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Tier Rating

Analysis by Wecondo12
Sigurd - Holy Knight

5 Legacy

Obtainable as a 5 during certain summoning events only.

Hero Stats

Max Avg Total Stats at Lvl 40
159
HP 41
ATK 35
SPD 32
DEF 34
RES 17

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 8 7 5 3
Middle 19 9 8 6 4
High 20 10 9 7 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 32 29 31 13
Middle 41 35 32 34 17
High 44 38 35 37 20

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

Assets

  • +SPD: Speed is one of Sigurd’s best choices of Asset, as his Speed sits at a rather middling 32 base. An Asset in Speed raises it to a more respectable base 35, allowing Sigurd to avoid and perform follow-up attacks with greater ease without relying on skills such as Quick Riposte or Support from allies.
  • +ATK: Another fantastic choice of Asset for Sigurd, especially with Speed boosting support from allies. An Asset in Attack helps Sigurd break through bulkier foes easier and is a great choice for any build.

Neutral

  • DEF: While raising Sigurd’s Defense is an option if one wishes to maximize his physical tanking abilities, Defense is not as good of an Asset as Attack or Speed. As a Flaw in Defense is detrimental to Sigurd’s survivability, this stat is best left Neutral.
  • HP: Sigurd’s HP sits at a decent base of 41, But an Asset confers little benefit compared to Assets in Speed, Attack, or even Defense. In addition, HP is a Superflaw and is reduced by 4 points instead of the usual 3, and should be avoided as a Flaw if possible due to crippling Sigurd’s overall bulk. With this in mind, its best to leave HP neutral.

Flaws

  • -RES: Sigurd’s Resistance is one of the worst in the game at a terrible base 17. On defensive sets, this Flaw is compensated for by Sigurd’s exclusive Divine Tyrfing, and on offensive sets, this stat is too low to be of any meaningful use. This makes it the best stat to drop despite it being another 4 point Superflaw.

Skill Sets

Start The Justice! (Defensive Mage Check)

Recommended
Divine Tyrfing A Steady Stance 4
Alternate: Close Def 3
Reposition B Crusader's Ward
Bonfire
Alternate: Aether
C Atk Smoke 3
SP1635SHeavy Blade 3

Show Explanation/Analysis

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

  • Sigurd prefers Assets in Attack, Speed, or Defense for a Defensive build. An increase in Attack helps Sigurd secure KO’s during the Enemy Phase, An Asset in Speed helps him perform and avoid follow-ups easier, and a Defense Asset helps maximize Sigurd’s raw physical tanking abilities. Regardless of which Asset is chosen, Sigurd will want to dump his Resistance, as the Divine Tyrfing makes this a non issue against mages, and the stat is simply too low to feasibly make use of regardless.

Weapon: Divine Tyrfing

  • The Divine Tyrfing greatly bolsters Sigurd’s mage-tanking prowess, reducing their first attack’s damage by 50%. This makes Sigurd’s low Resistance much less of an issue and allows him to handily check powerful mages such as Reinhardt and Ishtar in combination with either his innate Crusader’s Ward or the Deflect Magic Sacred Seal. However, keep in mind that this reduction does not apply to dragons, and AOE specials ignore this reduction as well.

Assist: Reposition / Preference

Special: Bonfire / Aether / Ignis

  • Bonfire is Sigurd’s best choice of special, scaling wonderfully off of his high Defense in addition to having a reasonably fast cooldown.

  • Aether and Ignis are also good alternatives that give Sigurd some self-healing or higher damage output, at the cost of a longer cooldown.

Passive A: Steady Stance 4 / Fortress Def/Res 3 / Close Def

  • Steady Stance 4 is an amazing choice of A slot for Sigurd, granting a stellar boost to his already good Defense in addition to a Guard-effect on Enemy Phase, making Sigurd into a powerful mixed wall.

  • Fortress Def/Res 3 is another good choice of A slot. At the cost of Guard and 2 Attack compared to Steady Stance 4, Sigurd gains a sizeable boost to his Defense and Resistance, improving his matchups against both physical units and Dragons with the added bonus of being active on both Player and Enemy Phase.

  • As a budget option, Sigurd’s Innate Close Def can be used to decent effect, granting a sizeable bonus to Defense and Resistance against melee opponents during Enemy Phase.

Passive B: Crusader’s Ward / Mystic Boost / Quick Riposte / Lull Atk/Def

  • Functioning as a global Deflect skill, Sigurd’s innate Crusader’s Ward is crucial for his role as a mage tank. In combination with Divine Tyrfing’s 50% damage reduction, Sigurd can greatly neutralize the damage he takes from mages, as well as take greatly reduced damage from the consecutive attacks of otherwise dangerous ranged enemies such as Legendary Alm.

  • Mystic Boost is a powerful alternative, granting Sigurd good self sustain as well as  reducing the damage he takes from Staff users by neutralizing their Wrathful Staff.

  • On a Budget, Quick Riposte can be used to guarantee Sigurd’s follow-up attacks during the Enemy Phase.

  • Finally, Lull Atk/Def Bolsters Sigurd’s Survivability and Damage output by reducing the foe’s Attack and Defense by 3 in addition to negating their buffs in these stats.

Passive C: Atk Smoke / Hone Cavalry / Preference

  • Attack Smoke is a great choice of C slot for Sigurd as it further bolsters his Enemy Phase durability by inflicting a -7 Attack debuff to foes within 2 spaces. However, Sigurd can also utilize cavalry buffs such as Hone Cavalry to benefit his teammates if he’s being used alongside other cavaliers.

Sacred Seal: Close Def / Fierce Stance / Atk/Spd Bond

  • Close Def is Sigurd’s best choice of Sacred Seal, as it grants him a significant boost to his defenses against melee foes during Enemy Phase.

  • For a boost to Sigurd’s offensive capabilities during the Enemy Phase, Fierce Stance and Atk/Spd Bond are also good choices. Fierce Stance grants a simple but effective damage bonus during the Enemy Phase, while Atk/Spd Bond grants a significant boost to Sigurd’s Attack and Speed as long as he’s near an ally, although this can be problematic when faced with Aversa or a unit with Sudden Panic.

A Distant Lover (Distant Counter)

Divine Tyrfing A Distant Counter
Reposition B Mystic Boost 3
Alternate: Lull Spd/Def 3
Bonfire C Pulse Smoke 3
SP1575SFierce Stance 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • Sigurd prefers to raise his Attack or Speed for this build to either increase his damage output or make his ability to avoid follow-up attacks more consistent. Resistance remains Sigurd’s best Flaw for this build, as he prefers to leave his other stats untouched.

Weapon: Divine Tyrfing

  • Sigurd’s Divine Tyrfing remains ideal when utilizing Distant Counter, as it greatly reduces the amount of damage Sigurd takes from magic users and covers for Sigurd’s poor Resistance.

Assist: Reposition / Preference

Special: Bonfire / Glimmer

  • Bonfire remains an excellent choice for Sigurd, giving him a consistently high damage Special.

  • Glimmer is also a good choice of Special, as its quicker cooldown lets Sigurd activate it every round if he performs a follow-up attack, provided the opponent lacks Guard. Its Damage output is less consistent than Bonfire’s against high Defense foes, however.

Passive A: Distant Counter

  • Distant Counter is essential for this build, as it gives Sigurd the ability to retaliate against ranged opponents. This allows him to become a potent mage duelist, and as most mages are have low Defense Sigurd will have little trouble KO’ing them in a single hit.

Passive B: Mystic Boost / Lull Spd/Def

  • Mystic Boost remains a powerful B slot choice, as it gives Sigurd fantastic sustain in addition to nullifying Wrathful Staff and Adaptive Damage.

  • Lull Spd/Def is another good choice, improving Sigurd’s offensive and defensive abilities by strengthening Sigurd’s ability to avoid and perform follow-up attacks in addition to lowering the Defense of foes and negating their Speed and Defense buffs during combat.

Passive C: Pulse Smoke / Preference

  • Pulse Smoke is a powerful C slot choice that inflicts +1 Special cooldown to all foes within 2 spaces after combat, allowing Sigurd to delay the foe’s special activations and increase his survivability. This is particularly useful against users of AOE specials that Sigurd would normally struggle against, such as Ophelia. However, as this skill is seasonal locked and difficult to obtain, other C slot skills such as Atk Smoke can work as well.

Sacred Seal: Fierce Stance / Atk/Spd Bond

  • Fierce Stance is ideal to ensure Sigurd scores consistent KO’s against mages during Enemy Phase.

  • Atk/Spd Bond is a decent alternative that grants more stats overall than Fierce Stance, but its positioning requirement can be restrictive, especially if Sigurd’s allies are non cavalry.

Like A Burning Wind (Offensive)

Slaying Edge+ (+Spd)
Alternate: Cake Cutter+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Death Blow 4
Reposition B Lull Spd/Def 3
Alternate: Desperation 3
Galeforce
Alternate: Bonfire
C Even Atk Wave 3
SP1695SHeavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -RES

  • For an offense focused set, Sigurd will want to boost his offensive prowess with either an Attack or Speed Asset. Resistance is the chosen Flaw, as reducing has little impact on Sigurd’s performance.

Weapon: Slaying Edge(+SPD) / Cake Cutter(+SPD)

  • The Slaying Edge permanently reduces Sigurd’s Special cooldown count by one, Allowing him to activate powerful Specials such as Bonfire and Galeforce with greater ease, especially in conjunction with Heavy Blade.

  • The Cake Cutter is a great alternative, granting the effect of Swift Sparrow when attacking, further bolstering Sigurd’s raw Player Phase power. As a seasonal locked weapon, it is incredibly difficult to obtain, however.

Assist: Reposition / Preference

Special: Galeforce / Bonfire

  • Galeforce can be used in conjunction with the Heavy Blade Sacred Seal to give Sigurd the ability to move out of danger after attacking or clear out additional enemies whenever his Special triggers. Galeforce is difficult to use without the Heavy Blade Sacred Seal due to its slow cooldown, however.

  • If one desires a damage special instead, Bonfire remains a great choice due to Sigurd’s high Defense.

Passive A: Swift Sparrow 2 or 3 / Death Blow 3 or 4

  • Swift Sparrow is Sigurd’s strongest choice of A slot for offense, granting a sizeable bonus to both his Attack and Speed during Player Phase with no drawbacks.

  • With sufficient Speed boosting support, Death Blow 4 is a noteworthy alternative that allows Sigurd to maximize his raw damage output.

Passive B: Lull Spd/Def / Desperation

  • Lull Spd/Def is once again a great choice of B slot for Sigurd, bolstering his ability to cut down foes by reducing their Defense and Speed as well as negating their Defense and Speed buffs. 

  • On a budget, Desperation can also be used to avoid dangerous counterattacks when its health threshold has been met.

Passive C: Even Atk Wave / Preference

  • Even Atk Wave grants Sigurd a sizeable bonus to Attack on even turns, giving Sigurd greater self sufficiency on the offensive and allowing him to break through bulky foes easier, at the cost of only being active half the time. However, what C slot is used is largely up to Player Preference.

Sacred Seal: Heavy Blade / Darting Blow

  • The Heavy Blade Sacred Seal is an amazing choice as it grants Sigurd much quicker access to his specials, which is essential if Sigurd wishes to utilize Galeforce. In addition, Sigurd will have little trouble making its effect live due to his good Attack. 

  • As an alternative, Darting Blow can be used to grant Sigurd more consistent follow-up attacks during Player Phase.

Introduction

The Holy Knight Sigurd enters Fire Emblem Heroes as an extremely well rounded sword cavalier. Offensively, a spread of 35/32 is decent, although his Speed will need boosts from skills or allies to perform follow-up attacks consistently. Defensively, Sigurd has a solid 34 base Defense, and a decent HP of 41 as well.

Further strengthening Sigurd’s niche as a defensive sword cavalier is his two exclusive skills, Divine Tyrfing and Crusader’s Ward. Divine Tyrfing reduces the first hit Sigurd takes from magic users by 50%, while Crusader’s Ward further reduces their impact, reducing the damage of all ranged opponents consecutive attacks by 80%. However, Crusader’s Ward does not activate if Sigurd counterattacks his foe, making Crusader’s Ward a poor choice for Distant Counter sets, unless one wishes to specifically counter Brave Tome users such as Reinhardt. With these two skills, Sigurd becomes a great mage check, and he becomes nearly impossible for all but the strongest mages to KO despite his low Resistance.

However, Sigurd has his fair share of shortcomings as well. His status as a cavalry unit denies him access to a plethora of powerful skills he would appreciate access to, such as Breath skills. This also gives him severe terrain weaknesses and makes him vulnerable to effective damage, although his status as a cavalry unit also gives him access to cavalry buffs and increased movement. Sigurd’s main flaw is his terrible 17 Resistance, making him extremely vulnerable to Dragons and Staff users in addition to magic users utilizing AOE specials, as they’re unaffected by Divine Tyrfing’s damage reduction and will have little trouble KO’ing Sigurd. Overall however, Sigurd is a powerful mixed wall that can stave off many powerful magic using threats with ease thanks to his exclusive skills and solid stats.

Strengths

Cavalry

As a cavalry unit, Sigurd gains increased movement as well as access to powerful cavalry buffs, making him potent in cavalry based teams.

Divine Tyrfing

Sigurd’s Divine Tyrfing is what allows him to be an effective mage check by reducing their first attack’s damage by 50%, and in combination with Crusader’s Ward, makes Sigurd nearly impossible for mages to KO. Sigurd can also utilize Distant Counter to become a powerful mage duelist, as he has enough attack to KO most mages easily.

Weaknesses

Cavalry

Sigurd’s status as a cavalier denies him access to powerful A slot skills that he would make great use of, such as Steady Breath. It also gives him severe terrain penalties and a weakness to cavalry effective weaponry.

Terrible Resistance

Despite being compensated for to some extent by Divine Tyrfing, Sigurd’s low Resistance is his greatest weakness, leaving him completely vulnerable to Dragons and Staff users who completely bypass Tyrfing’s damage reduction.

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
Divine TyrfingGrants Res+3. If in combat against foe using magic, unit receives 50% less damage from the first attack.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
MiracleIf unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Learns by default at 5 ★
Inheritable by all units.
200 5

Passive Skills

Passive Skills SP Slot
Close Def 1If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat.
Inheritable by all units.
60
A
Close Def 2If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat.
Inheritable by all units.
120
A
Close Def 3If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat.
Inheritable by all units.
Unlocks at 5 ★
240
A
Crusader's WardIf unit receives consecutive attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited)
Non-Inheritable skill.
Unlocks at 5 ★
300
B
Spd Smoke 1After combat, inflicts Spd-3 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
60
C
Spd Smoke 2After combat, inflicts Spd-5 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
120
C
Spd Smoke 3After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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