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This page includes all of the other minor realms within Fire Emblem Heroes that are not big and/or major enough to justify having their own page.

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Ymir, the Realm of Life

    Realm of Ymir in General 
https://static.tvtropes.org/pmwiki/pub/images/ymir_crest.png
  • Fertile Feet: Ymir and Ascended Eir have flowers and grass growing at their feet as they walk.
  • Friend to All Living Things: As the bearers of new life, this is a given. Lampshaded in one of Ymir's voice lines:
    Ymir: All living things are precious to me — every plant and every creature.
  • The Lost Woods: Ymir is the realm of life, towering with dense forests, endless beds of flowers, birds and butterflies, and flowing rivers.
  • Gold and White Are Divine: Their main color scheme, which hints at their divinity.

    Ymir 
https://static.tvtropes.org/pmwiki/pub/images/ymir_feh.png
Click here to see her dragon form
Click here to see Summer Firsts Ymir & Eir
Life-Mother / Seasons of Life
"Though I knew this would eventually come to pass, it still saddens me to see you in such distress now..."

The mysterious dragon who comes from the eponymous realm of life, where Eir's true home is. She gave her life to Eir, and thus, only she can see her spirit.

Voiced by: Hiyori Kouno (Japanese), Erin Yvette (English)
Artist: Niji Hayashi (Regular), ichikawa Halu (Summer Firsts)
Class: Green Breath Cavalier (Regular), Colorless Mage (Summer Firsts)

  • Action Initiative:
    • Her regular version's Everliving Breath allows her to perform a guaranteed follow-up attack if she is at 25% HP or above at the start of combat.
    • Summer Duo Ymir & Eir's Sparkling Sun allows them to perform a guaranteed follow-up attack if they are within 3 spaces of an ally.
  • Anti-Debuff:
    • Her regular version's Everliving Breath allows her to remove any [Penalty] on herself and all allies within 2 spaces of her and her target ally if either she uses or is a target for a Rally or movement assist skill.
    • Summer Duo Ymir & Eir's Duo Skill allows them to remove any [Penalty] on themselves and all alliws within 2 spaces of them.
  • Armor-Piercing Attack:
    • Her regular version's Everliving Breath has the standard effect of post-2.0.0 Breath weapons, where it allows her to target the lower defensive stat of her foe during combat if they wield a ranged weapon.
    • Summer Duo Ymir & Eir has by default Moonbow, where when it activates, ignores 30% of the foe's defenses.
  • Breath Weapon: Her regular version's Everliving Breath gives her +3 Atk, targets the lower defensive stat of her foe during combat if they wield a ranged weapon, allows her to recover 10 HP then remove any [Penalty] on herself and all allies within 2 spaces of her and her target ally if either she uses or is a target for a Rally or movement assist skill, and if she is at 25% HP or above at the start of combat she gains +5 Atk/Spd/Def/Res during combat and a guaranteed follow-up attack.
  • Combat Medic: Bizarrely for a goddess of life, the non-healing effects of Everliving Breath — an inherent +3 to Atk, as well as +5 to Atk/Spd/Def/Res during combat and an automatic follow-up — give Ymir a shockingly strong offensive presence.
  • Damage-Increasing Debuff:
    • Her regular version has A/R Near Trace 3, which inflicts -3 Atk/Res on the foe during combat.
    • Summer Duo Ymir & Eir's Sparkling Sun inflicts -6 Atk/Res on the foe during combat, as well as additional debuffs to the foe's Atk/Res during combat equal to 30% of their HP at the start of combat, totalling together up to -18 Atk/Res. Considering that their HP is at default 38, they need to reach 40 HP to reach the maximum theshold, which their Fireflood Boost 3's effect of granting +5 HP put it just above that threshold.
  • Damage Reduction: Summer Duo Ymir & Eir's Sparkling Sun allows them to reduce damage taken from non-Røkkr AOE specials by 75%, and by that same amount if the foe can make a follow-up attack, both which activates if they are within 3 spaces of an ally.
  • Egopolis: The realm of life is named after her.
  • Fertile Feet: Exaggerated. Not only do grass and flowers grow at her feet, her cape supplies the water for them and sunlight peers through her wreath! (In dragon form, the water pours from her tail, and the sunlight comes through her tree-antlers.)
  • Foil:
    • To Hel. Both Ymir and Hel are the governors of their respective realms that are named after them, but while Ymir has the power to grant life, Hel has the power to take the lives of others. Additionally, Ymir is a kind and caring motherly figure who cares deeply about Eir, while Hel is abusive and uncaring of her adoptive daughter Eir.
    • Ymir is this to both Nifl and Múspell. All three are Zenith gods that are classified as Breath/Dragon Cavalry units in gameplay. While Nifl is an aloof Ice Queen clad in blue and Múspell is an arrogant Blood Knight clad in red, Ymir contrasts the both of them by being a Friend to All Living Things clad in yellow and green. Also, while Nifl and Múspell's A-skills are both Aether Raids-focused (AR-D Atk/Spd and AR-D Def/Res respectively), Ymir's A-slot skill is instead Atk/Res Unity, which is not focused on Aether Raids.
  • Gender-Blender Name: The mythological Ymir is commonly depicted as being a male jötun, while this Ymir is painted as being more like an Earth Mother.
  • Green Thumb: Her method of attack involves unleashing a green beam of plants, birds, and butterflies.
  • Hair of Gold, Heart of Gold: Her hair is a bright golden color, showing off how gentle and kind she is.
  • Healing Hands:
    • Her regular version's Everliving Breath allows her to recover 10 HP to herself and all allies within 2 spaces of her and her target ally if either she uses or is a target for a Rally or movement assist skill.
    • Summer Duo Ymir & Eir's Duo Skill allows them to restore 20 HP to themselves and all allies within 2 spaces of them.
  • Heal Thyself: Summer Duo Ymir & Eir's Mystic Boost 4 allows them to restores 10 HP after combat.
  • Heroic Sacrifice: She allows Ganglöt to absorb her, enabling Ymir to destroy Ganglöt.
  • Hidden Buxom: While her normal attire is tight enough to show that she's quite well endowed, her summer duo variant with Eir shows that she has a pretty impressive bust size now that her cleavage is on full display, most obviously seen in their damaged artwork.
  • Hit-and-Run Tactics: Her regular version's native B-skill A/R Near Trace 3 allows her to, after combat, move a number of spaces equal to 1 plus however many spaces she did not already travel, on top of inflicting -3 Atk/Res on her opponent.
  • Hot Goddess: While more on the cute side as oppposed to hot thanks to Ymir's motherly kind nature, Hair of Gold, Heart of Gold, bright blue eyes and being surrounded by lots of greenery and birds, she's still got quite a curvaceous figure as seen in her summer duo variant.
  • Last Chance Hit Point: Her regular version's Everliving Domain, in addition to granting +4 Def/Res during combat, grants her and any allies within 2 spaces of her to survive a lethal attack at 1 HP left if the user is at 75% HP or above at the start of the foe's attack if she is within 2 spaces of an ally.
  • Mighty Glacier:
    • Downplayed, but with her regular version by default she has fantastic Atk at 40 and good Def at 35 and Res at 34, but below average HP at 38 and Spd at 26.
    • Summer Duo Ymir & Eir have outstanding Atk at 45, fantastic Res at 41, and good Def at 35, but middling HP at 38 and poor Spd at 18.
  • Mother Nature: She is a creator goddess who has the power to create new life, which is further emphasised by her matronly physique, as well as the abundance of trees, water, flowers, sunlight, and animals coming from her.
  • No-Sell: Summer Duo Ymir & Eir's Mystic Boost 4 skill makes her immune to adaptive damage (skills/weapons that target the lower of the target's defenses) and the Wrathful Staff effect (that makes healers deal full damage instead of half), and skills that prevents her counterattacks if the foe wields a Staff weapon.
  • One-Steve Limit: Unlike Alfaðör, Ymir averts this, sharing her name with a character from Fire Emblem: Shadow Dragon.
  • Our Dragons Are Different: So different that her dragon form resembles one of a beast instead. Her dragon form is a Mix And Match Creature of a deer and a bird with streamlined Head Wings alongside pegasus wings, vegetation growing on her back and antlers, and her tail ending into a water stream.
  • Pre-Mortem One-Liner:
    "Do no more harm!" (regular)
    "Never again!" (regular)
    "Life is delicate..." (regular)
    "Rebirth awaits." (regular)
    "Have a lively summer!" (Summer Start, with Eir)
    "Together!" (Summer Start)
    Eir: "Yes." (Summer Start)
    "Enjoying the weather?" (Summer Start)
    Eir: "A dazzling light..." (Summer Start)
  • Secret Art: Everliving Domain, which gives her and any allies within 2 spaces of her +4 Def/Res during combat, as well as grants her and any allies within 2 spaces of her to survive a lethal attack with 1 HP left if the user is at 75% HP or above at the start of the foe's attack if she is within 2 spaces of an ally.
  • Status Buff:
    • Her regular version's Everliving Breath gives her +5 Atk/Spd/Def/Res during combat if she is at 25% HP or above at the start of combat. She also has Rally Up Atk+, which grants +6 Atk to the target ally as well as any allies within 2 spaces of the target, Atk/Res Unity, which gives her +5 Atk/Res during combat as well as reverse any field stat debuffs she has on her those stats during combat, and Everliving Domain, which gives her and any allies within 2 spaces of her +4 Def/Res during combat if she is within 2 spaces of an ally.
    • Summer Duo Ymir & Eir's Fireflood Boost 3 grants them +7 Atk/Res during combat if they are at 50% HP or above at the start of combat, and the above Everliving Domain.
  • Theme Naming: Ymir is the ancestor of all jötun, whom he was slain by Odin and his brothers and his corpse was later used and harvested for the creation of everything in Norse Mythology, such as his blood for the oceans, his skull for the heavens, his flesh for the earth, and so on.

    Eir 
https://static.tvtropes.org/pmwiki/pub/images/eir_feh.png
Click here to see Ascended Eir
Click here to see Renewed Spirit Eir
Merciful Death / Life Ascendant / Renewed Life
"I know how this sounds. It must seem so selfish of me to ask so much of you... Still, though, I wish to join you. If you ever find cause to distrust me... kill me then and there."

A princess and the daughter of its ruler, Hel, and a Mythic Hero of Light. She allies with the Order of Heroes after she was captured on purpose on the account of making her mother proud by one day killing all of them, but is starting to have second thoughts. In reality, she is the princess of Ymir, the realm of life, having been kidnapped at such a young age.

Voiced by: Sora Amamiya (Japanese), Xanthe Huynh (English)
Artist: Yusuke Kozaki (regular), HACCAN (Ascended) Misei Ito, (Renewed Spirit), ichikawa Halu (Summer Firsts)
Class: Dagger Flier (Heroes, regular), Red Dagger Flier (Renewed Spirit), Green Dagger Cavalier (Ascended), Dark Princess (Cipher)

  • Action Initiative:
    • Her regular variant's unrefined Lyfjaberg, in addition to giving her +4 Atk/Spd during combat if she has at least 50% HP ore at the start of combat, lets her deny any of the foe's follow-up attacks if she initiates combat and is within the same HP threshold, and her refined Lyfjaberg reduces the requirement to 25% HP at the start of combat and either she initiates combat or has more Spd than the foe during combat.
    • Her Ascended variant's Ymir, Everliving allows her to ignore skills that deny any of her follow-up attack if either she initiates combat or the foe wields a ranged weapon. She also has Mystic Boost 4, where if the foe is a Staff unit, she ignore skills that prevents her counterattack.
  • Arc Heroine: She's the deuteragonist of Book III and the main character of the "Life & Death" Tempest Trials+.
  • Bad Liar: When Anna asks her why she joined them instead of returning to Hel in Book III, Eir says it's a secret. Anna is naturally instantly suspicious.
  • Balance Buff: Update 6.2.0 refines her Lyfjaberg where, in addition to the base +3 Res and standard [Dagger 7] effect, gives her +4 Atk/Spd/Def/Res during combat and if she either initiates combat or has more Spd than the foe during combat, denies the foe's follow-up attack and inflicts -1 special buildup on them per attack during combat, all which activates if she has at least 25% HP at the start of combat, while also removing the HP cost from the base version, and the unique refine allows her to gain +4 Atk/Spd/Def/Res during combat, boost her Atk and Res further equal to 20% of her current HP at the start of combat, and restore 7 HP to herself and all allies within 2 spaces of her after combat if she has an ally within 3 spaces of her, as well as giving her Sparking Boost+, where it allows her to recover 20 HP to the most damaged ally at the start of her turn, as well as grant +5 Res to an ally during combat if they start at 50% HP or above at the start of combat, both which exclude Eir herself, and gives her Atk/Res Unity.
  • Cast from Hit Points: Regular Eir's unrefined Lyfjaberg allows her to gain +4 Atk/Spd during combat, and if she initiates combat she prevents the foe from performing a follow-up attack if she has at least 50% HP at the start of combat, but if she attacked it deals 4 damage to her after combat. This however get alleviated with her Mystic Boost 3 recovering 6 HP after combat, even if she didn't attack. Her refined Lyfjaberg averts this as it gives her more stats and effects, lowers the HP threshold and removes the HP cost.
  • Combat Medic: Despite being a Dagger unit, Regular and Ascended Eir still serves as this since her exclusive skill Sparkling Boost and Sparking Boost+ heals other heroes every turn. However, she cannot heal herself with it, although her native Mystic Boost 3/4 skill and the unique refine for her regular variant's Lyfjaberg helps with that.
  • Cooldown Manipulation: Regular Eir's refined Lyfjaberg inflicts the Inverted version, as it allows her to inflict -1 special buildup on the foe per attack if she is at 25% HP or above at the start of combat and she either initiates combat or has more Spd than the foe during combat.
  • Damage-Increasing Debuff:
    • As a Dagger unit, her Regular, New Year and Ascended variants allows her to inflict debuffs to the foe's Def/Res after combat if she attacked, the most being -7 Def/Res.
    • Her New Year variant has Temari+, where if the foe has 3 Res or less than her and they are adjacent to any of their allies, she inflicts -5 Atk/Spd at the start of her turn.
  • A Day in the Limelight: Much like Fjörm before her in the "Ice & Flame" series, Eir became the main focus of her own set of Tempest Trials, "Life & Death", in the back half of 2022.
  • Defeat Means Playable: After you beat her forces in the main story, she joins you for free.
  • Desperately Looking for a Purpose in Life: In her Lvl.40 confession, she mentions that she wants to be happy and that she will find it if she at least made someone other than herself at least smile by her generosity and kindness, knowing that her life now has purpose.
  • Devious Daggers:
    • Her regular variant wields Lyfjaberg, which gives her +3 Res and the standard [Dagger 7] effect, as well as have the unrefined version give her +4 Atk/Spd during combat and prevents the for from performing a follow-up attack if she initiates combat, both which activate if she has at least 50% HP at the start of combat, but these bonuses activating cost her 4 HP after combat if she attacked; the refined version instead gives her +4 Atk/Spd/Def/Res during combat and if she either initiates combat or has more Spd than the foe during combat she prevents them from performing a follow-up attack and inflicts -1 special buildup on them per attack during combat, all which activates if she has at least 25% HP at the start of combat, while also removing the HP cost from the base version, and the unique refine allows her to gain +4 Atk/Spd/Def/Res during combat, boost her Atk and Res further equal to 20% of her current HP at the start of combat, and restore 7 HP to herself and all allies within 2 spaces of her after combat if an ally is within 3 spaces of her.
    • Her Ascended variant wields Ymir, Everliving, which gives -1 maximum special cooldown, the standard [Dagger 7] effect, and if either she initiates combat or the foe wields a ranged weapon, she gets +5 Atk/Spd/Def/Res during combat, boost her Atk during combat equal to 40% of the current HP of the second lowest HP ally, up to +20 Atk, and does not activates if there is only 1 or no allies active, ignores skills that deny any of her follow-up attacks, and she survives a lethal attack at 1 HP left if she is at 25% HP or above before the foe's attack.
  • Discard and Draw: Update 6.2.0 gives her Atk/Res Unity, rather then giving her something upgraded from Swift Sparrow 2. Alongside with the unique refine for her Lyfjaberg, this makes Eir more geared towards tanking magical units than being a player phase attacker.
  • Don't Fear the Reaper: Discusses this in one of her quotes, saying that death is deliverance.
  • Dragon Ancestry: Book III Chapter 6 reveals that she has dragon blood within her, telling the Order of Heroes that her body had thousands of lives in it and that she would resurrect every time she died, until she was on her last one, which Hel spared her for one more task. The "Life & Death" Tempest Trials+ story reveals that said dragon blood was of Ymir, the Dragon of Life herself.
  • Dual Wielding: Her regular variant is seen wielding Lyfjaberg in each hand in her art and in finishing attacks.
  • The Eeyore: The poor girl looks incredibly depressed most of the time, and often talks about how meaningless it is to escape death. Dying thousands of times at your own mother's hands will do that to you.
  • Fate Worse than Death: Also discussed in some of her quotes, explaining that people who suffer from disease or unending pain would consider death a kindness. Considering that she had to experience the pain of death from her adoptive mother over and over again, it's justified why she has this mindset.
  • Final Boss: Of the "Life & Death 4" Tempest Trials+ event, in her Ascended form.
  • Finishing Move: Has one where she twirls Lyfjaberg in her hands before striking the enemy with twin dagger blows.
  • Foreshadowing:
    • The fact that Eir isn't shown to have transparent skin and showing off her skeleton like the other characters of Hel should tell that she's not a native to it, let alone be Hel's biological daughter. There's also the fact that her name is from a Valkyrie from Norse Mythology instead of one related to Hel is another tell that she's adopted.
    • Despite coming from the realm of the dead, Eir's Mythic Hero element was Light, as opposed to Anima or Dark like the others. This serves as a subtle hint that her true home is Ymir.
  • Fragile Speedster:
    • Her regular variant has great Spd at 37, average Atk at 32 and Res at 31, but low HP at 35 and poor Def at 14.
    • Her New Year variant has good Spd at 36, above average Res at 34, and average Atk at 31, but below average HP at 39 and low Def at 21.
    • Her Ascended variant has fantastic Spd at 45, above average Atk at 42, and good Res 35, but below average HP 35 and poor Def at 16.
  • Happily Adopted: Zigzagged. While she has suffered and was made expendable in Book III Chapter 13, and after she knew that her real parents died by Hel's hand, she still remembers how Hel was warm when she embraced Eir and that she was sad when Hel was dying.
  • Healing Hands:
    • Although not a Staff unit, regular and Ascended Eir's Sparkling Boost and Sparkling Boost+ (for regular Eir only) allows her to heal the most damaged ally at the start of her turn, with recovering 10 HP for Sparkling Boost and 20 HP with Sparkling Boost+.
    • The unique refine for regular Eir's Lyfjaberg, in addition to restoring 7 HP to herself after combat, allows her to recover 7 HP to all allies within 2 spaces of her after combat if she has an ally within 3 spaces of her.
  • Heal Thyself:
    • Her regular variant's Mystic Boost 3 restores 6 HP after combat, even if she didn't attack, while her Ascended variant's Mystic Boost 4 restores 10 HP after combat. With her regular variant's Lyfjaberg's unrefined effect activated though, it restores only 2 HP when she has at least 50% HP, due to the 4 HP cost of her weapon.
    • The unique refine for regular Eir's Lyfjaberg allows her to recover 7 HP to herself and all allies within 2 spaces of her after combat if she has an ally within 3 spaces of her, even if she didn't attack. Combined with her Mystic Boost 3, she recovers 13 HP after combat.
  • Heroic Sacrifice: Book III Chapter 11 reveals in a flashback with "Líf"/Alfonse that she attempted this to make sure that information about Hel her and her forces would reach "Líf"/Alfonse, even if she was tortured or killed when Hel finds out about her cooperating with the enemy. "Líf"/Alfonse however refuses to let her go to her mother, stating that he will protect everyone in Askr, including Eir.
  • Hidden Buxom: While her normal variant shows a sizeable cleavage not present in her other ones, her summer duo artwork shows that Eir has a chest size comparable to Ymir.
  • Lady of War: A demure princess of Hel who wields two knives with considerable grace while riding a pegasus.
  • Laser-Guided Amnesia: Book III Chapter 7 notes that she is having trouble remembering certain details with Líf, but in Book III Chapter 8, Líf reveals that her mother Hel erased them.
  • Last Chance Hit Point: Her Ascended variant's Ymir, Everliving allows her to survive a lethal attack at 1 HP left if she is at 25% HP or above at the start of the foe's attack if either she initiates combat or the foe wields a ranged weapon.
  • Last of His Kind: Eir is the last living princess of the realm of Ymir.
  • Light Is Good: Eir is a Light-Elemental Mythic Hero, due to her true heritage of being from the realm of Ymir. She is much more compassionate than her mother, and has the ability to heal her wounded allies at the start of her turn.
  • Mage Killer: What regular Eir mainly focuses on with what she received in update 6.2.0. The unique refine for her Lyfjaberg gives her +4 Atk/Spd/Def/Res during combat as well as gain Atk and Res during combat equal to 20% of her current HP at the start of combat if she is within 3 spaces of an ally, and with her default 35 HP, she gains +7 Atk/Res during combat, and that gets higher the more HP she gets, where if she is a bonus unit on Aether Raids, has +10 merges, +15 Dragonflowers boosts and Summoner Support, that goes to +12 Atk/Res, alongside receiving Atk/Res Unity, where she gains +5 Atk/Res during combat, as well as effectively reverse any field stat debuffs she has on her Atk and Res during combat if she is within 2 spaces of an ally, where with her refined Lyfjaberg and Atk/Res Unity combined with her default statline, she gets 66 Atk, 45 Spd, 22 Def and 49 Res, allowing her to tank magic hits.
  • Mind Rape: Hel explicitly does this to Eir, forcing her to forget certain memories. She even made her think that she was her own mother as well.
  • The Mole: She joins the Order at the command of her mother, so that she can stab them in the back when given the opportunity. A flashback in Book III Chapter 11 has her attempt to be this for "Líf"/Alfonse, surveying information about Hel and her forces, even if it means that she will be tortured or killed if her mother found out, but "Líf"/Alfonse refused to let her go in order to protect her from that happening should she get caught.
  • Ms. Exposition: She is often the one who explains stuff about Hel to the heroes.
  • No-Sell: Downplayed, but her regular variant's native Mystic Boost 3 skill makes her immune to adaptive damage (skills/weapons that target the lower of the target's defenses) and the Wrathful Staff effect (that makes healers deal full damage instead of half), and Ascended Eir's Mystic Boost 4 also ignores skills that prevents her counterattacks if the foe wields a Staff weapon. This allows her to do things like forcing dragons to target her hefty Res stat instead of going for her much weaker Def, tanking Wrathful Staff healers that would normally do much more damage, and counterattack Dazzling Staff and Flash/Candlelight(+) healers that would normally do not fear counterattacks.
  • Out of Continues: She used to carry thousands of lives inside her, meaning that even if she were to die she could come back alive the next day. Unfortunately Hel used this fact to repeatedly kill her to make herself stronger until Eir was brought down to her last life.
  • Perpetual Frowner: Her default expression is a look of sorrow, and she mentions smiling only rarely during her confession.
  • Power at a Price: Not too noticeable since her native Mystic Boost 3 negates the penalties of her weapon, but in order to get her unrefined Lyfjaberg's bonuses with regular Eir, she will take 4 damage after every round of combat that they activate. For convenience's sake, this will stop occurring below 50% HP, although she'll also lose the bonuses to compensate. Later averted with her refined Lyfjaberg, as it further buffs her while also removing the HP cost after combat.
  • The Power of Friendship:
    • Update 6.2.0 gives her regular variant Atk/Res Unity, where if she is within 2 spaces of an ally, she gains +5 Atk/Res during combat, as well as effectively reversing any field stat debuffs on her Atk and Res, where for example if she has -4 Atk and -7 Res, she gains +8 Atk and +14 Res during combat, effectively gaining +4 Atk and +7 Res on top of the +5 Atk/Res.
    • The unique refine for her regular variant's Lyfjaberg allows her to gain +4 Atk/Spd/Def/Res during combat and further boost her Atk and Res during combat equal to 20% of her current HP at the start of combat and restores 7 HP to herself and all allies within 2 spaces of her after combat if she is within 3 spaces of an ally.
  • The Power of Trust: In Book III Chapter 13, Hel attempts to compel Eir to kill the Summoner. After a scene where it seems that Eir has done just that, it's eventually revealed that the Summoner is still alive and well, and that the trust that the Order of Heroes placed in her overcame Hel's command.
  • Pre-Mortem One-Liner:
    "A merciful death." (regular)
    "Fly, Lyfja!" (regular)
    "And now, you rest." (regular)
    "You won't suffer." (regular)
    "A new year dawns." (Renewed Spirit)
    "Dazzling." (Renewed Spirit)
    "Another year together." (Renewed Spirit)
    "Happy New Year." (Renewed Spirit)
    "What is to come?" (Ascended)
    "There is too much at stake." (Ascended)
    "This is my power." (Ascended)
    "Ought I be the one?" (Ascended)
  • The Promise: At Book III Chapter 13, Sharena made a promise with Eir to go on a hill and do some stargazing with her and Alfonse after they defeat Hel. A flashback in the same chapter has Eir made a similar promise with "Líf's" Sharena, but is left unfulfilled unlike the main Sharena.
  • Remembered Too Late: Before the Order of Heroes encounter Hel in Book III Chapter 3, she doesn't know who her mother would kill first until it was too late.
  • Resurrective Immortality: In Book III Chapter 6, she used to have this, as her Dragon blood within her made her have thousands of lives, but her mother killed her once a day to bolster Hel's power, and Eir would always revive the next day, until she was on her last life.
  • Secret Art: Her regular and Ascended variants has Sparkling Boost, which restores 10 HP to an ally who is the most damaged at the start of her turn, but does not include herself. Update 6.2.0 also gives her regular variant Sparking Boost+, where it allows her to recover 20 HP to the most injured ally at the start of her turn, as well as grant +5 Res to an ally during combat if they at the start of combat start at at least 50% HP, both which excludes Eir herself.
  • Sexy Backless Outfit: Her regular variant's outfit shows off her backside rather prominently.
  • Situational Damage Attack: Her Ascended variant's Ymir, Everliving grants her Atk during combat equal to 40% of the current HP of the second lowest HP ally she has on the team, up to 20 Atk during combat, if she either initiates combat or the foe wields a ranged weapon, and does not activate if she only has 1 or none allies active on the map. With the average HP of heroes being around 40, she would gain +16 Atk during combat, so ideally she would need the second lowest HP ally be at 50 HP or above to reach the +20 Atk cap.
  • Soul Jar: All of the thousands of lives she had before Hel started removing them from Eir one by one? Those were the lives of everyone else who lived in the Realm of Life that Ymir tried to save by sealing their souls inside Eir so that she could hopefully one day release them and return everything back to normal. Unfortunately, Hel realized Ymir's trick and used it against her.
  • Status Buff:
    • Her regular variant's unrefined Lyfjaberg allows her to gain +4 Atk/Spd during combat if she has at least 50% HP at the start of combat, but inflicts 4 damage to her after combat if she attacked, the refined version allows her to gain +4 Atk/Spd/Def/Res during combat if she has at least 25% HP at the start of combat and removes the HP cost, and the unique refine allows her to gain +4 Atk/Spd/Def/Res during combat plus additional Atk and Res during combat equal to 20% of her current HP at the start of combat if she has an ally within 3 spaces of her. She also learns Swift Sparrow 2, which grants her +4 Atk/Spd during combat if she initiates combat. Update 6.2.0 also gives her Atk/Res Unity, where if she is within 2 spaces of an ally, she gains +5 Atk/Res during combat, as well as effectively reversing any field stat debuffs on her Atk and Res, and Sparking Boost+, which gives +5 Res to an ally during combat if they are at 50% HP or above at the start of combat.
      • As a Mythic Hero of Light, if an ally has a Light Blessing during Light season in Aether Raids, she gives them +5 HP/Res if they're on the battlefield, which can be stacked with other Mythic Heroes of Light, including copies of herself.
    • Her New Year variant has Spd Tactic, which gives all allies within 2 spaces of her +6 Spd if they currently do not share more than one of the same movement type in the team, including New Year's Eir herself.
    • Her Ascended variant wields Ymir, Everliving gives +5 Atk/Spd/Def/Res during combat, and boost her Atk during combat equal to 40% of the current HP of the second lowest HP ally, up to +20 Atk, and does not activates if there is only 1 or no allies active. She also has Atk/Spd Catch 4, where it grants her +7 Atk/Spd during combat if the foe either has a [Penalty] active on them or is at full HP at the start of combat, and an additional +2 Atk/Spd during combat if both conditions are met.
  • Super Mode: Her Ascended variant, as she has been empowered by Ymir.
  • Theme Naming:
    • Eir is a valkyrie that is associated with medical skill.
    • Lyfjaberg is the mountain where Menglöð and her nine handmaidens sit, including Eir, which has healing properties.
  • Took a Level in Cheerfulness: Her Ascended form is considerably more upbeat than her other, more dour forms.
  • Trojan Prisoner: After her defeat in Book III, she purposely surrenders to the Order of Heroes and attempts to gain their trust, waiting for the day that her mother gives the order to kill them all.
  • "Well Done, Daughter!" Girl: After her mother Hel dismisses her as weak, she begs for a chance to prove her wrong.
  • Wistful Amnesia: After returning to the Realm of the Dead and meeting her mother, Eir vaguely recalls a memory where her mother was so warm and kind to her. Hel simply ignores it and tells her to continue in her mission.
  • When She Smiles: Her smiling portrait just doesn't appear during the first chapters of Book III, but she does flash it every once in a while, such as once during the "An Alliance of Princesses" Tempest Trials+ event.

Ginnungagap, The Realm of Nothingness

    Ginnungagap 
https://static.tvtropes.org/pmwiki/pub/images/ginnungagap_feh.png
Ruler of Nihility
"I am the destroyer of dreams, the ruin of hope... I am the one who rules nothingness."
The ruler of the nothingness, and Eitr's master. She attacks the álfar of Ljósálfheimr and Dökkálfheimr in an attempt to stop them from reviving the Lady of Nightmare.
Voiced by: Ayumi Tsunematsu (Japanese), Marie Westbrook (English)
Artist: hou
Class: Colorless Dagger Cavalier

  • Action Initiative: Her Arcane Void grants her a guaranteed follow-up attack if she is at 25% HP or above at the start of combat, and her Ruler of Nihility inflicts [Counter Disrupt] at the start of her turn to the nearest foe within 5 spaces and all foes within 2 spaces of that foe.
  • Arc Villain: She is the villain of the "Nihility & Dream" Tempest Trials series.
  • Armor-Piercing Attack: She has Lethality, which allows her to ignore 75% of the foe's defenses during combat when it triggers, as well as ignore any of the foe's non-Special Damage Reduction effects.
  • Batman Gambit: Ginnungagap reincarnates Freyja as Eitr and erases her memories and creates a fake Lady Freyja to kill, making the álfar lose all hope and believe that not even Freyja can defeat the nothingness this time.
  • Bright Is Not Good: Ginnungagap's color scheme may be mainly white with bright purples and blues, but everything else about her design wouldn't be out of place in a Lovecraftian story.
  • Celestial Body: Ginnungagap's skin resembles that of space littered by countless stars, signifying her very otherworldly nature.
  • Cold Ham: The ruler of nothingness talks in a very dramatic way, such as rambling on about how the hopes of humanity and the alfar are worthless, and that she will end all dreams. Unlike Hel however, who occasionally has her moments of breaking her stoic demeanor and shouts, Ginnungagap never raises her voice nor shows any emotion at all, even in the rare moments when she makes an exclamation.
    Ginnungagap: The Lady of Nightmare is dead, and any hope of defeating me along with her. You think you can find and defeat the dream-eater? Know that it is impossible. You have...no...hope. Gather before me, álfar. I will end you one by one, and your nightmare will be over.
  • Cooldown Manipulation: Her Arcane Void grants her -1 maximum special cooldown, as well as +1 special buildup per attack during combat if she is at 25% HP or above at the start of combat, and her Ruler of Nihility grants her -1 special cooldown before her first attack if the foe either is at 75% HP or above at the start of combat or has a [Penalty] active if she has an offensive special, and her Fireflood Boost 3 inflicts the Inverted variant of inflicting -1 special buildup per attack on the foe if she is at 50% HP or above at the start of combat and is within 2 spaces of an ally that is at 50% HP or above as well.
  • Cyclops: Ginnungagap only has one visible eye, which further adds to her otherworldly nature.
  • Damage-Increasing Debuff: Her Arcane Void allows her to inflict Atk/Spd/Def/Res on the foe during combat equal to the highest field stat debuff on each of those stats between the foe and foes within 2 spaces of that foe is she is at 25% HP or above at the start of combat, and also has the standard [Dagger (7)] effect of inflicting -7 Def/Res on the foe and foes within 2 spaces of the foe after combat if she attacked. She also has Ruler of Nihility, which inflicts -7 Atk/Def and [Discord]note  to the nearest foes within 5 spaces of her and all foes within 2 of that foe at the start of her turn, as well as inflict -5 Atk/Def on the foe during combat if the foe either is at 75% HP or above at the start of combat or has a [Penalty] active on them.
  • Egopolis: The realm Ginnungagap is named after her.
  • Eldritch Abomination: With her hair and lower body made of tentacles, one eye, and skin made of nothing but a space background, her designs invokes the idea of an humanoid, eldritch entity.
  • Final Boss: Of the "Nihility & Dream 5" and "Nihility & Dream Finale" Tempest Trials+.
  • For Your Own Good: The recruitable version explains why she takes the "logical" position of destroying people's dreams. She believes people are confusing dreams with reality, and they need to abandon their delusions and return to logic and facts.
  • The Fourth Wall Will Not Protect You: Unlike other characters in Fire Emblem Heroes, Ginnungagap is always looking directly at the camera, even in her combat art. Normally it makes her look like she's threatening the player, but in her damaged art, it looks like she's scared of the player instead.
  • Hoist by His Own Petard:
    • Her plan is ultimately stopped by Peony using logical thinking against her, using her words to prove she was lying that she killed Freyja despite showing it and figuring out who Eitr really is.
    • Her demise also comes from Freyja who she revived as a tool to destroy dreams for good.
  • Hope Crusher: Obviously, as the ruler of the nothingness, she aims to crush the hopes of everyone, including the álfar by creating a fake Lady Freyja to kill in front of them. Justified as Ginnungagap is a Straw Vulcan; she firmly believes that hopes are meaningless and that everyone must accept reality as it is.
    Ginnungagap: No dream survives. Wail. Your cries cannot change reality. Freyja is dead. She cannot hear you. All dreams end. I see to it there is nothing that remains. And now your Lady of Nightmare. Freyja, has met her fate.
  • Humanoid Abomination: Ginnungagap's upper body has a somewhat humanoid-looking form, which when combined with her other eldritch features, make her look very bizarre and alien-like compared to other Fire Emblem characters.
  • Hypocrite:
    • Ginnungagap doesn't follow what she preach about reality as she proclaims.
    • For someone who glorifies cold facts and logic, she relies on deceit to get her way to prove a point.
    • Claims to embrace nothingness and nihilism, yet clearly seeks her own pleasure by destroying other's dreams and her reality is her own self-indulgent version, not actual reality.
    • She discourages others in having hope or purposes, yet she outright admits she does what she does because it's her purpose.
    • In the Forging Bonds "Guiding Vision", her Dream Eaters tried to stop Sonya and Mycen from their ambitions, detrimental in her belief that dreams and hopes hold others back, when her actions does more so.
  • It's All About Me: Her actions heavily implies it's for her selfish view on what the world should be, even naming her own realm after herself. She outright said dreams and mortals are beneath her.
  • Jack of All Stats: Ginnungagap has outstanding Atk at 47, and average HP at 40, Spd at 31, Def at 30, and Res at 32.
  • Killed Off for Real: She's killed at the end of Nihility & Dream by Freyja.
  • Non-Standard Character Design: Usually, Fire Emblem characters tend to be a standard human or humanoid, or at least like a recognizeable beast or monster in one of their other forms. Ginnungagap on the other hand, is a character that completely subverts and defies all rules for the franchise's character design.
  • No-Sell: Her Lethality, in addition to ignore 75% of the foe's defenses when it triggers, ignore any the foe's non-Special Damage Reduction when it triggers, as well as her Fatal Smoke 4 negates the foe's healing during and after combat, as well as the foe's non-Special Last Chance Hit Point effects, and inflicts the [Deep Wounds]note  and [Anti-Miracle]note  status effects on the foe and all foes within 2 spaces of that foe after combat.
  • Nothing Personal: Despite her goals of destroying all dreams, one of her Castle quotes say she has nothing against Freyja or the álfar.
    Ginnungagap: I hold no grudge against the Lady of Nightmare or her álfar. It is my purpose to end them. That is all.
  • Pre-Mortem One-Liner:
    "I forbid you."
    "Into oblivion!"
    "Nothingness reigns."
    "Dream no more."'
  • Secret Art: She has Ruler of Nihility exclusive to her, where it inflicts -7 Atk/Def, [Discord]note  and [Counter Disrupt]note  to the nearest foes within 5 spaces of her and all foe within 2 spaces of those foes at the start of her turn, and inflicts -5 Atk/Def during combat on the foe and grants her -1 special cooldown before her first attack if the foe either is at 75% HP or above at the start of combat or has a [Penalty] active.
  • Status Buff: She has Arcane Void, which grants her +5 Atk/Spd/Def/Res during combat if she is at 25% HP or above at the start of combat. She also has Fireflood Boost 3, where it grants her +7 Atk/Res during combat if she is at 50% HP or above at the start of combat.
  • Straw Vulcan: Her Level 40 confession has Ginnungagap explain her motivations are for wanting to destroy all dreams and fantasies: She believes that logic and facts matter over all, and anything that deviates from those (namely, hopes and dreams) mean absolutely nothing in the grand scheme of things and are holding mortals back. Ginnungagap uses the Summoner's home world, known in the Nine Realms as the World of Steel, as an example of what every world should be (a world without dreams).
  • Theme Naming: Ginnungagap is the primordial void where the world was created, and the void between the realms of Nifl and Múspell.
  • Wound That Will Not Heal: She has Fatal Smoke 4, which negates the foe's healing during and after combat, as well as inflict the [Deep Wounds] status effect on the foe and all foes within 2 spaces of that foe after combat, where [Deep Wounds] has the one inflicted with it unable to recover HP through their next actions.

    Eitr 
https://static.tvtropes.org/pmwiki/pub/images/eitr_feh.png
Click here to see her beast form
Hand of Nothing
"I was commanded to eliminate you. I was told that...Freyja must not be revived... The Lady of Nightmare cannot live again."
A vanir servant of the Ruler of Nothingness. She is ordered to stop the Álfar from reviving Freyja.
Voiced by: Misaki Watada (Japanese), Caitlyn Elizabeth (English)
Artist: Kippu
Class: Blue Beast Cavalier

  • Apologetic Attacker: She is ordered to stop Freyja from being revived, and thus apologizes to Peony and Plumeria for attacking them. One of her special quotes also involves her apologizing to her victim.
  • Armor-Piercing Attack: She has Luna, which allows her to ignore 50% of her foe's defenses when it activates.
  • Cooldown Manipulation: Her Arcane Nihility grants her -1 maximum special cooldown, and her Power of Nihility grants her +1 special buildup per attack during combat if there is at most 1 ally adjacent to her
  • Damage-Increasing Debuff: Her Arcane Nihility has the standard post-7.7.0 Beast Cavalry effect, where if she transforms, she inflicts -3 Atk/Def on the foe during combat, as well as additional -1 Atk/Def for each space the initiator moved beforehand, and her Beast Sense 4 allows her to inflict -4 Spd/Def on the during combat.
  • Damage Reduction: Her Arcane Nihility has the standard post-7.7.0 Beast Cavalry effect, where if she transforms, she reduces damage taken from the foe's first attack by 30% during combat if the initiator moved 2 or more spaces beforehand, and her Beast Sense 4, in addition to inflicting -4 Spd/Def on the foe during combat and treats as if she has +7 Spd when comparing Spd with an ally or foe, reduces damage taken from attack and non-Røkkr AOE special by 4% for each point of Spd she has over her foe, up to 40%.
  • Foreshadowing: Not only her design itself is very similar to that of Freyja, but her skillkit shares very similar effects with Regular Freyja's one, especially with her Remix. Sure enough, it turns out that she IS Freyja, taking on the form of her younger self.
  • Final Boss: Of the "Nihility & Dream 1" Tempest Trials+.
  • Hiding Behind Your Bangs: Eitr's hair covers one of her eyes, even in her goat form, which highlights her shy personality in contrast to Kvasir and Freyja.
  • Hoist by His Own Petard: Her Arcane Nihility, in addition to granting her +5 Atk/Spd/Def/Res during combat, allows her to gain stats during combat and inflict on the foe debuffs on theirs stats equal to each of the foe's field stat buffs during combat if she is at 25% HP or above at the start of combat, essentially stealing their buffs during combat and negating theirs.
  • Horned Humanoid: She has two small black horns on the top of her head, and is a Beast unit in gameplay.
  • Identity Amnesia: Due to the nature of dreams, Eitr doesn't know she is actually Freyja herself until part 5 of in the "Nihility & Dream" Tempest Trials+ series.
  • Life Drain: Her Power of Nihility allows her to restores HP equal to X% of her maximum HP when her attack triggers her special where X = 20 times the maximum special cooldown she has equipped, +10, up to 100%, if there is at most 1 adjacent ally. With her default Luna being at 2 cooldown with her Arcane Nihility equipped, she will recover 50% of her max HP when she triggers it during combat.
  • Lightning Bruiser: She has outstanding Spd at 46, fantastic Atk at 44, good Def at 33 and average HP at 40, but poor Res at 16.
  • Messy Hair: Unlike the other vanir gods, her hair is very unkempt, which along with her bangs shows how timid Eitr is.
  • No-Sell: Her Arcane Nihility allows her to ignore skills that guarantee the foe's follow-up attacks and prevents any of her follow-up attacks if she is faster than foe and is at 25% HP or above at the start of combat.
  • Pre-Mortem One-Liner:
    "Forgive me for this..."
    "I...I wish..."
    "Stay..."
    "I can change!"'
  • Promoted to Playable: Shortly after her debut in the "Nihility & Dream 1" Tempest Trials+ which featured her as a boss, she was made playable with the release of the "Rearmed Alcryst & Rearmed Eitr" banner in July 2023.
  • Prone to Tears: This girl constantly looks like she's on the verge of crying, and ends up bursting into tears several times. She even cries during her her map sprite's Idle Animation.
  • Secret Art: She has Power of Nihility exclusive to her, where it grants her +9 Atk/Spd/Def/Res during combat, +1 special buildup per attack during combat, and restores HP equal to X% of her maximum HP when her attack triggers her special where X = 20 times the maximum special cooldown she has equipped, +10, up to 100%, all which activates if there is at most 1 adjacent ally.
  • Situational Damage Attack: Her Arcane Nihility allows her to deal true damage equal to 15% of her Spd during combat, so the more Spd she has the more true damage she will deal.
  • Shrinking Violet: Eitr is a very meek and apologetic woman who struggles to voice her own will, in contrast to most other unique characters introduced in Heroes.
  • Status Buff: Her Arcane Nihility grants her +5 Atk/Spd/Def/Res during combat and additional Atk/Spd/Def/Res during combat equal to the foe's field stat buffs during combat if she is at 25% HP or above at the start of combat. She also has Power of Nihility, where it grants her +9 Atk/Spd/Def/Res during combat if there is at most 1 adjacent ally, and Atk/Spd Alarm, where she gains +6 Atk/Spd and [Canto (1)] if she is adjacent to 2 or less allies at the start of her turn and +3 Atk/Spd during combat if there is at most 1 ally adjacent to her.
  • Sweet Sheep: She is able to transform into a goat, and she is actually a nice person despite being ordered to stop Plumeria and Peony from reviving Freyja.
  • Theme Naming: Eitr is Old Norse for poison, where it is from the Élivágar that is the origin of the first jötunn Ymir, as well as being produced from poisonous snakes such as Jörmungandr.
  • Voluntary Shapeshifting: Eitr transforms into a divine goat to attack, and so is counted as a Beast unit in gameplay.

Yggdrasill, the Realm of the World-Tree

    Realm of Yggdrasill in General 
https://static.tvtropes.org/pmwiki/pub/images/yggdrasilsymbol.png
The Tree of Yggdrasill
  • Deadly Doctor: While the Healing Hands are supposed to be healing those who need it, they were tasked into being assassins by their father. That doesn't stop them from looking like medical professionals, though.
  • Dressed to Heal: The Healing Hands are all designed with a medical motif, as they are tasked with healing those who need it all over the Nine Realms. In particuliar, Ratatoskr's outfit resembles that of a nurse, Hræsvelgr seems to resemble a surgeon, and Níðhöggr has the outfit of a doctor.
  • Healing Hands: The Divine Beasts of Yggdrasill all have the ability to heal those in need, if their group sharing the exact same name of this trope (and also looking like medics) didn't tip you off already. In gameplay, Ratatoskr has the ability to heal other nearby teammates after their combat.
  • Irony: Their main job was healing those in need across the Nine Realms, but now they're all tasked into assassinating healthy people.
  • The Lost Woods: The realm is a lush landscape with many dense forests, including forests growing on the the World-Tree Yggdrasill itself.
  • The Omniscient: All members of the Healing Hands know just about everything about the people they treat as a way to diagnose their injuries and illnesses. This proves an effective method for when they're switched to assassins.
  • World Tree: True to its inspiration, Yggdrasill is an enormous tree that hosts the gateway to all worlds. It is also the home of the god of openness, Askr.

    Læraðr 
The leader of the Healing Hands, tasking his children to assassinate Alfonse and Veronica.
  • Abusive Parents: Suddenly telling all his daughters to kill themselves after assassinating their targets comes across as this. The fact that Ratatoskr finds this odd suggests that he wasn't like this before.
  • Let's You and Him Fight: It is implied that he is trying to prevent the Kingdom of Askr and the Emblian Empire from finalizing their peace by getting the two nations to resume their war with each other.
  • O.O.C. Is Serious Business: Ratatoskr finds it very odd that her loving father suddenly ordered all his daughters to kill innocent people and kill themselves once those tasks are completed.
  • Theme Naming: Ratatoskr says that Læraðr is essentially the tree Yggdrasill's other half. In Norse Mythology, Læraðr is a tree that is said to stand at the top of Valhalla, often considered to be another name for the World-Tree Yggdrasill. The stag Eikþyrnir and the goat Heiðrún are said to graze its foliage.
  • When Trees Attack: Implied to be the case as he is said to be the World-Tree's other half, and is out to stop the two nations of Midgard from having peace.

    Ratatoskr 
https://static.tvtropes.org/pmwiki/pub/images/ratatoskr_feh_3.png
Click here to see her beast form
Mending Hand
"My sisters and I have healed many people of their illnesses and injuries. Those we helped were always so grateful...it made me glad we were there for them. It felt like we were helping people protect their joy... That's what it felt like to me, at least."

The youngest member of the Healing Hands, and younger sister to Hræsvelgr and Níðhöggr. After failing to follow orders from her father Læraðr to assassinate Alfonse, she requests the Order of Heroes to stop her sisters from assassinating and killing themselves once their tasks are done. She is a Mythic Hero of Astra.

Voiced by: Maria Naganawa (Japanese), Madeline Dorroh (English)
Artist: Kozaki Yusuke
Class: Blue Beast Cavalier

  • Arc Heroine: She's introduced as the central heroine of Book VIII.
  • Cute Clumsy Girl: Ratatoskr is shown to be quite a klutz in the Book VIII Movie, tripping on one of the many branches of Yggdrasill and falling from a great distance, as well as tumbling into the Askr castle via breaking a window.
  • Double Agent: Alfonse enlists her help by being this so she goes back to her father to gather intel on his movements, even though Ratatoskr may end up betraying them if it benefits her (which she won't). And in case they see an opportunity to use her to get information from the Order, Anna mentions she'll be a triple agent.
  • Green Thumb: Ratatoskr is able to use create [Divine Vein (Green)] spaces, which are vines that prevent the foe from teleporting to or from the space.
  • In Love with the Mark: There’s hints that she’s crushing on Alfonse despite being ordered to kill him.
  • Lightning Bruiser: She has outstanding Spd at 46, fantastic Atk at 45, above average Def at 34 and average HP at 40, but low Res at 21.
  • Luminescent Blush: Other than her Nervous Wreck expressions, it's easy to tell when she blushes out of love around Alfonse.
  • Miles to Go Before I Sleep: She and her sisters were ordered by Læraðr to take their own lives once their tasks were completed. Though her older sisters are more than ready to do it, Ratatoskr abhors the idea, prompting her to ask the Order of Heroes for assistance to save her sisters instead of going through assassinating Alfonse.
  • The Mole: As the Order's Double Agent, she pretends to be this to her side to keep tabs on their moves, which is rather complicated for her because her sisters refuse to tell her enough that may be advantageous to the Order. Her pretending to be still allied to her sisters is cemented when Alfonse has her "divulge" his secret plan of sneaking all alone in the night to meet up with Veronica, even if he could've been killed by Hræsvelgr, because he truly couldn't lose the chance to keep Ratatoskr as a double agent against the Healing Hands.
  • Nervous Wreck: She's rather quick to panic when she didn't have it in her to assassinate Alfonse even though she had expertly done a good job blindsiding him, and she only keeps panicking when faced with other dangerous prospects.
  • Nice Girl: She could have killed Alfonse without difficulty (never mind the fact she's got a color advantage), but she holds herself back to a stuttering point because she knows Alfonse is a genuinely good person.
  • Running on All Fours: While Ratatoskr can walk around on her two legs, she is seen running on all fours like an animal, which is shown as she's running down the World-Tree in the Book VIII Movie.
  • Secret Art: Mending Heart, which creates Green Divine Vein tiles that prevent foes from teleporting on or to that space after she acts (including when moving back with Canto) and restores 7 HP to nearby allies after their turn in combat. Additionally, it grants Ratatoskr +4 to all stats and inflicts Special cooldown -1 on the foe every time she attacks as well as restoring 7 HP to herself, provided she initiates combat or is near an ally.
  • Security Blanket: Whenever she panics, she desperately embraces her glowing tail, which is actually shown in her mugshots.
  • Status Buff:
    • Her World-Tree Tail gives her +5 Atk/Spd/Def/Res during combat and additional +3 Atk/Spd during combat for each ally that has is at 40% HP or above, up to +9 Atk/Spd during combat, if she is at 25% HP or above at the start of combat. She also has Atk/Spd Clash 4, where it gives her +6 Atk/Spd during combat if he or his foe initiated combat and moved from a different space, and additional +1 Atk/Spd during combat for each space moved, up to +4 additional Atk/Spd during combat, and Mending Hand, which gives her +4 Atk/Spd/Def/Res during combat if she either initiates combat or is within 2 spaces of an ally.
    • As a Mythic Hero of Astra, if an ally has an Astra Blessing during Astra Season in Aether Raids, she gives them +5 HP and +4 Spd if they're on the battlefield, which can be stacked with other Mythic Heroes of Astra, including copies of herself.
  • Terrain Sculpting: Her Mending Heart allows her to setup [Divine Vein (Green)] on all spaces within 2 spaces of her, including the one she is on, after she acts and after moving with Canto, where [Divine Vein (Green)] prevents the foe from warping from or into the affected space, as well as inflicts -1 special buildup per attack if they're on it during combat.
  • Theme Naming: Ratatoskr is the squirrel that delivers messages between an unnamed giant Eagle (one that holds the smaller bird Veðrfölnir between its eyes) at top of Yggdrasill and Níðhöggr at the roots of Yggdrasill in Norse Mythology.
  • Voluntary Shapeshifting: She transforms into a giant squirrel to attack her foes during combat, and thus is counted as a Beast unit during gameplay.
  • Zero-Effort Boss: She is fought at the end of Book VIII, Chapter 1...which would normally be a challenge, if not for the fact that Ratatoskr is fought all by herself, without any reinforcements to back her up.

    Hræsvelgr 
https://static.tvtropes.org/pmwiki/pub/images/hrasevelgr_feh.png
Click here to see her beast form
Quieting Blade
"...I will obey Father no matter what happens. That is what it means to be family."

Voiced by: Shion Wakayama (Japanese), Justine Lee (English)
Artist: Kozaki Yusuke
Class: Blue Beast Flier

  • Adaptational Species Change: Instead of an eagle in Norse Mythology, in Heroes Hræsvelgr's beast form is a harpy instead.
  • Armor-Piercing Attack: Her Quieting Claw allows her to ignore 50% of the foe's non-Special Damage Reduction skills per attack if she is at 25% HP or above at the start of combat.
  • Anti-Villain: Despite being one of the antagonists of Book VIII, Hræsvelgr is a nice person who is forced to go along with her father's orders, and even puts her faith in Ratatoskr.
  • Damage-Increasing Debuff: Her Quieting Claw allows her to inflict -7 Spd/Def, [Exposure] and [Anti-Miracle] to the nearest foe and foes within 2 spaces of her at the start of her turn if she is at 25% HP or above at the start of combat, and she inflicts -4 Atk/Spd/Def/Res on the foe during combat and an additional -3 Atk/Spd/Def/Res for each foe within 2 spaces of her foe with a [Bonus] or [Penalty] effect, excluding field stat buffs and debuffs, up to -6 Atk/Spd/Def/Res, totalling up to -10 Atk/Spd/Def/Res during combat if she is at 25% HP or above at the start of combat.
  • Damage Reduction: Her Quieting Claw allows her to reduce damage taken from the foe's attacks by 40% if she is at 25% HP or above at the start of combat.
  • Feathered Fiend: Hræsvelgr is bird Divine Beast who attempts to assassinate the Order of Heroes under the orders of her father.
  • Harping on About Harpies: Despite being based on an eagle in Norse Mythology, Hræsvelgr's beast form resembles a harpy than an eagle.
  • Historical Gender Flip: Hræsvelgr in Norse Mythology is male, while in Heroes Hræsvelgr is a woman instead.
  • Miles to Go Before I Sleep: Instructed to kill herself once she fulfills her own assassination job.
  • Lightning Bruiser: She has very high Atk and Spd alongside decent HP and Def, with her only flaw being a lower Res stat.
  • The Stoic: Fitting for her design to be a surgeon, Hræsvelgr displays little to no emotions.
  • Theme Naming: Hræsvelgr is a jötun that takes form of a giant bird whose wing beats are often the origins of wind in Norse Mythology.
  • Voluntary Shapeshifting: She transforms into an eagle/human hybrid resembling a harpy to attack her foes during combat, and thus is counted as a Beast unit during gameplay.
  • Winged Humanoid: True to her inspiration, she has a pair of inverted wings connected to her waist, only properly aligning when gliding forward in the Book VIII intro.
  • Wolverine Claws: Hræsvelgr wears a pair of gloves with long knives on each finger. However, she doesn't use these when attacking, instead using the talons on her feet when she transforms.

    Níðhöggr 
https://static.tvtropes.org/pmwiki/pub/images/nidhoggr_feh.png
Click here to see her beast form
Quieting Dose
"Look. *hic* You think I'm gonna just lose to you so easily? Pah! I just wanted to give you a nice head start before making my move. That's all... *hic*"

Voiced by: Aki Toyosaki (Japanese), Anjali Kunapaneni (English)
Artist: Kozaki Yusuke
Class: Armored Red Beast

  • Adaptational Species Change: While in Norse Mythology, Níðhöggr is a serpent or dragon, in Heroes, her beast form is a lamia instead.
  • The Alcoholic: Níðhöggr is shown to be constantly drunk from eating apples, with a noticeable flushed expression and occasionally hiccuping. Her combat description indicates that she keeps herself intoxicated to avoid letting her true feelings out, implying she has issues.
  • Animal Motifs: Snakes. She has a two-headed snake, often sticks her tongue out, is seen poisoning Veronica and attacks her while she's down with a pointed hand thrust in the Book VIII intro.
  • Armor-Piercing Attack: Her Dosing Fang allows her to ignore 50% of the foe's non-Special X% Damage Reduction skills during combat if she is at 25% HP or above at the start of combat.
  • Biblical Motifs: Her affinity with both snakes and apples may bring to mind the story of Adam and Eve, where the titular duo were tempted by a snake who was an agent of if not the Devil himself into disobeying God and falling into sin by picking and eating a fruit (often depicted as an apple) from a forbidden tree.
  • Breaking Old Trends: Níðhöggr is the first Armored Beast unit to not be Colorless. Additionally, she is also the first Heroes character to be an Armored Beast as opposed to a Cavalry, Infantry, or Flying Beast.
  • Counter-Attack: Her Dosing Fang has the standard Armored Beast effect of allowing her to counterattack regardless of range if she transforms.
  • Damage-Increasing Debuff: Her Dosing Fang allows her to inflicts -7 Atk/Def and the [Sabotage]note  status effect on all foes within 3 rows or 3 columns centered on her at the start of her and her foe's turn, and inflicts -6 Atk/Def on the foe during combat and additional Atk/Def during combat equal to 20% of her Def at the start of combat if she is at 25% HP or above at the start of combat.
  • Damage Reduction: Her Dosing Fang allows her to reduce damage taken from foes attacks equal to the damage dealt she dealt to her foe, including combat begins damage, up to 20, and doubles that value if the foe has a Special that triggers with their attacks during combat if she is at 25% HP or above at the start of combat.
  • Hidden Depths: Beyond the mysterious trauma that requires her to dose herself on Yggdrasil's apples, her rant towards Ratatoskr comes off as a drunken version of "Follow your heart, given it's so caring." which would be odd for someone that she dislikes.
  • Kick the Dog:
    • She criticizes Veronica on her wish to repent for her past actions as an enemy of Askr so she's conditioned to accept her death through being poisoned, but Veronica shoots back that she wants to change to make life better for Embla all the same.
    • She suspects Ratatoskr of being a spy, but she tells her to her face that she's useless overall because her previous efforts as a medic didn't do a thing to make things better (Níðhöggr recalled when she passed out from eating apples and Ratatoskr stayed by her side out of worry, but criticized her because Níðhöggr always gets up fine anyway), and so she doesn't worry about Ratatoskr being a threat as a spy.
  • Mighty Glacier: She has very high HP, Atk, and Def, good Res, but poor Spd, and is classified as an Armored unit.
  • Miles to Go Before I Sleep: Instructed to kill herself once she assassinates Veronica.
  • Percent Damage Attack: Her Dosing Fang allows her to deal additional damage equal to 30% of the foe's max HP during combat if she is at 25% HP or above at the start of combat, on top of her natural damage.
  • Poisonous Person: Her main method of killing people is using poison, which she uses to attempt to kill Veronica.
  • Snakes Are Sinister: Níðhöggr has a two-headed snake, and is shown attempting to kill Veronica in the Book VIII Opening Movie.
  • Snake People: Despite being based on a dragon in Norse Mythology, Níðhöggr's beast form resembles a lamia than a dragon or snake. The way her hair is formed resembles that of a cobra.
  • Status Effect: Her Dosing Fang inflicts the [Sabotage]note  status effect on all foes within 3 rows or 3 columns centered on her at the start of her and her foe's turn.
  • Stealth Pun: She is wearing what looks to be a lab coat, her serpent is shaped like a stethoscope, and she's constantly shown eating apples. All of this creates a unique twist on the phrase "An apple a day keeps the doctor away".
  • Tail Slap: Her attack animation involves slamming her beast form's tail, while her killing blow animation has her drill her tail into the ground and stabbing the enemy from below.
  • Theme Naming: Níðhöggr is the dragon (specifically a lindworm) that eats away the roots of Yggdrasill, sometimes murderers, adulterers and oathbreakers in Náströnd as well, often has a rivalry between the giant unnamed eagle at the top of Yggdrasill, needing the squirrel Ratatoskr to deliver messages between them both, and is prophesied to survive the events of Ragnarök.
  • Voluntary Shapeshifting: She transforms into an snake/human hybrid resembling a lamia to attack her foes during combat, and thus is counted as a Beast unit during gameplay.

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