Seiðr

<tabber>
|-|Godess of Hope=
 
|-|Time Goddesses=
 
</tabber>
==Summary==
Seiðr is one of the protagonist of the book 7 of Fire Emblem Heroes. She is a goddess of light from Vanaheimr who sent a revelation to Kiran seeking to guide the Order of Heroes in their struggle against the Golden Seer, Gullveig who aim to destroy the world. She serves Njörðr, the god of the seas and consider Heiðr as her sister. While she try to keep a solemn face, she tend to lose it when she is flustered, which often happen because of her bad sense of orientation. 
==Powers and Stats==
Tier: | | 
Key: Goddess of Hope | With the Aurr's powers | Time Goddesses
Name: Seiðr
Origin: Fire Emblem Heroes
Gender: Female
Age: Unknown (Has lived countless cycles and was born from a flaw in time.)
Classification: Goddess of hope, Vanir, Goddess of light
Powers and abilities
Attack Potency: Low Complex Multiverse level (Comparable to rest of the character) | Low Complex Multiverse level (At least the same as before) | Low Complex Multiverse level (At least the same as before)
Speed: Superhuman travel speed with Massively hypersonic+ combat speed and reactions (Can keep up enemies in Lost Lore, who can dodge lightning attacks) | Superhuman travel speed with Massively hypersonic+ combat speed and reactions (Can keep up enemies in Lost Lore, who can dodge lightning attacks) | Superhuman travel speed with Massively hypersonic+ combat speed and reactions (Can keep up enemies in Lost Lore, who can dodge lightning attacks), higher with Goddess Temari (If some conditions are met)
Lifting Strength: Superhuman | Superhuman | Superhuman
Striking Strength: Low Complex Multiverse level | Low Complex Multiverse level | Low Complex Multiverse level
Durability: Low Complex Multiverse level (Comparable to her attack potency). | Low Complex Multiverse level (Comparable to her attack potency) | Low Complex Multiverse level (Comparable to her attack potency)
Stamina: At least Peak Human (Can fight many times in a row without seemingly being tired by it)
Range: Tens of Meters with Magic
Standard Equipment: Wind Tomes, some kind of horse, her personal weapon the tome Seiðr | Same as before | Light Tomes, Goddess Temari, Heiðr
Intelligence: At least Average
Weaknesses: Cannot go against the will of the Golden Snakes, anti-cavalry weapons. | Anti-cavalry weapons | Bows and anti-flying weapons.
Notable Attacks/Techniques:
== Gallery ==
 
==Notable Matchups==
Notables victories:
Notables Losses:
Inconclusive:
==Notes==
/!\ It is possible to use the key "With the Aurr's powers without the abilities from the "With inheritance/sacred seals key". /!\
【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).
【Penalty】
All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
【Divine Vein (Flame)】
Applies the following effects on space: Acts as difficult terrain for foes with Range = 2 (moving over this space costs +1 movement; does not apply to "cannot be slowed by terrain" effects; movement cost cannot exceed unit's allowed movement). At start of enemy phase, deals 7 damage to foe, and also, as combat begins, deals an additional 7 damage to foe (effects that reduce damage "during combat" do not apply; will not reduce foe's HP below 1). (Divine Vein effects do not stack; replaces any existing Divine Vein effect; Divine Vein effects applied simultaneously cancel each other out.)
【Canto (Rem.)】
After an attack, Assist skill, or structure destruction, unit can move spaces = any movement not already used that turn. (If unit used a movement skill that warped them, its remaining movement is 0.) (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit's remaining movement.)
【Sabotage】
Inflicts penalty on unit's Atk/Spd/Def/Res during combat = highest penalty on each stat between unit and allies within 2 spaces of unit through its next action. Calculates each stat penalty independently.
【Discord】
Inflicts Atk/Spd/Def/Res-X on unit during combat (X = 2 + number of allies within 2 spaces of unit; max 5) through its next action.
【Schism】
Neutralizes Triangle Attack, Dual Strike, and Pathfinder effects active on unit through unit's next action. Unit is excluded from ally Triangle Attack and Dual Strike effects calculated using numbers of allies. When this status (Schism) is neutralized, Triangle Attack, Dual Strike, and Pathfinder effects are also neutralized.
【Panic】
Converts bonuses on target into penalties through its next action.
【Time's Gate】
Allies within 4 spaces of unit can move to a space adjacent to unit (that turn only).
【Time's Grip】
Inflicts Atk/Spd/Def/Res-4 during combat. Neutralizes unit's skills during allies' combat through unit's next action.
【Exposure】
Foe's attacks deal +10 damage
【Pathfinder】
When an ally moves through unit's space, that space is counted as 0 spaces moved instead of 1 space. (Unit's space can be freely added to ally's normal movement. Applies only to allies with movement types that allow movement through unit's space.)
【Deep Wounds】
Unit's HP cannot be healed through its next action.
【Incited】
If unit initiates combat, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of unit during combat (max 3; that turn only).
【Null Follow-Up】
If unit's Spd > foe's Spd during combat, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks for 1 turn.
Null Panic】
If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)
【Dodge】
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%).
【Panic】
Converts bonuses on target into penalties through its next action.
【Foe Penalty Doubler】
Inflicts penalty on foe's Atk/Spd/Def/Res during combat = any current penalty on each of those stats through their next action. Calculates each stat penalty independently.
==References==
Category:Protagonists
Category:Time Users
Category:Time Travelers
Category:Female Characters
Category:Fire Emblem
Category:Statistics Amplification Users
Category:Status Effect Users
Category:Statistics Reduction Users
Category:Existence Erasure Users
Category:Fire Users
Category:Light Users
Category:Electricity Users
Category:Good Characters
Category:Regeneration Users
Category:Regeneration Negation Users
Category:Durability Negation Users
Category:Damage Boost Users
Category:Damage Reduction Users
Category:Video Game Characters
Category:Game Characters
Category:Air Users
Category:Summoners
Category:Gods
Category:Curse Users
Category:Characters