Analysis by raelet
Ephraim - Restoration Lord

5 Legacy

Obtainable as a 5 during certain summoning events only.

Hero Stats

Max Avg Total Stats at Lvl 40
HP 45
ATK 35
SPD 25
DEF 32
RES 20

Stat Variations

Level 1 Stat Variation
Low 18 8 5 7 4
Middle 19 9 6 8 5
High 20 10 7 9 6

Level 40 Stat Variations
Low 42 32 22 29 17
Middle 45 35 25 32 20
High 48 38 29 35 23

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.

Skill Sets

I will be the master of my power (Player Phase)

Build by raelet
Flame Siegmund (+Eff) A Atk/Def Ideal 4
Alternate: Death Blow (3 or 4)
Positional Assist B Desperation 3
Alternate: Lull Atk/Def 3
Alternate: Luna
C Odd Tempest 3
Alternate: Time's Pulse 3

+Atk / - Res

SBlade Session 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Flame Siegmund (+Eff)

Assist: Positional Assist

Special: Galeforce / Luna

A Slot: Atk/Def Ideal / Death Blow / Atk/Def Solo

B Slot: Desperation / Lull Atk/Def

C Slot: Odd Tempest / Time's Pulse

Sacred Seal: Blade Session / Atk/Def Solo / Death Blow

  • With access to Flame Siegmund's refine, OG Ephraim can afford to drop Heavy Blade from a skill slot, which drastically increases his damage per hit while granting him unconditional Special acceleration.
  • Odd Tempest will activate the buff condition of Atk/Def Ideal without worrying about visible buffs being panicked or somehow used against him. The 100% HP requirement is tougher to fulfill, particularly after his first combat, but Atk/Def Ideal is still optimal as long as Ephraim is somehow buffed. Although Death Blow 4 has +1 Attack over a 1/2 condition Atk/Def Ideal, the Defense increase of Ideal grants Ephraim survivability to ensure that he will make it through the end of his combat in order to trigger a powerful Luna or refresh his turn with Galeforce.
  • If running a Galeforce build, then Time's Pulse is likely a better option since this allows Ephraim to Galeforce without enemy retaliation - such as if attacking a ranged unit first. For this build, Death Blow may be a better A slot if you cannot ensure that Ephraim is buffed for his attacks.
  • Desperation enables Ephraim to safely attack into an opponent after his HP has been reduced, which offers him both of his hits before enemy retaliation. This is particularly useful if you're trying to drain Ephraim's HP before his engagements to synergize with a Wings of Mercy strategy and teleport a dancer to his side to dance him after his combat is done.
  • However, you can also opt for Lull Atk/Def for an extra bit of offense and survivability - though it will be less useful during repeated engagements, as Ephraim's HP will continue getting chipped as long as his opponents can survive his first hit.
  • For his Seal slot, Blade Session still grants the highest Attack bonus of any seal, with +9 Atk/Spd after two allies have ended their turn. Ephraim needs to stack on as much Attack as he can get, so this is ideal for him - the additional Speed isn't wasted either, as it also allows him to double through follow-up denial on opponents who would otherwise Speed tie him (such as Myrrh or a +Spd Seiros). If Blade Session is already in use, then Atk/Def Solo or Death Blow are both also valid options.

The only way is forward (Defensive tank)

Build by raelet
Flame Siegmund (+Eff) A Sturdy Stance 3
Alternate: Fort. Def/Res 3
Positional Assist B Lull Atk/Def 3
Alternate: Moonbow
C Atk Smoke 3
Alternate: Pulse Smoke 3

+Atk or +Def / -Res

SAtk/Def Solo 3
Alternate: Sturdy Stance 2

Show Explanation/Analysis

Weapon: Flame Siegmund(+Eff)

Special: Noontime / Moonbow

Assist: Positional Assist

A Slot: Sturdy Stance 3 / Fort. Def/Res / Distant Counter

B Slot: Lull Atk/Def

C Slot: Atk Smoke / Pulse Smoke

Sacred Seal: Atk/Def Solo / Sturdy Stance

  • Flame Siegmund's refine also works in the Enemy Phase as long as Ephraim meets Solo requirements, which allows him to play the role of a formidable melee tank, particularly when backed with an armored ally with Far Save.
  • This build grants him +21 Attack and Defense, while debuffing his foe's Attack and Defense by -8 and nullifying any bonuses they may have to Attack and Defense. It also inflicts Guard on his opponents, as well as granting Ephraim guaranteed follow-up attacks with his accelerated cooldown.
  • This allows Ephraim to respond with an 'instant' Noontime and heal himself back up for 30% of the damage he does. He can also utilize an offensive Special like Moonbow or Luna (Moonbow activates on his first hit, Luna activates on his second).


Legendary Weapon Refine

Ephraim not only has access to Flame Siegmund from his Legendary variant, but he also reaps the rewards of Legendary Ephraim's refine with the ability to use the Flame Siegmund(+Eff).

This is a direct upgrade to Ephraim's refined Siegmund, as it grants him an unconditional follow-up in Player Phase with a potential follow-up in Enemy Phase. In addition, it increases Ephraim's Atk and Def by 4 and decreases Ephraim's foe's Atk and Def by -5 (essentially granting him +9 Atk and +9 Def and +5 Res), while giving him unconditional Special cooldown acceleration.

Unlike with Heavy Blade, Ephraim does not have to pass a stat check for his Special acceleration to proc and therefore his Special activations are far more reliable.

This refine breathes life into an otherwise-outdated unit and grants Ephraim both flexibility and firepower.



Ephraim's Flame Siegmund refine is amazing, but he's still stopped in his tracks by the ever-growing presence of Null Follow-Up, which is a highly meta skill for most Speed-based infantry units. Additionally, unlike his Legendary version, he has no way to counteract an opponent's Guard-related skill, which could ruin his potential of activating his Special.

Weapon Dependency

Ephraim can only cling to relevancy by using his Flame Siegmund(+Eff), which limits his build options, since he cannot run any kind of Slaying weapon. As a Gen 1 unit with Gen 1 stat distribution, he can still struggle with doing enough damage, particularly if he's up against a melee tank.

Weapon Skills

Weapons SP Rng. Mt.
Steel Lance
Lance Users Only
100 1 8
Heavy Spear

Effective against armored units.

Lance Users Only
200 1 8

Grants adjacent allies Atk+3 through their next actions at the start of each turn.

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

Special Skills

Special Skills SP Turns
New Moon

Resolve combat as if foe suffered Def/Res-30%

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3

Resolve combat as if foe suffered Def/Res-30%.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Seal Def 1

Inflicts Def-3 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Seal Def 2

Inflicts Def-5 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Seal Def 3

Inflicts Def-7 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Threaten Def 1

At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Threaten Def 2

At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Threaten Def 3

At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: The Sacred Stones

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