- Default
- Attack
- Special
- Injured




Legendary Ephraim - Legendary Lord |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 9 | 4 | 8 | 2 |
Middle | 19 | 10 | 5 | 9 | 3 |
High | 20 | 11 | 6 | 10 | 4 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 40 | 33 | 23 | 30 | 15 |
Middle | 43 | 36 | 27 | 33 | 18 |
High | 46 | 39 | 30 | 36 | 21 |
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 |
---|---|---|---|---|
Skill Sets
flew too close to the sun (Offensive / Damage Focus)
![]() |
Flame Siegmund (+Eff) | A | Atk/Def Catch 4 Alternate: Atk/Def Solo 4 |
---|---|---|---|
![]() |
Positional Assist Alternate: Assistless |
B | Solar Brace II |
![]() |
Dragon Fang Alternate: Ignis |
C | Fatal Smoke 3 Alternate: Def Smoke 3 |
IVs | +ATK / -RES | S | Death Blow 3 |
Weapon: Flame Siegmund (+EFF)
Assist: Positional Assist / Assistless / Flexible
Special: Dragon Fang / Ignis / Glimmer / Ruptured Sky
Passive A: Atk/Def Catch / Atk/Def Solo / Atk/Def Push / AR-D Atk/Def
Passive B: Solar Brace II
Passive C: Fatal Smoke / Def Smoke / Joint Drive Atk / Flexible
Sacred Seal: Death Blow / Atk/Def Solo / Sturdy Blow / Hardy Bearing
- Legendary Ephraim’s solid base Attack, cavalry movement, and assortment of goodies from his two PRF skills altogether let him excel at offensive play; this build emphasizes moreso on maximizing his damage ceiling to threaten enemy foes, with some consideration to Aether Raids Defense.
- His Assist skill choice is inconsequential for general gameplay; simply slot in any movement based option like Reposition based on your preference. However, if using him in Aether Raids Defense, it may be best to simply not equip one at all for a standard movement-based overload outside of attempts to use something like a Rally trap.
- The pairing of “Breath”-esque Special acceleration from refined Flame Siegmund and Guard nullification from Solar Brace II is exceptionally synergistic, and lends itself well here to enable the use of powerful Specials that would otherwise take too long to charge; among them, Dragon Fang and Ignis scale best with his stat distribution. Glimmer and Ruptured Sky are alternatives to have a Special that charges in one hit.
- For his A skill, Legendary Ephraim realistically works well with anything that boosts his Attack, and secondly his Defense if possible (as that is his next best stat). This includes his base Atk/Def Solo, but also extends to other options like Atk/Def Catch (which currently provides the greatest potential buffs), Atk/Def Push 4, and AR-D Atk/Def depending on context and what works best with your specific playstyle, needs, and skill availability.
- Smoke skills shine amongst Legendary Ephraim’s C skill options thanks to their ability to debilitate enemy groups for smoother subsequent matchups. Def Smoke is the most generally useful of those available, but special consideration should be given to Fatal Smoke (and to a lesser extent, Panic Smoke) for Aether Raids Defense. Joint Drive Atk also works well for mutual boosts to Ephraim’s damage as well as that of any nearby allies.
- Lastly, any Sacred Seal that augments Legendary Ephraim’s Attack is worth using, including skills like Death Blow and Atk/Def Solo. Specifically for Aether Raids Defense, Hardy Bearing is a potential alternative if Vantage strategies are particularly prevalent among the teams that challenge your map.
we ride at dawn (Galeforce / Hit-and-Run)
![]() |
Flame Siegmund (+Eff) | A | Atk/Def Catch 4 Alternate: Atk/Def Solo 4 |
---|---|---|---|
![]() |
Positional Assist | B | Solar Brace II |
![]() |
Galeforce | C | Joint Drive Atk Alternate: Atk Smoke 3 |
IVs | +ATK / -RES | S | Quickened Pulse |
Weapon: Flame Siegmund (+EFF)
Assist: Positional Assist / Flexible
Special: Galeforce
Passive A: Atk/Def Catch / Atk/Def Solo / Death Blow / Atk/Def Push
Passive B: Solar Brace II
Passive C: Joint Drive Atk / Savage Blow / Smoke Skills / Flexible
Sacred Seal: Quickened Pulse
- This is yet another offensively-tuned setup, but alternatively highlights Legendary Ephraim’s impressive maneuverability by merit of his three-space movement, facility in activating Galeforce, and【Canto (2)】access for use in Aether Raids Offense. Since the focus is on offensive play, however, a +ATK IV is once again the prime choice.
- The key to Legendary Ephraim’s success here, as briefly mentioned, remains in the combination of the Galeforce Special (whose self-refreshing quality allows him and his team to chain multiple initiations in quick succession) and his PRF skills: Siegmund + his Guard negation circumvents its otherwise long cooldown without fear of being slowed, and Canto provides welcome breathing room for any potential complications that may occur in a given Offense run.
- Something to consider when including Legendary Ephraim in a composition for Offense purposes, though, is Solar Brace II’s post-combat healing, as this is directly anti-synergistic with the common Wings of Mercy strategy used in many traditional Galeforce compositions.
- This essentially means that Legendary Ephraim should typically not be depended on as a low HP beacon for such compositions, in addition to meaning that he will generally need outside assistance from refreshers or allies equipped with Assists such as Smite to obtain close proximity to the enemy team.
- With this in mind, it may be simpler to use Legendary Ephraim with a more hit-and-run inclined strategy in mind, employing both Galeforce and Canto effect as methods of escape. This would ideally work as follows: Ephraim initiates against an opponent and gains enough charges to trigger Galeforce, moves back up to three spaces and uses either an Assist or attacks a structure, and then uses Solar Brace II’s Canto to retreat another two spaces.
- The advent of the Safety Fence does make this quite potent to essentially snipe a free kill from the enemy team, provided no traps impede Legendary Ephraim’s initial assault.
- Joint Drive Atk is an exceptional C skill to use here if using Ephraim in a standard Galeforce chain alongside his team, as this then essentially provides stats for free since everyone should be close to each other regardless. Smoke skills also work excellently to aid subsequent matchups, with those that apply stat debuffs being useful if paired with allies who rely on Heavy or Flashing Blade to activate Galeforce.
- The Quickened Pulse Sacred Seal is ideal to reduce the amount of hits necessary to activate Galeforce down to two. This means that any foe who can counterattack will immediately let Legendary Ephraim activate his Special, though it may be preferable to provide additional cooldown reduction (via support like Velouria’s Wolfpup Fang) to potentially let him charge it with just his attack for maximum safety.
specifically choosing fights I can’t lose (Physical Tank)
![]() |
Flame Siegmund (+Eff) | A | Sturdy Stance 3 Alternate: Atk/Def Solo 4 |
---|---|---|---|
![]() |
Positional Assist | B | Solar Brace II |
![]() |
Glimmer Alternate: Noontime |
C | Atk Smoke 3 Alternate: Def Smoke 3 |
IVs | +ATK or +DEF / -RES | S | Atk/Def Solo 3 |
Weapon: Flame Siegmund (+EFF)
Assist: Positional Assist / Flexible
Special: Glimmer / Noontime / Moonbow
Passive A: Sturdy Stance 3 / Close Def 4 / Atk/Def Solo
Passive B: Solar Brace II
Passive C: Atk Smoke / Def Smoke / Joint Drive Skills / Flexible
Sacred Seal: Atk/Def Solo / Mystic Boost / Close Def / Sturdy Stance
- Since virtually all of his PRF’s effects can remain active during the Enemy Phase (except Canto), one also has the option of capitalizing on Legendary Ephraim’s respectable Defense to specialize the lord as a dedicated physical tank. His Resistance is far too low to ever consider magical tanking — especially with how offensively overloaded relevant magic nukes are nowadays — so pairing him with a Far Save ally will assist greatly in alleviating this weakness.
- Specials with two-turn cooldowns are Legendary Ephraim’s ideal choice since refined Flame Siegmund and Solar Brace II ensure that they will activate on every counterattack, maximizing the advantages of his innate Breath access. Glimmer scales well with his naturally high damage output, but Noontime works well to further supplement the healing provided by his B skill. Moonbow is usually unnecessary, but may be worth it if you commonly run into high Defense foes.
- Sturdy Stance 3 is a stellar A skill choice for its permanent Guard effect in the Enemy Phase; since his Speed is not fast enough to reliably avoid enemy doubles and he lacks access to any form of follow-up negation, this helps him avoid an untimely death from a foe gathering enough Special charges to burst through his defenses. Close Def 4 is also an option to deny enemy buffs, though this sacrifices his damage output considerably. Otherwise, simply use Atk/Def Solo 4 — it provides strong values, packs dual phase functionality, and already comes in his kit anyway.
- While it may seem strange to retain Solar Brace II despite Canto’s inability to activate in the Enemy Phase, its Guard nullification is always useful and the constant 10 HP heal it applies does come in handy for supplementing his longevity. Plus… he really doesn’t have any other B skill option to use since cavalry units are a little lacking in defensive B slots, and his PRFs already pack everything he would otherwise want from what is available.
- Smoke skills complement defensive styles quite well when attempting to bait multiple foes at once. Atk Smoke is great to add on to Ephraim’s overall durability, though Def Smoke is better if damage is preferred. Joint Drives also work well. For his Sacred Seal, either a standard stat-boosting skill or Mystic Boost (for bonus healing) should be equipped; he has no need for anything else like Quick Riposte.
Strengths
Flame Siegmund
Legendary Ephraim’s refined Flame Siegmund breathes new life to the Legendary Lord through a useful expansion of the weapon’s original capabilities.
- First and foremost, this refinement does away with the pesky (but admittedly thematic) requirement of needing more allies than allies nearby to activate. Now, Legendary Ephraim’s automatic follow-up attacks remain permanently active during the Player Phase, as well as becoming more readily achievable in the Enemy Phase through an alternative Solo condition.
- This alone does quite a bit to improve his ease-of-use while also bumping up his overall viability, given that he can now maintain close proximity to nearby teammates (either to simply receive support or for certain strategies that demand it) without outright hampering his offensive potential.
- The addition of an effective +9/+9/+4 Atk/Def/Res boost and Breath effect are extremely handy as well. Together with easier maintenance of his guaranteed follow-ups, this translates to a massive upgrade to Ephraim’s damage potential across the board — especially when considering that the accelerated rate of his Special activations cannot be stopped thanks to Solar Brace II.
Overall, Flame Siegmund helps bring some much-needed improvement and relevance to Legendary Ephraim’s performance.
Solar Brace II
Legendary Ephraim’s exclusive Solar Brace also received a noteworthy upgrade through the new inclusions of both【Canto (2)】and Guard nullification, similar to his sister's Moonlight Bangle. Beyond accentuating his stellar offensive capacity via greater Player Phase mobility and effectively guaranteed Special activations, this combination importantly also makes Legendary Ephraim a very safe and reliable frontliner since he generally doesn't have to worry about most enemy skills other than factors like Null Follow-Up, and always has the safety option of simply retreating with Canto if things don’t pan out exactly according to plan.
Solar Brace II also slightly modifies the base healing effect to be a constant 10 HP heal post-combat, rather than being tied to his Special activation or damage — the downside of this is that his healing potential does not scale anymore, but conversely comes with the upside of allowing his B skill to combo with Galeforce. This also means that he is guaranteed to heal at least somewhat in the albeit unlikely scenario that he cannot deal much damage to a foe.
Fantastic Attack & Defense
Legendary Ephraim’s base 36 Attack may not quite be what it used to, but it's still plenty respectable; paired with the assortment of in-combat benefits he reaps from his two personal skills, this remains a great starting point to build upon for dealing damage. His statline also features a sturdy 33 Defense (which is, once again, also supplemented considerably by his PRFs) that helps in protecting him against opposing physical threats.
Cavalry Benefits
The three-space movement imparted by his cavalry status is simply the icing on the cake, helping Legendary Ephraim threaten opponents with his offensive advantages from great distances. As a bonus, his cavalry status also makes it fairly simple to team build given his access to simple but effective class-exclusive buffs like Hone Cavalry.
Weaknesses
Legendary Hero Drawbacks
The Legendary Lord’s ability to shine in competitive modes is unquestionable, but the ability to actually use him is restricted considerably due to his Legendary status; using him outside of Fire Season renders him unable to receive the effects of Mythic Blessings in Aether Raids and sizeably decreases one’s scoring potential in both AR and Colosseum modes.
Low Speed & Resistance
His base Speed isn’t the worst, but it's certainly not high enough to let him perform follow-up attacks by himself. This is bypassed to an extent by the fact that Flame Siegmund lets Legendary Ephraim double an opponent without the need for a Speed check, but this does mean that foes with Null Follow-Up or follow-up negation effects — both of which are rather common amongst most relevant tanks nowadays — may bring his assault to a halt. Those with the ability to deal magical damage may be especially tricky given his horrible 18 Resistance, so definitely try to avoid tanking such threats when possible.
![]() |
Flame Siegmund | A | Distant Counter |
---|---|---|---|
![]() |
Rally Atk/Spd+ | B | Vantage 3 |
![]() |
Luna | C | Rouse Def/Res 3 |
S | Brazen Atk/Res 3 |
The point of this build is to have a mixed phase tank who hits really hard. I replaced Sol with Luna to maximize the damage output with his already insane attack stat. DC to counter attack which with this bild, will be very effective. Rouse def/res 3 to buff up his already solid defense and his meh res, making him able to tank magical hits better. Then brazen atk/res 3 to buff him even further and push his damage output more and further increasing his res to 35.
![]() |
Slaying Lance+ (+Res) | A | Distant Counter |
---|---|---|---|
![]() |
Reposition | B | Solar Brace |
![]() |
Noontime | C | Atk Smoke 3 |
S | Def/Res Bond 3 |
The slaying lance gives noontime a cooldown of only 1 point. Combined with Ephraims unique skill he will recover 80% of damage dealt during special activation. this build you can allow Ephraim's resistance to reach a potential 30 if next to an ally. If Ephraim is paired with allies who can buff his defenses, Ephraim using distant counter will allow him to counter both physical magical enemies effectively due to him regaining a large amount of HP constantly.
![]() |
Flame Siegmund | A | Atk/Def Solo 3 |
---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Galeforce | C | Atk Smoke 3 |
S | Heavy Blade 3 |
My main unit (+Atk -Spd, +2 merge and S-Supported).
Flame Siegmund grants him a +3 Atk - pretty handy for Heavy Blade seal - and allows him to double if there are more enemies around him than allies.
As long as the enemy is able to attack and doesn't have an attack higher than 67 (or 73 if Hone Cavalry is active), this will mean Legendary Ephraim will be able to active Galeforce in a single attack (thanks to Atk/Def Solo and Heavy Blade). Then, he can either retreat back to the rest of the party for healing, or take out a second enemy.
While the official guide recommends Renewable as his B-Skill, I found Desperation far more useful, as this allows Legendary Ephraim to double before the enemy can attack if his HP is 36 or lower, very useful for taking out hard foes. Plus, Brave Veronica can always heal him.
![]() |
Flame Siegmund | A | Death Blow 4 |
---|---|---|---|
![]() |
Rally Def/Res | B | Pass 3 |
![]() |
Galeforce | C | Even Def Wave 3 |
S | Heavy Blade 3 |
Legendery Ephraim+2
Summoner Support "S Rank"
(Hp+5/Atk+2/Spd+2/Def+2/Res+2)
( + Def / - Res )
Follow-Up Attack(Effect of his weapon)
+ Pass + Death Blow 4 + Galeforce + Heavy Blade = Destroy Enemy Lines
Also, my Ephraim is +def. So he can endure foe's attack. Def Wave helps his def more useful.
![]() |
Flame Siegmund | A | Life and Death 3 |
---|---|---|---|
![]() |
Reposition | B | Windsweep 3 |
![]() |
Galeforce | C | Threaten Spd 3 |
S | Speed +3 |
Using Flame Siegmund and Windsweep, Legendary Ephraim can pull off a powerful pseudo-firesweep build with more attack. This is because Flame Siegmund's follow-up effect cancels the effect of Windsweep that stops doubles, resulting in it coming to a speed check. Able to reach 38, Ephraim can double most bulky targets such as armors and dragons, especially as faster units such as Ayra or mages can simply be one-shot regardless through his high attack.
While reliant on team buffs such as Hone Cavalry (or Tactics as a substitute), this allows him to be a safe and powerful poker against numerous enemies. Threaten Spd may be used to help guarantee more follow-up attacks against faster foes.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Lance Users Only
|
50 | 1 | 6 |
![]() Lance Users Only
|
100 | 1 | 8 |
![]() Lance Users Only
|
200 | 1 | 8 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Non-inheritable by Staff-wielding units.
|
50 | A |
![]() Non-inheritable by Staff-wielding units.
|
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() Inheritable by all units.
|
50 | C |
![]() Inheritable by all units.
|
100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
![]() Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
Other Info
Origin |
Fire Emblem: The Sacred Stones
|
---|