God of War Eir: Why This Valkyrie Is Quietly the Most Frustrating Boss in Midgard

God of War Eir: Why This Valkyrie Is Quietly the Most Frustrating Boss in Midgard

You've finally done it. You cleared the story, watched the credits roll on Kratos and Atreus, and decided it’s time to clean up the map. Then you stumble into the Mountain. Hidden behind a door of Odin is a chamber that feels colder than the rest of the peak. You see her. God of War Eir is waiting, tucked away in the shadows of the heart of the mountain, and if you aren’t prepared, she is going to absolutely ruin your afternoon.

Most players remember Sigrun because, well, she’s the Queen. She’s the final exam. But Eir is the mid-term that everyone fails because they didn't study the right chapter. She isn’t the fastest or the flashiest. She’s just... stubborn.

What Makes Eir Different?

Honestly, Eir is a defensive powerhouse. While other Valkyries like Gondul or Olrun rely on relentless aggression and speed, Eir is the "Healer" of the group. Don't let that title fool you into thinking she’s a pacifist. In Norse mythology, Eir is a goddess or valkyrie associated with medical skill. In Santa Monica Studio’s reimagining, that "medical skill" translates to a massive, annoying shield of wings that she uses to reset the pace of the fight whenever she feels like it.

She’s a wall. A literal, feathered wall.

If you go into the Mountain chamber thinking you can just mash R1 and R2 until she drops, you’re in for a bad time. Eir teaches you—violently—that patience is the only way to survive the endgame of God of War. She uses a staff. It’s long, it has incredible reach, and it carries an area-of-effect (AoE) blast that can blind Kratos and leave you swinging at nothing but air.

The Moves That Kill You (and How to Stop Them)

Let’s talk about that blinding light. It’s her signature. She flies up, hovers for a second, and starts gathering energy in her staff. If that blast hits the ground, it’s basically game over on Give Me God of War difficulty. Your vision goes white. Your health bar vanishes. You’re dead.

The counter? Atreus. Or a well-timed axe throw.

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You have to knock her out of the air immediately. Most people panic and try to roll away. Rolling does nothing. The blast radius is too big. You have to be proactive. It's a classic "interrupt" mechanic that feels very MMO-ish but fits perfectly in the tight combat loop of the 2018 reboot.

Then there’s the wing shield.

Eir will fold her wings in front of her like a cocoon. If you hit her while she’s in this state, she usually follows up with a devastating counter-attack. You have to break the guard. This is where the Block Break (double tap L1) becomes your best friend. Or, if you’ve got a Runic attack that specifically breaks guards, use it. But don't just stand there. If you wait too long, she’ll explode out of that defensive stance and catch you off guard.

It’s a rhythm game. Hit, hit, wait for the wing fold, double-tap L1, hit, dodge the unblockable staff slam. Repeat until she finally falls.

The Loot: Why Bother Fighting Her?

Is the frustration worth it? Yeah, actually. Eir drops some of the best mid-to-late game gear in the entire experience.

  • Eir’s Reach: This is a legendary pommel for the Leviathan Axe. It gives you a high perk chance on any successful hit to grant a burst of health. In a game where health pickups are scarce during boss fights, this is a literal lifesaver.
  • Valkyrie Shard: You need these for upgrading the Valkyrie armor set, which is arguably the most balanced armor in the game before you get into the New Game Plus (NG+) Zeus or Ares sets.
  • Eye of the Chosen: An enchantment that grants a speed boost while dodging.

The pommel alone makes the fight mandatory for anyone trying to take on the remaining sisters or the Queen. Having a "lifesteal" mechanic, even if it’s RNG-based, changes how aggressively you can play in the Muspelheim trials or the Niflheim mists.

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The Lore Behind the Bloodshed

Kratos doesn't care much for why these women are trapped in physical forms, but Atreus does. And the lore behind Eir is actually pretty tragic. Mimir explains that Odin cursed the Valkyries, forcing them into physical bodies that eventually drove them mad. By defeating Eir, you aren't just getting loot; you're "freeing" her spirit to return to Valhalla.

In the 2018 game, the Valkyries represent the corruption of the natural order. Eir, being the quietest and most secluded, feels like the most personal "mercy killing" of the bunch. She isn't in a volcano or a misty hellscape. She’s in a mountain. In a tomb.

Preparing Your Loadout

Don't walk into the Mountain chamber with Level 4 gear. You'll get crushed.

Ideally, you want to be at least Level 6. Your Runic attacks should be focused on high stun or guard-breaking capabilities. Hel’s Touch is fantastic here because it’s instant. There’s no wind-up. If Eir starts doing something you don't like, Hel’s Touch shuts it down immediately.

For your talisman, the Amulet of Kvasir is the "pro" choice. It triggers a slow-motion effect (Realm Shift) on a perfect dodge. Since Eir has several unblockable (red ring) attacks, you're going to be dodging a lot anyway. You might as well get some free hits in while time is frozen.

I've seen players try to use the Shattered Gauntlet of Ages, and while the blast is cool, the cooldown is often too long for a fight this technical. Stick to things that give you more "iframes" or better defensive utility.

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Mistakes Most People Make

The biggest mistake? Tunnel vision.

When Eir’s health gets low, players tend to get greedy. They see that tiny sliver of green and start swinging the Blades of Chaos wildly. That is exactly when she uses her "Valhalla" stomp or her spinning wing attack. Eir is most dangerous when she's near death because her AI seems to prioritize her defensive "reset" more often.

Another mistake is ignoring the surroundings. The chamber in the mountain is relatively small. It’s easy to get backed into a corner where the camera starts to struggle. Keep the fight in the center of the room. If you find your back against the wall, use a Spartan Rage pop just to push her back and reposition. You don't even have to stay in Rage mode—just use the activation burst to clear some space.

Actionable Steps for the Win

To put Eir in the ground and claim her loot, follow this specific progression:

  1. Check your Level: If you aren't at least Level 5 (preferably 6), go finish the side quests for Brok and Sindri first. You need the stat boosts.
  2. Equip Light Runic (Axe): Hel’s Touch. It is the fastest way to interrupt her wing shield or her staff charge.
  3. Equip Heavy Runic (Blades): Hyperion Grapple. It deals massive damage and closes the gap instantly if she tries to fly away.
  4. The Atreus Rule: Set Atreus to Shock Arrows. They have a better chance of stunning her out of her "flying light blast" animation than the light arrows do.
  5. Watch the Staff: When she flies up, if the staff glows, throw the axe. If she flies sideways, she’s preparing a dash—dodge right, not left.

Eir is a test of discipline. She isn't a god of war; she’s a goddess of "stop hitting yourself." Respect her defense, break her guard, and keep Atreus’s quiver full. Once she’s down, that axe pommel will make the rest of your journey through Midgard significantly smoother.


Next Steps for Your Journey

After freeing Eir, your next logical stop should be Niflheim. The lifesteal perks from Eir's loot will help you survive the cursed mist much longer, allowing you to grind the Echoes needed for the Ivaldi armor sets. Once you have a full set of Ivaldi’s armor combined with the pommel Eir dropped, you'll be at the power level required to face the Valkyrie Queen, Sigrun, without being killed in two hits. Take the "Eye of the Chosen" enchantment you just won and slot it immediately; that extra dodge distance is practically required for the later fights in the Muspelheim trials. Reach out to the Huldra brothers to see if you have the materials to max out the pommel—it’s one of the few items worth the Rare Dragon Tears and Svartalfheim Steel investment.