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Analysis by ZeShado
Thórr - War God

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
178
HP 40
ATK 44
SPD 19
DEF 41
RES 34

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 3 10 7
Middle 18 11 4 11 8
High 19 12 5 12 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 40 16 38 31
Middle 40 44 19 41 34
High 43 47 22 45 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

The Goddess of Beating You Up (Galeforce)

Build by ZeShado
Recommended
War-God Mjölnir A Atk/Def Push 4
Alternate: Fury (3 or 4)
Positional Assist B Flow Guard 3
Alternate: Wings of Mercy 3
Galeforce C Worldbreaker
IVs

+ATK / -HP or -SPD

SAtk/Def Solo 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Weapon: War-God Mjölnir

Assist: Positional Assist

Special: Galeforce

A Passive: Atk/Def Push 4 / Fury (3 or 4)

B Passive: Flow Guard / Wings of Mercy

C Passive: Worldbreaker

Sacred Seal: Atk/Def Solo / Savage Blow

  • Thorr is one of the better Galeforce units that we have in the game thanks to War-God Mjölnir as well as Worldbreaker. War-God Mjölnir having innate Slaying with a guaranteed follow-up attack can allow her to secure Galeforce on the second hit without the need of Quickened Pulse or other supports that accelerate Special cooldown. Meanwhile, Worldbreaker is able to free up the need for Heavy Blade since it grants unconditional Special cooldown per attack to herself and allies within two spaces. The latter effect can also allow her to support other Galeforce units. As such, one of the best options for Thorr would be to run her as a Wings of Mercy beacon, not only because she is a Mythic Hero, meaning she has low HP which can allow her to fall below 50% HP much more easily, but also because she can support her allies with Worldbreaker. So, for this set, we’ll be mainly focusing on her Galeforce niche.
     
  • If Thorr is to act as a Wings of Mercy beacon, she’ll want to stack up as much recoil damage as possible. Her best option is going to be Fury (3 or 4), since it can inflict 6-8 damage to the unit and help secure her falling below 50% HP. However, you can always keep her innate Atk/Def Push 4 since it also has recoil damage, albeit not as much, and can allow her to fall below 50% HP more securely since she’ll gain more bulk.
     
  • There are two options for Thorr’s B Passive: Flow Guard and Wings of Mercy. If you want Thorr to act as a Wings of Mercy beacon with Galeforce, she’ll want to have the ability to secure her own doubles and her innate Flow Guard will allow her to guarantee two attacks. Moreover, if she is able to Galeforce off of her first foe, she’ll then be able to act again and stack up self-inflicted damage from Push/Fury and chip damage from Savage Blow. However, if you would rather run someone else as a Wings of Mercy beacon, Thorr herself can just run Wings of Mercy. That being said, there is the opportunity cost of not being able to double if the foe has some form of Impact present. Even so, it’s an option nonetheless.
     
  • Worldbreaker is going to be the bread and butter to this set as it not only acts as Special Fighter without the Guard effect, meaning she doesn’t have to run Heavy Blade to get accelerated cooldown but is also able to be granted to allies within two spaces which can also free up their need for Heavy/Flashing Blade. There’s no other worthwhile C Passive since nothing else will increase her and her allies' Galeforcing capabilities.
     
  • Because War-God Mjölnir grants an additional Dull effect for being Solo, running a Solo skill wouldn’t be a bad idea to help bolster her overall offensive pressure. Atk/Def Solo is one skill that comes to mind due to it bolstering her two best stats. However, one concern could be overshooting and potentially OHKOing in the process. As such, you can choose to run Savage Blow instead so that allies teleporting in can deal with foes much more easily.

The Goddess of Support (Support)

Build by ZeShado
Love Candelabra+ (+Res) A Fort. Def/Res 3
Alternate: Fort. Def/Res 2
Positional Assist B Sabotage Atk 3
Alternate: Sabotage Def 3
Bonfire C Worldbreaker
IVs

+DEF or +RES / -SPD

SFortress Res 3
Alternate: Drive Atk 2

Show Explanation/Analysis

Weapon: Love Candelabra+ (+Res)

Assist: Positional Assist

Special: Bonfire

A Passive: Fort. Def/Res 3 / Fort. Def/Res 2

B Passive: Sabotage Atk / Sabotage Def / Sabotage Res

C Passive: Worldbreaker

Sacred Seal: Fortress Res / Fort. Def/Res / Drive Atk / Spur Atk

  • Given that Worldbreaker is essentially a Joint Drive Special Fighter without the Guard effect, you can realistically run Thorr as a support unit for enemy phase strategies. Moreover, because she has good mixed bulk, you can also ditch her PRF and run a Res-refined Love Candelabra+ not only to further support units with extra stats but also act as a Dark Shrine soaker. The additional Res can also allow her to run Sabotage skills.
     
  • Since the idea is to turn Thorr into a support and Dark Shrine soaker, the only skill that she would want to run is Fort. Def/Res. The additional Def/Res she gains from that skill can make it easier to soak in general and with the extra Res, it grants, she can also run Sabotage skills more securely.
     
  • As it currently stands, there aren’t that many decent support skills for fliers. However, because Thorr has workable Res, she can run Sabotage skills fairly well, and given that she is an Astra mythic, you can choose from Sabotage Atk, Sabotage Def, or Sabotage Res and stack it up with Plumeria’s Sabotage Spd. It does help that Sabotage Atk and Sabotage Res are easily available with Grails, so it’s not that expensive to run either.
     
  • The only worthwhile C Passive for Thorr is Worldbreaker due to its Joint Drive Special Fighter gimmick. This can free up the need for the Steady Breath Sacred Seal as well as Brave Lucina / New Year Velouria and allow allies to run other skills that bolster their overall performance, whether that’s a Solo, Bond, Stance, or even Mystic Boost.
     
  • Because Thorr will be running a Sabotage skill in this set along with acting as a Dark Shrine soaker, one of the best options for her Sacred Seal would be Fortress Res and Fort. Def/Res. Fortress Res grants more Res than Fort. Def/Res but the latter grants more overall Def/Res, so it’ll boil down to what you want to prioritize: Sabotage skills or Dark Shrine soaking. You could also run Spur Atk or Drive Atk, depending on how close you want her to be to allies.

Strengths

High Attack

    Starting out with a base Atk stat of 44, Thorr will have very little trouble dealing with many foes, especially armors since she has Armor effectiveness built into her weapon. Moreover, her weapon is essentially 22 MT since it can grant an additional +6 to her Atk stat, allowing her to start off with a base Atk stat of 66 before any skills, boons/banes, and support is considered.

Solid Mixed Bulk

    Thorr has a great amount of mixed bulk, sitting at a base of 41 Def and 34 Res. This can also be bolstered by her PRF since it can inflict -6 Atk on the foe, essentially pushing her Def/Res to 47/40 respectively. Likewise, because her visible Def and Res are high, she can also act as a Dark Shrine soaker.

War-God Mjölnir

    War-God Mjölnir is absolutely stacked with effects that allow her to perform as a fantastic combatant and Galeforcer. To start us off, she comes with Slaying which allows her to secure more Galeforce checks without the need of outside support. She also has Armor effectiveness, so she can take down plenty of armor foes with no issue whatsoever. And despite having low Spd, she is able to make guaranteed follow-up attacks so long as her HP is above or equal to 25%. Beyond that, she can get even more offensive and defensive thanks to the additional +6 Atk her weapon grants and the -6 Atk it inflicts on foes as well as the Dull effect she gains from being solo. Simply put, it’s a really strong weapon.

Worldbreaker   

    Worldbreaker is essentially a Joint Drive Special Fighter, without the Guard effect, and with the additional benefit of being able to work on Thorr without any sort of spatial requirement. This not only allows Thorr to act as a fantastic Galeforce unit with the benefit of not needing to run Heavy Blade but also frees up the need for Heavy/Flashing Blade on Galeforce teams if you use her as a Wings of Mercy beacon. Likewise, you can use Worldbreaker for supporting enemy phase strategies, including Melee/Ranged Specialists and Near Save armors, as it can free up the need for the Steady Breath Sacred Seal.

Weaknesses

Low Speed

    Starting out with a base Spd stat of 19, chances are that every single foe is going to have the ability to double her. That'll be more of a problem in the enemy phase than the player phase since she’ll be able to get her two attacks out before the foe can retaliate with a second attack.

Too Much Attack?

    Having a high Atk stat is great for defeating foes relatively quickly. However, in Thorr’s case, it could potentially be problematic if you use her as a dedicated Wings of Mercy beacon / Galeforce unit as she could potentially overshoot and OHKO an opponent, especially if Near Save armors are present, before being able to trigger Galeforce. This can be remedied with Velouria support, but that comes at an opportunity cost. Even so, it’s something to look out for if you plan to run her on a Galeforce team.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
War-God Mjölnir

Accelerates Special trigger (cooldown count-1). Effective against armored foes. At start of combat, if unit's HP ≥ 25%, grants Atk+6 to unit during combat, inflicts Atk-6 on foe during combat, unit makes a guaranteed follow-up attack, and also, if unit is not adjacent to an ally, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

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
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
Atk/Def Push 1

At start of combat, if unit's HP = 100%, grants Atk/Def+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Def Push 2

At start of combat, if unit's HP = 100%, grants Atk/Def+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Def Push 3

At start of combat, if unit's HP = 100%, grants Atk/Def+5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Def Push 4

At start of combat, if unit's HP ≥ 25%, grants Atk/Def+7, but if unit attacked, deals 5 damage to unit after combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Flow Guard 1

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Melee Cavalry & Melee Flying Units Only
Unlocks at 1 ★
60
B
Flow Guard 2

At the start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Melee Cavalry & Melee Flying Units Only
Unlocks at 2 ★
120
B
Flow Guard 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Melee Cavalry & Melee Flying Units Only
Unlocks at 4 ★
120
B
Worldbreaker

Grants Special cooldown charge +1 per attack during combat to unit and allies within 2 spaces. (Only highest value applied. Does not stack.)

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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