- Default
- Attack
- Special
- Injured




Sigurd - Holy Knight |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 8 | 7 | 5 | 3 |
Middle | 19 | 9 | 8 | 6 | 4 |
High | 20 | 10 | 9 | 7 | 5 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Start The Justice: Refined Edition (Defensive)
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Divine Tyrfing (+Eff) | A | Distant Counter Alternate: Mirror Stance (2 or 3) |
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Positional Assist | B | Lull Atk/Def 3 Alternate: Crusader's Ward |
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Noontime Alternate: Bonfire |
C | Pulse Smoke 3 Alternate: Joint Drive Atk |
IVs | +ATK or +DEF / -RES | S | Fierce Stance 3 Alternate: Mirror Stance 2 |
Weapon: Divine Tyrfing(+Eff)
Assist: Positional Assist
Special: Noontime / Bonfire / Sol
Passive A: Distant Counter / Mirror Stance 2 or 3
Passive B: Lull Atk/Def / Crusader’s Ward
Passive C: Pulse Smoke / Joint Drive Atk / Preference
Sacred Seal: Fierce Stance / Mirror Stance
- Before his refinement, Sigurd struggled to stand out compared to Sword Cavaliers such as Ares. However, Sigurd’s refined Divine Tyrfing gives him a new lease on life and makes him a terrifying threat on both Player and Enemy Phase.
- The refined Divine Tyrfing grants Sigurd a total of +10 Attack and Defense and allows him to perform follow-up attacks on both phases, provided both he and his opponent are at full HP, while retaining it’s Defense against magic. This weapon means Speed investment is also much less of a concern, although an alternative Speed invested Distant Counter build is a viable option as it improves Sigurd’s matchup against Null Follow-up users and allows him to potentially KO faster impact users such as Eliwood in a single round of combat.
- Healing Specials are ideal to keep Sigurd healthy so that his weapon retains it’s full effectiveness, but they can be substituted for a damage Special if he’s teamed up with a healer including but not limited to Ethlyn(lore points) or Brave Veronica.
- Distant Counter and Lull Atk/Def are fantastic Enemy Phase skills for Sigurd. Distant Counter grants him the ability to counterattack dangerous ranged opponents and serve as a dangerous mage counter, while Lull Atk/Def increases his bulk and damage output. Crusader’s Ward can also be utilized for it’s 80% reduction, but Sigurd must be unable to counter ranged opponents in order to take advantage of it in most matchups, leaving it too situational to be of much use compared to a Lull skill.
- Pulse Smoke and Joint Drive Atk are great C slot choices for Sigurd, but his C slot skill can be swapped according to player preference and availability.
- Finally, Fierce Stance or Mirror Stance round out Sigurd’s kit by giving him additional stats on enemy phase, Fierce Stance maximizing his damage output and Mirror Stance improving his matchup against dragons, at the cost of some Attack.
The Part 1 Genealogy Experience (Player Phase)
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Divine Tyrfing (+Eff) | A | Death Blow (3 or 4) Alternate: Heavy Blade 4 |
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Positional Assist | B | Lull Atk/Def 3 Alternate: Lull Atk/Spd 3 |
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Bonfire Alternate: Galeforce |
C | Odd Atk Wave 3 |
IVs | +ATK or +SPD / -RES | S | Heavy Blade 3 Alternate: Death Blow 3 |
Weapon: Divine Tyrfing(+Eff)
Assist: Positional Assist
Special: Bonfire / Galeforce
Passive A: Death Blow 4 / Swift Sparrow 3 / Heavy Blade 4
Passive B: Lull Atk/Def / Lull Atk/Spd / Lull Spd/Def
Passive C: Odd Atk Wave / Preference
Sacred Seal: Heavy Blade / Death Blow / Swift Sparrow / Sturdy Blow
- Sigurd can also invest fully into his Player Phase capabilities, and the additional Attack and automatic follow-up attacks granted by his weapon allows him to shred through enemies easily.
- Defense scaling Specials are one of Sigurd’s best options, and he can use them even better than he could before thanks to his refinement granting him additional Defense. Galeforce is also a solid option, but it requires a source of Cooldown reduction such as Groom Rafiel’s Groom’s Wings or Grandscratcher to bring it down to a more consistent 4cd.
- Offensive A slot skills such as Death Blow 4 and Heavy Blade 4 help Sigurd greatly improve his Player Phase damage output. Sigurd will have little trouble activating Heavy Blade due to his weapon, so it’s a great option in his Sacred Seal as well. Sigurd can also make good use of Swift Sparrow to improve his matchup against Null Follow-Up users and win more Speed Checks against follow-up prevention skill users.
- Lulls are once again Sigurd’s best choice of B slot, although which one is used is up to preference. Lull Spd/Def and Lull Atk/Spd help Sigurd against Null-Follow Up users while increasing his damage output and bulk respectively, while Lull Atk/Def ignores Speed in favor of extra bulk and damage.
- Finally, Player Phase sacred seals such as Death Blow and Swift Sparrow are excellent alternatives to Heavy Blade if it’s run in the A slot or a different sacred seal is desired.
Strengths
Cavalry
Sigurd’s status as a cavalier grants him increased movement and access to cavalry buffs, at the cost of a weakness to cavalry slaying weapons, although Tyrfing will usually allow him to survive a hit from magic based cavalry effective weaponry, such as Duo Micaiah’s Joyful Vows and Keen Blárwolf.
Divine Tyrfing
Sigurd’s Refined Divine Tyrfing is an extremely powerful weapon, granting him guaranteed follow-up Attacks on both phases, damage reduction against mages, and a total of +10 Attack and Defense on both phases as long as both his HP and his Opponent’s HP are 50% or higher, making him a deadly threat on both phases and greatly improving his combat in general.
Weaknesses
Terrible Resistance
While Tyrfing and his high Attack makes most mages a non issue, his terrible resistance leaves him vulnerable to Dragons and Staff users, who completely bypass Tyrfing’s protection.
Vulnerability to Null Follow-Up
Without Speed investment, Sigurd is completely reliant on his Weapon's effect to secure follow-ups on most opponents due to his average Speed, meaning any foe with Null Follow-up can render Sigurd a sitting duck if he cannot outspeed them or KO in a single hit. Other Follow-up prevention skills can also pose a problem if Sigurd fails to win the Speed check and the foe survives a hit.
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Divine Tyrfing (+Eff) | A | Brazen Atk/Def 3 |
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Rally Spd/Res | B | Crusader's Ward |
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Sol | C | Threaten Def 3 |
S | Atk/Def Solo 3 |
“Divine Tyrfing Has No Weakness”
The ultimate build for Solo Sigurd. This build can easily carry Sigurd through the Tenth Stratum of the Training Tower. The combination of the Atk/Def bonus effects on hs weapon and the seal grants Atk/Def +16 while above 80%. When dropping below that, Sigurd gains a total of Atk/Def +23. Sol, his special trigger, allows Sigurd to remain within the 50% < HP < 100% threshold and retain his stat bonuses.
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Divine Tyrfing | A | Distant Counter |
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Reposition | B | Guard 3 |
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Aether | C | Hone Cavalry |
S | Darting Stance 3 |
This build makes sigurd work defensively without the need of quick riposte. If quick riposte, close defense and distant defense seals are already taken by other units, this build enables him to imitate the effects by stacking spd on defense.
Assuming he is used on a cavalry team where he receives a hone and a fortify cav buff, Sigurd is able to tank very well. Guard prevents opponents to trigger strong specials, while darting stance along with a hone cav buff boosts his spd over 45, allowing him to double the vast majority of the game. This more or less imitates quick riposte.
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Divine Tyrfing | A | Grani's Shield |
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Swap | B | Chill Def 3 |
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Aether | C | Goad Cavalry |
S | Deflect Magic 3 |
Making sigurd an all round cavalry tank letting him charge up his aether. Removing cavalry weakness with grani shield. And removing magic weakness almost completly with defkect magic and his weapon devine terfing. Stave users might atill be able to hit him hard. Use allies with attack/speed boosts to keep him from getting doubled by stave users since they can and will take him out (veronica)
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Divine Tyrfing | A | Brazen Atk/Def 3 |
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Reposition | B | Crusader's Ward |
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Aether | C | Atk Smoke 3 |
S | Close Def 3 |
Here's a solid build for Sigurd, my favorite unit in the game!
I only pulled one and it turned out to be +ATK/-DEF, which is not too bad. I think best IVs would be SPD or DEF boon paired with HP or RES bane but he is still very, veeeery strong as he is now, even without summoner's support (which I eventually gave to him for his loyal service).
You should definitely run him in an horse emblem team with both Hone/Fortify buffs. Mine is L!Ephraim, Reinhardt (Hone), and either Elise or Clarine (Fortify). He is meant to rush for the enemies in order to bait and damage them.
Reposition: allows him to protect an ally once the latter has attacked and needs cover (Reinhardt i.e.).
Aether: needed if he wants to sustain successive battle on his own.
Brazen ATK/DEF: Surprised to see no build with Brazen skill on our boy Sigurd. I think these skills are really underrated: only one condition, rather easy to fullfill, and you get bonus for any phase, any range! Since the magic damages he takes are halved on first turn, there is no need to boost his RES further. With different IVs you may prefer Brazen ATK/SPD.
Crusader's Ward: Could be changed if the enemies are not too fast, or if you choose to maximise his speed. Never touched that one personally.
ATK smoke 3: While Sigurd comes naturally with SPD smoke, which is amazing, I prefer to ensure that he gets as less damage as possible when fighting hordes of enemies.
Close Counter: Our lord's weapon and B skill makes up for a solid defense to ranged weapon, so Close Counter has to be the best choice here.
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Divine Tyrfing | A | Close Def 3 |
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Swap | B | Crusader's Ward |
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Ignis | C | Spd Smoke 3 |
S | Distant Def 3 |
Preferred IV: +ATK or +DEF / -RES or -SPD
Weapon: Divine Tyrfing
Assist: Reposition / Swap
Special: Bonfire / Ignis / Moonbow
Passive A: Close Def
Passive B: Crusader's Ward
Passive C: Atk Smoke / Spd Smoke
Sacred Seal: Distant Def / Close Defence / Quick Riposte / Res +3 / Def +3
Sacred Seal forging has given defensive units a great boon in the Distant Def seal. With Close Def in Sigurd's base kit, adding this seal grants Sigurd an effective +6 to his defensive stats no matter the scenario, provided he isn't initiating combat. The rest of his skills serve to compliment this -- Atk Smoke 3 isn't easily accessible, but allows Sigurd to engage on an enemy and lower the Attack of nearby enemies to improve his survivability during Enemy Phase. Bonfire is the optimal special to capitalize on his solid Defense stat, though Ignis is a fine replacement.
The optimal boon/bane for this build is up for debate, but we propose +DEF/-SPD. +DEF improves Sigurd's damage output from Bonfire, and pushes his Defense when attacked towards the mid-40 range. Alternatively, -SPD isn't too bad for Sigurd as most of the units he'll be defending against will double him regardless of a neutral or bane Speed stat. Spd Smoke also helps remedy a -SPD bane. With that said, Sigurd's boon/bane stats are incredibly flexible.
The Close Def seal allows Sigurd to double up for superior melee tanking, but Distant Def remains the primary choice for those looking to use Sigurd as a mixed tank.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Inheritable by all units.
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200 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() Non-inheritable by Staff-wielding units.
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60 | C |
![]() Non-inheritable by Staff-wielding units.
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120 | C |
![]() 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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