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General | Quotes | Misc | Heroic Ordeal |
Fjorm Gleaming Ice Pair | ||
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Art by: Kousei Horiguchi (恒星ホリグチ) | ||
Description | Nifl, known as the god of ice, and Princess Fjorm participate in the festival of snow and ice. | |
Rarities | 5 Focus — Special Duo | |
Duo Skill [Collapse] |
Applies【Divine Vein (Ice)】to unit's space and spaces within 2 spaces of unit for 2 turns (excludes spaces occupied by a foe, destructible terrain other than 【Divine Vein (Ice)】, and warp spaces in Rival Domains). (Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.) |
Applies【Divine Vein (Ice)】to unit's space and spaces within 2 spaces of unit for 2 turns (excludes spaces occupied by a foe, destructible terrain other than 【Divine Vein (Ice)】, and warp spaces in Rival Domains). 【Divine Vein (Ice)】 Applies the following status on space: Foes treat space as impassable terrain while status is active, but status is destructible (with 1 HP). Allies can move into and occupy space. If any allies occupy spaces with Divine Vein (Ice) applied, attacks targeting those spaces will hit the ally over destroying the Divine Vein (Ice). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out. Does not count as defensive terrain. Does not trigger in Pawns of Loki.) (Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.) |
Standard Effect 1: Duel | If unit is 5★ and level 40 and unit's stats total less than 205, treats unit's stats as 205 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) | |
Weapon Type | Lance | |
Move Type | Armored | |
Voice Actor EN | Heather Watson + Anairis Quiñones | |
Voice Actor JP | 高橋李依(Rie Takahashi) | |
Release Date | ||
Addition Date | ||
Entry | Heroes | |
Version | 8.8 | |
Internal ID | PID_比翼フィヨルム (1137)
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Origin | 00000200100 |
Stats
All stats have a degree of variation. The stat growth page explains how the variation works.
Level 1 stats
Rarity | HP | Atk | Spd | Def | Res | Total |
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1 | 18/19/20 | 9/10/11 | 5/6/7 | 10/11/12 | 4/5/6 | 51 |
2 | 18/19/20 | 10/11/12 | 5/6/7 | 11/12/13 | 4/5/6 | 53 |
3 | 19/20/21 | 10/11/12 | 6/7/8 | 11/12/13 | 5/6/7 | 56 |
4 | 19/20/21 | 11/12/13 | 6/7/8 | 12/13/14 | 5/6/7 | 58 |
5 | 20/21/22 | 11/12/13 | 7/8/9 | 12/13/14 | 6/7/8 | 61 |
Level 40 stats
Rarity | HP | Atk | Spd | Def | Res | Total |
---|---|---|---|---|---|---|
1 | 32/35/38 | 30/33/35 | 33/36/38 | 24/27/30 | 27/29/32 | 159~161 |
2 | 33/36/39 | 33/36/38 | 35/38/41 | 26/29/32 | 29/31/34 | 169~171 |
3 | 36/39/42 | 35/38/41 | 39/42/45 | 28/31/34 | 32/35/38 | 185 |
4 | 37/40/43 | 37/40/44 | 41/44/47 | 30/33/36 | 33/37/40 | 193~195 |
5 | 39/43/46 | 39/42/46 | 44/47/51 | 31/35/38 | 36/40/43 | 206~208 |
Growth Rates
This set of values, after being multiplied by a rarity factor, determines how much each stat will increase from level 1 to level 40, see stat growth.
Rarity | HP | Atk | Spd | Def | Res | Total |
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3 | 50% | 70% | 90% | 50% | 75% | 335% |
Stats between level 1 and 40
For stat values between level 1 and 40, see this page.
Skills[ | ]
Weapons[ | ]
Name | Might | Range | Description | SP | Default | Unlock |
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Iron Lance | 6 | 1 | — | 50 | 1 | 1 |
Steel Lance | 8 | 1 | — | 100 | 2 | 2 |
Silver Lance | 11 | 1 | — | 200 | 4 | 3 |
Ice-Crystal Spear | 16 | 1 | Accelerates Special trigger (cooldown count-1). If foe initiates combat or if foe's HP ≥ 75% at start of combat, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of allies within 3 spaces of unit × 3 (max 14), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), neutralizes penalties on unit, and neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat, and also, when unit deals damage to foe during combat, restores 7 HP to unit (triggers even if 0 damage is dealt). If foe with Range = 2 initiates combat, neutralizes effects that prevent unit's counterattacks during combat. | 400 | 5 | 5 |
Assists[ | ]
This unit owns no Assist skills.
Specials[ | ]
Name | Cooldown | Description | SP | Default | Unlock |
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Holy Vestments | 3 | If foe is 2 spaces from unit, reduces damage from foe's attack by 30%. | 100 | 4 | 3 |
Sacred Cowl | 2 | If foe is 2 spaces from unit, reduces damage from foe's attack by 30%. | 200 | — | 4 |
Dual Ice Mirrors | 2 | When Special triggers, if foe is 2 spaces from unit, reduces damage from foe's attacks by 40%. After Special triggers, unit's next attack deals damage = total damage reduced (by any source, including other skills; resets at end of combat; min 40% of unit's Res) and neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills for that attack (resets at end of combat). Unit can counterattack regardless of foe's range during combat. | 500 | — | 5 |
Passives[ | ]
Type | Name | Description | SP | Unlock | |
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A | Water Boost 1 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+2 during combat. | 50 | 2 | |
Water Boost 2 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+4 during combat. | 100 | 3 | ||
Water Boost 3 | At start of combat, if unit's HP ≥ foe's HP+3, grants Res+6 during combat. | 200 | 4 | ||
Deluge Boost 3 | Grants HP+5. At start of combat, if unit's HP ≥ 50%, grants Spd/Res+7 to unit during combat, and also, if unit is within 2 spaces of an ally with HP ≥ 50%, inflicts Special cooldown charge -1 on foe per attack during combat (only highest value applied; does not stack). | 300 | 5 | ||
B | Hardy Fighter 1 | Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation. | 60 | 2 | |
Hardy Fighter 2 | Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-1. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. | 120 | 3 | ||
Hardy Fighter 3 | Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack can trigger unit's Special, grants Special cooldown count-2. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. | 240 | 4 | ||
Shield Fighter | Inflicts Atk/Spd-4 on foe during combat. If foe's attack can trigger unit's Special, triggers the following effects during combat: grants Special cooldown count-1 to unit before foe's first attack; if foe's first attack triggers the "attacks twice" effect, grants Special cooldown count-1 to unit before foe's second strike as well; grants Special cooldown count-1 to unit before foe's first follow-up attack. If foe's attack triggers unit's Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 7. Each Special trigger is calculated as a separate activation. | 300 | 5 | ||
C | A/S Far Save 1 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally adjacent to unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd+1 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 multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. | 100 | 1 | |
A/S Far Save 2 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd+2 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 multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. | 200 | 2 | ||
A/S Far Save 3 | If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】on unit. If unit triggers Savior, grants Atk/Spd+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 multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur. | 300 | 4 |