- Default
- Attack
- Special
- Injured




Ullr - The Bowmaster |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 11 | 10 | 5 | 3 |
Middle | 17 | 12 | 11 | 6 | 4 |
High | 18 | 13 | 12 | 7 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 39 | 38 | 27 | 16 |
Middle | 39 | 42 | 41 | 30 | 19 |
High | 42 | 46 | 45 | 33 | 22 |
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
Iron Blue Intention (Offense)
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Holy Yewfelle | A | Swift Sparrow 3 Alternate: Life and Death 4 |
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Positional Assist | B | Yngvi Ascendant |
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Luna | C | Time's Pulse 3 |
IVs | +ATK or +SPD / -RES | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
Weapon: Holy Yewfelle
Assist: Positional Assist
Special: Luna
Passive A: Swift Sparrow 3 / Life and Death 4 / Atk/Spd Ideal 4
Passive B: Yngvi Ascendent
Passive C: Time’s Pulse / Preference
Sacred Seal: Blade Session / Atk/Spd Solo / Swift Sparrow
- A rather unexpected addition to the game, Ullr is yet another mythic that can be summed up with “good in every mode except Aether Raids” due to the mode favoring Mythics that can utilize Galeforce or that can offer some form of supportive utility, neither of which Ullr is capable of. In addition, as a light mythic Ullr is forced to compete with a plethora of excellent support based mythics available on light season, such as Peony and Temari Eir. In spite of this, Ullr is a fantastic Player Phase unit elsewhere thanks to her incredible statline and great exclusive skills, and she can still be run as a mythic if desired, but running her outside of her bonus seasons is difficult to justify due to the aforementioned competition. However with the introduction of the Safety Fence offense structure, Save based defense teams could potentially see more use, giving Ullr more useability as a mythic since she’s a decent check to them(although she’ll struggle against max investment Brave Hector without some extra attack boosting support or additional merges.)
- In addition to having the Slaying effect, Holy Yewfelle negates Guard effects while giving her a +6 boost to her Attack and Speed and neutralizing penalties to her Attack and Speed as long as she initiates or the foe has 75% or higher HP. Yngvi Ascendent on the other hand is essentially a combined Desperation without the HP threshold in addition to Null Follow-up, meaning that with this skill Ullr will always be able to Attack the foe twice before they can counterattack her as long as she can perform a follow-up attack.
- The typical offensive fare in both Ullr’s A slot and seal does a fantastic job of boosting her offensive stats further and giving her increased KO potential. Ullr’s innate Life and Death 4 is less ideal than the alternatives since it detracts from her decent physical bulk, but it’s still a fine option if no other alternatives are available. For Ullr’s sacred seal slot, Blade Session grants the highest amount of stats, so it’s Ullr’s ideal choice unless another unit needs it more.
- Ullr’s best choice of Special is Luna, as it gives her a fighting chance against some threat she’d struggle against otherwise as long as she can trigger it. Her innate Deadeye is a serviceable choice, but Ullr herself doesn’t have much use for it over Luna. It does make for excellent skill inheritance fodder, though.
- Ullr’s innate Time’s Pulse grants her -1 Special cooldown at the start of the turn as long as her Special is uncharged, allowing her to always trigger Luna in 2 attacks since Holy Yewfelle negates Guard.
Strengths
Great Offensive Stats
Ullr’s base 42 Attack and 41 Speed a̶r̶e̶ ̶a̶ ̶c̶l̶e̶a̶r̶ ̶s̶i̶g̶n̶ ̶o̶f̶ ̶s̶t̶a̶t̶ ̶c̶r̶e̶e̶p̶ give Ullr an incredibly potent Player Phase right off the bat, and she’ll have no problems dishing out heavy damage to foes and performing follow-up attacks. As an extra cherry on top, Ullr possesses superassets in both Attack and Speed, giving her a 4 point increase instead of the usual 3.
Exclusive Skills
Ullr’s exclusive skills help her bypass the weaknesses of a typical Player Phase unit, giving her Null Follow-up, Guard negation and Penalty negation all wrapped in a nice package(and an extra stat boost as if she really needed it). To sum this all up, this makes her a part of the exclusive club of units you don’t tank on Enemy Phase(unless you invest heavily in Defense for some reason). Just Player Phase her.
Weaknesses
Heavy Competition as a Light Mythic
Light season mythics have a lot of competition to contend with due to the plethora of options available. In particular, Peony and Eir have supportive utility that Ullr is incapable of replicating, and her deletion power is only useful against certain types of teams(ex: Save based defense teams).
Terrible Resistance
Ullr’s base 19 Resistance makes her ill suited to tanking magical damage, and foes that can hit her weak Resistance will have little trouble KO’ing her in a single hit.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Effective against flying units. Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Effective against flying units. Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Bow users.
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200 | 2 | 9 |
![]() Accelerates Special trigger (cooldown count-1). Effective against flying foes. If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd+6 to unit during combat and neutralizes penalties to unit's Atk/Spd and effects that inflict "Special cooldown charge -X" on unit during combat. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Available Rearmed Weapons |
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Arcane Náströnd (+Res) |
Arcane Náströnd (+Def) |
Arcane Náströnd (+Atk) |
Arcane Náströnd (+Spd) |
Arcane Náströnd |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50%. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Boosts damage dealt by 50%. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 2 |
![]() Doubles damage dealt. Disables non-Special skills that "reduce damage by X%." Unlocks at 5 ★ Only Inheritable by Bow users.
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500 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Spd+3. Inflicts Def/Res-3. Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() Grants Atk/Spd+4. Inflicts Def/Res-4. Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
100 | A |
![]() Grants Atk/Spd+5. Inflicts Def/Res-5. Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
![]() Grants Atk/Spd+7. Inflicts Def/Res-5. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
Yngvi Ascendant Neutralizes effects that prevent unit's follow-up attacks during combat. If unit initiates combat, unit can make a follow-up attack before foe can counterattack. Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. Infantry Units Only Unlocks at 1 ★ |
60 | C |
![]() At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. Infantry Units Only Unlocks at 2 ★ |
120 | C |
![]() At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. Infantry Units Only Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Genealogy of the Holy War
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