GamePress

Sirius (Unit)

Analysis by Wecondo12
Sirius (Unit) - Mysterious Knight

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 40
ATK 34
SPD 37
DEF 35
RES 16

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 8 8 2
Middle 18 8 9 9 3
High 19 9 10 10 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 31 34 32 12
Middle 40 34 37 35 16
High 43 37 40 38 19

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.
HPATKSPDDEFRES

Assets

  • +ATK: Sirius possesses a high Speed base of 37 as well as gaining additional Speed from his Sable Lance, making Attack his best choice of Asset. This increases his decent 34 base Attack to a stellar 37, letting him break through bulky foes with greater ease.
  • +SPD: Speed is also a great choice of Asset, allowing Sirius to perform and avoid follow-up attacks with greater consistency, although Sirius can potentially stack overkill levels of Speed.

Neutral

  • DEF: While a Defense Asset is hardly the worst he can receive, its benefits are more situational in comparison to an Asset in Attack or Speed. As a Flaw in Defense cuts into Sirius’s solid physical bulk, Defense is best left neutral.
  • HP: Sirius has a reasonably good HP stat of 40 for an offensive unit. However, an HP Asset confers little benefit to him, and a Flaw results in a painful 4 point reduction in his overall bulk, making HP a stat that’s best left neutral.

Flaws

  • -RES: Sitting at a measly 16, Sirius’s Resistance is one of the worst in the game. Despite Sirius’s Resistance being reduced by 4 points instead of the usual 3, dropping it further will have little impact on his performance.

Skill Sets

Master Of Disguise (Offensive)

Build by
Recommended
Sable Lance A Atk/Spd Solo 3
Alternate: Atk/Def Solo 3
Reposition B Lull Atk/Spd 3
Galeforce
Alternate: Bonfire
C Atk Smoke 3
IVsSHeavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • Sirius prefers to increase his offensive capabilities further with either an Attack or Speed Asset to either hit harder or increase his consistency in performing follow-up attacks. Resistance is the chosen Flaw as lowering his pitiful Resistance further is of little consequence to Sirius’s performance.

Weapon: Sable Lance

  • Sirius’s Sable Lance is an outstanding weapon, granting him permanent -1 cooldown on his Specials in addition to a Spectrum Solo effect. This weapon allows Sirius to be a devastating melee duelist, especially when he’s away from allies.

Assist: Reposition / Preference

Special: Galeforce / Bonfire

  • Galeforce is one of Sirius’s best Special options, as it allows him to defeat several opponents or retreat to safety with the extra action it grants. In addition, with the combination of Heavy Blade and the Sable Lance’s Slaying effect, Sirius will have little trouble activating Galeforce.

  • Bonfire is also a good choice if one desires a damaging Special, as it scales well with Sirius’s Innately high Defense.

Passive A: Atk/Spd Solo / Atk/Def Solo

  • Sirius’s innate Atk/Spd Solo synergizes brilliantly with his Sable Lance, granting him a +6 bonus to his Attack and Speed while next to no adjacent allies. When combined with Sable Lance’s spectrum solo, Sirius gains a staggering +10 to both of his offensive stats when away from allies, letting Sirius hit incredibly hard and perform Follow-up attacks with ease.

  • Atk/Def Solo can be used as an alternative to increase Sirius’s physical durability further, at the cost of Speed.

Passive B: Lull Atk/Spd / Hit And Run

  • Sirius’s innate Lull Atk/Spd is also an amazing choice, reducing the Attack and Speed of foes by 3 as well as negating their Attack and Speed buffs. This allows Sirius to make much easier use of Heavy Blade, and sustain less damage from foes in general, in addition to making Sirius even more difficult to follow-up attack.

  • Hit And Run is a decent alternative, as it allows Sirius to move out of range of enemies and into safety by moving him one space away after combat.

Passive C: Atk Smoke / Preference

  • As Sirius Prefers to fight away from allies, Atk Smoke aids his survivability by reducing the Attack of all foes within 2 space by 7 after combat. Cavalry Buffs and Wave skills can also be used to decent effect, depending on the team’s needs.

Sacred Seal: Heavy Blade / Sturdy Blow

  • Heavy Blade is an amazing seal choice for Sirius as it allows him to activate devastating Specials such as Galeforce incredibly quickly as long as its effect is live, something Sirius will have little trouble with thanks to his solid Attack.

  • Sturdy Blow can also be used to grant Sirius a simple boost to Attack and Defense during Player Phase.

Camus? You Can’t Be Sirius. (Defensive)

Build by
Sable Lance A Steady Stance 4
Alternate: Fort. Def/Res 3
Reposition B Lull Atk/Spd 3
Bonfire C Atk Smoke 3
IVsSClose Def 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD or +DEF / -RES

  • Sirius still greatly appreciates Assets in Attack and Speed, but an Asset in Defense can also be taken to maximize Sirius’s physical tanking abilities. Resistance remains Sirius’s ideal Flaw as it does little to affect his performance.

Weapon: Sable Lance

  • Sirius’s weapon of choice remains the Sable Lance, as it grants Sirius a significant boost to his stats when away from allies, in addition to the always helpful Slaying-effect.

Assist: Reposition / Preference

Special: Bonfire / Ignis / Aether

  • Bonfire one of Sirius’s best special options, as it deals great damage thanks to his high Defense and Defense boosting skills such as Steady Stance 4. The Sable Lance’s Slaying-effect also allows Bonfire activate much more quickly.

  • Ignis and Aether can be used to grant Sirius extra damage or self sustain, at the cost of a longer cooldown.

Passive A: Steady Stance 4 / Fort Def/Res 3

  • Steady Stance 4 is one of the best defensive A slot skills available, granting Sirius 8 Defense in addition to Guard during Enemy Phase, letting Sirius deny enemy Specials and tank physical damage easily.

  • Fort Def/Res is a noteworthy alternative, as it grants Sirius a greater boost to his overall defenses, at the cost of 2 Attack and Steady Stance’s Guard-effect.

Passive B: Lull Atk/Spd / Mystic Boost

  • Lull Atk/Spd remains a fantastic choice, as it reduces the key offensive stats of foes and negates the foe’s buffs in them, making Sirius even more difficult for physical foes to surmount.

  • Mystic Boost can also be used to grant Sirius some self sustain. As a minor upside, Mystic Boost also negates staff user’s Wrathful Staff skill, although he should still avoid Staff users if possible.

Passive C: Atk Smoke / Preference

  • While Atk Smoke once again aids greatly in Sirius’s survivability, the C slot Sirius uses is mainly up to player preference.

Sacred Seal: Close Def / Fierce Stance

  • Close Def makes Sirius even more durable during the Enemy Phase, granting him a sizeable boost to his Defense and Resistance when attacked by melee foes.

  • Fierce Stance is a decent alternative if one wishes to increase Sirius’s damage output during Enemy Phase.

Introduction

As a Mysterious yet oddly familiar knight, Sirius enters the world of Fire Emblem Heroes as an incredibly powerful lance cavalier with solid stats and a powerful exclusive weapon. Sirius’s offensive spread of 34/37 is one of the best among lance cavaliers overall, only being surpassed by Brave Eliwood(albeit slightly). He also boasts an impressive Defense stat of 35 as well as good HP, making him quite durable for an offensive unit.

Sirius’s Sable Lance is also incredibly powerful, Granting him a +4 bonus to all stats when no adjacent allies are present in addition to a permanent Slaying effect. This weapon makes Sirius an incredibly powerful duelist, especially when combined with other Solo skills such as his innate Atk/Spd Solo. His exclusive weapon’s Slaying Effect also makes him a particularly effective user of Galeforce, as it allows him to activate it consistently with Heavy Blade every round of combat as long as he performs a follow-up attack, even against foes who cannot counter.

Sirius does possess a few downsides, however. His status as a cavalry unit denies him access to many powerful skills other movement types have access to in addition to making him weak to terrain and effective weaponry. In addition, Sirius’s Resistance is one of the lowest in the game at a paltry 16 base, leaving him easily KO’d by magical damaging foes. Despite these setbacks, Sirius remains one of the best lance cavaliers in the game thanks to his fantastic statline and powerful exclusive weapon.

Strengths

Sable Lance

The Sable Lance is an outstanding weapon, granting Sirius a +4 bonus to all stats when fighting next to no adjacent allies, in addition to the Slaying effect. This weapon makes Sirius a dangerous opponent when fighting alone, especially in conjunction with other Solo skills. It also allows him to activate powerful Specials much more quickly, especially in conjunction with the Heavy Blade Sacred Seal.

Great Statline

Sirius’s Statline is fantastic outside of Resistance. His Offensive Spread of 34/37 allows him to deal considerable damage and easily perform follow-up attacks, and his physical bulk total of 75 lets him soak physical damage with ease.

Cavalry

In addition to granting Sirius additional movement, his status as a cavalry unit also grants him access to cavalry buffs, making him a great fit in cavalry centric teams.

Weaknesses

Cavalry

Sirius’s status as a cavalry unit unfortunately locks him out of many powerful skills, such as Time’s Pulse. Being a cavalier also incurs the harshest terrain penalties of any movement type and makes him vulnerable to effective damage, such as Micaiah’s Thani.

Horrible Resistance

Sirius’s 16 Resistance is horrendous, leaving him unlikely to survive any form of magical damage at all. As such, Sirius should be kept away from all magical damage foes unless he can KO them safely.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Sable Lance

Accelerates Special trigger (cooldown count-1). If unit is not adjacent to an ally, grants Atk/Spd/Def/Res+4 during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Luna

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Spd Solo 1

If unit is not adjacent to an ally, grants Atk/Spd+2 during combat.

Unlocks at 1 ★
60
A
Atk/Spd Solo 2

If unit is not adjacent to an ally, grants Atk/Spd+4 during combat.

Unlocks at 2 ★
120
A
Atk/Spd Solo 3

If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Lull Atk/Spd 1

Inflicts Atk/Spd-1 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 3 ★
60
B
Lull Atk/Spd 2

Inflicts Atk/Spd-2 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
120
B
Lull Atk/Spd 3

Inflicts Atk/Spd-3 on foe and neutralizes foe's bonuses to Atk/Spd (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 5 ★
240
B

Other Info

Origin
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem

Banners Featured In