- Default
- Attack
- Special
- Injured




Ylgr - Fresh Snowfall |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 9 | 6 | 4 |
Middle | 16 | 7 | 10 | 7 | 5 |
High | 17 | 8 | 11 | 8 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 30 | 35 | 19 | 17 |
Middle | 38 | 33 | 38 | 22 | 20 |
High | 41 | 36 | 41 | 25 | 23 |
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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Boons
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+SPD: With an already fantastic base Speed stat of 38, Ylgr greatly benefits from elevating it further to maximize her offensive potential as well as to more reliably make use her unique weapon, Sylgr.
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+ATK: Although generally not quite as good as a Speed boon, an Attack boon is still a great alternative option that serves to boost her raw damage output.
Neutral
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HP: As the main contributor to her bulk, Ylgr prefers to keep her HP stat intact. Moreover, taking an HP bane results in a four-point decrease as opposed to the usual three, making it best to avoid lowering this stat altogether.
Banes
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-DEF / RES: Sitting at a base value of 22 and 20 respectively, Ylgr’s defensive stats are downright poor. A bane to either of them can be considered ideal as her relatively decent HP pool is generally enough to let her safely take a hit from an opposing foe, regardless of the chosen bane.
Skill Sets
Winter Sonata (Offensive Nuke)
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Sylgr | A | Atk/Spd Solo 3 Alternate: Sorcery Blade 3 |
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Reposition | B | Desperation 3 |
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Moonbow Alternate: Glimmer |
C | Odd Atk Wave 3 Alternate: Spd Tactic 3 |
IVs | S | Flashing Blade 3 |
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Preferred IV: +SPD or +ATK / -DEF or -RES
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Weapon: Sylgr
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Assist: Reposition / Flexible
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Special: Moonbow / Glimmer
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Passive A: Atk/Spd Solo / Swift Sparrow / Fury / Sorcery Blade
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Passive B: Desperation
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Passive C: Odd Atk Wave / Even Spd Wave / Spd Tactic / Flexible
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Sacred Seal: Flashing Blade / Speed +3 / Attack +3
This build aims to capitalize on Ylgr’s strong offensive stat spread and her personal weapon, Sylgr -- a combination of factors that allow her to function as a surprisingly potent frontliner, especially so when properly supported.
In addition to granting her a flat +3 Speed boost, Sylgr allows Ylgr to consistently output solid amounts of damage through its conditional +4/+4 Atk/Spd in-combat boost, requiring her to have more Speed than her opponent in order to be active -- given her already high base Speed, however, this condition is relatively easy to meet. Although this effect is seemingly pretty straightforward, it does provide Ylgr with another distinct advantage: in contrast to her direct competition, Ylgr only needs to have 1 more Speed than her opponent (as opposed to the typical 5) to perform follow-up attacks, strengthening her viability as an offensive unit by enabling her to contest even the fastest of units.
Moonbow will generally be Ylgr’s most effective option for her Special thanks to its usefulness against bulky foes who would otherwise prove to be a nuisance, though her native Glimmer is a solid alternative that can find its uses against red foes or those with high HP but low Defense. Furthermore, when combined with the Flashing Blade seal, both of the aforementioned options have the additional benefit of being able to activate in every round of combat even while under Desperation’s HP threshold, provided that she can double her opponent.
As for her choice of main skills, Atk/Spd Solo is an exceedingly powerful A slot skill that pairs wonderfully with this build’s offensive playstyle, granting her a substantial +6/+6 boost to both of her offenses without detracting from her already poor bulk or needing any set-up. It does, however, require her to not have any adjacent allies for the skill’s effect to be active, but as Ylgr will typically be away from her allies most of the time regardless, Atk/Spd Solo’s positioning requirement is negligible at best. Should it be unavailable, Swift Sparrow is a strong alternative that provides Ylgr with a similar boost to her offensive potential upon initiation. Alternatively, one can utilize Fury to strengthen her ability to take a hit from an opposing foe while simultaneously increasing her offenses as well. Although somewhat tricky to make use of in practice, Ylgr’s native Sorcery Blade can still be a serviceable A slot skill should no other option be available or if one wishes to invest as minimally as possible in the young princess.
Desperation is an inarguably vital component of this build and is necessary for Ylgr to be able to strike in succession without having to worry about being killed in retaliation. Odd Atk Wave and Even Spd Wave make for excellent candidates to utilize in her C slot, allowing her to be relatively self-sufficient while also being able to provide team support in the form of a sizable boost to one of her allies’ offensive stats. Otherwise, any skill that best suits her team’s needs can be used here, such as her native Spd Tactic. Lastly, if the Flashing Blade seal is unavailable, the Speed +3 and Attack +3 are good alternatives to supplement her offensive presence further.
Child of Frost (Debuffer)
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Sylgr | A | Atk/Spd Solo 3 Alternate: Life and Death 3 |
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Reposition | B | Windsweep 3 Alternate: Chill Spd 3 |
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Moonbow Alternate: Glimmer |
C | Atk Smoke 3 |
IVs | S | Spd Smoke 3 |
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Preferred IV: +SPD or +ATK / -DEF or -RES
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Weapon: Sylgr
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Assist: Reposition / Flexible
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Special: Moonbow / Glimmer / Luna
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Passive A: Atk/Spd Solo / Swift Sparrow / Life and Death / Fury
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Passive B: Windsweep / Chill Spd / Watersweep
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Passive C: Atk Smoke / Spd Smoke / Savage Blow
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Sacred Seal: Spd Smoke / Atk Smoke / Savage Slow / Phantom Spd
This set takes a far more supportive approach to Ylgr’s statline and PRF, allowing her to provide team support and function as a competent debuffer while still retaining some of her offensive prowess. If making use of Windsweep or Watersweep, a Speed boon will be her ideal choice of IVs to have it activate as reliably as possible but otherwise, a boon to either of her offensive stats can be considered ideal.
Thanks to their relatively low Special cooldown, Moonbow and her native Glimmer are again her best options for a Special, though Luna can also be considered for its greater effectiveness against bulky foes. Atk/Spd Solo provides Ylgr with a potent increase to both of her offenses and when combined with a Speed boon and Sylgr, she will be able to reach a staggering 50 Speed — although this would usually be considered overkill, this amount of Speed can be extremely beneficial if utilizing Windsweep or Watersweep in her B slot, virtually ensuring its activation. This can be heightened further through the use of the Phantom Speed seal but it will usually prove to be unnecessary. Swift Sparrow, Life and Death, and Fury are all suitable alternatives should Atk/Spd Solo be unavailable.
Windsweep, and to a lesser extent, Watersweep are great skills to make use of as her chosen B slot skill, enabling her to safely apply debuffs on the opposing team while remaining completely healthy, provided that she has more Speed than her opponent. The choice between the two, however, is ultimately up to personal preference as both skills have the same effect of canceling out counterattacks, but differ in the type of opponents they affect. One can also make use of Ylgr’s native Chill Spd to immediately apply a debilitating -7 Spd debuff on the fastest enemy on the opposing team without requiring her to even engage in combat.
Taking Atk Smoke and Spd Smoke as her chosen C and seal slot respectively (or vice versa as the end result is ultimately the same) is a great course of action, letting her inflict a devastating -7 Atk/Spd/Def/Res debuff on her target and on opponents within two spaces of said target with a single strike. Alternatively, one can run Savage Blow in either her C slot, seal slot, or both to stack chip damage on top of her debuffs. This chip damage can be especially effective when dealing with tanks and can be used to slowly detract from their health until it is low enough for Ylgr’s allies to swiftly sweep through the now weakened foes.
Introduction
The youngest Nifl princess, Ylgr, finally makes her way as a summonable unit, catching many off-guard, though, as the second blue dagger unit to be released thus far. Contrary to what her innocent appearance would lead one to think, Ylgr certainly packs a punch, boasting a surprisingly strong neutral offensive spread of 33/38 while still toting enough bulk to safely take at least one hit from an opposing foe. Her unique weapon, Sylgr, further complements her role as an offensive unit -- on top of equipping her with a passive +3 boost to her Speed, its effect further bolsters her offensive presence and provides her with an additional +4/+4 Atk/Spd in-combat boost so long as she has more Speed than her opponent, a condition that is fairly simple to meet given her high Speed stat.
However, although her stat spread’s heavy focus on her offenses does allow her to possess a considerable offensive presence, it also puts a heavy strain on her defenses, leaving her with pitiful base Defense and Resistance stats of 22 and 20 respectively. This makes her incapable of dealing with any sort of sustained offensive pressure and will commonly have to rely on skills such as Desperation to avoid being counterattacked. Moreover, her role as an offensive blue dagger unit, albeit a largely uncontested niche, is not necessarily a niche that needs fulfilling -- to put it simply, Ylgr’s inability to ignore the color triangle thanks to her being blue places her in a weird position in relation to her colorless comparables and detracts from her overall effectiveness, more so than if she had been colorless herself. Nonetheless, despite these aforementioned weaknesses, Ylgr is still a reasonably solid unit who can excel in her own right in the correct circumstances and given the proper support.
Strengths
Sylgr
Ylgr’s unique weapon, Sylgr, works together perfectly with her offensively oriented statline and enables her to consistently deal good amounts of damage without being overly reliant on team support to function. Furthermore, Sylgr also makes it so that Ylgr only needs to have 1 more Speed than her opponent to perform follow-up attacks, rather than the normal 5, rendering her capable of doubling even the fastest of units.
Good Offensive Stats
Featuring a solid base Attack stat of 33 in addition to the third highest base Speed stat in the game as of the time of writing, Ylgr has great offensive potential and can quite easily establish herself as a reasonable source of damage output on any given team.
Just Enough Bulk
Ylgr’s physical and magical bulk of 60 and 58 respectively, although unremarkable at best, is workable, typically being enough to let her safely take a single hit from an enemy.
Weaknesses
Low Defensive Stats
As is commonly the case with units whose bulk lies mainly in their HP stats, Ylgr will quickly suffer defeat when faced with any form of sustained offensive pressure.
Not Colorless
Ylgr’s status as a blue infantry dagger user hinders her overall potential, as her inability to ignore the color triangle makes her incapable of effectively dealing with as wide a breadth of units as her colorless counterparts.
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Sylgr | A | Atk/Spd Solo 3 |
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Rally Def/Res | B | Desperation 3 |
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Glimmer | C | Drive Def 2 |
S | Flashing Blade 3 |
My Ylgr is mostly the normal set, but with a little...flexibility. Since I use a lot of other units, Ylgr only really comes out when I'm having trouble, and her set is meant to both support her team and capitalize on her Speed.
Her Special and her A, B and Seal slot are similar to the main build on her page as to capitalize on her power. Sylgr is always the best option for her due to its unique effect.
The main characters I love to use are Legendary Robin (F), Nino and Sophia. Rally Def/Res supports all 3 in different ways by helping Sophia and Legendary Robin's lure potential and bulk and by increasing Nino's damage output with Iris's Tome. Her C Slot is very flexible depending on the team I put her in, so a variety of skills are used from Spd Tactic to Atk or Spd Smoke to her current Drive Def. The first helps Legendary Grima as teams that her and Ylgr are in usually have 2 Infantry and 2 Fliers. The second and third help with weakening the entirety of the enemy team, especially when combined with Sylgr's debuff. The last option is used on teams with Sophia to supplement her physical bulk a little bit.
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Sylgr | A | Sorcery Blade 3 |
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Ardent Sacrifice | B | Desperation 3 |
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Moonbow | C | Spd Tactic 3 |
S | Atk/Def Bond 3 |
Preferred IV: +SPD/ -DEF or -RES
Weapon: Sylgr
Assist: Ardent Sacrifice/ Reciprocal Aid
Special: Glimmer/ Moonbow
Passive A: Sorcery Blade
Passive B: Desperation
Passive C: Speed Tactic/Atk Smoke/Speed Smoke/Flexible
Sacred Seal: Atk/Def Bond or Flashing Blade
Ylgr's prf weapon, Sylgr, grants Atk/Spd +4 as long as she is quicker than her opponent. As such, Speed is her most important stat, and with a speed boon and the passive +3 speed from Sylgr, she will most likely meet the requirement.
Ardent Sacrifice or Reciprocal Aid is used to lower Ylgr into Desperation range; nothing special there.
As a speedy hard hitter, Ylgr wants a quick, hard hitting Special as well. Moonbow has a slight edge over Glimmer to do more damage in the case of Ylgr not being near a magic ally, or if the foe has evenly spread Def and Res like Hardin or Sheena. However, Glimmer is still a great option on budget.
Sorcery Blade is the core of this build. Its effect is simple but powerful: it grants adaptive damage as long as Ylgr is adjacent to a tome-using ally. It's an extremely useful tool for taking out physically bulky units like Lukas or Ephraim with lower Res, while not affecting her performance against Res-heavy units like Felicia or Julius.
Ylgr's poor bulk makes Desperation an obvious choice for her B skill. It lets her keep taking out enemies without fear of repercussion, as long as she can take them out in one round.
For her C skill, it depends on the team you run. Her native Speed Tactic is fine(and no longer Legendary-locked!), but Atk or Spd Smoke can be used to further debuff your foes on top of the Def/Res -7 from Sylgr.
Since Ylgr needs to be next to an ally for this build to work anyway, Atk/Def Bond can be chosen as her Sacred Seal to boost her stats even further-- +9 Attack, +4 speed, and +5 Def-- when next to an ally in combat, on top of any other spurs from nearby allies. You can also run Flashing Blade to guarantee that Glimmer or Moonbow procs on a follow-up attack.
Overall, it's clear that Ylgr is meant to be a Player Phase powerhouse, working alongside magical allies to maximize her damage output. She's a welcome addition to the infantry dagger pool, with speed to rival the likes of Sothe or Legault.
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Sylgr | A | Death Blow 3 |
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Pivot | B | Chill Spd 3 |
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Sol | C | Spd Tactic 3 |
S | Heavy Blade 3 |
With Ylgr's low base HP, sol and noontime wwre ideal options to make sure she can keep her HP up with her middling defensive stats. However, her base kit is mostly optimal if you can find a way to utilize support skills that can maintain her hp or throw her to the opposite side of her allies, like Pivot.
Alternatively, a focused attack set with Glimmer is still ideal, though with the niche of her A skill, I reccomend swapping it out with Swift Sparrow or Darting/Death Blow with the matching blade seal for higher cooldown specials like Astra or Galeforce; Sol if you plan to use her to keep her HP up.
(BIG WIN FOR TACTICS USERS, WE NOW HAVE SPD TACTIC IN PERMANENT POOL)
Overall, she is a decent dagger unit, but an amazing blue dagger unit! Even a speed bane is of no issue since her preffered dagger gives her +3 Speed, keeping her at 38 (a passable speed for in game and competetive latter)
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Dagger users only.
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50 | 2 | 3 |
![]() Dagger users only.
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100 | 2 | 5 |
![]() Dagger users only.
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200 | 2 | 7 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Excludes Armor, Cavalry, Flying, Tome, Dragon, and Staff Units
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60 | A |
![]() Excludes Armor, Cavalry, Flying, Tome, Dragon, and Staff Units
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120 | A |
![]() Excludes Armor, Cavalry, Flying, Tome, Dragon, and Staff Units
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
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60 | B |
![]() Inheritable by all units.
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120 | B |
![]() Inheritable by all 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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