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New Year Fjorm

Analysis by raelet
New Year Fjorm - New Traditions

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
150
HP 39
ATK 35
SPD 35
DEF 20
RES 21

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 8 8 4 3
Middle 17 9 9 5 4
High 18 10 10 6 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 32 32 17 18
Middle 39 35 35 20 21
High 42 38 38 23 24

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

As a ranged flier, Fjorm wants to capitalize on her decent Speed and Attack whenever possible.

Boons

  • +ATK: Notable for her damage potential, particularly with a Brave Bow build, increasing her Attack is always a fair option.
  • +SPD: This is Fjorm’s best boon for good reason: the more doubles she can reliably get, the better her damage potential is. Speed is very important when a myriad of bows and it’s good to keep it high, particularly since many green units lack Speed

Neutral

  • DEF: Her Defense is not fantastic at 20, but her high Speed can prevent her from being doubled, every point counts in keeping her alive so it’s best kept at neutral.
  • RES: Fjorm’s Resistance is similar to her Defense in that it’s on the low side, but it’s balanced out by her high Speed and should be sufficient.

Banes

  • -HP: Fjorm’s Speed is generally high enough that she won’t be doubled without Bold Fighter or Quick Riposte, meaning that HP is reasonably safe to lose.

Skill Sets

I'm Not Dead Yet

Build by
Recommended
Slaying Bow+ (+Spd)
Alternate: Firesweep Bow+
A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Bond 3
Reposition B Desperation 3
Alternate: Chill Spd 3
Luna
Alternate: Moonbow
C Even Spd Wave 3
Alternate: Even Atk Wave 3
IVsSAtk/Def Bond 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP
  • Weapon: Slaying Bow (+Spd) / Firesweep Bow
  • Assist: Reposition
  • Special: Luna / Moonbow
  • Passive A: Swift Sparrow / Life and Death / Atk/Spd Bond
  • Passive B: Desperation / Chill Spd / Atk/Spd Link
  • Passive C: Even Spd Wave / Even Atk Wave
  • Sacred Seal: Atk/Spd Bond / Atk/Def Bond

While Fjorm can run a Firesweep set, it’s generally less effective on her than it is on a colorless archer due to her color matchups. Essentially, Firesweep can help her to safely attack into red units, but due to her weapon triangle disadvantage, she isn’t favored to garner many significant KOs in a reasonable amount of time. What her weapon of choice ultimately boils down to is whether or not you value quick KOs against her favorable matchups (blues and green/colorless) or value safe-but-slower KOs (achieved through tedious alternating turns with Dancer support) on all units.

With that out of the way, a Slaying bow is ideal for Fjorm in the current metagame as it allows her to bring more power to her matchups in a scenario where stat stacking and defensive minmaxing is becoming commonplace, at the expense of making her slightly more fragile. If she can sustain a single counterattack, she can activate Desperation and keep her damage rolling as a pseudo-brave attacker. With a defensive bulk of 55 (60, if she’s utilizing Atk/Def Bond Seal), she can cut it close, but it’s markedly easier when attacking into a blue unit.

Luna is her Special of choice due to her lack of solid defensive stats (with low Defense and Resistance, Bonfire and Iceberg will both be lacking) and because she can consistently activate it in a single combat. Moonbow can also work if you prefer, and will instead activate on every initiation with Desperation active.

For her A slot, her native Atk/Spd Bond is fine, but it definitely limits her positioning more than Swift Sparrow: for the tradeoff of -1 Atk and -1 Spd, she can position herself anywhere on the map with a similar buff, which is worth the sacrifice in most situations, particularly for a unit who prefers Player Phase initiations as much as New Year Fjorm.

The rest of her kit is self explanatory, as she wants to use Desperation if you anticipate her in multiple combats, or Chill Spd if you do plan on using her with a Firesweep Bow. Her C slot can have your buff of choice in it for either her or her teammate.

Her Seal slot is good for an additional buff- if you’re concerned with her defensive bulk for her first initiation, you can utilize Atk/Def Bond and attempt to position her with an ally for an extra boost if necessary, but if you’re more concerned with her ability to perform as a solo unit, then Atk/Spd Bond works as well for when you need to give her a little extra firepower against a particularly fast opponent.

It's A Flesh Wound (Brave Bow)

Build by
Brave Bow+ A Death Blow (3 or 4)
Alternate: Swift Sparrow (2 or 3)
Reposition B Chill Def 3
Alternate: Chill Spd 3
Moonbow C Odd Atk Wave 3
IVsSAtk/Spd Bond 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -HP
  • Weapon: Brave Bow
  • Assist: Reposition
  • Special: Moonbow
  • Passive A: Death Blow / Swift Sparrow / Life and Death
  • Passive B: Chill Def / Chill Spd / Atk/Spd Link
  • Passive C: Odd Atk Wave / Odd Spd Wave / Goad Fliers
  • Sacred Seal: Atk/Spd Bond

Brave Bows have lower mt and lower Speed, which makes running a Brave Bow build slightly less reliable than a Slaying Bow build- but when it works out, the damage potential can also be higher and prevents her from being retaliated on, keeping her somewhat safer during the Player Phase.

Fjorm can be deadly with either iteration of this build: either building on Attack for more upfront damage or building on Speed to try and quad. When quadding however, she still has to worry about being retaliated on, meaning that running Life and Death with this build is less optimal than an alternative like Swift Sparrow or the recommended Death Blow.

Fjorm has a decent amount of Attack and can utilize it well with this build, which can definitely delete many blue and colorless units, though she may have trouble when initiating onto high Defense green units and red units.

I Promise I'm Okay (Budget)

Build by
Kabura Ya+ (+Spd) A Fury (3 or 4)
Alternate: Atk/Spd Bond 3
Reposition B Atk/Spd Link 3
Alternate: Desperation 3
Moonbow C Goad Fliers
Alternate: Even Res Wave 3
IVsSAtk/Spd Bond 3
Alternate: Speed +3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -HP
  • Weapon: Kabura Ya+ (+Spd)
  • Assist: Reposition
  • Special: Moonbow / Luna
  • Passive A: Fury / Atk/Spd Bond
  • Passive B: Atk/Spd Link / Desperation
  • Passive C: Goad Fliers / Even Res Wave
  • Sacred Seal: Atk/Spd Bond / Spd + 3

This is more of a budget set for Fjorm but is still remarkably effective, particularly at deleting blue units. She can easily outspeed much of her competition, particularly since overly fast blue units are more of a an exception rather than the rule- and if the enemy blue is fast, they’re likely to be debuffed by the Kabura Ya.

With this set, her Speed can reach incredible heights and she naturally doubles a great many threats- even more if she has buffs, which she or a teammate can provide for her by utilizing an assist still for Atk/Spd Link. Her Attack and Speed stats can both be minmaxed on a budget, making her a very attractive option to defeat the blues that hassle your team.

The reason she would rather opt for Fury over her native Atk/Spd Bond is to help her with aggressive positioning, so she does not always have to rely on an ally to boost her stats. However, she takes Atk/Spd Bond in her seal slot just in case, so she has the option of buffing her key stats +5 each if she needs it- if not, then she only sacrifices her seal slot as opposed to her more valuable A slot.

Her C slot is variable- a more expensive option here would be something like Def Smoke or a Speed Wave skill (with which you’d probably run Desperation over Atk/Spd Link in her B slot).

Introduction

Fjorm is the first flying colored bow in the game, and coming as a green archer is a great boon for both her and her flier teams.  With high Speed and Attack and a default kit that enables her to self-buff these stats even further, she is unique as a green unit, particularly within a flier team where the closest green units to her niche would be SF Nino or Summer Innes. This is especially good for Fjorm, as it isn’t her place to compete in the Speedcreep of Red units such as Karla and Ayra and instead can focus on outspeeding greens, blues, and colorless.

This doesn’t come without its drawbacks, however- her green typing makes it hard for her to counter red units in general and green armors will almost certainly decimate her if she tries to initiate onto them. Without the universal applicability of a colorless bow, she finds herself offering less dependability to a team than a unit like Summer Takumi- but where she falls somewhat short in that, she makes up with her ability to target a specific color, which lends well to offensive strategy.

Strengths

Range

As a green bow flier, Fjorm has the advantage of being able to attack from a safer position, unlike a unit like Cherche, who must engage at melee range and then either use a B slot skill to get out or rely on her higher Defense for tanking through the next turn.

This helps Fjorm to set up kills with her native Bond skill easier than melee offensive units.

Great Base Kit

Fjorm’s base kit makes her both a superb offensive unit as well as a good support unit for your team. This hybrid skillset allows her to support other Player Phase units on your team, such as Catria, Caeda, and Elincia.

She is capable of giving both herself and her allies +5/+5/+0/+6 buffs, as well as using Chill Spd in her bow, with only her base kit.

Weaknesses

Color Effectiveness

While being a green is likely the best color that a unit like Fjorm could be, it doesn’t come without its drawbacks.

She will be torn apart by red units and will have increased difficulty attacking into them, unlike units like WF Hinoka or Summer Takumi.

Poor Defenses

Fjorm is rather frail as a unit, with only 59/60 bulk. This makes it rather easy to oneshot her if she’s not careful, particularly because she does not come with defensive buffs.

Because of this, it can be tricky for her to find an opponent who will damage her without killing her so she can trigger Desperation.

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Only Inheritable by Bow users.
100 2 6
Kabura Ya

Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.

Only Inheritable by Bow users.
200 2 8
Kabura Ya+

Effective against flying foes. At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.

Learns by default at 5 ★
Only Inheritable by Bow users.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Reposition

Target ally moves to opposite side of unit.

Learns by default at 5 ★
1 150

Passive Skills

Passive Skills SP Slot
Atk/Spd Bond 1

If unit is adjacent to an ally, grants Atk/Spd+3 during combat.

Inheritable by all units.
60
A
Atk/Spd Bond 2

If unit is adjacent to an ally, grants Atk/Spd+4 during combat.

Inheritable by all units.
120
A
Atk/Spd Bond 3

If unit is adjacent to an ally, grants Atk/Spd+5 during combat.

Inheritable by all units.
Unlocks at 5 ★
240
A
Atk/Spd Link 1

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+2 to unit and target ally or unit and targeting ally for 1 turn.

Non-inheritable by Staff-wielding units.
60
B
Atk/Spd Link 2

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+4 to unit and target ally or unit and targeting ally for 1 turn.

Non-inheritable by Staff-wielding units.
120
B
Atk/Spd Link 3

If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Atk/Spd+6 to unit and target ally or unit and targeting ally for 1 turn.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
B
Even Res Wave 1

At start of even-numbered turns, grants Res+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
60
C
Even Res Wave 2

At start of even-numbered turns, grants Res+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
120
C
Even Res Wave 3

At start of even-numbered turns, grants Res+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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