Analysis by Wecondo12
Siegbert - Future King


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 41
ATK 34
SPD 35
DEF 31
RES 16

Stat Variations

Level 1 Stat Variation
Low 18 7 8 6 2
Middle 19 8 9 7 3
High 20 9 10 8 4

Level 40 Stat Variations
Low 37 31 32 28 12
Middle 41 34 35 31 16
High 44 37 38 34 19

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’m Siegbert 2, Electric Boogaloo! (Player Phase/AR Def)

Build by Wecondo12
Dark Greatsword (+Eff) A Atk/Spd Solo 4
Alternate: Swift Sparrow (2 or 3)
Reposition B Chill Def 3
Alternate: Lull Spd/Def 3
Alternate: Galeforce
C Odd Atk Wave 3

+ATK or +SPD / -RES

SSwift Sparrow 2
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Dark Greatsword(+Eff)

Assist: Reposition / Preference

Special: Galeforce / Luna / Glimmer

Passive A: Atk/Spd Solo 3 or 4 / Swift Sparrow 3 / Swift Sparrow 2

Passive B: Chill Def / Lull Spd/Def / Wings of Mercy / Desperation

Passive C: Odd Atk Wave / Preference

Sacred Seal: Swift Sparrow / Heavy Blade / Brazen Atk/Spd

  • Siegbert’s initially outdated Dark Greatsword has received a refine that allows him to set himself apart from other sword cavaliers, giving him a helpful +3 HP in addition to an Atk/Spd solo effect and Dull Ranged/Close when initiating, as well as its standard +4 bonus to Attack and Speed.
  • The Dark Greatsword refinement greatly improves Siegbert’s Player Phase abilities, and this build aims to capitalize on it’s good effects. 
  • For his special, Galeforce, Luna, and Glimmer are all good choices, depending on whether you desire more damage or additional movement after combat. Keep in mind that in order to run Galeforce effectively, Siegbert will need the Heavy Blade Sacred Seal, as its long cooldown hampers its usage otherwise.
  • For Siegbert’s A slot, most offensive A slots such as Swift Sparrow and Atk/Spd Solo will work well, although Atk/Spd Solo provides better synergy with his weapon, as he’ll prefer being away from allies regardless.
  •  As Siegbert already has the ability to neutralize buffs built in, Lull skills are much less useful to him than many other cavaliers, although he still benefits from reducing the Opponent’s stats in combat. Other B slot options include Chill Def, Wings of Mercy, and Desperation on a budget, all of which serve to improve either his mobility, Damage output, or give him increased safety when attacking.
  • Odd Atk Wave grants Siegbert an additional Attack buff, but his choice of C slot is mostly up to player preference, as many different options can work well depending on his team, such as his default Attack Tactic on a mixed movement team.
  • Finally, Siegbert can use most offense based Sacred Seals effectively, although Swift Sparrow is one of his best choices. Heavy Blade is also incredibly potent as long as Siegbert’s Attack is higher than his foe’s, a relatively easy condition to fulfill due to Siegbert nullifying the opponent’s buffs to Attack while gaining high amounts of Attack himself.

Nohrian Errand Boy (AR Def Frontliner)

Build by Wecondo12
Dark Greatsword (+Eff) A Sturdy Stance 3
Alternate: Distant Def 4
Reposition B Lunge
Bonfire C Panic Smoke 3

+ATK or +SPD or +DEF / -RES

SBrazen Atk/Def 3
Alternate: Brazen Atk/Res 3

Show Explanation/Analysis

Weapon: Dark Greatsword(+Eff)

Assist: Reposition / Preference

Special: Bonfire

Passive A: Sturdy Stance 3 / Distant Def 4 / Atk/Def Solo 3

Passive B: Lunge / Lull Atk/Spd

Passive C: Panic Smoke / Preference

Sacred Seal: Brazen Atk/Def / Brazen Atk/Res / Mirror Stance / Sturdy Blow 

  • Siegbert can additionally function as a Frontline unit for AR defense teams, thanks to his strong exclusive weapon and good statline.
  • Defensive A slots such as Sturdy Stance 3 and Distant Defense 4 are ideal to ensure Siegbert is as Difficult to KO as possible to give the opponent as little opportunities to KO units in your formation as possible, but Siegbert can also make good use of Atk/Def solo as it synergizes well with his weapon.
  • For his B slot, Siegbert can opt for either Lunge or Lull Atk/Spd, which allow him to trap foes or increase his durability, respectively.
  • Panic Smoke is one of the best C slots available for AR defense frontliners, as many AR offense teams utilize visible buffs, which are heavily punished by panic.
  • Lastly, Brazen Seals make a good choice for Siegbert’s Sacred seal, as they further punish failed snipe attempts by increasing Siegbert’s stats further after he reaches their health threshold. However, Sturdy Blow and Mirror stance will also work.


Dark Greatsword

While powercrept after the release of Cake Cutter, the Dark Greatsword’s refinement has breathed new life into the once underwhelming weapon, giving Siegbert an Atk/Spd Solo effect as well as nullifying the buffs of foes in combat when in combat away from allies.


As an offensive Cavalier, Siegbert can take full advantage of the class’s high movement, while also benefiting from class exclusive buffs if he’s used in a cavalry team, although this does come at the cost of a weakness to cavalry effective weapons and terrain.


Horrible Resistance

Siegbert’s Resistance is one of the worst in the game at a pitiful base 16. Without any defensive investment, Mages will easily dispose of Siegbert in a few hits, if not outright KO.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Dark GreatswordGrants Atk/Spd+4 during combat if unit initiates combat.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Available Rearmed Weapons
Arcane Éljúðnir
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Death Blow 1Grants Atk+2 if unit initiates combat.
Non-inheritable by Staff-wielding units.
Death Blow 2Grants Atk+4 if unit initiates combat.
Non-inheritable by Staff-wielding units.
Death Blow 3Grants Atk+6 if unit initiates combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
Atk Tactic 1At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Atk Tactic 2At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Atk Tactic 3At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem Fates

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