Analysis by StanTheWoz
Seiðr - Goddess of Hope


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 39
ATK 43
SPD 30
DEF 17
RES 40

Stat Variations

Level 1 Stat Variation
Low 16 12 5 3 6
Middle 17 13 6 4 7
High 18 14 7 5 8

Level 40 Stat Variations
Low 35 40 27 13 36
Middle 39 43 30 17 40
High 42 47 33 20 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.

Skill Sets

An Odd Time for Hope (Player Phase/Support)

Build by StanTheWoz
Seiðr A Still Water 4
Positional Assist B Chill Def/Res 3
Alternate: A/R Far Trace 3
Alternate: Iceberg
C Future-Focused

+Atk or +Res / -Def

SPhantom Res 3

Show Explanation/Analysis

Weapon: Seiðr

Assist: Positional Assist / Flexible

Special: Moonbow / Iceberg / Flexible

IVs: +Atk or +Res / -Def

Passive A: Still Water 4 / Flexible

Passive B: Chill Atk/Res 3 / A/R Far Trace / Flexible

Passive C: Future-Focused

Sacred Seal: Phantom Res / Flexible

  • Seiðr’s base kit is already great and she only benefits from a few skill additions or substitutions. This build aims to improve her ability to debuff the enemy team, especially with Future-Focused, while slightly improving her combat as well. 
  • A Positional Assist such as Reposition allows Seiðr to help her allies move around the battlefield. 
  • The choice of Special is flexible. 2-cooldown Specials are quicker to activate and do not require her foe to counterattack for her to activate in a single combat. Iceberg offers comparatively higher damage but requires her to get counterattacked to charge up for the follow-up hit. Other options can also work. 
  • +Atk or +Res is the ideal boon, with Atk improving her combat while Res improves her ability to activate Future-Focused. Both are good and worth considering depending on which is more important for your teams. -Def is generally the optimal bane, as her Def is already quite bad and not useful. 
  • Still Water 4 is a great A skill that improves her damage and ability to activate Future-Focused by boosting her visible Res stat. Other options like Atk/Res Catch 4 offer marginally larger combat boosts under the right circumstances, but lack the utility of improving Res for the Future-Focused check. 
  • The B skill is flexible. Her base Chill Atk/Res 3 offers a nice debuff that hits several units on the enemy team and debuffs their Atk and Res, which can be a useful support effect but also a liability if the units have skills like Atk/Res Unity or Chaos Ragnell. A/R Far Trace is another great option that applies a slight debuff to Seiðr’s foe in combat, as well as allowing her to move after combat with any “leftover” Mov she didn’t use before combat. 
  • Future-Focused is an amazing support skill and generally always worth using in most modes. It allows Seiðr to completely disable one or more foes every other turn, starting on turn 1, as long as her Res is high enough and she’s positioned correctly. 
  • The seal is flexible, with Phantom Res boosting Seiðr’s Res for the purposes of activating Future-Focused by 10. Since the Res check becomes 3 Res more difficult with each extra space between Seiðr and her target, this is highly useful and essentially gives her slightly more than an extra 3 spaces of “effective range”. If her combat is more important, other options like Atk/Res Solo can be good. 


Seiðr (weapon)

Seiðr has a variety of useful effects, including accelerating Special trigger, applying a status to Seiðr and nearby allies that blocks follow-up attacks at the start of her turn, granting a boost to all stats when Seiðr initiates combat, as well as a guaranteed follow-up attack and extra damage equal to 20% of her Res. These effects make Seiðr a solid support unit with good combat. 


Seiðr’s unique C skill is a fantastic support effect, activating on enemy phase odd-numbered turns (turn 1, 3, 5, etc.) targeting foes in cardinal directions of Seiðr: directly Up, Down, Left, or Right of her on the map. If her Res is greater than the foe’s Res plus 3 times the number of spaces between her and the foe, that unit ends their turn immediately. This effect allows her to strategically prevent one or more enemy units from acting, which can be highly useful especially in Aether Raids. 

Astra Mythic

Seiðr is an Astra mythic that unlocks the use of the 6th unit slot on Astra season raiding parties. In addition, when used in Aether Raids in Astra season, she boosts Astra-blessed allies’ HP by 5 and Atk by 3. 

Great Atk and Res

Seiðr’s base 43 Atk and 40 Res are fantastic, allowing her to deal high damage in combat and resist magical attacks, as well as more easily activate Future-Focused

Decent HP and Spd

Seiðr’s base 39 HP and 30 Spd are solid, not amazing but serviceable, allowing her to take hits from magical units decently well and follow-up against very slow units, especially in combination with the guaranteed follow-up from Seiðr. 

Tome Cavalry

Seiðr’s status as a tome cavalry gives her high Mov and the ability to target foes 2 spaces away, and allows her to use great Skills like A/R Far Trace and Atk/Res Catch.


Bad Def

Seiðr’s base 17 Def is already low, and Still Water lowers it further, rendering her very vulnerable to attacks that target her Def. 

Foes with High Res or Large Threat Range

Seiðr activates Future-Focused easily against foes with low Res or those who are nearby. However, foes with higher Res are more easily able to beat her Res check, especially if she can’t safely get close to them, since the Res check becomes harder to make with each extra space between her and her target. It is worth mentioning that at the time of writing, the two arguably best Anima mythics are Arval and Mirabilis, both of whom boost Res as part of their Mythic effect. So an enemy team with both of those Mythics has basically an extra 10 Res on every Anima-blessed unit, making them that much more resistant to Future-Focused. However, many common threats such as Valentine’s Chrom and Winter Lysithea have very poor Res and Seiðr’s Res is high enough that it is still easy to apply in useful ways. 

Weapon Skills

Weapons SP Rng. Mt.
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9

Accelerates Special trigger (cooldown count-1).

At start of turn, if unit is within 2 spaces of an ally, grants the following effect to unit and allies within 2 spaces of unit for 1 turn: "Foe cannot make a follow-up attack." If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and unit deals damage = 20% of unit's Res (including when dealing damage with a Special triggered before combat).

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling Wind

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

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

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

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

Passive Skills

Passive Skills SP Slot
Still Water 1

Grants Atk/Res+3. Inflicts Def-3.

Inheritable by all units.
Still Water 2

Grants Atk/Res+4. Inflicts Def-4.

Inheritable by all units.
Still Water 3

Grants Atk/Res+5. Inflicts Def-5.

Inheritable by all units.
Still Water 4

Grants Atk/Res+7. Inflicts Def-5.

Inheritable by all units.
Chill Res 1

At start of turn, inflicts Res-3 on foe on the enemy team with the highest Res through its next action.

Inheritable by all units.
Chill Atk/Res 1

At start of turn, inflicts Atk/Res-3 on foe on the enemy team with the highest Atk+Res total through its next action.

Inheritable by all units.
Chill Atk/Res 2

At start of turn, inflicts Atk/Res-5 on foe on the enemy team with the highest Atk+Res total through its next action.

Inheritable by all units.
Chill Atk/Res 3

At start of turn, inflicts Atk/Res-6 on foe on the enemy team with the highest Atk+Res total and foes within 2 spaces of that foe through their next actions.

Inheritable by all units.

On odd-numbered turns, after foes' start-of- turn skills trigger, for the closest foes in cardinal directions of unit, if unit's Res ≥ foe's Res+X (X = distance from unit to foe × 3), that foe's action ends immediately.


Other Info

Fire Emblem Heroes

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