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Analysis by lordhelpme
Fjorm - Princess of Ice

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
164
HP 39
ATK 30
SPD 31
DEF 30
RES 34

Stat Variations

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

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

Skill Sets

Frozen Bloom (Anti-Ranged Specialist)

Build by lordhelpme
Recommended
Leiptr A Atk/Res Solo (3 or 4)
Alternate: Distant Def (3 or 4)
Positional Assist B Null C-Disrupt 3
Alternate: Shield Pulse 3
Ice Mirror II C Atk Smoke 3
Alternate: Pulse Smoke 3
IVs

+ATK or +RES or +SPD

SQuick Riposte 3
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Leiptr

Assist: Positional Assist / Flexible

Special: Ice Mirror II  

Passive A: Atk/Res Solo / Distant Def / Atk/Res Unity / 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—by merit of her access to both Leiptr’s inbuilt Distant Counter and Ice Mirror II—shines against ranged foes and can be built to focus entirely on that niche given her innate inclination towards it. A +ATK IV works wonderfully to further enhance her raw damage and is generally ideal, but other options include +RES or +SPD. 
  • Her upgraded Ice Mirror II is the prime Special to utilize here, synergizing perfectly with her intended playstyle with its concurrent survivability and damage boost. 
    • To ensure she can benefit from its effect as consistently as possible, Fjorm should ideally be provided with some form of Breath-esque effect to activate it on every counterattack; this can be through certain support units (i.e. Brave Lucina or New Year Velouria) or simply a Breath of choice in her A skill. 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. Atk/Res Solo—or potentially Atk/Res Unity for the truly dedicated—work excellently for their dual phase functionality and strong augmentation to two of her key stats. At the cost of her damage, Distant Def is a potential consideration to enhance her durability against ranged opponents during the Enemy Phase—and with its fourth-tier version, she can also deny their visible buffs. 
  • 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 supplement her damage reduction with healing, Null Follow-Up to counter foes with automatic follow-up attacks (e.g. Micaiah, Bramimond, etc.), or a Lull skill for further stat advantages. 
  • Although Fjorm isn’t attached to any specific C skill, standout candidates include Smoke skills and Joint Drive skills. Of the Smoke skills currently available, Pulse Smoke is highly recommended if aiming to use the ice princess in Aether Raids Offense; otherwise, Def Smoke and Atk Smoke provide the most 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 (Defensive Generalist)

Build by lordhelpme
Recommended
Leiptr A Atk/Def Unity
Positional Assist B Null Follow-Up 3
Moonbow
Alternate: Ice Mirror II
C Atk Smoke 3
Alternate: Def Smoke 3
IVs

+ATK or +SPD or +DEF or +RES / Flexible

SQuick Riposte 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Leiptr

Assist: Positional Assist / Flexible

Special: Moonbow / Iceberg / Ice Mirror II / Noontime / Sol

Passive A: Atk/Def Unity / Atk/Spd Solo / Breath Skills 

Passive B: Null Follow-Up / Lull Atk/Def / Null C-Disrupt / Quick Riposte 

Passive C: Smoke Skills / Joint Drive Skills / Flexible

Sacred Seal: Quick Riposte / Atk/Spd Solo / Atk/Def Solo / Sturdy Stance 

  • The balanced nature of Fjorm’s statline—while a bit inhibiting to her overall potential—does mean that she also has the option of diverging from an anti-ranged focus and instead adopt a more generalist approach. Accordingly, her choice of Asset is much more flexible here and anything can realistically be put to good use. 
  • Since Fjorm will be seeing combat with more than just ranged opponents here, replacing Ice Mirror II for a more generally applicable Special may be preferred. If so, Moonbow and Iceberg work well to benefit from an appreciable damage boost. A healing Special may also be taken to bolster Fjorm’s survivability, but this will require that her Attack is sufficiently supported. 
  • Her base Atk/Def Unity is an exceptional A skill for improved damage and physical durability, being especially useful in debuff-heavy modes like Aether Raids Offense. One can opt to replace it with Atk/Spd Solo should a more aggressive approach be preferred—as well as to make her less dependent on maintaining proximity to allies—or a Breath skill for faster Special activations. 
  • Null Follow-Up is an ever-useful B skill choice to bypass effects that either ensure her opponent’s follow-up attack or deny her own—both of which can be deadly to their own right, particularly if aiming to use her in Aether Raids Offense. Although not quite as strong, Lull skills help Fjorm obtain a greater stat advantage over foes and Null C-Disrupt is an option to handle threats like Dazzling Staff healers more effectively. 
  • Since her Speed isn’t really high enough on its own to consistently double foes naturally, equipping Fjorm with Quick Riposte—either as a B skill or Sacred Seal—can reap great benefits to her defensive performance. If using it as her designated B skill, her Sacred Seal slot should be occupied by anything that builds upon her stats further.

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 in tandem with her Ice Mirror. Further, this also frees up Fjorm’s A skill for other options—including Atk/Res Solo, Atk/Res Unity, and her native Atk/Def Unity—to build upon her performance. 

Ice Mirror

The second of her set of exclusive skills, Fjorm’s Ice Mirror—specifically its upgraded version—greatly improves her combat performance against incoming ranged opponents, providing simultaneous damage reduction alongside an ample boost to her own damage upon counterattacking. It also comes on a short two-turn cooldown, allowing her to consistently access it through means such as her native Shield Pulse or Breath effects.

Reasonable Mixed Bulk

Although her 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

Relatively Flat Statline

Fjorm’s innate statline definitely shows its age with a lack of a truly distinguishing quality barring her good Resistance. Her mediocre Attack may prove particularly inhibiting by causing her to miss KOs at crucial moments; melee foes are notably difficult to deal with when equipped with Ice Mirror as she can’t leverage her damage boost against them. 

Heavy Competition

Despite the strength of her two exclusive skills, it can be difficult to justify using Fjorm at all—especially at lower levels of investment—due to how largely unremarkable her statline is compared to the abundance of other, strong lance wielders who can fulfill a similar role while requiring much less team support and/or investment to function properly (e.g. Kris (F), Legendary Dimitri, etc.)

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
LeiptrEnables counterattack regardless of distance if this unit is attacked.
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
Holy VestmentsReduces damage inflicted by attacks from foes 2 spaces away by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Restricted to melee units.
100 3
Sacred CowlReduces damage inflicted by attacks from foes 2 spaces away by 30%
Unlocks at 4 ★
Restricted to melee units.
200 2
Ice MirrorIf 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.
500 2
Ice Mirror IIIf 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.
500 2

Passive Skills

Passive Skills SP Slot
Atk/Def Bond 1Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 3 ★
60
A
Atk/Def Bond 2Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 4 ★
120
A
Atk/Def Bond 3Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 5 ★
240
A
Atk/Def UnityIf 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
Shield Pulse 1If 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
Shield Pulse 2If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. Unit takes 5 less damage when Special triggers.
Melee, Infantry, and Armored Only
Unlocks at 2 ★
120
B
Shield Pulse 3If 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
Spur Atk 1Grants adjacent allies Atk+2 during combat.
Inheritable by all units.
Unlocks at 3 ★
50
C
Drive Atk 1Grants allies within 2 spaces Atk+2 during combat.
Inheritable by all units.
Unlocks at 4 ★
120
C
Drive Atk 2Grants 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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