- 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.
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Garm (+Eff) | A | Distant Counter |
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Positional Assist | B | Wary Fighter 3 |
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Sol | C | Armored Stride 3 |
S | Atk/Def Bond 3 |
*idk why Atk/Def Solo can't be in the seal slot, just pretend it is.
Antithetical to B!Ephraim's base kit, this build focuses on making Ephraim a solo tank. Armored Stride synergizes with Atk/Def Solo, keeping him a fair distance from your team as well as fulfilling Garm's proc condition. Who needs double waves, when you get twice that and extra mobility? Ephraim, like any other tank, greatly appreciates Distant Counter, although Distant Foil is viable if you think Ephraim should avoid mages like the plague.
Garm nullfies any follow-up prevention, and what better way to exploit this than by running Wary Fighter? Now, with Atk/Def Solo Ephraim can hit 48 defense when unmerged, and any single hit he takes every combat gets soaked up by his additional 14 healing. His res leaves something to be desired, but with hp like his Ephraim can make do - 80 magic bulk is good enough when you only need to take a single hit. Sol is run over Noontime, as with his meaty attack stat of 71 you can expect Ephraim to maim most foes on the first hit and barely make use of Noontime's healing on the second hit.
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Garm (+Eff) | A | Distant Counter |
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Rally Atk/Def+ | B | Wary Fighter 3 |
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Moonbow | C | Pulse Smoke 3 |
S | Mirror Stance 2 |
Alright elephant in the room; “Why Wary fighter?? He isn’t Surtr dummy, he can follow up you idiot” Garm’s frankly overpowered refine besides the heal, gives Ephraim a form of Null follow up, but only related to his follow ups in question. This not only includes being able to double units like Rudolph and bypass impact skills, but also bypass his own skills. Wary fighter in the context of Ephraim’s refine simply acts as a follow up prevention on only the opponent, while Ephraim is free to auto double thanks to Garm’s first effect. This means that rather than constantly having to react to attacks with a 7 heal, he reacts to one attack with a 14 heal. The rest of the build is straight forward and what you would expect of a brave Ephraim build. Due to not having special fighter, he faces special activations and no extra charge. Moonbow remedies this and grants a quick damage boost, while pulse smoke insures nobody one shots him with a sidelining bonfire.
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Garm (+Eff) | A | Distant Counter |
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Pivot | B | Special Fighter 3 |
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Noontime | C | Odd Atk Wave 3 |
S | Even Atk Wave 3 |
Having both Odd and Even Waves means he will always double, these can be switched out for any type of Wave and do not necessary need to match in terms of what stat they boost. I prefer Atk wave to make up for the lack of a damaging special.
Noontime paired with Special fighter means that he is always using his special and stays above the HP requirements for Garm's added effect.
Pivot is used as an attempt to make up for is poor movement.
Distant Counter is great thanks to his natural bulkiness and allows for him to enemy phase ranged units. If you want to make him a solely enemy phase unit I would recommend giving him a pair of Res Waves as he is already very bulky in terms of defense.
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Garm | A | Distant Counter |
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Pivot | B | Special Fighter 3 |
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Aether | C | Armor March 3 |
S | Distant Def 3 |
My main axe unit for one of my armor teams, and this isn't a budget build by any means. I gave him distant counter with a distant def seal to take out blue ranged units. I give him armor buffs with my other armor units LA Lyn and Zelgius and he buffs them by giving them more movement with armor march. Then he uses Aether to heal up and major damage. Overall one of the best green axe units that isn't hector.
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Brave Axe+ | A | Death Blow 3 |
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Swap | B | Bold Fighter 3 |
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Astra | C | Armor March 3 |
S | Quickened Pulse |
this is basically a common bold fighter,brave weapon build, this build benefits Ephraims awful speed stat,since it doesn’t really serve any purpose, so it’s fine to use the brave axe, however with this build there will be some down sides, yes the brave axe has a lower might but
It’s highly beneficial when being able to sweep most of the opponents you meet in battle(including some counters like laslow, Cherche, etc.) I’ve tested it multiple times to be sure. It’s HIGHLY advised you run this with an all armored team to efficiently use this build, and by that I mean have hone/goad/fortify armor skills on the other members for some extra bulk, well that and because a armor emblem is best suited for this because Ephraim has the benefit of armor march to cover a lot of ground on the battle field.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Inheritable by Axe users only.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() 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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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Only inheritable by armor units.
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60 | B |
![]() Only inheritable by armor units.
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120 | B |
![]() Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
![]() Only inheritable by armor units.
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60 | C |
![]() Only inheritable by armor units.
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120 | C |
![]() Only inheritable by armor units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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