- Default
- Attack
- Special
- Injured




Fallen Ashnard - Mad King |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 8 | 5 | 8 | 8 |
Middle | 17 | 9 | 6 | 9 | 9 |
High | 18 | 10 | 7 | 10 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 34 | 18 | 32 | 27 |
Middle | 43 | 37 | 21 | 35 | 31 |
High | 46 | 40 | 24 | 38 | 34 |
IV Sets
Key stats worth increasing through nature if possible. | |
Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
Relatively worthless stat that can safely be decreased through nature. |
HP | ATK | SPD | DEF | RES |
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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Daein's Fallen King (Far Save Support)
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Gurgurant | A | Sturdy Stance 3 Alternate: Close Def (3 or 4) |
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Reposition | B | Guard Bearing 3 Alternate: Quick Riposte 3 |
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Noontime Alternate: Moonbow |
C | Atk/Def Rein 3 |
IVs | +ATK / -SPD | S | Quick Riposte 3 Alternate: Close Def 3 |
Weapon: Gurgurant
Assist: Positional Assist
Special: Noontime / Moonbow / Sol
Passive A: Sturdy Stance / Close Def / Atk/Def Solo
Passive B: Guard Bearing / Quick Riposte
Passive C: Atk/Def Rein
Seal: Quick Riposte / Close Def
- This is Ashnard's best AR build, meant to utilized with a Far Save support. This enables Ashnard to easily deal with most melee opponents as well as support his ally with a -9/-9 debuff to his opponent's Attack and Defense, regardless of who takes the hit. This debuff is best utilized in conjunction with a bow or dagger Far Save user, such as Winter Felix or Plegian Raphael.
- With Guard Bearing, Ashnard further mitigates the damage he takes, making him very effective against AR defense teams with only one or two melee threats.
- Quick Riposte is a necessity, particularly if you want Ashnard to secure KOs.
- Your choice of Noontime or Moonbow really depends, though neither should matter all that much since they would only work on Ashnard's second hit, and so the healing or additional damage would be minimal if Ashnard does the majority of his damage on the first hit.
- It's possible to give him a 3 cd Special such as Luna or Sol in the assumption that his foe will double him, but there's no way to ensure that his foe will actually outspeed him, particularly with a merged Ashnard and the fact that many melee foes in AR tend to be rather slow.
The Strong Survive (Defensive Tank)
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Gurgurant | A | Distant Counter Alternate: Distant Foil |
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Reposition | B | Guard Bearing 3 Alternate: Quick Riposte 3 |
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Bonfire Alternate: Sol |
C | Atk/Def Rein 3 Alternate: Pulse Smoke 3 |
IVs | +ATK / -SPD | S | Quick Riposte 3 Alternate: Distant Def 3 |
Weapon: Gurgurant
Assist: Reposition
Special: Bonfire / Sol
Passive A: Distant Counter / Distant Foil
Passive B: Guard Bearing / Mystic Boost / Quick Riposte
Passive C: Atk/Def Rein / Pulse Smoke / Atk Smoke
Seal: Quick Riposte / Distant Def / Close Def / Atk/Def Bond
- With Gurgurant, Ashnard is free to take a Distant Counter A slot (Distant Counter is generally preferred over Distant Foil, due to his higher Resistance allowing him to endure combat with mages) and retaliate against the archers that he has flying immunity against. This allows him to freely bait and tank in most maps he's deployed on.
- He can then run Quick Riposte in his B or S slots - here, we have recommended running Quick Riposte in his Seal so that we can run Guard Bearing in his B slot.
- He could also run Quick Riposte in his B slot if you'd prefer to run a skill like Distant Def in his Seal slot. Another option is Mystic Boost in his B slot, which will help him to stay in the HP range of Quick Riposte, but it's generally not favored over Guard Bearing.
- For his C slot, Atk/Def Rein is the no-brainer choice, as it stacks with Gurgurant to enable Ashnard to take less damage and do more damage. If you're building him on a budget, he can also run Atk Smoke or Def Smoke if he's being bombarded by multiple foes at once, or even Pulse Smoke if he's going up against teams utilizing Infantry Pulse.
- Guard and Quick Riposte both have a high HP threshold, and if he falls under that threshold, neither skill will work. Therefore, if you plan on using him against multiple opponents or in longer engagements, then Sol is the recommended Special to keep his HP topped up. If you plan on using him in a more 1v1 fashion, Bonfire is his ideal Special, as he will retaliate with it on his second attack.
He Angy (Player Phase)
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Gurgurant | A | Sturdy Impact |
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Reposition | B | Chill Def 3 Alternate: Vantage 3 |
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Moonbow Alternate: Glimmer |
C | Atk/Def Rein 3 Alternate: Even Atk Wave 3 |
IVs | N/A | S | Death Blow 3 Alternate: Heavy Blade 3 |
Weapon: Gurgurant
Assist: Reposition
Special: Moonbow / Glimmer
Passive A: Sturdy Impact
Passive B: Chill Def / Vantage / Chill Atk
Passive C: Atk/Def Rein / Even Atk Wave
Seal: Death Blow / Heavy Blade
- Ashnard can also be run on Player Phase, thanks to the use of skills like Sturdy Impact, which prevents him from being doubled by his foe if he initiates combat. This can stretch his bulk out further and allow him to survive multiple engagements.
- His B slot is therefore a bit of a freebie. Vantage enables him to retaliate first if he's attacked while weakened in the Enemy Phase, which can sometimes be enough to defeat his opponent before he takes more damage. Vantage also pairs well with Heavy Blade in his seal slot and a 2 CD Special like Moonbow in his Special slot. This means that Ashnard will attack, do heavy damage, charge his Special, and then hit his next attacker with a charged Special before they can attack him. This is also an excellent way to handle opponents that Ashnard cannot defeat in a single hit.
- However, he may not take enough damage to enter Vantage range, particularly if skills like Atk/Def Oath are utilized. This means that running Heavy Blade could be superfluous (if his opponent attacks him without triggering Vantage in the subsequent Enemy Phase, his Special cooldown will be at 0 by the time he retaliates regardless of Heavy Blade use).
- Therefore, a combination of Chill Def and Death Blow is likely the better option against bulkier foes who do less damage to him, while Vantage and Heavy Blade are better options against dragons who will attack his significantly lower Resistance.
- When coupled with Sturdy Impact, the buffs from Atk/Def Rein offers him almost 50 Defense on initiation, and if used with Death Blow in his Seal slot, he initiates with 70 Attack before his Gurgurant and Chill Def debuffs.
Strengths
Null Weakness
Ashnard's statline is respectable, but his prf is what really makes him excel where a myriad of GHB fliers behind him have failed. With the ability to nullify flier weaknesses, Gugurant allows Ashnard to take a defensive role without needing to clutter his A slot or Seal slot with Iote's Shield. This tremendous increase in build flexibility makes Ashnard stand head and shoulders above many of the 5 star exclusive fliers and solidifies him as one of the best, if not the best flying tank in the game.
Stat Allocation
Even with the mighty Gurgurant, Ashnard might not have been impressive if his defenses were not up to par - but they are. With both his Defense and Resistance at 35 and 31 respectively, Ashnard can function as a fierce mixed tank, meaning that you don't need to worry if there's a dragon or mage on the battlefield before sending him in.
His Attack is also fantastic at 37, for which he trades a ploddingly-low Speed of 21. This can be offset by skills such as Quick Riposte, particularly if he's being played defensively.
Support Tank
Gurgurant enables Ashnard to function fantastically as a supportive melee tank with a Far Save ally, particularly when coupled with a Rein skill in his C slot. Ashnard can essentially reduce an attacker's Attack and Defense by 9 with Gurgurant + Atk/Def Rein, which goes into effect for any ally who uses Save on him. This allows Ashnard to effectively support from the frontlines with a free pseudo Spendthrift Bow effect for his ranged partner and himself.
Weaknesses
Low Speed
Ashnard's low Speed can make his defensive stats somewhat less relevant: since he will almost always be doubled, he'll be taking double damage from most sources. Thanks to the Attack debuff on Gurgurant and his high defenses, he's likely to survive if built correctly, but his utility as a tank may decline after the first combat if he takes enough damage from his foes.
Reliance on Quick Riposte
Ashnard doesn't need Iote's Shield cluttering up his prf slot, but he does require Quick Riposte in his seal or B slot, which limits his builds and makes him vulnerable to enemies with Null Follow-Up.
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Gurgurant | A | Bracing Stance 3 |
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Positional Assist | B | Mystic Boost 3 |
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Bonfire | C | Atk/Res Rein 3 |
S | Def/Res Solo 3 |
Mystic boost 3 or lull atk/def 3 on B; for some reason atk/def rein is not listed; Bonfire or Ignis as special.
Ashnard will likely be doubled by an enemy attack, so deal with it and try to avoid a special that can truly hurt him, so the bracing stance for the A slot will make a good chunk of units stop at this flying wall.
On the Seal, a def/res solo or bond depending on the team positioning needs.
Mystic boost will allow him to keep fighting longer due to the intended use of OHKO on player phase or if contantly facing enemies that can't pass his defenses or that can barely cause 6 damage. Lull atk/def 3 is another good choice, since it will cut enemies' bonus and will increase the total debuff that Ashnard will cause to -12/-12, incresing even more his "wallness" and base atk damage.
Since this playstyle is focused on defense, Ashnard should only initiate combat if it is a certain kill or if it will not compromise his defenses or allow the enemy to have a special ready to retaliate. Most ranged will be OHKO anyway, due to their low defenses and Ashnard will likely survive the atk of most ranged units that can't activate their special. Bonfire is a better choice IMO if you can position him in a way that just a single enemy can hit per turn, so on your turn you will likely retaliate using it and OHKO most units in the game. IMO Ignis is better if you want all enemies to come at once to Ashnard.
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Gurgurant | A | Distant Counter |
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Positional Assist | B | Guard 3 |
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Noontime | C | Atk/Res Rein 3 |
S | Quick Riposte 3 |
*Change Guard to Guard Bearing and Atk/Res Rein to Atk/Def Rein because the unit builder hasn't updated yet.
HAHAAHAHAHAHAHAHAHAHAHAAHA
^Probably a common occurrence when you're running this memey yet viable build. Assnard will be taking so little damage that 0 will be the only number you see in enemy phase. Even blue mages will have a hard time with him due to guard bearing AND -9 atk to the enemy.
Weapon: Gurgurant
Removes flying effectiveness AND -5 atk/def? Bruh, if it wasn't for his speed, I'd be running him in my main team.
Support: Positionals
Tbh, I'd recommend pivot to get in front of your team. Gurgurant + Rein will still activate in that range so it'll help range attackers from hitting anyone you pivoted in front of. Ofc, the "+" support skills are ok too for the scoring.
Special: Noontime
2 cooldown, moonbow wouldn't work that well since you're already inflicting -9 def from this build. Aether could work I guess but like 5 cd is a bit too much. Glimmer could work for some bonus dank points.
A: Distant counter
If you want a tankier build, go for fort def/res or a bond 4 skill. DC is purely to give Daddy Nard some offensive capabilities.
B: Guard Bearing
50% dmg reduction on first combat. Remember that, only the first combat. He's still pretty tanky without this but where's the fun in that?
C: Atk/Def Rein
Alrighty, I've been waiting for Atk/Def rein to be added since brave claude. Gurgurant + Atk/Def Rein is the bread and butter of this build. -9 Atk/Def on the enemy at all times is just a funny number to look at.
S: Quick Riposte
He ain't speedy so a guaranteed follow-up is great on him. Again, fort def/res or a bond skill is still good if you want a tanky ass.
There're a few weaknesses and guard bearing probably isn't the best thing to put on him but again, this is a memey build for a super tank assman. Have fun!
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Gurgurant | A | Distant Counter |
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Goad Fliers |
S | Mirror Stance 2 |
A highly defensive Flier who doesn't need to rely on Iote's Shield to be a tank? I'll take your entire stock. (Or at least 11 of them.)
Ashnard is brutal on enemy phase, with high defences, high attack, and guaranteed follow ups as long as his health stays above the QR3 threshold. Mirror Stance 2 boosts his Res to be nearly on par with his Def, and pushes his Atk up to painful heights even if you haven't given him an Atk boon. With a Fortify Fliers buff and/or a Ward Fliers or two, he's a monster to try to take down. Bows? Never heard of them.
Bonfire could be swapped out for Noontime or Sol to supplement his health for longer engagements to keep QR3 active, and if you're not throwing him against mages or dragons very often, you can boost his Def further with Sturdy Stance or Atk/Def Solo instead of Mirror Stance as a Sacred Seal.
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Gurgurant | A | AR-D Spd/Res 3 |
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Rally Spd/Def+ | B | Guard 3 |
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Noontime | C | Atk/Res Rein 3 |
S | Spd/Def Bond 3 |
Disclaimer: This build is supposed to have Atk/Spd Rein 3, but it wasn’t available in the build maker.
Ashnard is a fairly popular pick in flier ball Aether Raids Defense, but his abysmal speed stat holds him back; as a result, Ashnard struggles with damage reduction skills such as Spurn. With the right support, you can buff Ashnard’s speed stat way past 50, boosting his already stellar survivability to ridiculous levels. If AR Spd/Res is undesirable, Spd/Res Form is a great alternative. Noontime offers him great sustain, but you might be inclined to use a damage boosting special, such as Bonfire.
Likewise, his B slot is also interchangeable.
With skills like Guard Bearing, Flier Formation and Obstruct, there are a plethora of options to consider when optimizing Ashnard in your flier ball defense team. The real game changer in this build is the newly added Atk Spd Rein skill, compounding his weapon’s Atk debuffs to a disturbing -9 Atk / -5 Def / -4 Spd. All things considered, the build is very expensive, but those who want to try a more generalist approach with Ashnard may find greater flexibility with a remedied speed stat and greater debuffs for him and his team.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
Unlocks at 1 ★ |
60 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Path of Radiance
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Banners Featured In
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