
“ | Dream or reality? You chose reality. And you reunited with your friends. Reality shifts with time, though, doesn't it? To rejoin reality is not an ending, nor is it happy. Reality is cruel... Being from that cold world of steel, you should know such truths well, Kiran. If you wish, I could offer you a dream. A little escape... You could be free from the anxieties of the future... No sadness or pain... You could be free from it all, forever. So, I ask again: Dream or reality? Which do you choose? | „ |
~ Freyja's LV 40 Conversation |
Summary
Freyja is the main antagonist of Book 4 in Fire Emblem Heroes. She is the younger sister of Freyr, and the queen of Dökkálfheimr, the nightmare realm. When Freyja was young, she was timid and compassionate, but many mocked her due to her having a mark on the underside of her nose. Naturally, as the older brother, Freyr comforted her, but this caused her to smile for him alone, and only care about him. This also caused her to develop an immense hatred towards mortals, and despised her brother's love of them.
After Book 4, she has grown to respect Kiran, but she still looks down on mortals, and will not tolerate being talked down upon.
Powers and Stats
Tier: 1-C, higher with Freyr's Power | 1-C
Key: Book IV-VI | Book VII+
Name: Freyja
Origin: Fire Emblem Heroes
Gender: Female
Age: Unknown
Classification: Dökkálfar, Vanir, Goddess of Love, Queen of Dökkálfheimr, Lady of Nightmare
Powers and Abilities:
Abilities:
- Superhuman Physical Characteristics
- Transformation (Has a beast form she can transform into at will. Can transform others into álfr if they drink her Dream Nectar[1])
- Empathic Manipulation (via her Dream Nectar, which can cause people to fall in love with the people around them[2])
- Immortality (Type 1)
- Abstract Existence (Type 1. Upscales from her álfar, who embody[3] dreams[4] themselves[5])
- Power Bestowal (Skills such as Distant Guard grants abilities that increase statistics. Her dream nectar gave the álfr their powers[6])
- Curse Manipulation and Power Absorption (With the Necklace Brísingamen, she can place a curse that steals all the victim's powers[7])
- Dream Manipulation, Summoning and Fear Manipulation (As the Queen of Dökkálfheimr, she can control dreams, and create nightmares to fight for her, which can be created from the fears of her opponent)
- Healing (Healed Plumeria's Wings[8])
- Energy Projection
- Darkness Manipulation
- Aura
- Teleportation
- Memory Manipulation (Can restore someone's memories,[9] as well as erase them[10])
- Sleep Manipulation (The Dökkálfar caused the Sleep Sickness, which put an entire village to sleep, and prevented the villagers from waking up.[11] It even went through the Redolent Censer's perfume, which normally protects the user from such fragrances.[12] Freyja states that the Order of Heroes will be unable to wake up if they don't defeat her[13])
- Durability Negation (via Luna, which ignores 50% of the enemies durability, and magical resistance)
- Damage Boost (via Draconic Aura, and Astra)
- Damage Reduction (via Sacred Cowl, Escutcheon, and Nightmare Horn)
- Power Nullification (Nightmare Horn prevents the opponent from making follow-up attacks)
- Statistics Amplification
- Statistics Reduction
- Status Effect Inducement
- Conceptual Erasure (Was going to erase the very idea of the álfar, and make it as if they never existed[10])
- Cosmic Awareness (Comparable to Freyr, who could sense the corrupting presence of the Dökkálfar[14])
- Dimensional Travel (Comparable to Freyr, who can travel to and from the Dream Realm)
- Resurrection (Revived Plumeria and Triandra[15])
- Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis)
- Dream Based Transmutation, and Memory Manipulation (The Realm of Dreams can cause beings to take the forms and memories of other beings, such as Anna transforming into a squirrel,[16] or Kiran taking the form of Alfonse, and copying his equipment[17])
- Possibly Invulnerability Negation (Can damage characters like The Black Knight or Ashera who are invulnerable to any weapons non blessed by the goddesses)
With Sacred Seals:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely, which includes their strength, speed, durability, and magical resistance)
- Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly, which includes their strength, speed, durability, and magical resistance)
- Healing (via Mystic Boost, and Breath of Life)
- Regeneration (Low-Mid. Renewal passively heals the user, which can heal stab wounds through the torso[18])
- Can prevent opponents from moving through spaces near them via Obstruct
- Can passively convert the foe's bonuses into penalties via Panic Ploy
- Poison Manipulation (via Poison Strike)
- Power Bestowal (via Close Guard)
Resistances:
- Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[19])
- Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos.[20] The Tempest distorts space-time, causality,[21] and reality[22])
- Possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes.[23] Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind)
- Possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will,[24] making it impossible to opose her)
- Soul Manipulation (Can survive Surtr's flames, which burns the soul.[25] Characters in Fire Emblem can consistently survive without their souls, albeit while being reduced to a husk personality wise)
- Dream Manipulation, Transmutation, Memory Manipulation (As a resident of the Realm of Dreams, she should be unaffected by it's effects)
- Magic (Via the resistance to magic stat directly stated to exist like here)
Abilities:
- All previous abilities to a far greater extent
- Reality Warping (Has complete control over reality and dreams[26])
- Sealing (Sealed off the entirety of Dökkálfheimr)
- Duplication (Can create endless clones of herself[26])
- Subjective Reality (With Freyr's power, she commands both dreams and reality,[26] and her nightmares can cross over into reality[27])
Resistances:
- Same as before
Weapons: N/A
Skills/Specials/Assists:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely, which includes their strength, speed, durability, and magical resistance. Capable of also doubling said amplifications)
- Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly, which includes their strength, speed, durability, and magical resistance)
- Damage Boost (Has various specials that boosts her damage)
- Status Effect Inducement
- Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent her own)
- Limited Teleportation (Can instantly move next to an ally when she, or the ally is injured via Escape Route, and Wings of Mercy)
- Damage Reduction (Has various skills and specials that passively reduces the damage she receives)
- Enhanced Healing
- Poison Manipulation (via Poison Strike)
- Enhanced Regeneration (Low-Mid. via Renewal)
- Empowerment (via Vantage)
- Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke
- Can convert her allies penalties into bonuses via Harsh Command+
- Regeneration Negation (via Fatal Smoke)
- Fire Manipulation
- Ice Manipulation
- Light Manipulation
- Electricity Manipulation
- Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability)
- Can always survive with 1 HP via Miracle
Abilities:
- Superhuman Physical Characteristics,
- Transformation (Has a beast form she can transform into at will. Can transform others into álfr if they drink her Dream Nectar[1])
- Empathic Manipulation (via her Dream Nectar, which can cause people to fall in love with the people around them[2])
- Immortality (Type 1)
- Abstract Existence (Type 1. Upscales from her álfar, who embody[3] dreams[4] themselves[5])
- Power Bestowal (Skills such as Distant Guard grants abilities that increase statistics. Her dream nectar gave the álfr their powers[6])
- Curse Manipulation and Power Absorption (With the Necklace Brísingamen, she can place a curse that steals all the victim's powers[7])
- Dream Manipulation, Summoning and Fear Manipulation (As the Queen of Dökkálfheimr, she can control dreams, and create nightmares to fight for her, which can be created from the fears of her opponent)
- Healing (Healed Plumeria's Wings[8])
- Energy Projection
- Darkness Manipulation
- Aura
- Teleportation
- Memory Manipulation (Can restore someone's memories,[9] as well as erase them[10])
- Sleep Manipulation (The Sleep Sickness, put an entire village to sleep, and prevented the villagers from waking up.[11] It even went through the Redolent Censer's perfume, which normally protects the user from such fragrances.[12] Freyja states that the Order of Heroes will be unable to wake up if they don't defeat her[13])
- Durability Negation (via Luna, which ignores 50% of the enemies durability, and magical resistance)
- Damage Boost (via Draconic Aura, and Astra)
- Damage Reduction (via Sacred Cowl, Escutcheon, and Brightmare Horn), Regeneration Negation (via Fatal Smoke)
- Power Nullification (Brightmare Horn prevents the opponent from making follow-up attacks, and nullifies effects that prevent her own)
- Statistics Amplification, Statistics Reduction
- Status Effect Inducement
- Conceptual Erasure (Was going to erase the very idea of the álfar, and make it as if they never existed[10]), Cosmic Awareness (Comparable to Freyr, who could sense the corrupting presence of the Dökkálfar[14])
- Dimensional Travel (Comparable to Freyr, who can travel to and from the Dream Realm)
- Resurrection (Revived Plumeria and Triandra[15])
- Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis)
- Dream Based Transmutation, and Memory Manipulation (The Realm of Dreams can cause beings to take the forms and memories of other beings, such as Anna transforming into a squirrel,[16] or Kiran taking the form of Alfonse, and copying his equipment[17])
- Possibly Invulnerability Negation (Can damage characters like The Black Knight or Ashera who are invulnerable to any weapons non blessed by the goddesses)
With Sacred Seals:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely, which includes their strength, speed, durability, and magical resistance)
- Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly, which includes their strength, speed, durability, and magical resistance)
- Healing (via Mystic Boost, and Breath of Life)
- Regeneration (Low-Mid. Renewal passively heals the user, which can heal stab wounds through the torso[18])
- Can prevent opponents from moving through spaces near them via Obstruct
- Can passively convert the foe's bonuses into penalties via Panic Ploy
- Poison Manipulation (via Poison Strike)
- Power Bestowal (via Close Guard)
Resistances:
- Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[19])
- Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos.[20] The Tempest distorts space-time, causality,[21] and reality[22])
- Possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes.[23] Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind)
- Possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will,[24] making it impossible to opose her)
- Soul Manipulation (Can survive Surtr's flames, which burns the soul.[25] Characters in Fire Emblem can consistently survive without their souls, albeit while being reduced to a husk personality wise)
- Dream Manipulation, Transmutation, Memory Manipulation (As a resident of the Realm of Dreams, she should be unaffected by it's effects)
- Magic (Via the resistance to magic stat directly stated to exist like here)
Weapons: N/A
Skills/Specials/Assists:
- Enhanced Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely, which includes their strength, speed, durability, and magical resistance. Capable of also doubling said amplifications)
- Enhanced Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly, which includes their strength, speed, durability, and magical resistance)
- Damage Boost (Has various specials that boosts her damage)
- Status Effect Inducement
- Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent her own)
- Limited Teleportation (Can instantly move next to an ally when she, or the ally is injured via Escape Route, and Wings of Mercy)
- Damage Reduction (Has various skills and specials that passively reduces the damage she receives)
- Enhanced Healing
- Poison Manipulation (via Poison Strike)
- Enhanced Regeneration (Low-Mid. via Renewal)
- Empowerment (via Vantage)
- Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke
- Can convert her allies penalties into bonuses via Harsh Command+
- Regeneration Negation (via Fatal Smoke)
- Fire Manipulation
- Ice Manipulation
- Light Manipulation
- Electricity Manipulation
- Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability)
- Can always survive with 1 HP via Miracle
Attack Potency: Complex Multiverse level ([Note 1] Combined with Freyr's Power, she has complete control[26] over the Realm of Dreams,[28] a realm that contains multiple layers of existence. Fought the Order of Heroes after they fought Hel), higher with Freyr's Power | Complex Multiverse level ([Note 2] Comparable to the rest of the Order of Heroes, who fought Gullveig, and defeated her, before she rewound time)
Speed: At least Superhuman travel speed with Massively Hypersonic+ combat speed and reactions (Can keep up enemies in Lost Lore, who can dodge lightning attacks), higher with Freyr's Power | At least Superhuman travel speed with Massively Hypersonic+ combat speed and reactions
Lifting Strength: At least Superhuman | At least Superhuman
Striking Strength: Complex Multiverse level, higher with Freyr's Power| Complex Multiverse level
Durability: Complex Multiverse level, higher with Freyr's Power | Complex Multiverse level
Stamina: Very High
Range: Tens of Meters with Nightmare/Brightmare Horn and AoE Specials, Low Complex Multiversal via teleportation, and within the Dream World | Low Complex Multiversal
Standard Equipment: Brísingamen, can create any nightmare to fight for her
Intelligence: At least Above Average. She is the ruler of the nightmare realm, Dökkálfheimr. She constantly toys with, and plays tricks on the Order of Heroes.
Weaknesses: Freyja loathes mortals, and would rather torture them rather than killing them right away. She loves her brother Freyr, and loves him above all else. If the current victim of Brísingamen dies, then she loses their powers. Without Freyr's power, dreams and reality become separate, and she can no longer warp reality.
Notable Attacks/Techniques:
Base:
- Nightmare Horn: Freyja's primary method of attacking. Grants Spd+3. Unit can counterattack regardless of foe's range. If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
- Brísingamen: Freyja wears this necklace around her. With it, she can place a curse that steals all of her target's powers.
With Inheritance:
- N/A
Base:
- N/A
With Inheritance:
- Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
- Reposition: Target ally moves to opposite side of unit.
- Smite: Pushes target ally 2 spaces away.
- Swap: Unit and target ally swap spaces.
Base:
- Atk/Spd Solo: If the user is not adjacent to any allies, grants Atk/Spd +7.
- Binding Necklace: If the user is not adjacent to any allies, grants Atk/Spd/Def/Res +2, and inflicts Atk/Spd/Def/Res -2 on the foe. If the foe has any bonuses, Freyja gains those bonuses, and inflicts a penalty on the foe equal to the bonuses.
- Pulse Smoke: Inflicts Special cooldown count +1 on foes within 2 spaces.
- Hit and Run: If the user initiates combat, moves 1 space away after combat.
- Fierce Stance: If the foe initiates combat, grants Atk +6.
- Distant Guard: Grants Def/Res +4 to allies against foes with ranged attacks.
- Swift Sparrow: If the user initiates combat, grants Atk/Spd +4.
- Poison Strike: If the user initiates combat, deals 10 damage to the foe after combat.
- Chill Atk: Inflicts Atk -7 on the foe with the highest Atk.
- Savage Blow: If the user initiates combat, deals 7 damage to foes within 2 spaces after combat.
- Distant Def: If the foe attacks with a ranged attack, grants Def/Res +6.
- Life and Death: Grants Atk/Spd +5, and inflicts Def/Res -5 on the user.
- Atk Opening: Grants Atk +6 to the ally with the highest Atk for 1 turn.
- Panic Smoke: Converts bonuses into penalties on the foe.
- Kestrel Stance: If the foe initiates combat, grants Atk/Spd +4.
- Quick Riposte: If the user's HP is ≥ 70% and if the foe initiates combat, the user will make a guaranteed follow-up attack.
- Even Atk Wave: Grants Atk +6 to the user and nearby allies during even-numbered turns.
- Lull Atk/Def: Inflicts Atk/Def -3 on the foe, and neutralizes their bonuses to Atk/Def.
- Fury: Grants Atk/Spd/Def/Res +3. Will deal 6 damage to the user after combat.
- Dull Close: Neutralizes the foe's bonuses if they attack with melee.
- Joint Drive Spd: Grants Spd +4 to allies within 2 spaces during combat.
With Sacred Seals:
- Armored Blow: If unit initiates combat, grants Def+6 during combat.
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
- Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
- Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
- Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
- Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
- Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
- Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
- Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
- Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
- Infantry Rush: Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
- Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
- Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
- Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
- Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
- Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
- Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
- Renewal: At start of odd-numbered turns, restores 10 HP.
With Inheritance:
- Bonus Doubler: Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
- Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
- Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
- Distant Counter: Unit can counterattack regardless of foe's range.
- Frenzy: If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
- Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
- Deflect Melee: If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%.
- Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
- Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
- Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
- Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
- Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
- Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
- Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
- Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
- Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.
Base:
- Luna: Treats foes Def/Res as if it was reduced by 50%.
- Draconic Aura: Boosts damage by 30% of the user's Atk.
- Escutcheon: Reduces damage from a foe's attack by 30%.
- Growing Wind: Before combat, the user causes foes to take damage equal to the user's Atk minus the foe's Def or Res.
- Sacred Cowl: If the foe is 2 spaces from the user, reduces damage from the foe's attack by 30%.
- Astra: Boosts damage dealt by 150%.
- Galeforce: If the user initiates combat, grants the user another action after combat.
With Inheritance:
- Aegis: If foe is 2 spaces from unit, reduces damage from foe's attack by 50%.
- Pavise: Reduces damage from an adjacent foe's attack by 50%.
- Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
- Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
- Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Base:
- Brightmare Horn: Freyja's primary method of attacking. Grants Spd+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). At start of combat, if unit's HP ≥ 25% while transformed, neutralizes effects that prevent unit's follow-up attacks during combat. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, grants Atk+2, and if unit initiates combat, inflicts Atk/Def-4 on foe during combat and foe cannot make a follow-up attack.
- Brísingamen: Freyja wears this necklace around her. With it, she can place a curse that steals all of her target's powers.
With Inheritance:
N/A
Base:
N/A
With Inheritance:
- Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
- Reposition: Target ally moves to opposite side of unit.
- Smite: Pushes target ally 2 spaces away.
- Swap: Unit and target ally swap spaces.
Base:
- Atk/Spd Solo: If the user is not adjacent to any allies, grants Atk/Spd +7.
- Binding Necklace: If the user is not adjacent to any allies, grants Atk/Spd/Def/Res +2, and inflicts Atk/Spd/Def/Res -2 on the foe. If the foe has any bonuses, Freyja gains those bonuses, and inflicts a penalty on the foe equal to the bonuses.
- Pulse Smoke: Inflicts Special cooldown count +1 on foes within 2 spaces.
- Hit and Run: If the user initiates combat, moves 1 space away after combat.
- Fierce Stance: If the foe initiates combat, grants Atk +6.
- Distant Guard: Grants Def/Res +4 to allies against foes with ranged attacks.
- Swift Sparrow: If the user initiates combat, grants Atk/Spd +4.
- Poison Strike: If the user initiates combat, deals 10 damage to the foe after combat.
- Chill Atk: Inflicts Atk -7 on the foe with the highest Atk.
- Savage Blow: If the user initiates combat, deals 7 damage to foes within 2 spaces after combat.
- Distant Def: If the foe attacks with a ranged attack, grants Def/Res +6.
- Life and Death: Grants Atk/Spd +5, and inflicts Def/Res -5 on the user.
- Atk Opening: Grants Atk +6 to the ally with the highest Atk for 1 turn.
- Panic Smoke: Converts bonuses into penalties on the foe.
- Kestrel Stance: If the foe initiates combat, grants Atk/Spd +4.
- Quick Riposte: If the user's HP is ≥ 70% and if the foe initiates combat, the user will make a guaranteed follow-up attack.
- Even Atk Wave: Grants Atk +6 to the user and nearby allies during even-numbered turns.
- Lull Atk/Def: Inflicts Atk/Def -3 on the foe, and neutralizes their bonuses to Atk/Def.
- Fury: Grants Atk/Spd/Def/Res +3. Will deal 6 damage to the user after combat.
- Dull Close: Neutralizes the foe's bonuses if they attack with melee.
- Joint Drive Spd: Grants Spd +4 to allies within 2 spaces during combat.
- Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.
With Sacred Seals:
- Armored Blow: If unit initiates combat, grants Def+6 during combat.
- Death Blow: If unit initiates combat, grants Atk+6 during combat.
- Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
- Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
- Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
- Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
- Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
- Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
- Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
- Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
- Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
- Infantry Rush: Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
- Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
- Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
- Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
- Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
- Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
- Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
- Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
- Renewal: At start of odd-numbered turns, restores 10 HP.
With Inheritance:
- Bonus Doubler: Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
- Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
- Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
- Distant Counter: Unit can counterattack regardless of foe's range.
- Frenzy: If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
- Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
- Deflect Melee: If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%.
- Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
- Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
- Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
- Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
- Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
- Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
- Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
- Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
- Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.
Base:
- Luna: Treats foes Def/Res as if it was reduced by 50%.
- Draconic Aura: Boosts damage by 30% of the user's Atk.
- Escutcheon: Reduces damage from a foe's attack by 30%.
- Growing Wind: Before combat, the user causes foes to take damage equal to the user's Atk minus the foe's Def or Res.
- Sacred Cowl: If the foe is 2 spaces from the user, reduces damage from the foe's attack by 30%.
- Astra: Boosts damage dealt by 150%.
- Galeforce: If the user initiates combat, grants the user another action after combat.
With Inheritance:
- Aegis: If foe is 2 spaces from unit, reduces damage from foe's attack by 50%.
- Pavise: Reduces damage from an adjacent foe's attack by 50%.
- Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
- Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
- Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
- Transformation: Freyja has the ability to transform into a form that resembles a giant goat.
- Dream Nectar: Freyja's Nectar is capable of turning normal humans into álfr, and can empower them.
- Nightmare Creation: As the Queen of Dökkálfheimr, Freyja can create any nightmare to fight for her. These nightmares can represent the worst fears of her opponents.
- Sleeping Sickness: The Sleeping Sickness is an airborne illness that causes others to fall asleep, and prevents them from waking up through conventional means. It is potent enough to be able to go through the Redolent Censer's protection.
Note:
Gallery
Notable Matchups
Victories:
Losses:
Inconclusive:
References
- ↑ 1.0 1.1 Fire Emblem Heroes: Book IV - Chapter 9-3: A Shadow's Vow
- ↑ 2.0 2.1 Fire Emblem Heroes: Book IV - Chapter 8-1: Nectar's Sweet Scent
- ↑ 3.0 3.1 Fire Emblem Heroes: Book IV - Chapter 2-5: Deeper and Deeper
- ↑ 4.0 4.1 Fire Emblem Heroes: Plumeria: Lewd Dream's Summoning Quote
- ↑ 5.0 5.1 Fire Emblem Heroes: Book IV - Chapter 7-1: Daydream
- ↑ 6.0 6.1 Fire Emblem Heroes: Book IV - Chapter 12-4: All to Protect Her
- ↑ 7.0 7.1 Fire Emblem Heroes: Book IV - Chapter 9-5: Over All Dreams
- ↑ 8.0 8.1 Fire Emblem Heroes: Book IV - Chapter 8-5: Child Left Unloved
- ↑ 9.0 9.1 Fire Emblem Heroes: Book IV - Chapter 11-2: Cry for Help
- ↑ 10.0 10.1 10.2 10.3 Fire Emblem Heroes: Book IV - Chapter 13-4: That Sleep of Death
- ↑ 11.0 11.1 Fire Emblem Heroes: Book IV - Chapter 1-1: Sleep Sickness
- ↑ 12.0 12.1 Fire Emblem Heroes: Book IV - Chapter 1-4: Waking Realization
- ↑ 13.0 13.1 Fire Emblem Heroes: Book IV - Chapter 13-1: Like a Dream
- ↑ 14.0 14.1 Fire Emblem Heroes: Book IV - Chapter 3-1: A Rousing Blast
- ↑ 15.0 15.1 Fire Emblem Heroes: Book IV - Chapter 13-5: The Waking World
- ↑ 16.0 16.1 Fire Emblem Heroes: Book IV - Chapter 11-5: Plumeria's Dream
- ↑ 17.0 17.1 Fire Emblem Heroes: Book IV - Chapter 12-5: Who Are You?
- ↑ 18.0 18.1 Fire Emblem Fates: Revelation - Chapter 26: The Vallite King
- ↑ 19.0 19.1 Fire Emblem Heroes - Book III Movie
- ↑ 20.0 20.1 Fire Emblem Heroes - Xenologue 2: The Brink of Chaos
- ↑ 21.0 21.1 Fire Emblem Heroes - Tempest Trials: Invisible Ties
- ↑ 22.0 22.1 Fire Emblem Heroes - Tempest Trials: Mirage Vortex
- ↑ 23.0 23.1 Fire Emblem Heroes - Tempest Trials: Resonating Fangs
- ↑ 24.0 24.1 Fire Emblem Heroes: Book III - Chapter 13-1: Obey Me
- ↑ 25.0 25.1 Fire Emblem Heroes - Forging Bonds: The Sworn Oath
- ↑ 26.0 26.1 26.2 26.3 Fire Emblem Heroes: Book IV - Chapter 9-5: Over All Dreams
- ↑ Fire Emblem Heroes: Book IV - Chapter 5-1: Recalling Your Name
- ↑ Fire Emblem Heroes: Book IV - Chapter 10-1: Having Grown
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