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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

I am Freyja, queen of the realm of nightmares, Dökkálfheimr. A vision of a summer dream called to me...
~ Freyja: Fleeting Summer's Summoning Quote

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:

With Sacred Seals:

Resistances:

Weapons: N/A

Skills/Specials/Assists:

Abilities:

With Sacred Seals:

Resistances:

Weapons: N/A

Skills/Specials/Assists:

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. 1.0 1.1 Fire Emblem Heroes: Book IV - Chapter 9-3: A Shadow's Vow
  2. 2.0 2.1 Fire Emblem Heroes: Book IV - Chapter 8-1: Nectar's Sweet Scent
  3. 3.0 3.1 Fire Emblem Heroes: Book IV - Chapter 2-5: Deeper and Deeper
  4. 4.0 4.1 Fire Emblem Heroes: Plumeria: Lewd Dream's Summoning Quote
  5. 5.0 5.1 Fire Emblem Heroes: Book IV - Chapter 7-1: Daydream
  6. 6.0 6.1 Fire Emblem Heroes: Book IV - Chapter 12-4: All to Protect Her
  7. 7.0 7.1 Fire Emblem Heroes: Book IV - Chapter 9-5: Over All Dreams
  8. 8.0 8.1 Fire Emblem Heroes: Book IV - Chapter 8-5: Child Left Unloved
  9. 9.0 9.1 Fire Emblem Heroes: Book IV - Chapter 11-2: Cry for Help
  10. 10.0 10.1 10.2 10.3 Fire Emblem Heroes: Book IV - Chapter 13-4: That Sleep of Death
  11. 11.0 11.1 Fire Emblem Heroes: Book IV - Chapter 1-1: Sleep Sickness
  12. 12.0 12.1 Fire Emblem Heroes: Book IV - Chapter 1-4: Waking Realization
  13. 13.0 13.1 Fire Emblem Heroes: Book IV - Chapter 13-1: Like a Dream
  14. 14.0 14.1 Fire Emblem Heroes: Book IV - Chapter 3-1: A Rousing Blast
  15. 15.0 15.1 Fire Emblem Heroes: Book IV - Chapter 13-5: The Waking World
  16. 16.0 16.1 Fire Emblem Heroes: Book IV - Chapter 11-5: Plumeria's Dream
  17. 17.0 17.1 Fire Emblem Heroes: Book IV - Chapter 12-5: Who Are You?
  18. 18.0 18.1 Fire Emblem Fates: Revelation - Chapter 26: The Vallite King
  19. 19.0 19.1 Fire Emblem Heroes - Book III Movie
  20. 20.0 20.1 Fire Emblem Heroes - Xenologue 2: The Brink of Chaos
  21. 21.0 21.1 Fire Emblem Heroes - Tempest Trials: Invisible Ties
  22. 22.0 22.1 Fire Emblem Heroes - Tempest Trials: Mirage Vortex
  23. 23.0 23.1 Fire Emblem Heroes - Tempest Trials: Resonating Fangs
  24. 24.0 24.1 Fire Emblem Heroes: Book III - Chapter 13-1: Obey Me
  25. 25.0 25.1 Fire Emblem Heroes - Forging Bonds: The Sworn Oath
  26. 26.0 26.1 26.2 26.3 Fire Emblem Heroes: Book IV - Chapter 9-5: Over All Dreams
  27. Fire Emblem Heroes: Book IV - Chapter 5-1: Recalling Your Name
  28. Fire Emblem Heroes: Book IV - Chapter 10-1: Having Grown

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