- 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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Skill Sets
I’m a Goofy Goober, Yeah! (Support Focus)
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Sylgr (+Eff) | A | B Duel Infantry 4 Alternate: HP/Spd 2 |
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Positional Assist | B | Even Pulse Tie 3 Alternate: Atk/Def Ruse 3 |
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Moonbow Alternate: Ruptured Sky |
C | Spur Atk/Def 2 Alternate: Joint Drive Atk |
IVs | +HP or +SPD / -DEF or -RES | S | Drive Atk 2 |
Weapon: Sylgr (+EFF)
Assist: Positional Assist / Flexible
Special: Moonbow / Ruptured Sky
Passive A: B Duel Infantry / HP/Spd 2 / HP/Atk 2
Passive B: Even Pulse Tie / Ruse Skills / Chill Skills / Link Skills / Sudden Panic
Passive C: Spur Skills / Joint Drive Skills / Spd/Def Oath / Rouse Skills / Flexible
Sacred Seal: Drive Skills / Spur Skills / Rouse Skills / Atk/Res Oath / HP/Spd 2
- Ylgr’s surprisingly high range and ceiling in applying her refined PRF’s debuffs (as proper skill usage means she can apply up to -7 Atk/Spd/Def/Res on foes pretty consistently) makes her a standout support unit, especially in the context of Savior armored teams given how easily proximity may be maintained without consequence.
- This build essentially aims to develop this supportive quality by stacking further support tools, most notably by enhancing her HP as much as possible. This is beneficial for Ylgr’s own performance in the context of Aether Raids (and Colosseum modes to an extent) by helping avoid the Panic Tower and other sources of HP-based Panic, as this inhibits her utility if using buffs to leverage Sylgr.
- Moreover, this enables the usage of powerful HP-based support skills, like Even Pulse Tie to neutralize threats wielding instant Special activations and Sudden Panic to debilitate teams that rely on visible buffs. Ylgr does have other B skill options like Ruse, Chill, and Link skills for more consistency in activating her support — but at least where Even Pulse Tie is concerned, they're generally not as potent.
- For both her C and Sacred Seal slots, Ylgr has two main overarching options to consider: she can either utilize in-combat buffing abilities like Spur Atk/Def and Drive Atk to contribute even more to the effective stat swings she can provide her team, or she can equip self-buffing skills like Oaths and Rouse Atk/Spd to enable Sylgr without relying on outside assistance. Interestingly enough, Ylgr can use Spd/Def Oath and Atk/Res Oath as her C skill and Sacred Seal slot respectively to guarantee a Spectrum -5 on nearby foes by simply sticking close to her team (which she already wants to be doing).
- Ylgr’s Special is likely the least important aspect of her build here as she should be seeing combat fairly infrequently, rendering Moonbow the best option in most cases as its low cooldown makes it quickly accessible in a pinch. For scoring purposes (and slightly more specialized combat capacity), Ruptured Sky may be considered.
HUMALA BEBUHLA ZEEBUHLA BOP (Offense / Support Hybrid)
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Sylgr (+Eff) | A | Swift Sparrow 3 Alternate: Atk/Spd Solo (3 or 4) |
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Positional Assist | B | Desperation 3 |
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Moonbow Alternate: Luna |
C | Atk Smoke 3 Alternate: Spd Smoke 3 |
IVs | +SPD or +ATK / -DEF or -RES | S | Swift Sparrow 2 Alternate: Flashing Blade 3 |
Weapon: Sylgr (+EFF)
Assist: Positional Assist / Flexible
Special: Moonbow / Glimmer / Luna
Passive A: Swift Sparrow / Atk/Spd Solo / Atk/Spd Push / Sturdy Impact
Passive B: Desperation / Null Follow-Up / Spd/Def Tempo
Passive C: Atk Smoke / Spd Smoke / Joint Drive Skills / Spur Skills / Spd/Def Oath / Rouse Skills / Flexible
Sacred Seal: Swift Sparrow / Flashing Blade / Atk/Spd Solo / Atk/Spd Form / Rouse Skills
- Alternatively, Ylgr can opt to lean more towards the offensive perks of refined Sylgr, as +9/+12 Atk/Spd and Speed-based bonus damage is honestly nothing to scoff at. This is not to mention the fact that she can leverage her own in-combat debuffs to fortify her battling consistency — and moreover, these stat swings are always available for her allies’ gain when necessary. Both +ATK and +SPD IVs work well in this context.
- Glimmer and Moonbow are among Ylgr’s best Special candidates; their low initial cooldowns allow for consistent triggers in most rounds of combat and pair nicely with the Flashing Blade Sacred Seal when using Desperation. Luna can also be considered for the stronger burst it provides, though it does activate more infrequently.
- Since she relies on both Atk and Spd for her damage output, any A skill that enhances them simultaneously makes for a natural complement to her playstyle; Swift Sparrow, Atk/Spd Solo, and Atk/Spd Push are among her best options. Sturdy Impact may also be worth considering despite its lack of Spd enhancement, as the +10 Def and follow-up negation it brings greatly alleviates her low physical bulk so she can more safely run B skills that aren’t Desperation.
- Speaking of, Desperation tends to be Ylgr’s prime B skill for the simple fact that her poor overall bulk — both physical and magical — makes it difficult to engage in continued engagements otherwise. However, should you feel confident in her longevity (particularly if able to consistently maximize the in-combat Atk debuff she applies), other potent skills include Null Follow-Up to bypass common enemy mechanics that inhibit traditional nuking and Spd/Def Tempo to ensure stronger Special activations.
- In the same vein that self-buffing skills work markedly well here as she is in a position to leverage their strengths beyond supportive purposes, Atk and Spd Smoke become more attractive options as Ylgr will actually be expected to constantly initiate combat to apply their effects, which may then be doubled in effectiveness via Sylgr. Joint Drive and Spur skills are also worthwhile if more support is desired.
Strengths
Sylgr
Originally offering little else than a simple helping of offensive stats, Ylgr’s exclusive Sylgr now bears unprecedented utility post-refinement through its unique Rein-esque effect, applying long-range in-combat debuffs based on either her visible buffs or a foe’s visible debuffs — whichever is higher among the two.
This alone lets Ylgr present solid value as a support unit since she can easily keep herself buffed up (with help from her team or even self-augmenting skills like Atk/Res Oath) to offer allies significant stat advantages; this pairs especially well with Near and Far Save strategies, in which she can be bundled closely together with her team so everyone may benefit from her debuffs at no consequence to her own longevity since they’ll just tank for her. The additional +9/+12 Atk/Spd and supplemental damage Ylgr receives herself is a great bonus to clean up any stragglers that her allies may have left behind.
Good Offensive Stats
Ylgr’s damage output is surprisingly pretty solid despite her innocent disposition thanks to a starting offensive statline of 33/38. Paired with the ample combat boosts she receives from refined Sylgr, she can offer reasonable damage output to her team when the need for it arises.
Infantry Benefits
From neat support options like Even Pulse Tie to offense-enhancing abilities like Null Follow-Up and Spd/Def Tempo, Ylgr has no shortage of tools to tinker with thanks to her infantry status — and the immense skill availability it brings — which helps raise her performance to much greater levels than if she were in a different class.
Weaknesses
Poor Overall Bulk
With the majority of her stat distribution skewed towards Atk and Spd, Ylgr suffers greatly in the defensive department: with a meager defensive statline of 22/20 and 38 HP to rely on at base, she will undoubtedly buckle in the face of continued attacks as she generally has enough bulk to only survive one strike at most.
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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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