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Analysis by Naz
New Year Ash - Earnest Greetings

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
188
HP 41
ATK 44
SPD 19
DEF 44
RES 40

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 13 3 10 6
Middle 19 14 4 11 7
High 20 15 5 12 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 41 16 40 36
Middle 41 44 19 44 40
High 44 48 22 47 43

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

TOUCH THE COW. DO IT NOW (Enemy Phase Focus)

Build by Naz
Recommended
Heralding Horn A Distant Reversal
Alternate: Sturdy Stance 3
Positional Assist B Atk/Def Bulwark 3
Alternate: Vantage 3
Bonfire
Alternate: Escutcheon
C Opening Retainer
IVs

+ATK or +DEF or +RES

SSteady Breath
Alternate: Atk/Def Form 3

Show Explanation/Analysis

Preferred IV: +ATK or +DEF or +RES

  • Assets to Ash’s Attack and/or defensive stats are most suitable for this Enemy Phase playstyle and offer the most significant advantage in combat. 

Weapon: Heralding Horn

Assist: Positional Assist

Special: Bonfire / Ruptured Sky / Escutcheon/Sacred Cowl or Pavise/Aegis / Aether / Miracle

  • Bonfire offers an exceptional amount of damage with a guaranteed opportunity for activation every round of combat with Heralding Horn.
  • Ruptured Sky trades some damage when compared to Bonfire in exchange for a shorter cooldown, allowing for an instant activation following the opponent’s attack. This can be an effective way to break through foe’s skills that may otherwise protect them such as the Miracle effect. 
  • Escutcheon and Sacred Cowl are defensive specials that reduce damage and cannot be bypassed by most forms of melee and ranged damage respectively. Though their initial cooldown will need to be charged.
  • Pavise and Aegis are stronger defensive specials than the aforementioned, however require more work to initially charge. 
    • One advantage is that these can also easily be recharged by Ash’s weapon thanks to the brave weapon effect.
  • Aether has a very high initial cooldown but still has the potential for activating every single round of combat when paired with some form of Special cooldown acceleration such as a Breath skill and activates to both deal damage and heal the user. 
  • Miracle can be an interesting yet potentially very effective gimmick. Following its initial charge (which comes at a very high cooldown of 4), Ash has the potential to loop miracle by attacking her opponent to recharge it during combat while healing afterwards to stay above 1 HP. 

Passive A: Distant Reversal / Stance Skills / Close Def / Finish Skills 

  • Distant Counter skills such as Ash’s native Distant Reversal enable her to counterattack against ranged foes while providing a stat boost during Enemy Phase.
  • For a set that specializes purely in combat against melee opponents (such as on a team paired with a Far Savior), Alternative skills such as Sturdy Stance for the Guard effect or Close Def to neutralize foe’s bonuses during combat. 
  • Finish skills provide utility during both phases of combat not just through the stat boost but also by adding offensive Special true damage and healing on hit during combat. 

Passive B: Atk/Def Bulwark / Special Spiral 4 / Vantage / Null C-Disrupt / Shield Pulse 

  • Atk/Def Bulwark suits Ash’s role as a unit perfectly by preventing foes from moving around her on the map in order to attack her teammates, thus keeping a safe backline while also getting stats and healing after combat. 
  • Special Spiral 4 can be an incredible pairing for any offensive Special by boosting their damage, preventing foe’s non-Special skills that reduce damage, and lowering the cooldown following the initial activation. 
  • Vantage allows Ash to have a preemptive attack against her opponent when below 75% HP which is especially effective when paired with a weapon that allows for consecutive attacks in the Enemy Phase. Not only can effectively checkmate enemy teams that don’t have countermeasures but is an effective way to circumvent Ash’s difficult matchups against certain AoE Specials. 
    • The 40% damage reduction on foe’s first hit present in Ash’s weapon also makes it more safe to get into the HP threshold for vantage when forced to take a foe’s attack. 
  • Null C-Disrupt can be an effective countermeasure when facing opponents with skills that prevent counterattacks. 
  • Shield Pulse is useful specifically when used in tandem with defensive Specials such as Pavise and Aegis by instantly charging them at the start of the first turn as well as further reducing a flat 5 damage when they are active during combat. 

Passive C: Opening Retainer / Flexible

  • Ash’s personal C slot is an exceptionally strong movement-based support for her allies by allowing them to warp from behind her while she shields them in the front and is generally the most standout reason for using her, however can be replaced as needed if using her for her own merits as a unit. 

Sacred Seal: Breath Skills / Form Skills / Hardy Bearing / Deflect Skills / Mystic Boost 

  • Breath Skills such as Steady Breath are an effective boost for most Specials by accelerating their cooldown on any attack during combat. This can enable things such as an instant retaliation with Bonfire active. 
  • Form skills with the appropriate accompanying stats are another effective choice of Sacred Seal given Ash’s likely proximity to his teammates with this build.
  • Hardy Bearing is a countermeasure against foe’s skills that change attack priority during combat such as Desperation and Vantage effects.
    • This effect applies to Ash herself and so should not be used with her own vantage build.
  • Deflect skills can act as a safety net against brave weapon effects or other consecutive attacks.
  • Mystic Boost provides further healing after combat while also disabling any form of foe’s adaptive damage. 

Strengths

Heralding Horn

In addition to the effects that come naturally with her stats as an infantry Beast unit, Heralding Horn makes Ash a frontline juggernaut having damage reduction on first hit paired with an Enemy Phase brave attack and preventing the foe’s follow-up attack on top of that in case they survived the round of combat. 

Opening Retainer

Unmatched movement support that allows for nearby allies to warp to any spot within two spaces of her.

Incredibly High Attack

44 base Attack paired with a weapon that allows for consecutive attacks creating maximum unga. 

Exceptional Defenses

Nobody moves the cow once it sits down with 44 Defense and 40 Resistance at base. 

Beast

Beast units come with the benefit transformation mechanic that boosts the unit’s Attack and grants further effects to the weapon depending on the movement type. 

Infantry

The benefit of being infantry also comes with access to exceptional exclusive skills for both support and combat.

Weaknesses

Very Slow

When faced with an unfavorable matchup that her weapon doesn’t account for or during the Player Phase, Ash will not be nearly as effective during combat and will fold against users of Null Follow-Up. 

Conditional Effects

Beast unit transformation also comes with the somewhat stifling condition of requiring adjacency to only beast/dragon units or no units at all at the start of turn. 

Weapon Skills

Weapons SP Rng. Mt.
Whelp (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 1 ★
Unlocks at 1 ★
Beast Infantry Only
50 1 4
Yearling (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 2 ★
Unlocks at 2 ★
Beast Infantry Only
100 1 6
Adult (Infantry)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2 and deals +10 damage when Special triggers.

Learns by default at 4 ★
Unlocks at 3 ★
Beast Infantry Only
200 1 9
Heralding Horn

Accelerates Special trigger (cooldown count-1).

If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also grants the following effects based on the number of allies within 3 spaces: if ≥ 1 ally, if unit has weapon-triangle advantage or if foe initiates combat, unit attacks twice; and if ≥ 2 allies, reduces damage from foe's first attack during combat by 40%; and if ≥ 3 allies, foe cannot make a follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, deals +7 damage when Special triggers, and neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Bonfire

Boosts damage dealt by 50% of unit's Def.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 4 ★
300
A
Distant Reversal

Unit can counterattack regardless of foe's range.

If foe initiates combat, grants Def+5 to unit during combat.

Restricted to melee units.
Unlocks at 5 ★
300
A
Atk/Def Bulwark 1

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-2 on foe during combat. Restores 3 HP to unit after combat.

Only inheritable by Melee Infantry units
Unlocks at 1 ★
60
B
Atk/Def Bulwark 2

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-3 on foe during combat. Restores 5 HP to unit after combat.

Only inheritable by Melee Infantry units
Unlocks at 2 ★
60
B
Atk/Def Bulwark 3

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Atk/Def-4 on foe during combat. Restores 7 HP to unit after combat.

Only inheritable by Melee Infantry units
Unlocks at 4 ★
240
B
Opening Retainer

Allies within 2 spaces can move to a space within 2 spaces of unit.  Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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