- Default
- Attack
- Special
- Injured




Legendary Ephraim - Legendary Lord |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 9 | 4 | 8 | 2 |
Middle | 19 | 10 | 5 | 9 | 3 |
High | 20 | 11 | 6 | 10 | 4 |
HP | ATK | SPD | DEF | RES | |
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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 |
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Assets
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+ATK: An Attack asset will take Legendary Ephraim from 36 Attack to 39 Attack. Combined with his Flame Siegmund, Legendary Ephraim will possess a phenomenal Attack stat of 58, matching that of a +ATK LA Hector. This gives Ephraim incredible offensive potential and works great for any potential set.
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+DEF: A Defense asset will bring Legendary Ephraim up to 36 Defense. With the right skills and buffs, Legendary Ephraim can reach very high levels of Defense, being able to potentially exceed 50. A Defense asset will work great for an Enemy Phase set.
Neutral
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HP: At 43 HP, Legendary Ephraim has a pretty good HP stat. It gives him good physical soak, particularly when combined with his good Defense. Having a HP asset won’t greatly benefit him, but having a HP flaw won’t greatly hinder him either.
Flaws
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-RES: At 18 Resistance, Ephraim has frankly pitiful Resistance. He will easily fall to powerful mages of any color. Choosing Resistance as a flaw will be a good option for most sets, unless you plan to run Distant Counter.
- -SPD: With 27 Speed and a personal weapon which can grant a guaranteed follow-up attack, Speed makes for the best overall choice of flaw. Even with Speed being a superflaw, it will not hinder him at all when using a Player Phase set and he can simply make use of Quick Riposte for an Enemy Phase set.
Skill Sets
Through the Fire and Flames (Galeforce)
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Flame Siegmund | A | Atk/Def Solo 3 Alternate: Sturdy Blow 2 |
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Reposition | B | Renewal 3 |
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Galeforce | C | Atk Smoke 3 Alternate: Fortify Def 3 |
IVs | S | Heavy Blade 3 |
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Preferred IV: +ATK / -SPD or -RES
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Weapon: Flame Siegmund
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Assist: Reposition / Player Preference
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Special: Galeforce
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Passive A: Atk/Def Solo / Death Blow / Sturdy Blow
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Passive B: Renewal / Guard / Hit and Run / Desperation
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Passive C: Atk Smoke / Cavalry Buff / Player Preference
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Sacred Seal: Heavy Blade
With his amazing Attack and cavalry movement, Legendary Ephraim works amazingly well with the Galeforce Special.
An Attack asset is ideal in order to give the highest activation chance to Heavy Blade as well as extra damage to Legendary Ephraim’s attacks. Both Speed and Resistance work well as flaws. Given he will be away from his team, his Flame Siegmund makes for the ideal choice of weapon, granting him a guaranteed follow-up when there are more or equal enemies to the number of allies around Legendary Ephraim. For his Assist, anything can work given he’ll most likely be away from his team to the point where he probably wouldn't even be able to use it. Still though, Reposition is a nice safe choice for cavaliers.
The star of the show here is Galeforce, the Special of choice. This is a hefty five charge Special which allows Legendary Ephraim to perform another action once per turn. When combined with the Heavy Blade Sacred Seal, Legendary Ephraim can quite easily fully charge Galeforce in a single round of combat assuming that Heavy Blade activates and his opponent attacks him in return. This gives Legendary Ephraim great offensive potential as he can attack, activate Galeforce, then either retreat to safety or attack another opponent.
For the rest of this set, Atk/Def Solo is the perfect A slot skill, granting a large boost to Attack and Defense when there's no adjacent allies. Alternatively, Death Blow is another great A slot skill, granting Legendary Ephraim with a nice boost to his damage and in turn also increasing his chance of activating Heavy Blade. Death Blow 4, while superior to Death Blow 3, is not necessary. Sturdy Blow is another solid option which, when compared to Death Blow, trades some Attack for a nice boost to Defense. Given Galeforce activates outside of combat, Solar Brace will have no effect, so using another B slot is imperative. Renewal grants Legendary Ephraim some self-sustainability in the place of Solar Brace. Another solid option is Guard, preventing the opponent from charging their Special so long as Legendary Ephraim beings combat at above 80% .Hit and Run is another solid option, allowing Legendary Ephraim to move back one space after any combat, helping to keep himself out of danger after an attack. Desperation is another good option, allowing Legendary Ephraim to perform his follow-up immediately after his first should he be below 75% HP, though do note that this can sometimes result in Legendary Ephraim failing to activate Galeforce should he KO his target before they can retaliate. Atk Smoke is the ideal C slot which allows Legendary Ephraim to debuff the opponent’s attack which in turn helps him with his survivability on Enemy Phase. One can also opt for a Cavalry Buff if used in a cavalry team, though it can be tricky to utilize it given Legendary Ephraim’s tendency to be away from the team.
Reckless Inferno (Player Phase)
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Flame Siegmund | A | Atk/Def Solo 3 Alternate: Fury 3 |
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Reposition | B | Solar Brace Alternate: Desperation 3 |
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Aether Alternate: Sol |
C | Atk Smoke 3 Alternate: Fortify Def 3 |
IVs | S | Heavy Blade 3 Alternate: Attack +3 |
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Preferred IV: +ATK / -SPD or -RES
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Weapon: Flame Siegmund
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Assist: Reposition / Player Preference
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Special: Aether / Luna / Moonbow / Sol
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Passive A: Atk/Def Solo / Death Blow / Fury
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Passive B: Solar Brace / Guard / Desperation / Hit and Run
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Passive C: Atk Smoke / Cavalry Buff / Player Preference
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Sacred Seal: Heavy Blade / Attack +3 / Atk Smoke
Legendary Ephraim’s Flame Siegmund plays incredibly well into a Player Phase oriented set. This is a similar set to what his infantry counterpart enjoys to run.
An Attack asset is optimal in order to give Legendary Ephraim more damage potential as well as a higher activation chance for Heavy Blade. A Speed or Resistance flaw will work well with this set. The Flame Siegmund gives Legendary Ephraim amazing offensive potential thanks to the guaranteed follow-up attack when away from his allies and is the cornerstone of this set. His Assist will likely be rarely used, but Reposition is a nice safe choice for whenever Legendary Ephraim is close to his team. The Special used is very flexible. Aether makes for a great choice when paired with Heavy Blade as he can potentially charge it in a single round of combat should Heavy Blade activate and the opponent retaliate, leaving it ready for use on Legendary Ephraim’s next attack. He can also use Luna or Sol which can potentially activate every round with Heavy Blade, as well as Moonbow which can potentially activate every round of combat when used with Heavy Blade and Desperation.
For passives, Atk/Def Solo serves as the ideal A slot option, boosting Legendary Ephraim's two most important stats when he has no adjacent allies. Death Blow is another great option, giving Legendary Ephraim a nice boost to his damage potential. If one is using Death Blow, it is not necessary to use Death Blow 4 if the fodder is unavailable or one simply doesn't want to fodder it to him. Death Blow 3 works just fine. Fury could also be used to give a nice all-round boost, as well as the passive damage helping Legendary Ephraim to reach the HP threshold for Desperation. The B slot is quite flexible. His default Solar Brace works very well with pretty much any combat Special to grant some extra healing. Guard is another good choice, preventing the opponent from charging their special while active. Desperation also pairs very well with Legendary Ephraim as since his weapon guarantees a double attack when no allies are nearby, he can activate Desperation with amazing consistency. Hit and Run is also a nice option which helps Legendary Ephraim retreat from potential danger after an attack. Atk Smoke works great in the C slot, allowing Legendary Ephraim to debuff the opponent’s damage output which in turn helps him and his team greatly on Enemy Phase. If that is not available, his C slot remains flexible. A Cavalry Buff can work, but do note he will often struggle to provide it to his team.
For his Sacred Seal, Heavy Blade works fantastically, granting him extra Special cooldown on his attack should Legendary Ephraim have more attack than his opponent. Given his high Attack, Legendary Ephraim can activate Heavy Blade extremely well. A simple Attack +3 Sacred Seal is also a nice option for some extra damage.
Blazing Brawler (Physical Tank)
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Slaying Lance+ (+Def) Alternate: Flame Siegmund |
A | Steady Stance 4 Alternate: Sturdy Stance 2 |
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Reposition | B | Solar Brace |
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Moonbow | C | Fortify Cavalry Alternate: Fortify Def 3 |
IVs | S | Quick Riposte 3 Alternate: Close Def 3 |
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Preferred IV: +ATK or +DEF / -SPD or -RES
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Weapon: Slaying Lance (+Def) / Flame Siegmund
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Assist: Reposition / Player Preference
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Special: Moonbow / Glimmer / Noontime
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Passive A: Steady Stance 4 / Atk/Def Bond / Sturdy Stance
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Passive B: Solar Brace / Quick Riposte
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Passive C: Cavalry Buff / Fortify Def / Player Preference
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Sacred Seal: Quick Riposte / Close Def
With his high Defense, Legendary Ephraim can serve as a strong physical wall.
An Attack or Defense asset is recommended, Attack for the extra damage or Defense for the extra physical bulk. Reducing either Speed or Resistance for the flaw is also recommended. Though it seems blasphemous to ditch the Flame Siegmund, the Slaying Lance serves as a better option, granting a decreased cooldown on all Specials as well as being able to be refined for increased stats. A defensive refinement works very well for the Slaying Lance, granting Legendary Ephraim with a great boost to physical bulk. If necessary, the Flame Siegmund can be used, but it will activate less consistently as Legendary Ephraim wants to be close to his team for this set. Any Assist such as a movement skill or a Rally skill can work well here. Reposition remains a good general option to help with his team’s mobility. For his Special, any of the two cooldown specials such as Moonbow, Glimmer, or Noontime work fantastically, being able to activate consistently, potentially on every attack that Legendary Ephraim makes.
For the A slot, Steady Stance 4 is a fantastic choice, granting a huge Defense increase and extra protection from Special attacks when Legendary Ephraim is attacked. Steady Stance 3 can be used, but it is recommended to just use Sturdy Stance over Steady Stance 3 instead, especially since Legendary Ephraim comes with it. Another strong option is Atk/Def Bond, granting a large Attack and Defense boost whenever Legendary Ephraim is adjacent to another ally. Solar Brace works very well with this set, adding a healing effect to any in-combat Special. When paired with a two cooldown Special and a Slaying Lance, Legendary Ephraim can gain a lot of healing from his Special combined with Solar Brace. Quick Riposte also serves as a great option, allowing Legendary Ephraim to perform a double attack whenever attacked at above 70% HP. However, it is advised to run Quick Riposte as the Sacred Seal instead. The C slot is flexible. A Cavalry Buff such as Fortify Cavalry works very well in a Cavalry team while his default Fortify Def is a nice budget option in a mixed team composition.
For his Sacred Seal, Quick Riposte serves as the ideal option, granting a guaranteed follow-up attack whenever he is attacked above 70% HP. This pairs well with the Slaying Lance, a two turn Special and Solar Brace as Legendary Ephraim will be able to constantly activate his Special and Solar Brace which in turn helps to keep him above the 70% HP threshold. If one is using Quick Riposte as the B slot skill, Close Def is also a great option in order to give Legendary Ephraim some extra up-close bulkiness.
Defying the Odds (Distant Counter)
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Berkut’s Lance+ (+Res) Alternate: Flame Siegmund |
A | Distant Counter |
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Reposition | B | Quick Riposte 3 Alternate: Solar Brace |
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Moonbow | C | Fortify Cavalry Alternate: Fortify Def 3 |
IVs | S | Distant Def 3 Alternate: Quick Riposte 3 |
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Preferred IV: +DEF or +ATK / -SPD
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Weapon: Berkut’s Lance+ (+Res or +Def) / Flame Siegmund
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Assist: Reposition / Player Preference
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Special: Moonbow / Glimmer / Noontime
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Passive A: Distant Counter
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Passive B: Quick Riposte / Solar Brace
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Passive C: Cavalry Buff / Fortify Def / Player Preference
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Sacred Seal: Distant Def / Quick Riposte
It seems strange to put Distant Counter on a unit with such low Resistance, but thanks to a little weapon known as Berkut’s Lance, Legendary Ephraim can actually reach quite high Resistance and while he's not the greatest at using it, he can still make good use of Distant Counter.
An asset in Attack or Defense is preferred. Attack is great for helping with Legendary Ephraim’s damage output while Defense will help Legendary Ephraim with his physical bulk to make him an effective mixed wall. Speed is the best flaw as his Resistance should be maintained if possible for this set. Berkut’s Lance grants a four point boost to Resistance when attacked which in itself is nothing special. However, when forged, it instead grants a noticeable seven point boost to Resistance and can also be given a Resistance refine for a huge 11 point boost to Resistance, taking Legendary Ephraim to a more respectable, but not fantastic, 29. However, this can be combined with boosts and other skills, allowing Legendary Ephraim to potentially even reach over 40 resistance with Distant Defense and a Fortify Cavalry boost. The Assist slot is flexible for your own choice. Reposition works well with cavaliers, but almost anything is viable. For Special, a low cooldown special such as Moonbow or Glimmer works nice for increased damage, as well as Noontime for some self healing.
Distant Counter is the star of the show here, given it’s what the entire set revolves around. This allows Legendary Ephraim to counterattack units from a distance, allowing him to fight back against archers and mages on Enemy Phase. With his high Defense, he can resist archers very well and with all the Resistance boosts, he can also resist mages well too. Quick Riposte in the B slot guarantees a follow-up attack for Legendary Ephraim whenever he is attacked while above 70% HP. His default Solar Brace also works well to give him some extra healing whenever his Special activates. The C slot is open to whatever your team needs. A class buff such as Fortify Cavalry works well in a Cavalry team whereas his default Fortify Def is a nice budget option.
For his Sacred Seal, Distant Defense makes for a great choice, further boosting Legendary Ephraim’s defenses when attacked from a distance. The Quick Riposte Sacred Seal also works great if one is not already using it in the B slot.
Introduction
Ephraim, the prince of Renais himself, comes riding into battle as the first Fire Legendary Hero available. Coming through with a mount and a new set of skills, Legendary Ephraim serves as a powerful lance Cavalry unit who benefits from recklessly charging ahead into battle, a very befitting playstyle for one such as Ephraim.
In terms of stats, Legendary Ephraim is rather similar to his infantry self, possessing high HP, Attack, and Defense with low Speed and Resistance. With 36 Attack, Ephraim is immensely strong in terms of raw damage output. He also carries 43 HP and 33 Defense, making him also effective for soaking physical hits. He does suffer from a low Speed stat of 27 and a pitiful Resistance stat of 18, making him liable to double attacks and especially weak to magical attacks.
His personal weapon, the Flame Siegmund, is a double-edged lance. On one hand, the guaranteed follow-up attack when away from his allies gives Legendary Ephraim amazing offensive potential and works extremely well when used in a Player Phase set. On the other hand, the need to be apart from his teammates severely limits Legendary Ephraim’s access to boosts from his allies. While Flame Siegmund is undeniably amazing for offense, it is lackluster for defense since he’d want to be close to his allies. One should consider swapping it for a different weapon if their plan is to run Legendary Ephraim as a Enemy Phase unit.
He also comes with his own unique B slot: Solar Brace. This skill allows him to heal 30% of the damage dealt when his Special triggers during combat, effectively giving him Noontime on every single Special activation. This can be combined with many different Specials such as Luna, Moonbow, or Bonfire for some healing to go along with the high damage or can also be stacked with Noontime, Sol, or even Aether for even more healing. A good personal B slot skill overall, but other B slot skills may be better depending on the set being used.
All in all, Legendary Ephraim is a very good lance cavalier. His weapon combined with his high Attack makes him one of the best choices for an offensive cavalier. He does face heavy competition from Reinhardt for the blue Cavalry spot, but Ephraim is still able to hold his own both in a cavalier team and a mixed team.
Strengths
Legendary Hero
Being a Fire Legendary Hero, Legendary Ephraim can provide a stat boost of +3 HP and +4 Defense to any unit with a Fire Blessing. Note that this stat boost only applies if it is the Fire season and Legendary Ephraim is in the team with the unit carrying the Fire Blessing.
Amazing Attack
At 36 Attack neutral, Legendary Ephraim has extremely high attack power. Combined with his Flame Siegmund which gives another three points of Attack, Ephraim reaches 55 Attack should he have neutral Attack. With the Flame Siegmund’s special effect, Ephraim is able to be incredibly strong when he is on the attack and has amazing offensive potential.
Great Defense
With 33 base Defense, Legendary Ephraim is quite physically defensive. Combined with his HP of 43, Legendary Ephraim has a physical soak of 76, meaning physical units, especially sword units, will have a hard time cutting through his defenses. He can also obtain substantial defensive and healing boosts through his skills and support, making him a great option for a physically defensive lance unit.
Solar Brace
Solar Brace is a B slot skill available exclusively to Legendary Ephraim. Solar Brace will heal Ephraim for 30% of the damage dealt whenever his Special triggers during combat, effectively giving him Noontime on every single Special activation. This can be used to greatly enhance the capabilities of Legendary Ephraim and his Special. For example, using Moonbow with Solar Brace will give Legendary Ephraim a mini Aether of sorts, while something such as Sol with Solar Brace will make him heal for 80% of damage done since Solar Brace will stack with other healing Specials.
Flame Siegmund
The Flame Siegmund is the personal weapon of Legendary Ephraim. This lance grants Legendary Ephraim with a three point Attack boost as well as the ability to perform a guaranteed follow-up attack so long as the number of enemies (not counting his target) within two spaces of him is greater than or equal to the number of allies within two spaces of him. This means that so long as none of his allies are within two space of him, he will perform a follow-up attack against anyone he fights. The Flame Siegmund is incredibly powerful when used in a Player Phase set and turns Legendary Ephraim into an offensive powerhouse.
Weaknesses
Activation Requirement for Flame Siegmund
The Flame Siegmund can give Legendary Ephraim amazing offensive potential, but it can also be a hindrance. Flame Siegmund’s reliance on being away from your allies in order to use consistently means that Legendary Ephraim struggles to benefit from the boosts that Cavalry units enjoy. In order to benefit from skills and buffs such as Goad Cavalry, any Drive or Spur skill, or Ally Support, Legendary Ephraim needs to sacrifice his consistent follow-up attacks. While his weapon can certainly still activate, it will be less consistent due to the nearby allies. If one plans to use Legendary Ephraim as a Enemy Phase unit, it might be a better option to ditch the Flame Siegmund altogether for a different weapon such as a Slaying Lance.
Low Speed
At 27 Speed neutral, Legendary Ephraim is on the lower end for cavaliers. While his weapon can make up for his speed offensively, he is still easily double attacked by middling speed units such as Camus and LA Eliwood. This hurts his overall strong physical bulk somewhat due to effectively receiving double the damage he would if he was not double attacked.
Low Resistance
At 18 Resistance neutral, Legendary Ephraim is extremely frail from a magical perspective. Legendary Ephraim struggles to tank even some red mages effectively such as SM Eirika and Celica. His good HP does mean he has a magical soak of 61 which isn't terrible, but his low Speed means he’s also likely to be doubled attacked by any mage he comes across, making mages by far his biggest weakness.
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Flame Siegmund | A | Distant Counter |
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Rally Atk/Spd+ | B | Vantage 3 |
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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.
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Slaying Lance+ (+Res) | A | Distant Counter |
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Reposition | B | Solar Brace |
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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.
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Flame Siegmund | A | Atk/Def Solo 3 |
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Reposition | B | Desperation 3 |
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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.
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Flame Siegmund | A | Death Blow 4 |
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Rally Def/Res | B | Pass 3 |
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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.
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Flame Siegmund | A | Life and Death 3 |
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Reposition | B | Windsweep 3 |
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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. |
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![]() Lance Users Only
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50 | 1 | 6 |
![]() Lance Users Only
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100 | 1 | 8 |
![]() Lance Users Only
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200 | 1 | 8 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Non-inheritable by Staff-wielding units.
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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.
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50 | C |
![]() Inheritable by all units.
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100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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