- Default
- Attack
- Special
- Injured




New Year Fjorm - New Traditions |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 8 | 8 | 4 | 3 |
Middle | 17 | 9 | 9 | 5 | 4 |
High | 18 | 10 | 10 | 6 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 32 | 32 | 17 | 18 |
Middle | 39 | 35 | 35 | 20 | 21 |
High | 42 | 38 | 38 | 23 | 24 |
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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As a ranged flier, Fjorm wants to capitalize on her decent Speed and Attack whenever possible.
Boons
- +ATK: Notable for her damage potential, particularly with a Brave Bow build, increasing her Attack is always a fair option.
- +SPD: This is Fjorm’s best boon for good reason: the more doubles she can reliably get, the better her damage potential is. Speed is very important when a myriad of bows and it’s good to keep it high, particularly since many green units lack Speed
Neutral
- DEF: Her Defense is not fantastic at 20, but her high Speed can prevent her from being doubled, every point counts in keeping her alive so it’s best kept at neutral.
- RES: Fjorm’s Resistance is similar to her Defense in that it’s on the low side, but it’s balanced out by her high Speed and should be sufficient.
Banes
- -HP: Fjorm’s Speed is generally high enough that she won’t be doubled without Bold Fighter or Quick Riposte, meaning that HP is reasonably safe to lose.
Skill Sets
I'm Not Dead Yet
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Slaying Bow+ (+Spd) Alternate: Firesweep Bow+ |
A | Swift Sparrow (2 or 3) Alternate: Atk/Spd Bond 3 |
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Reposition | B | Desperation 3 Alternate: Chill Spd 3 |
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Luna Alternate: Moonbow |
C | Even Spd Wave 3 Alternate: Even Atk Wave 3 |
IVs | S | Atk/Def Bond 3 |
- Preferred IV: +SPD or +ATK / -HP
- Weapon: Slaying Bow (+Spd) / Firesweep Bow
- Assist: Reposition
- Special: Luna / Moonbow
- Passive A: Swift Sparrow / Life and Death / Atk/Spd Bond
- Passive B: Desperation / Chill Spd / Atk/Spd Link
- Passive C: Even Spd Wave / Even Atk Wave
- Sacred Seal: Atk/Spd Bond / Atk/Def Bond
While Fjorm can run a Firesweep set, it’s generally less effective on her than it is on a colorless archer due to her color matchups. Essentially, Firesweep can help her to safely attack into red units, but due to her weapon triangle disadvantage, she isn’t favored to garner many significant KOs in a reasonable amount of time. What her weapon of choice ultimately boils down to is whether or not you value quick KOs against her favorable matchups (blues and green/colorless) or value safe-but-slower KOs (achieved through tedious alternating turns with Dancer support) on all units.
With that out of the way, a Slaying bow is ideal for Fjorm in the current metagame as it allows her to bring more power to her matchups in a scenario where stat stacking and defensive minmaxing is becoming commonplace, at the expense of making her slightly more fragile. If she can sustain a single counterattack, she can activate Desperation and keep her damage rolling as a pseudo-brave attacker. With a defensive bulk of 55 (60, if she’s utilizing Atk/Def Bond Seal), she can cut it close, but it’s markedly easier when attacking into a blue unit.
Luna is her Special of choice due to her lack of solid defensive stats (with low Defense and Resistance, Bonfire and Iceberg will both be lacking) and because she can consistently activate it in a single combat. Moonbow can also work if you prefer, and will instead activate on every initiation with Desperation active.
For her A slot, her native Atk/Spd Bond is fine, but it definitely limits her positioning more than Swift Sparrow: for the tradeoff of -1 Atk and -1 Spd, she can position herself anywhere on the map with a similar buff, which is worth the sacrifice in most situations, particularly for a unit who prefers Player Phase initiations as much as New Year Fjorm.
The rest of her kit is self explanatory, as she wants to use Desperation if you anticipate her in multiple combats, or Chill Spd if you do plan on using her with a Firesweep Bow. Her C slot can have your buff of choice in it for either her or her teammate.
Her Seal slot is good for an additional buff- if you’re concerned with her defensive bulk for her first initiation, you can utilize Atk/Def Bond and attempt to position her with an ally for an extra boost if necessary, but if you’re more concerned with her ability to perform as a solo unit, then Atk/Spd Bond works as well for when you need to give her a little extra firepower against a particularly fast opponent.
It's A Flesh Wound (Brave Bow)
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Brave Bow+ | A | Death Blow (3 or 4) Alternate: Swift Sparrow (2 or 3) |
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Reposition | B | Chill Def 3 Alternate: Chill Spd 3 |
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Moonbow | C | Odd Atk Wave 3 |
IVs | S | Atk/Spd Bond 3 |
- Preferred IV: +ATK or +SPD / -HP
- Weapon: Brave Bow
- Assist: Reposition
- Special: Moonbow
- Passive A: Death Blow / Swift Sparrow / Life and Death
- Passive B: Chill Def / Chill Spd / Atk/Spd Link
- Passive C: Odd Atk Wave / Odd Spd Wave / Goad Fliers
- Sacred Seal: Atk/Spd Bond
Brave Bows have lower mt and lower Speed, which makes running a Brave Bow build slightly less reliable than a Slaying Bow build- but when it works out, the damage potential can also be higher and prevents her from being retaliated on, keeping her somewhat safer during the Player Phase.
Fjorm can be deadly with either iteration of this build: either building on Attack for more upfront damage or building on Speed to try and quad. When quadding however, she still has to worry about being retaliated on, meaning that running Life and Death with this build is less optimal than an alternative like Swift Sparrow or the recommended Death Blow.
Fjorm has a decent amount of Attack and can utilize it well with this build, which can definitely delete many blue and colorless units, though she may have trouble when initiating onto high Defense green units and red units.
I Promise I'm Okay (Budget)
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Kabura Ya+ (+Spd) | A | Fury (3 or 4) Alternate: Atk/Spd Bond 3 |
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Reposition | B | Atk/Spd Link 3 Alternate: Desperation 3 |
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Moonbow | C | Goad Fliers Alternate: Even Res Wave 3 |
IVs | S | Atk/Spd Bond 3 Alternate: Speed +3 |
- Preferred IV: +ATK or +SPD / -HP
- Weapon: Kabura Ya+ (+Spd)
- Assist: Reposition
- Special: Moonbow / Luna
- Passive A: Fury / Atk/Spd Bond
- Passive B: Atk/Spd Link / Desperation
- Passive C: Goad Fliers / Even Res Wave
- Sacred Seal: Atk/Spd Bond / Spd + 3
This is more of a budget set for Fjorm but is still remarkably effective, particularly at deleting blue units. She can easily outspeed much of her competition, particularly since overly fast blue units are more of a an exception rather than the rule- and if the enemy blue is fast, they’re likely to be debuffed by the Kabura Ya.
With this set, her Speed can reach incredible heights and she naturally doubles a great many threats- even more if she has buffs, which she or a teammate can provide for her by utilizing an assist still for Atk/Spd Link. Her Attack and Speed stats can both be minmaxed on a budget, making her a very attractive option to defeat the blues that hassle your team.
The reason she would rather opt for Fury over her native Atk/Spd Bond is to help her with aggressive positioning, so she does not always have to rely on an ally to boost her stats. However, she takes Atk/Spd Bond in her seal slot just in case, so she has the option of buffing her key stats +5 each if she needs it- if not, then she only sacrifices her seal slot as opposed to her more valuable A slot.
Her C slot is variable- a more expensive option here would be something like Def Smoke or a Speed Wave skill (with which you’d probably run Desperation over Atk/Spd Link in her B slot).
Introduction
Fjorm is the first flying colored bow in the game, and coming as a green archer is a great boon for both her and her flier teams. With high Speed and Attack and a default kit that enables her to self-buff these stats even further, she is unique as a green unit, particularly within a flier team where the closest green units to her niche would be SF Nino or Summer Innes. This is especially good for Fjorm, as it isn’t her place to compete in the Speedcreep of Red units such as Karla and Ayra and instead can focus on outspeeding greens, blues, and colorless.
This doesn’t come without its drawbacks, however- her green typing makes it hard for her to counter red units in general and green armors will almost certainly decimate her if she tries to initiate onto them. Without the universal applicability of a colorless bow, she finds herself offering less dependability to a team than a unit like Summer Takumi- but where she falls somewhat short in that, she makes up with her ability to target a specific color, which lends well to offensive strategy.
Strengths
Range
As a green bow flier, Fjorm has the advantage of being able to attack from a safer position, unlike a unit like Cherche, who must engage at melee range and then either use a B slot skill to get out or rely on her higher Defense for tanking through the next turn.
This helps Fjorm to set up kills with her native Bond skill easier than melee offensive units.
Great Base Kit
Fjorm’s base kit makes her both a superb offensive unit as well as a good support unit for your team. This hybrid skillset allows her to support other Player Phase units on your team, such as Catria, Caeda, and Elincia.
She is capable of giving both herself and her allies +5/+5/+0/+6 buffs, as well as using Chill Spd in her bow, with only her base kit.
Weaknesses
Color Effectiveness
While being a green is likely the best color that a unit like Fjorm could be, it doesn’t come without its drawbacks.
She will be torn apart by red units and will have increased difficulty attacking into them, unlike units like WF Hinoka or Summer Takumi.
Poor Defenses
Fjorm is rather frail as a unit, with only 59/60 bulk. This makes it rather easy to oneshot her if she’s not careful, particularly because she does not come with defensive buffs.
Because of this, it can be tricky for her to find an opponent who will damage her without killing her so she can trigger Desperation.
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Candlewax Bow+ (+Spd) | A | Atk/Spd Bond 3 |
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Reposition | B | Desperation 3 |
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Draconic Aura | C | Odd Spd Wave 3 |
S | Brazen Atk/Spd 3 |
Assets: Atk+/Hp-
Weapon: Candlewax Bow+ (+Spd)
Fury 3 built into this weapon allows Fjorm to build upon her already good Attack and Speed, as well as give her a way to get into desperation and brazen Hp range.
Assist: Reposition/Drawback
Playing around your Candlewax Bow+ is crucial to maximizing effectiveness, even if it means you have to use hit and run tactics. Pulling off such tactics is easiest when you have a flying dancer/singer, as Reposition allows Fjorm and the dancer/singer to get out of harms way after attacking someone. An infantry dancer/singer can work, just more limiting. Draw back can do the job, but Reposition does it better.
Special: Moonbow/Luna
Even when Fjorms ATK hits 65 with Atk/Spd Bond 3 and Brazen Atk/Spd 3, she needs Moonbow or Luna to deal with tanks. The type of special is up to the user's preference mostly.
Skill A: Atk/Spd Bond 3
To give her a small stat-boost before Brazen/Desperation range to help her deal with enemies.
Skill B: Desperation 3
For the synergy with Candlewax Bow+. 2 rounds of combat - even if she's your summoner support - is enough to put her into desperation range.
Skill C: Odd Spd Wave 3/Even Speed Wave 3/Flexible
Just some bonus stats that'll be needed for taking down faster units. You could go more supportive with a Flier skill. It's mostly up to user preference.
Seal: Brazen Atk/Spd 3
The bonus stats from this skill -as well as the synergy with Candlewax Bow+- is helpful when trying to use Desperation.
This is a budget build for New Year's Fjorm, as the weapon, B skill, and C skill all come from Halloween Rolf. New Year's Fjorm is already a good unit, but with this build she gets stronger. Only cost to this build is that she loses her support aspect.
Main strategy with New Year's Fjorm is to safely get her low enough Hp to eradicate anything in her path. Since she's a flier, she has lots of ways to kite and outplay some of the most popular. Only thing you should keep an eye out is red (and some green) units with Distant Counter, as they can shut down Fjorm before she can get into Desperation range.
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Bouquet Bow+ (+Spd) | A | Swift Sparrow 2 |
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Reposition | B | Desperation 3 |
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Luna | C | Even Atk Wave 3 |
S | Darting Blow 3 |
This build is primarily built on increasing atk and spd initiation after the introduction of an inheritable Swift Sparrow bow. With this build, NY!Fjorm can reach upwards to 58 attack and 51 speed or 64 attack on even phases. You can go for either Even Atk Wave or Odd Atk Wave, it depends on your preferance. Same goes with the special, you can replace Luna with Moonbow for faster activation.
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Bouquet Bow+ (+Atk) | A | Atk/Spd Bond 3 |
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Reposition | B | Desperation 3 |
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Luna | C | Spur Atk 3 |
S | Brazen Atk/Spd 3 |
We have B!Louise's bow to thank for this idea. This build focuses everything into NY!Fjorm's good offensive stats. Atk/Spd Bond in her base kit synergizes with her need for buffs to maximize her offense. Hone/Goad Fliers on flier teams and Atk/Spd Tactics on mixed teams help her hit enemies even harder. Allies with Flier Formation or Wings of Mercy can easily swoop in to help her out when she reaches below Desperation range if she can't take a nearby enemy down. I also found Luna to be a reliable choice for her special because of the low cooldown.
Overall, NY!Fjorm is really good at fighting most blue, colorless, and green foes. Her low bulk makes it incredibly easy to set up her devastating Brazen/Desperation, too. At no merge, she can usually reach 77 Atk and 61 Spd in the player phase with enough support (stacking Goad Fliers can help her reach even more) and medium investment. There are tons of amazing player-phase units out there, but NY!Fjorm is worth the attention if her unique class, reliance on nearby allies, and amazing mobility fits your playstyle.
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Kabura Ya+ | A | Atk/Spd Bond 3 |
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Reposition | B | Atk/Spd Link 3 |
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Moonbow | C | Even Res Wave 3 |
S | Atk/Def Bond 3 |
This Fjorm is built to try and stack as many stats as she can before she just sweeps the board with her bloated stats.
*The seal says ATK/DEF Bond 3 where it should be ATK/SPD Bond 3*
With this build I have here it can make it so her stats go as follows
HP: 35
ATK: 63 (47 base)
SPD: 51 (35 base)
DEF: 20
RES: 30 (24 base)
This is with my +RES, -HP one.
63 ATK on a Flier is insane and 51 SPD on top of that.
The C slot is more or less flexible and so is the special. I went with Moonbow since it's really cheap and it's free damage but if you feel like living life on the edge go with Dragon Breath if you wish.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Only Inheritable by Bow users.
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200 | 2 | 8 |
![]() Learns by default at 5 ★ Only Inheritable by Bow users.
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300 | 2 | 12 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 5 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Non-inheritable by Staff-wielding units.
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60 | B |
![]() Non-inheritable by Staff-wielding units.
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120 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
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60 | C |
![]() Inheritable by all units.
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120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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