- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.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.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Only Inheritable by Sword Units.
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50 | 1 | 6 |
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Only Inheritable by Sword Units.
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100 | 1 | 8 |
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Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Grants 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.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Devourer (+Def) |
Arcane Devourer (+Res) |
Arcane Devourer (+Atk) |
Arcane Devourer (+Spd) |
Arcane Devourer |
Arcane Éljúðnir |
Special Skills
Special Skills | SP | Turns |
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![]() If 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.
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200 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat.
Inheritable by all units.
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60 | A |
![]() If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat.
Inheritable by all units.
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120 | A |
![]() If 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 |
![]() If 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 |
![]() Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat.
Non-inheritable by Staff-wielding units.
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60 | C |
![]() Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat.
Non-inheritable by Staff-wielding units.
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120 | C |
![]() Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat.
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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