- Default
- Attack
- Special
- Injured




Brave Ephraim - Sacred Twin Lord |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 21 | 9 | 4 | 10 | 6 |
Middle | 22 | 10 | 5 | 11 | 7 |
High | 23 | 11 | 6 | 12 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 43 | 35 | 23 | 34 | 23 |
Middle | 46 | 38 | 27 | 37 | 26 |
High | 49 | 41 | 30 | 40 | 30 |
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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Seek And Destroy (Generalist)
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Garm (+Eff) | A | Distant Counter Alternate: Death Blow (3 or 4) |
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Pivot Alternate: Swap |
B | Special Fighter 3 |
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Moonbow Alternate: Noontime |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +ATK or +RES / -SPD | S | Mirror Stance 2 Alternate: Fierce Stance 3 |
Weapon: Garm (+EFF)
Assist: Pivot / Swap / Reposition
Special: Moonbow / Noontime
Passive A: Distant Counter / Death Blow
Passive B: Special Fighter
Passive C: Pulse Smoke / Atk Smoke
Sacred Seal: Mirror Stance / Fierce Stance
- With Garm's refine granting him healing on hit and +5 to all stats in combat, Ephraim becomes a powerhouse who is very difficult to kill outside of oneshots.
- Special Fighter grants Ephraim a -2 cooldown when he is attacked, which allows him to retaliate with a charged Moonbow (for offensive power) or Noontime (for even greater sustain).
- Distant Counter is a no-brainer, as Ephraim wants to be able to counterattack all of his foes in order to trigger his healing.
- Pulse Smoke and Atk Smoke both can help prevent Ephraim from being one-shotted by other foes after he deals with the current enemy.
- His seal slot is slightly more flexible. If using him predominately during the Enemy Phase, a Stance seal is preferred, as it helps him to stack on stats.
- However, be mindful that this set alone cannot activate Garm - he needs ally support to do so. This can be in the form of a simple Hone or Fortify Buff, Armor March, or even a buff like Dominance or Naga's Dragon Effectiveness buff.
For Whom the Bell Tolls (Player Phase Galeforce)
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Garm (+Eff) | A | Death Blow 4 |
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Pivot Alternate: Swap |
B | Special Fighter 3 |
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Galeforce | C | Def Smoke 3 Alternate: Armor March 3 |
IVs | +ATK / -SPD | S | Armored Boots Alternate: Quickened Pulse |
Preferred IV: +ATK / -SPD
Weapon: Garm (+EFF)
Assist: Pivot / Swap
Special: Galeforce
Passive A: Death Blow / Sturdy Impact
Passive B: Special Fighter
Passive C: Def Smoke / Armor March / Armored Stride
Sacred Seal: Armored Boots / Quickened Pulse
- Due to Ephraim's guaranteed follow-up and partial Null Follow Up, he is suited to run Galeforce as his Special.
- Special Fighter and his auto-followup grants him -4 cooldown charge. Since Galeforce is 5, Ephraim needs either Quickened Pulse in his seal slot, or for his opponent to retaliate against him in order to guarantee a Galeforce activation.
- Armored Boots or Armored Stride can keep him with Garm permanently active, so long as he continues to be self-buffed by the skills. This also helps his maneuverability, in order to get himself into range of both opponents that he intends to KO.
Strengths
Optimized Stat Spread
Being an armored unit has its advantages, mainly that he has more stat points in general to work off of. Ephraim has very high Attack and Defense stats and his Resistance is workable.
Great Refine
Brave Ephraim's Garm refine helps to nullify enemy effects that would counter his follow-up attacks, as well as granting him a flat +5 bonus to all stats and healing per hit. This makes Ephraim very difficult to kill, while also proving to be lethal in either phase.
Weaknesses
Useless Speed
Ephraim comes with an unsalvageable 27 Speed. With Garm, Brave Ephraim has no need for his Speed stat at all, and the points allotted there could have easily gone to his Resistance stat instead to make him even tankier.
Limited Movement
The tradeoff for his increased stats is being locked to 1 movement. It’s possible to increase his movement to 2 through Armor March and Armored Boots, which is generally his preferred C or S slot, considering that movement buffs enable him to double attack.
Needs Some Babysitting
Ephraim needs some form of buff for Garm’s special effect to function, whether it’s through movement buffs or visible stat buffs like Hone or Rally. This weakens him considerably when the player is not controlling him, such as during autobattles or Arena Defense. He always needs a unit nearby him in order to unleash his lethal combination of skills, which makes utilizing him a bit trickier.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Inheritable by Axe users only.
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50 | 1 | 6 |
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Inheritable by Axe users only.
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100 | 1 | 8 |
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Inheritable by Axe users only.
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200 | 1 | 11 |
![]() 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. Learns by default at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Downfall |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage by 30% of unit's Atk. Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage by 30% of unit's Atk. Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat.
Inheritable by all units.
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60 | A |
![]() If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat.
Inheritable by all units.
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120 | A |
![]() If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat.
Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
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60 | B |
![]() At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
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120 | B |
![]() At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
![]() If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
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60 | C |
![]() If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
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120 | C |
![]() If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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