—Eir speaking with Kiran
Prior to the events of Heroes, Eir carried thousands of mortal lives inside her, bestowed upon her by the dragon of life. This rendered her immortal, as she would resurrect each time she died. Her mother, Hel, who gains more power with each life she takes, saw this as a golden opportunity to strengthen herself. She thus took to killing her daughter repeatedly, eventually causing Eir to lose her immortality.
When the seal keeping Hel's forces out of Zenith weakens, Hel orders Eir to travel to the world of the living. Here, Eir is instructed to infiltrate the mortals' forces and gain their trust, only killing them when the opportune moment strikes. While reluctant, Eir follows her mother's orders. Secretly escaping her realm and confronting the Order of Heroes, she deliberately allows herself to be defeated. Following the battle, Eir is taken prisoner after Alfonse refuses her request to be killed.
As Alfonse prepares to meet with his father, Eir expresses her desire to fight alongside the Order. However, being the princess of the enemy's forces, her intentions are cast into suspicion. When asked to explain herself, Eir refuses to give an answer. Though Anna is wary of Eir, she ultimately agrees to her request, under the condition that Eir is to be killed the moment she displays any sign of betrayal.
Eir is a forlorn individual, showing very little emotion and in a constant torpor. Though she dearly loves her mother, she finds her increasing mercilessness toward the living disquieting.
During the Alliance of Princesses Tempest Trial she is happy to have befriended Fjorm and Sharena who consider her a friend despite being a former enemy. Eir states that she never had friends while living in Hel.
- Merciful Death
- Princess of Hel, the realm of the dead. Dearly loves her mother, Hel, who rules it. She finds Hel's increasing mercilessness towards the living disquieting.
|A||Darting Blow 1||-||-|
|Swift Sparrow 1||Darting Blow 1||-|
|Swift Sparrow 2||Swift Sparrow 1|
|B||Mystic Boost 1||-||-|
|Mystic Boost 2||Mystic Boost 1||-|
|Mystic Boost 3||Mystic Boost 2|
Subjective: The following part of this article is subjective to the editor's writing. Therefore, it may not work for everyone.
Eir introduced a new line of Heroes called Mythic Heroes which makes her well suited for Aether Raids while still being functional in Arenas as well. She occupies an underrepresented unit type being the second Flying Dagger unit, thus giving her access to great mobility and utility as a debuffer with her personal weapon Lyfjaberg, which grants a Swift Sparrow 2 effect as long as her health is over 50% plus a -7 to her target's Def/Res after the battle resolves. Though Eir takes 4 damage if she was buffed prior to attacking, the benefits of the weapon heavily outweigh the costs. Her stats favor offense and even boasts great Res to challenge mages and empower her Iceberg special. Her only downside is low physical bulk which comes at a cost of a noticeable weakness to Bows. However, that aside, Eir's offensive might helps to cover that.
Eir packs Swift Sparrow thus essentially has the effect twice when initiating combat with the skill and her Legendary Weapon. Mystic Boost cancels defense stat calculating weapons, most notably Breath weapons, forcing them to target Eir's much higher Res, making her a potential Dragon counter as well as stopping Wrathful Staff attacks. Finally her unique Sparkling Boost heals 10 HP to the ally with the lowest HP, which means free healing for allies. This skill is a great skill for long battles, including Tempest Trials and even Story Modes. However, caution must be taken when putting Eir on a team with this skill as it can inadvertently push units who rely on damage for their skills to activate out of the range.
Overall, Eir is a strong Dagger unit. She cannot face the Armor strong units of the top tiers but she can help to battle against Dragons due to her base kit skills.
Eir's abysmal physical bulk leaves her extremely vulnerable to Bows who all can dispatch her through it. Otherwise, nearly any other strong physical attack can easily blow through her with little effort even without effective damage. Both versions of Mage Robin and Lyon negates her power and boost their own if they run Triangle Adept.
Skill Inheritance OptionsEdit
Eir can effectively work with her base kit requiring only Reposition for her Support since she has none and that is the standard skill for any Flying unit. Moonbow can be considered to pierce through high bulky enemies, though she will most likely only be using it when facing a Dragon or a bulky Mage due to the safer matchup than facing a Physical bulky unit. A Solo skill allows her to be more independent and use the boost regardless of the turn.
Eir is illustrated in the trading card game Fire Emblem Cipher with the following cards:
In Norse Mythology, Eir is the goddess of healing and medical skills. She's also known to be one of the handmaids of Frigg.
- Eir currently holds the record for being the fastest Fire Emblem character to be announced for the FE Cipher TCG (two days since original debut).
- See main article: Eir/Gallery.