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“The Sacred Twin black axe. Spd +5.”
—In-game description

Garm is a sacred Axe that appears exclusively in Fire Emblem: The Sacred Stones. Garm is, alongside the Dark Tome Gleipnir, one of Grado's Sacred Twin treasures.

As with all other Sacred Twin weapons (aside from its twin Gleipnir), Garm has the ability to inflict effective damage against Monster units. When equipped, this axe grants its wielder a bonus of +5 to their Speed. Since most axe users generally lack speed, this bonus is very appreciable.

Background[]

During the events of The Sacred Stones, Garm is, along with the Dark Tome Gleipnir, kept near the Sacred Stone of Grado within Grado Keep. Following the siege of Grado Keep in Chapter 14B, Knoll reveals the location of both relics, and gives them to Ephraim's army. The axe is used with the other sacred weapons to eliminate the threat that the Demon King poses to the continent of Magvel.

Weapon Stats[]

Fire Emblem: The Sacred Stones[]

Name Type

Garm Garm

Axe Axe

Rank Uses Mt Hit Crt Rng Wt WEx Worth
S 30 20 75% 0% 1 13 1 -
Effect

Grants its wielder a bonus of +5 Speed; inflicts bonus damage to monsters.

Overall[]

Garm possesses a deadly mix of power, speed, Slayer utility, and accuracy (among axes, only Hatchets and Swordslayers are more accurate.) This is compounded by the fact that most units capable of wielding it (including, notably, Gerik) will have enough CON to use it without incurring a speed penalty.

This combination of stats makes Garm arguably the most dangerous axe in all of the GBA games, possibly surpassing even Armads, and can turn otherwise average axe units into killing machines.

Fire Emblem Heroes[]

Name Type

Garm

FEH Axe Axe

Mt Rng SP Rarity
16 1 400 FEH Star Rarity 5
Effect

Grants Atk+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, unit makes a guaranteed follow-up attack.

Name Cost

Garm

400 SP, 500Arena Medal, 200Divine Dew
Type HP Mt Spd Def Res
FEH WUp 1 +5 + 2
FEH WUp 2 +5 + 3
FEH WUp 3 +5 + 4
FEH WUp 4 +5 + 4
FEH WUp 118 HP +3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)
Effect
Grants Atk+3. If【Bonus】is active on unit, unit makes a guaranteed follow-up attack and neutralizes effects that prevent unit's follow-up attacks.


【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Item Location[]

Method Location
Event Ch. 15A - End of chapter.
Ch. 14B - End of chapter.

Etymology[]

Garm, or Gamr, is a huge four-eyed hound who guards the entrance to the underworld (similar to Cerberus in Greek mythology) in Norse mythology. It is said that during Ragnarok, the Norse Twilight of the Gods, Garm will break free from his servitude, betraying his masters and fighting the gods alongside the giants. The god Tyr will kill Garm, but die from his wounds.

Gallery[]

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