Community Posts with Keyword Siegbert All
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.


  • +SPD: One of Siegbert’s best Asset choices for both offense and defense, a Speed Asset pushes his decent 35 base Speed to a great base value of 38 before skills and lets Siegbert perform and avoid follow-up attacks with greater ease, making his already potent offense far more deadly.

  • +ATK: Player Phase units can rarely say no to an Attack Asset, and Siegbert is no exception, as with the Attack increase Siegbert gains a sizeable boost to his raw offensive power. This helps him punch through high Defense targets with greater ease.


  • DEF: With a good base value of 31, Siegbert is quite durable for an offensive unit. An Attack or Speed asset would be preferred if an IV choice is possible unless Siegbert is being built defensively, however. With that said, Defense should be kept at neutral to preserve Siegbert’s ability soak physical damage if necessary.

  • HP: Adding to Siegbert’s good physical bulk is his decent HP. An HP Flaw is far more detrimental to Siegbert’s overall health due to it being a 4 point Superflaw, and thus should be avoided if possible. As raising HP confers no real benefit to Siegbert on any build, it is best left at neutral.


  • -RES: At a completely unsalvageable base of 16, Siegbert’s Resistance is one of the worst in the game. Although made even more pitiful by a 4 point superflaw, Siegbert’s Resistance is already so low that this makes little difference.

Skill Sets

I’m Siegbert! (Offensive)

Build by
Cake Cutter+ (+Atk)
Alternate: Dark Greatsword
A Swift Sparrow (2 or 3)
Alternate: Death Blow (3 or 4)
Reposition B Lull Spd/Def 3
Alternate: Desperation 3
Alternate: Luna
C Odd Spd Wave 3
IVsSHeavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • For an offensive build, Siegbert prefers to raise his damage ceiling even higher with either an Attack or Speed Asset while dumping his abysmal Resistance.

Weapon: Cake Cutter(+ATK or +SPD) / Dark Greatsword

  • As a strictly superior choice to the Dark Greatsword due to giving Siegbert an additional +5 HP when Attack refined while also being refinable for speed. The Cake Cutter is Siegbert’s ideal weapon as it grants Swift Sparrow 2 in addition to stat bonuses via the Weapon Refinery, greatly increasing Siegbert’s offensive prowess. 

  • However, as a Seasonal Locked 5* exclusive weapon, the Cake Cutter is incredibly difficult to obtain. As such, Siegbert’s innate Dark Greatsword can be used on a budget or if one simply does not wish to invest in him heavily for a similar, albeit inferior offensive bonus.

Assist: Reposition / Preference

  • Reposition is a standard choice of assist, but it can be easily swapped if one desires.

Special: Galeforce / Bonfire / Dragon Fang

  • Galeforce is a potent Special for Siegbert, allowing him to dart across the map and take out multiple enemies or retreat to safety after combat in combination with the Heavy Blade Sacred Seal, provided Siegbert attacks twice and is countered.

  • Bonfire is also a very good choice if straight damage is desired, as it scales well off of Siegbert’s good defense. For an extremely budget option Siegbert’s native Dragon Fang can also be used to good effect.

Passive A: Swift Sparrow (2 or 3) / Death Blow / Fury

  • Swift Sparrow 3 is a great choice of A slot for Siegbert as it provides a drawback-free offensive bonus, and Swift Sparrow 2 also works well if Swift Sparrow 3 is unavailable.

  • If one wishes to use HP threshold skills such as Brazens or Desperation, Fury is another good choice of A Slot Skill that eases the setup necessary to reach their requisite HP levels as well as giving Siegbert some much welcome additional bulk.

  • On a budget, Siegbert’s innate Death Blow can be used to decent effect as well. However, the lack of a Speed bonus means Siegbert will be more reliant on teammate support in order to secure follow-ups on faster foes.

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

  • Lull Spd/Def is Siegbert’s ideal offensive B slot, letting him ignore the Speed and Defense buffs of foes in addition to cutting these stats by 3. This makes tanking and avoiding Siegbert’s follow-up attacks much more difficult for enemies. Lull Spd/Def also has the benefit of working on both phases, increasing Siegbert’s survivability by allowing him to resist enemy follow-up attacks even more effectively.

  • While not strictly necessary for Siegbert due to his already good physical bulk, Desperation still makes for a good choice of B slot. When active, it helps him avoid counterattacks from Close Counter Mages and Dragons, as well as helping Siegbert continue his offensive even when weakened from multiple rounds of combat.

  • Chill Def is another fairly accessible option that also has the benefit of allowing Siegbert to support his team with its debuff.

  • Lastly, Wings Of Mercy can be used to give Siegbert an even greater range of movement when his teammates are weakened.

Passive C: Odd Spd Wave / Hone Cavalry / Preference

  • Wave Skills are some of the best choices of C Slot for self-sufficient offensive units, granting powerful offensive buffs with no downsides, aside from being inactive half the time. As such, Odd Spd Wave is a good choice for Siegbert, granting him a powerful Speed buff.

  • For Cavalry teams, one can instead opt for buffs such as Hone Cavalry and Fortify Cavalry to boost the effectiveness of Siegbert’s cavalry teammates.

Sacred Seal: Heavy Blade / Sturdy Blow / Darting Blow / Brazen Atk/Spd 

  • The Heavy Blade Sacred Seal is an amazing Sacred Seal choice for Siegbert. He has little trouble making its effect live, and it allows him much quicker access to his specials.

  • Both Darting Blow and Sturdy Blow also make for fantastic Seal choices on Siegbert, giving him even more firepower to cut enemies down with. Darting Blow makes performing follow-ups on the Player Phase a cinch in combination with Lull Spd/Def or Swift Sparrow, while Sturdy Blow provides a straight damage bonus and some added survivability.

  • If setup is not a concern or if one is using Fury as Siegbert’s A Slot Skill, Brazen Atk/Spd can be a devastating alternative, providing the highest offensive stat bonuses of any Sacred Seal, Although being inactive at the start of battle is a severe drawback.

Nohrian Punching Bag (Physical Tank)

Build by
Slaying Edge+ (+Def)
Alternate: Safeguard+ (+Def)
A Steady Stance 4
Alternate: Sturdy Stance 2
Reposition B Mystic Boost 3
Alternate: Quick Riposte 3
Alternate: Aether
C Atk Smoke 3
IVsSClose Def 3

Show Explanation/Analysis

Nohrian Punching Bag (Physical Tank)

Preferred IV: +ATK or +DEF or +SPD / -RES

  • Even for a defensive build, Siegbert enjoys boosts to both his Attack and Speed, as hitting harder and avoiding follow-ups better remain useful. Siegbert can also make good use of a Defense Asset to maximize his physical bulk. Resistance is chosen as a flaw as it hardly changes Siegbert’s performance and leaves his other defensive stats untouched.

Weapon: Slaying Edge+ (+DEF) / Safeguard (+DEF)

  • For defensive weapon options, both the Slaying Edge and Safeguard are both useful swords, with the choice of which to use depending mainly on availability and preference as Safeguard is 5* locked. While the Slaying Edge is more versatile as faster Specials are useful on both phases, the Safeguard helps maximize Siegbert’s physical tanking and makes him highly resistant to any sources of physical damage.

Assist: Reposition / Preference

Special: Bonfire / Ignis / Aether

  • Bonfire is the Special of choice for this build, as it scales immensely well off of Siegbert’s good Defense and Defense increasing skills such as Steady Stance 4, while also having a relatively low cooldown (especially when combined with a Slaying Edge).

  • Ignis and Aether are also powerful alternatives if one desires increased power or self sustain at the cost of a higher cooldown.

Passive A: Steady Stance 4 / Sturdy Stance 

  • For melee tanking Steady Stance 4 is one of the best skills available, granting a massive boost to the user’s Defense and a Guard-effect on Enemy Phase, allowing Siegbert greater ease in fighting enemies who rely on their devastating Specials such as Karla and Ayra by denying them easy access to their specials.

  • Sturdy Stance also offers a solid boost to Siegbert’s defensive capability as well as a bonus to Attack, although overall it is not as potent as Steady Stance 4 when it comes to physical tanking.

Passive B: Mystic Boost / Quick Riposte

  • Mystic Boost may seem like a strange choice due to Siegbert’s low Resistance, but its main benefit is restoring 6 HP to the user after every combat; this grants him excellent self sustainability and comes with the small benefit of nullifying Wrathful Staff.

  • Quick Riposte is also a good choice, letting Siegbert worry less about outspeeding foes by automatically securing follow-up attacks on Enemy Phase.

Passive C: Atk Smoke / Preference

  • Atk Smoke increases Siegbert’s sustain even further by inflicting a debilitating -7 debuff to all enemies within 2 spaces after combat, making it a great C slot skill for a defensively oriented build. However, other C slots such as Drive Skills or Siegbert’s innate Atk Tactic can also work well.

Sacred Seal: Close Def 3 / Heavy Blade

  • Close Def is one of the best Sacred Seals available for melee tanking, granting an additional +6 to Defense and Resistance when attacked at close range.

  • If higher cooldown Specials such as Aether are being used, the Heavy Blade Sacred Seal is a good alternative to haste their activation, provided Siegbert’s Attack is higher than his foe’s.


The Studious son of Xander, Siegbert joins Fire Emblem Heroes as a sword cavalier with solid stats. His offensive spread of 34/35 is still one of the best overall among sword cavaliers and with a total physical bulk of 72, Siegbert is well suited to taking physical hits and he can even run a physically defensive build reasonably well.

However, this solid stat line is Siegbert’s only significant advantage when compared to other Sword cavaliers. His exclusive weapon is simply a worse version of the inheritable Cake Cutter (as it cannot be refined for additional stats) and some of Siegbert’s contemporaries with comparable offensive stat spreads, such as Sigurd and Brave Roy, can inherit this weapon and perform almost as well as Siegbert himself can, while still having their own exclusive weapons and skills. Even if one chooses to ignore this due to the difficulty of obtaining the Cake Cutter, Siegbert truly struggles to stand out when compared to sword cavaliers whose exclusive weapons give them a niche that no other unit can fulfill, such as Ares and Legendary Eirika.

In addition, Siegbert’s Resistance is simply pathetic at a measly base value of 16 and is reduced even further by his 4 point Superflaw in this stat. This makes Siegbert highly susceptible to OHKO’s from mages as well as making his matchups against dragons extremely unfavorable due to their combination of magical damage and generally high defensive stats. Being a Cavalier also comes with various disadvantages including terrain that inflicts movement penalties such as trenches as well as lacking access to certain class-exclusive skills. With all that said, Siegbert is still a solid offensive cavalier with good stats, but he simply struggles to find himself a niche with his outdated exclusive weapon and lack of outstanding features aside from his good stats.


Good Offensive Statline

Siegbert’s offensive spread of 34/35 is a good baseline for Siegbert’s offensive prowess, Giving him good striking power and a solid foundation to perform follow-up attacks with, especially with a Speed Asset.


Being a cavalier is a decent asset for an offensive unit, granting access to potent cavalry buffs as well as increased movement.


Awful Resistance

At a base value of 16, Siegbert’s Resistance is one of the worst in the game, leaving him with very little chance to sustain more than one magical hit, even from units Siegbert has Weapon Triangle Advantage against.


While having its share of upsides, Being a cavalier also locks Siegbert out of many potent skills other movement types can access, makes him vulnerable to cavalry effective damage, and inflicts severe movement penalties on him when faced with trenches and forests.

Lacks a clear niche

With his exclusive weapon having a superior inheritable version available and a lack of any other unique skills, Siegbert has almost nothing unique besides his name. Other sword cavaliers such as Eliwood can potentially perform better on offense than Siegbert can even without factoring his exclusive weapon’s inheritable version, while defensively units such as Hríd and Sigurd have more optimized defensive stats and unique weapons to aid them. As such, using Siegbert over the aforementioned can be difficult to justify.

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
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

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