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Ascended Fjorm

CEARS

Hero Stats

HP 45
ATK 60
SPD 42
DEF 32
RES 41
Boon+ Res Bane - Spd

Skill Set

Hero Build Overview/Explanation

BUILD NAMES: Ascended Ice
Aether Fjorm

ROLE:(Tank, Defensive, Mid-Attacker, Sustainer)

WEPONE: Nifl's Bite
(Mt)16 (Rng)1
Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range. If unit is within 2 spaces of an ally restores 7 (HP) to unit after combat, and also, if foe uses bow, dagger, magic, staff, neutralizes effects that prevent unit's counterattacks during combat.

ASSIST SKILL: Swap
Unit and target ally swap spaces

SPECIAL SKILL: [Ice Mirror]Highly Recommended] or [Aether]Highly Recommended]
[Ice Mirror] If foe is 2 spaces from unit, reduces damage from foe's attacks by 30%. Boosts unit's next attack by total damage reduced (by any source, including other skills. This doesn't include Specials such as [Blazing Wind] or skills that trigger damage due to the fact it activates BEFORE or AFTER combat it only activates DURING combat.) when Special triggers. Resets at end of combat. (Skill cannot be inherited)
[Aether] Treats foe's (DEF/RES) as if reduced by 50% during combat. Restores (HP) = half of damage delt.
[Idea is that (damage delt)46 x(times) (by half)50% = (Equals (HP) restored)23]
(NOTE: Aether only takes up the amount of (HP) is available on foe so if foe only has 10 (HP) left you will only restore (HP)5 even though your unit's damage out put was 36)

SKILL A: [Steady Posture 3]Highly Recommended]
[Steady Posture 3] If foe initiates combat, grants (SPD/DEF)+6 to unit during combat and inflicts special cooldown charge -1 on foe per attack. (Only highest value applied. Dose not stack.)

SKILL B: [Hardy Fighter 3]Highly Recommended] or [Special Spiral 3]Highly Recommended]
[Hardy Fighter 3] Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If Foe's attack triggers Special and Special has "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 30%" effect and NO OTHER DAMGE REDUCTION EFFECTS TRIGGER, reduces initial damage by 30% then REDUCES REMAING DAMAGE by another 30% for a total damage reduction of 45%. Remaining damage is then reduced further by 5.). Each Special trigger is calculated as a separate activation...O god...Plz...Why...
[The Idea Is That: 30%(reduced damage by X%) x(times) 50(foe's damage out put) =(equals) 15(damage reduced) +(plus) 5(reduce damage check) =(equals) 20(actual damage reduced) −(minus) 50(foe's damage out put) = 30(actual damage receiving). It repeats this one more time but 30 becomes the new (foe's damage out put). So the damage that Fjorm would take should be 16] Separate checks am I right...
[The Idea Is That: If the Special Skill [Ice Mirror] was being used the (DAMAGE REDUCED) becomes added damage to Fjorm's attacks this stacks separately due to separate checks so this means 16(reduced damage)+(plus) 9(reduced damage), from separate check) =(equals) 25(added damage)]
[Special Spiral 3] If Special triggers before or during combat grants Special cooldown count -2 after combat

SKILL C: [A/R Far Save 3]Highly Recommended]
If a foe uses bow, dagger, magic, or staff. and initiates combat against an ally within 2 spaces of unit, triggers [Savior]Will Activate Here] on unit. If unit triggers Savior, grants (ATK/RES)+4 during combat.
[Savior]
Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Savior will not trigger if ally is on terrain that unit cannot move to or if a multiple units are able to use Savior during the same Combat. If Savior triggers, after-combat movement effects do not occur. [Idea is that: A foot soldier unit can't activate Savior if a flier unit is in the mountains, water, lava, or hole terrains.]

SACRED SEAL: [Mystic Boost 3]Highly Recommended]
Disables foe's skills that "calculate damage using lower of foe's (DEF) or (RES)" and "calculate damage from staff like other weapons." Restores 6(HP) after combat.

THE IDEA: I got Ice Ascendant Fjorm and she is the most greatest tank I could ask for, she is summoned and ready to go with the most optimal build at a low budget! She explodes in (RES/SPD/ATK) stats, but what sets her far apart from most tanks/defensive units is here sustainability. The idea of this build is to maximize her Defensive and Sustainability roles and try to turn her into an immortal being

HOW TO USE ICE ASCENDENT FJORM: Once you've built Fjorm, which isn't hard, you should get into the habit by keeping everyone about 2 spaces near Fjorm to cheese out her [A/R Far Save 3] as much as possible. Though keep in mind you should use your allies to tank other melee attackers which are Sword, Lance, and Axe units. The iconic 3 weapon type match ups. Nevertheless Fjorm can tank a hit from most melee attackers and heal 13(HP) after combat with her weapon [Nifl's bite] and [Mystic Boost 3] both skills being used as a restoration combo.

ONE STEP CLOSER TO BEING THE GOD OF ICE
Her new found power was a blessing given to her by Nifl her self and boy we can clearly tell who Nifl's favorite was. When ever [Savior] is triggered Fjorm gains (ATK/RES)+4 along with a steady buff called [Steady Posture 3] that gives her an extra (SPD/DEF)+6 buff that puts immense pressure on quick, offensive units that are heavily focused on distant attacks and some times melee attacks as well. Not only that when ever [Savior] is triggered Fjorm joins the combat phase with those stats in toe while becoming the new target. Not only that her Special Skill [Ice Mirror] reduces damage up to 45% and dishes the damage reduced as additional damage as a result. When you see a Fjrom you better be prepared to knock her out in 1 hit cause if you don't you'll definitely will be having a couple annoying turns to deal with. Fjorm can also lower opponent's cool time which can act like a double sword, this means that melee units will receive this benefit without the punishment of [Ice Mirror]. But if a distant attacker triggers its special and [Ice Mirror] triggered as well it will kill them within 1 or 2 hits during the combat phase. I have seen Fjorm beat Abyssal Stage units with 1 hit because an archer attacked and they both triggered their specials. Not only that her weapon [Nifl's Bite] and her Skill [Hardy Fighter 3] allow her to counterattack regardless and prevents units from doing follow-up attacks.

FJORM AND HER AETHER
Though this was very wired to try out this was equally as broken and is used to counter melee units more than distant ones, for starters you need [Special Spiral 3] which equally nerf's her yet buff's Fjorm at the same time. The point for this build was to try and neutralize the weaknesses when it came to dealing with units that just wants to stab her to death up close and personal. Adding [Aether] did just that but surprisingly did excellent defensive maneuvers when it came to snipping down to her favorite pray distant attackers. Though her greatest strength when it came to this build was her sustainability. It showed massive levels of toxic game play with a big helping at trolling others. Most unit's would come close to beating her but she would always respond with an [Aether] shortly after killing them during the process while healing most of the lost (HP) during the combat phase then heals 13(HP) more after the combat phase.

FJORM FREEZES PEOPLES PROGRESS IN AETHER RAIDS:
Fjorm is an out standing unit for Aether Raid offenses and defense, when ever she is placed defensively it's very likely to expect some units are going to die because of her presence alone. Since she places massive presser on range units it leaves players with limited choices and sometimes putting presser on the player causing them to make mistakes. She is also good at being Offensive in Aether Raids as well, since she has [Savior] most instances where your unit should die Fjorm comes in and soaks up the damage and not only that killing the foe in the process. As such this can lead to quicker clear times because her attack radius is basically four times the range if done correctly.

FJORM AND HER ALLIES
She is an excellent defense unit that makes up for units that have low (RES) stats like Alm, Marth, Roy, and Chrom (and many, many more). Not only that she takes her defensive abilities farther by taking one for the team because of her [Savior] bonus effect that activates whenever her allies are within 2 spaces. Since Fjorm is usually 1 or 2 spaces apart from her allies the odds on receiving paring effects drastically increases to. But her friends need to be aware of units that are effective against armored units because Fjorm will usually die within the 1st combat phase if the match up is strong enough. Even magic units can beat her if they have the effective bonus and she happens to be using [Aether] as a Special Skill at the time. Fjorm doesn't need a staff unit to heal her since she dose most of the healing herself but she will need units that are really good at stat support like Marth's [Shining Emblem] Special Skills like [Windfire Balm+] or a unit that has [Harsh Command+] to give her a push just in case the worst dose come, and if it dose your Fjorm would be prepared to carry your team to victory.

FJROMS WEAKNESSES:
*Can get sniped by units that are effective against Armored units (talking about irony)
*Is vulnerable to guard which is a sever weakness to both builds
*Can sometimes interfere with allies Special Skill triggers and cooldowns
*Can only move 1 space at a time due to being an Armored unit
*Depuffs can be a problem

FJORMS STREANGTHS:
*Defensive stats are really strong
*[Savior] makes it easier to protect units
*Has high sustainability with and without Aether
*[Ice Mirror] reduces damage by 30% and practically reflects the reduced damage back at attacker
*[Hardy Fighter 3] neutralizes follow up attacks and causes effects like [Ice Mirror] to trigger twice thus reducing more damage and increasing damage
*Ko's most units within 1st combat phase encounter except for Abyssal Stages
*Can receive blessings and can be used as a score multiplier unit as well as receiving different legendary buffs whenever the season arrives
*Is an excellent choice as a mid-attacker unit in all content
*Is an excellent choice as a defensive unit in all content
*Weapon allows her to counterattack regardless of range and weapon neutralizes the prevention of counterattacks so Fjrom can counterattack regardless of the foe's conditions