- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Ishtar - Thunder Goddess |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 7 | 9 | 3 | 6 |
Middle | 16 | 8 | 10 | 4 | 7 |
High | 17 | 9 | 11 | 5 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 31 | 33 | 13 | 23 |
Middle | 38 | 34 | 36 | 17 | 26 |
High | 41 | 37 | 39 | 20 | 30 |
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
Thunder Strikes Twice (General Offense / Aether Raids Defense)
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Mjölnir (+Eff) | A | Atk/Spd Boosting A Slot |
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Positional Assist Alternate: Rally Assist |
B | Windsweep 3 Alternate: Watersweep 3 |
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Moonbow Alternate: Luna |
C | Atk/Spd Menace Alternate: Time's Pulse 3 |
IVs | +Atk and/or +Spd / -HP or -Def or -Res | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
Weapon: Mjölnir (+Eff)
Assist: Positional Assist / Rally Assist / Assistless
Special: Moonbow / Luna
Passive A: Atk/Spd Boosting A Slot
Passive B: Windsweep / Watersweep
Passive C: Atk/Spd Menace / Time’s Pulse / Spd Smoke
Sacred Seal: Atk/Spd Solo / Blade Session
- Because Mjölnir neutralizes effects that prevent Ishtar’s follow-up attacks, she can take advantage of Windsweep or Watersweep, B slots that prevent physical or magical attacks respectively as long as Ishtar outspeeds the enemy. As her bulk is low, Ishtar greatly appreciates counterattack prevention, as it allows her to invest entirely into her offenses.
- For Aether Raids Defense specifically, Ishtar’s Assist depends on what order players want the AI to move units:
- If Ishtar has a Rally Assist, she can extend her threat range beyond what it was at the beginning of the turn by rallying an ally that can attack an enemy and receiving a refresh to attack enemies herself.
- If Ishtar has a Positional Assist, she will likely be one of the last units to move, as the AI prioritizes moving ranged units with Positional Assists last. She may not receive a refresh since she moves so late, though this allows allies to receive refreshes instead. Additionally, Positional Assists can help Ishtar bring allies to the backline, protecting them from enemies during their Player Phase.
- If Ishtar has no Assist, she will likely be one of the first units to move, as the AI prioritizes moving units without Assists. As such, she is likely to receive a refresh.
- Thanks to Mjölnir’s -1 Special cooldown, Ishtar can activate 2 cooldown Specials on her follow-up attack assuming no Guard effect is present; the same logic applies for 3 cooldown Specials with Time’s Pulse, a C slot that grants -1 cooldown if her Special is at its maximum cooldown at the start of the turn.
- Atk/Spd Boosting A and S Slots are crucial for securing damage and follow-ups, making them Ishtar’s best options. Which one is chosen is largely up to player preference and skill availability, as Ishtar has no HP conditions that make recoil damage from A slots such as Atk/Spd Push 4 and A/S slots such as Fury desirable or undesirable.
- If not using Time’s Pulse in Ishtar’s C slot, alternatives include Atk/Spd Menace for maximizing offense potency via granting +6 Atk/Spd to herself and -6 Atk/Spd to the nearest enemies within four spaces and the more budget-friendly Spd Smoke, inflicting -7 Spd on enemies within two spaces of the target after combat for securing follow-ups and fulfilling the Sweep B slot condition.
Lady of Lightning (AoE Special Spam)
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Mjölnir (+Eff) | A | Life and Death (3 or 4) Alternate: Fury (3 or 4) |
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Positional Assist | B | Special Spiral 3 |
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Blazing Special | C | Res Smoke 3 Alternate: Atk/Res Menace |
IVs | +Atk / -HP or -Def or -Res | S | Life and Death 3 Alternate: Fury 3 |
Weapon: Mjölnir (+Eff)
Assist: Positional Assist
Special: Blazing AoE Special
Passive A: Life and Death (3 or 4) / Fury (3 or 4)
Passive B: Special Spiral
Passive C: Res Smoke / Atk/Res Menace / Time’s Pulse
Sacred Seal: Life and Death / Fury
- This set takes advantage of Mjölnir’s Slaying effect and Special Spiral in Ishtar’s B slot to spam powerful AoE Specials.
- Mjölnir reduces Ishtar’s AoE Special cooldown from 4 to 3. When the Special is ready, Ishtar will deal AoE damage and reset the Special’s cooldown to 3; after attacking the enemy during combat, its cooldown will be reduced to 2 assuming no Guard effect is active. After combat, Special Spiral will trigger, reducing the AoE Special’s cooldown by 2 and immediately readying it for use once again.
- Because AoE Special damage is calculated based on the gap between Ishtar’s visible Atk and the enemy’s visible Res, this set naturally wants to maximize the former and minimize the latter. As such, Life and Death is Ishtar’s strongest A and S slots, though Fury is a good alternative and can reduce Ishtar’s HP to ≤ 50% so that allies with Wings of Mercy can warp to spaces adjacent to her. Atk/Res Menace grants Ishtar +6 Atk and inflicts -6 Res on enemies, increasing the gap between Ishtar’s Atk and the enemy’s Res by 12; however, this is only for enemies that are closest to Ishtar and within four spaces at the start of the turn. Res Smoke is not only cheaper, but also arguably more consistent, as it simply inflicts -7 Res on enemies within two spaces of the target after combat; additionally, Ishtar can receive Atk buffs from outside sources.
- Alternatively, if additional Special cooldown reduction is necessary to ready Ishtar’s Special on turn 1, Time’s Pulse is a strong C slot, granting -1 Special cooldown if it is at its maximum cooldown (in other words, exclusively on turn 1 since Special Spiral prevents this from activating on subsequent turns).
Strengths
Solid Offenses
While 34/36 offenses pale in comparison to modern offensive units (such as Ishtar’s Ascendant counterpart), they still suffice for high damage output with skill investment and/or support. Access to 20 Dragonflowers and Resplendent stat bonuses help, too.
Mjölnir
On release, Ishtar’s Mjölnir was a simple, but effective combination of -1 Special cooldown and Darting Blow. As the meta progressed, however, Mjölnir became outdated, until it received new life with its refine.
- The condition for gaining +6 Spd during combat changed from only initiation to either initiation or not being adjacent to an ally, granting Ishtar a stronger Enemy Phase should she find herself needing to defend against an attack.
- Should either of the aforementioned conditions be fulfilled, Ishtar also gains an additional +5 Atk/Spd and neutralizes effects that prevent her follow-up attack during combat.
Granting some nice stat boosts that help Ishtar keep up with modern statlines in addition to a powerful effect for offensive consistency, Mjölnir is a strong weapon that makes the Goddess of Thunder an offensive powerhouse. Thanks to its offensive Null Follow-Up, Ishtar can also circumvent her poor bulk by using Windsweep or Watersweep in her B slot, which prevents counterattacks from physical or magical enemies respectively as long as she outspeeds.
Infantry Advantages
Access to valuable skills such as Special Spiral, Time’s Pulse, and Flashing Blade allow Ishtar to activate Specials more frequently and consistently, increasing her damage output.
Weaknesses
Low Bulk
While the aforementioned Windsweep and Watersweep help Ishtar overcome her poor bulk by simply making her bulk not matter at all, should Ishtar need to fight the opposite enemy type or get outsped, she may struggle to survive a counterattack. Null C-Disrupt effects neutralize the Sweep B Slots as well, with the extremely prevalent Ascendant Fjorm being Ishtar’s most notable counter; not only does Ishtar lack firepower against her, but she also cannot prevent her counterattack because of Nifl’s Bite, making her practically powerless against a premier meta unit.
Weapon Skills
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit initiates combat, grants Spd+2 during combat. Non-inheritable by Staff-wielding units.
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50 | A |
![]() If unit initiates combat, unit granted Atk/Spd+2 during battle. Non-inheritable by Staff-wielding units.
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120 | A |
![]() If unit initiates combat, unit granted Atk/Spd+4 during battle. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Unit counterattacks first when attacked at HP ≤ 25% Inheritable by all units.
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50 | B |
![]() Unit counterattacks first when attacked at HP ≤ 50% Inheritable by all units.
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100 | B |
![]() Unit counterattacks first when attacked at HP ≤ 75% Inheritable by all units.
Unlocks at 5 ★ |
200 | B |
![]() At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. Inheritable by all units.
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60 | C |
![]() At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. Inheritable by all units.
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120 | C |
![]() At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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