GamePress
Analysis by ZeShado
Sedgar - Coyote's Dutiful

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 41
ATK 36
SPD 39
DEF 27
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 7 8 7 4
Middle 17 8 9 8 5
High 18 9 10 9 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 38 33 36 24 21
Middle 41 36 39 27 24
High 44 39 43 31 28

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.
HPATKSPDDEFRES

Skill Sets

“Hey Hardin. Do you know who Joe is?” - Sedgar (Aether Raids Defense)

Build by ZeShado
Recommended
Instant Bow+ (+Spd)
Alternate: Firesweep Bow+
A Atk/Spd Boosting A Slot
Positional Assist B Lull Spd/Def 3
Alternate: Poison Strike 3
Moonbow
Alternate: Glimmer
C Panic Smoke 3
Alternate: Fatal Smoke 3
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Poison Strike 3

Show Explanation/Analysis

Weapon: Instant Bow+ (+Spd) / Firesweep Bow+

Assist: Positional Assist

Special: Moonbow / Glimmer

A Passive: Atk/Spd Boosting A Slot

B Passive: Lull Spd/Def / Poison Strike

C Passive: Panic Smoke / Fatal Smoke / Def Smoke

Sacred Seal: Atk/Spd Solo / Poison Strike

  • Sedgar having access to both Instant Bow+ and Firesweep Bow+ can allow him to run a solid Aether Raids Defense set. With Instant Bow+, he can prevent follow-up attacks from the foes and increase his longevity on the battlefield. Meanwhile, he can run Firesweep Bow+ to prevent counterattacks outright and, if going up against a Far Save foe, inflict chip damage on them. There’s no guarantee that he’ll be able to double since foes can have some form of Impact or be able to simply outspeed him. So, running Firesweep Bow+ would ultimately end up being the better option. However, for budget purposes, Instant Bow+ is a solid alternative.
     
  • Low cooldown Specials that are easily triggerable are worthwhile choices for Sedgar. If running Instant Bow+, he’ll have more of a chance at triggering a Special such as Moonbow or Glimmer as opposed to Firesweep Bow+ since there is a chance that the foe can counterattack. However, he could always get refreshed and attack again on the same turn and trigger a Special. Either way, a low cooldown Special is worth considering.
     
  • Any A Passive that increases his overall Atk and Spd are going to be the go-to option for Sedgar. However, if running Instant Bow+, it may not be worth considering a skill such as Life and Death since the decreased Def and Res to his already low defenses can cost him matchups. However, if running Firesweep Bow+, there is little risk to it.
     
  • Depending on the Bow being used, Sedgar can either opt for Lull Spd/Def or Poison Strike. Lull Spd/Def with Instant Bow+ can help Sedgar secure more natural doubles as well as secure more kills. Meanwhile, Poison Strike with Firesweep Bow+ can chip bulky Far Save tanks such as Brave Hector.
     
  • For Aether Raids purposes, the two best options for Sedgar’s C Passive are going to be Panic Smoke and Fatal Smoke. Panic Smoke can potentially lean matchups in your favor if there are visible buffs present. However, it’s not a guarantee that it’ll work out as Ashera on Astra season can mitigate the Panic status and with the presence of Unity skills, it could always end up benefiting foes running said skills. However, Fatal Smoke is a solid alternative to Panic Smoke, albeit much more premium, and can work really well with a Firesweep Bow+ Poison Strike chip damage set. Preventing the foe’s ability to heal is very important to disrupting their sustainability. That being said, if neither of these options are available, he could always run Def Smoke as a budget option since it has the potential to increase his damage output.
     
  • For Sedgar’s Sacred Seal, he can either opt for a Sacred Seal that increases his offensive prowess or Poison Strike. A Sacred Seal such as Atk/Spd Solo could come in clutch for securing doubles against speedy foes. Meanwhile, Sedgar can stack Poison Strike with Firesweep Bow+ and inflict even more chip damage on Far Save tanks and foes in general.

“No Sedgar. Tell me, who is Joe?” - Hardin (Player Phase)

Build by ZeShado
Candlewax Bow+ (+Spd) A Fury (3 or 4)
Alternate: Atk/Spd Push 4
Positional Assist B Desperation 3
Moonbow
Alternate: Glimmer
C Def Smoke 3
Alternate: Rouse Atk/Spd 3
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Brazen Atk/Spd 3

Show Explanation/Analysis

Weapon: Candlewax Bow+ (+Spd)

Assist: Positional Assist

Special: Moonbow / Glimmer

A Passive: Fury (3 or 4) / Atk/Spd Push 4

B Passive: Desperation

C Passive: Def Smoke / Rouse Atk/Spd / Savage Blow

Sacred Seal: Atk/Spd Solo / Brazen Atk/Spd / Savage Blow / Heavy Blade

  • Budget, yet effective, Sedgar can run a Candlewax Bow+ set that not only capitalizes on his solid offenses but also allows him to output damage at a fast rate. The idea behind this set is to get his HP as low as possible with very few combats in order to make use of Desperation and Brazens. If he can set this up, he can potentially sweep a lot of units as he’ll be able to attack twice before the foe can counterattack.
     
  • Since Sedgar will more than likely fall into the Desperation range within one or two combats, he’ll want to run low cooldown Specials that he can trigger consistently. Essentially, any two cooldown Special will be a solid option for him.
     
  • To help Sedgar fall into the Desperation range quickly, he’ll want to run A Passives that have recoil damage. Fury is going to be the better option here as it has the most recoil damage. However, Atk/Spd Push 4 grants more Atk and Spd. That being said, if Sedgar falls below 25% HP, he won’t get the Atk and Spd bonuses from Atk/Spd Push 4. So, it’s probably best to stick with Fury.
     
  • Since Sedgar will be stacking recoil damage with this set, he’ll only want to run Desperation as his B Passive. There aren’t other options worth recommending since Desperation will allow him to attack twice before the foe can attack back and if he does end up running something other than Desperation, he may end up losing that combat.
     
  • As far as C Passives go, Sedgar has a lot more options to work with. I wouldn’t say that any of these options are necessarily better than the other. Def Smoke can be used to increase his damage output while Rouse Atk/Spd can help him secure more doubles. Likewise, Savage Blow can help deal with foes that are too bulky to take down naturally. So, it’ll basically boil down to preference.
     
  • Similarly, with the Sacred Seal options, Sedgar has plenty to choose from. If you want to prioritize his damage output, he can either run Atk/Spd Solo or Brazen Atk/Spd. Atk/Spd Solo grants immediate buffs, which can be very handy, but Brazen Atk/Spd grants more stats with the tradeoff being that he needs to set it up. Meanwhile, he can also run Savage Blow as his Sacred Seal and stack it with his C Passive to deal massive chip damage to nearby foes. Heavy Blade is also an option if you want him to trigger a two cooldown Special in every combat, provided that there aren’t any Guard effects present.

“Joe wife doesn’t love you.” - Sedgar (Player Phase Again)

Build by ZeShado
Springy Bow+ (+Spd)
Alternate: Rein Bow+ (+Spd)
A Atk/Spd Boosting A Slot
Positional Assist B Lull Spd/Def 3
Alternate: A/S Far Trace 3
Moonbow
Alternate: Luna
C Def Smoke 3
Alternate: Atk/Spd Menace
IVs

+ATK or +SPD / -RES

SAtk/Spd Solo 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Springy Bow+ (+Spd) / Rein Bow+ (+Spd) / Coral Bow+ (+Spd)

Assist: Positional Assist

Special: Moonbow / Luna / Glimmer

A Passive: Atk/Spd Boosting A Slot

B Passive: Lull Spd/Def / A/S Far Trace / Desperation

C Passive: Def Smoke / Atk/Spd Menace / Rouse Atk/Spd

Sacred Seal: Atk/Spd Solo / Heavy Blade

  • Since Bow units have access to an assortment of weaponry, it’s only fitting that there’d be a secondary option for Sedgar. For this set, we’ll be capitalizing on his Atk and Spd with weapons such as Springy Bow+ and Rein Bow+. Both weapons essentially grant +5 Atk/Spd since Rein Bow+ inflicts -5 Spd/Def on the foe. However, there are two keen differences. Springy Bow+ is able to neutralize any penalties to Atk and Spd, something that Rein Bow+ and Coral Bow+ cannot do. However, Rein Bow+ and Coral Bow+ are unconditional, as opposed to Springy Bow’s condition of needing the foe to have equal to or over 75% of their HP present. Even so, you can’t go wrong with either option.
     
  • Since Sedgar will more than likely be doubling in most combats, he’ll want to run low cooldown Specials that he can constantly trigger in every combat. This includes Specials such as Moonbow, Glimmer, and, if running Heavy Blade, Luna.
     
  • Realistically, any A Passive that increases Sedgar’s Atk and Spd should be fitting for him. He could always run A Passives with recoil damage, such as Atk/Spd Push 4 and Fury, as they can push him into the Desperation range. Other than that, work with what you got.
     
  • Two of the best options for Sedgar’s B Passive include Lull Spd/Def and A/S Far Trace. Lull Spd/Def can help Sedgar not only secure doubles but also increase the likelihood of him one-rounding an opponent. Meanwhile, A/S Far Trace can be integral for Hit and Run strategies as well as Heavy Blade checks. To make the most of A/S Far Trace, he’ll want an ally that can Smite him near the foe so that when he finishes combat, he can run away with all of his remaining movement. Regardless, the debuff is helpful in most situations he’ll find himself in. However, if neither of these skills is available at your disposal, he can instead run Desperation with a complimentary A Passive.
     
  • Similarly, with his C Passive, any skill that increases his overall damage output is going to be the best option for Sedgar. For budget purposes, he can run Def Smoke. It has universal applications regardless of where it is used and the debuff can lead to KOs that otherwise, he might’ve missed. As far as premium options are concerned, he can either run Atk/Spd Menace or Rouse Atk/Spd. Both grant visible buffs to his Atk and Spd. However, Atk/Spd Menace decreases the foe’s Atk and Spd, making it easier to double and secure Heavy Blade checks. Any of these options mentioned are worth running.
     
  • Depending on the rest of the kit, Sedgar can either opt for more Atk and Spd or Heavy Blade. Sacred Seals that increase his Atk and Spd, such as Atk/Spd Solo, are generally good go-to options since it increases his overall performance. However, Heavy Blade can be useful for triggering three cooldown Specials, such as Luna, as well as two cooldown Specials against foes that cannot counterattack. 

Strengths

Solid Offenses

    Sedgar sets a new bar for green bow cavaliers with a very solid offensive statline of 36 base Atk and 39 base Spd. Moreover, Sedgar has a superboon in Spd, which pushes his already high Spd stat to a base of 43.

Ranged Cavalry

    Being a ranged cavalier has its benefits as he essentially has a targeting range of five spaces. Likewise, his ability to run Far Trace can allow for some potential Hit and Run strategies.

Weaknesses

Low Defensive Prowess

    With a base Def stat of 27 and a base Res stat of 24, Sedgar is susceptible to plenty of ORKOs and OHKOs by many modern and meta-prevalent foes. This could potentially be mitigated with Spendthrift Bow+. However, foes that are able to make guaranteed follow-up attacks, as well as foes that are able to retaliate back with instant Specials, will make quick work of Sedgar. 

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
100 2 6
Instant BowEffective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 8
Instant Bow+Effective against flying foes. If unit initiates combat, grants Atk/Def+4 during combat and foe cannot make a follow-up attack.
Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Bow users.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising WindBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing WindBefore combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res).
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Atk/Def Catch 1At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 3 ★
60
A
Atk/Def Catch 2At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 4 ★
120
A
Atk/Def Catch 3At start of combat, if foe's HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
Cavalry & Flying Only
Unlocks at 5 ★
240
A
Chill Def 1At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Unlocks at 1 ★
60
B
Chill Def 2At start of turn, inflicts Def-5 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Unlocks at 2 ★
120
B
Chill Def 3At start of turn, inflicts Def-7 on foe on the enemy team with the highest DEF through its next action.
Inheritable by all units.
Unlocks at 4 ★
240
B

Other Info

Origin
Fire Emblem: Genealogy of the Holy War
Fire Emblem: Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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