of those available for its complementary damage boost, helping offset her middling Attack value. However, if unavailable, Repel and Close Call are still very much useful options — they just won't provide much functionality outside of their damage reduction effects.
- Fjorm’s A skill should ideally be something that enhances her Speed, and then one of her Attack or Resistance stats; the choice here depends on whether one prefers greater damage or stronger durability. Stance 4 skills are incredibly useful against foes with inbuilt follow-up mechanics, preventing their Special activations through a handy Guard effect. For pure stats, a Solo skill should be equipped.
- Joint Drive Spd is a standout C skill option to further augment Fjorm’s Speed and grant some ally support on the side, though Spd Smoke may also be considered for a more readily available alternative at the cost of not doing anything in her first round of combat.
- For her Sacred Seal, Fjorm unsurprisingly prefers anything that enhances her Speed, though Solo skills are likely ideal for their strong stat enhancements and dual phase functionality. Atk/Spd Solo and Spd/Res Solo are both excellent — picking between them again comes down to whether tanking or damage potential is preferred, but you can’t go wrong with either.
Strengths
Leiptr
The Princess of Ice’s signature Leiptr provides the crucial ability to counterattack regardless of range via its built-in Distant Counter effect, allowing her to effectively combat ranged threats when utilized with her Ice Mirror. This comes with the useful advantage of freeing up her A skill for other options like Mirror Stance — something she greatly appreciates given how much she needs the boosts to build upon her flat base statline.
To that end, Leiptr’s refinement does quite a bit to supplement her statline as well through an ample +4 Atk/Spd/Def/Res boost (as long as Fjorm is above 25% HP, meaning pretty much always) and an additional +4 Def/Res during the Enemy Phase. Assuming her foe initiates, this takes the Princess of Ice to a much more workable 39/34/35/38/42 statline before any other skills take place. Combined with the bonus of granting stat debuff immunity (which is extremely coveted given how common penalties are), refined Leiptr helps Fjorm maintain a much more competitive presence among other tanks than previously before.
Ice Mirror
The second of her set of exclusive skills, Fjorm’s Ice Mirror — specifically its upgraded version — further expands on her durability, combining damage reduction with an ample boost to her own damage upon counterattacking against ranged opponents. The fact that it comes on a short two-turn cooldown also allows her to consistently reap the benefits of Ice Mirror via means such as her native Shield Pulse or Breath effects.
Reasonable Mixed Bulk
Although her base statline may not necessarily hold up to current standards, Fjorm’s mixed bulk remains respectable to its own right and does impart some tanking flexibility. Her base Resistance of 34 is particularly appreciable, as it grants her a solid foundation for absorbing magical damage as well as leveraging her Ice Mirror’s effect.
Infantry Benefits
Fjorm’s infantry status gives her the distinct advantage of phenomenal skill availability, being able to wield otherwise-locked skills like Null C-Disrupt and Null Follow-Up to further build upon her combat performance. This also renders it easier to finetune her playstyle to best suit one’s specific needs.
Weaknesses
Legendary Hero Drawbacks
Fjorm’s performance has seen great improvement recently through her series of powerful upgrades to both of her exclusive skills, but her inability to equip Blessings per her Legendary status does make it a little hard to use her in competitive modes when it’s not Water season. She certainly can be used outside of Water season, but doing so incurs heavy gameplay penalties in Aether Raids — as she then cannot benefit from the greatly needed stat and scoring boosts of Mythic Blessings — and makes Fjorm unable to improve her allies' scoring in Colosseum modes.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Lance Users Only
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Lance Users Only
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Lance Users Only
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200 | 1 | 11 |
![]() Unit can counterattack regardless of foe's range. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Qiang (+Def) |
Arcane Qiang (+Res) |
Arcane Qiang (+Atk) |
Arcane Qiang (+Spd) |
Arcane Qiang |
Special Skills
Special Skills | SP | Turns |
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![]() Reduces damage inflicted by attacks from foes 2 spaces away by 30%. Learns by default at 4 ★ Unlocks at 3 ★ Restricted to melee units.
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100 | 3 |
![]() Reduces damage inflicted by attacks from foes 2 spaces away by 30% Unlocks at 4 ★ Restricted to melee units.
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200 | 2 |
![]() If foe's Range = 2, reduces damage from foe's attacks by 30%. Boosts unit's next attack by total damage that was reduced (by any source, including other skills) when Special triggers. Resets at end of combat. (Skill cannot be inherited.) Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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500 | 2 |
![]() If foe is 2 spaces from unit, reduces damage from foe's attacks by 40%. After triggering, boosts damage for unit's next attack by 40% of unit's Res. (Boost resets at the end of combat.) Unlocks at 5 ★ Non-Inheritable skill.
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500 | 2 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() If unit is within 2 spaces of an ally, grants Atk/Def+5 and bonus to Atk/Def during combat = current penalty on each of those stats × 2. (Example: if unit has -7 penalty to Atk, grants Atk+19, for a net bonus of Atk+12.) Calculates each stat bonus independently. Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. Melee, Infantry, and Armored Only
Unlocks at 1 ★ |
60 | B |
![]() If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. Melee, Infantry, and Armored Only
Unlocks at 2 ★ |
120 | B |
![]() If unit's Special triggers based on a foe's attack, Special cooldown count -2 at start of turn 1. Unit takes 5 less damage when Special triggers. Melee, Infantry, and Armored Only
Unlocks at 4 ★ |
240 | B |
![]() Grants Atk+2 to adjacent allies during combat. Inheritable by all units.
Unlocks at 3 ★ |
50 | C |
![]() Grants allies within 2 spaces Atk+2 during combat. Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
![]() Grants allies within 2 spaces Atk+3 during combat. Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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