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Winter Sephiran

Analysis by Wecondo12
Winter Sephiran - Hoary Sovereign

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
175
HP 43
ATK 42
SPD 21
DEF 29
RES 40

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 8 7 6 9
Middle 19 9 8 7 10
High 20 10 9 8 11

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 40 38 17 25 37
Middle 43 42 21 29 40
High 46 45 24 32 44

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

Skill Sets

Actually 1000 Years Old(Defensive)

Build by Wecondo12
Recommended
Wrathful Witchy Wand+
Alternate: Wrathful Pain+
A Close Foil
Alternate: Distant Def 4
Restore+
Alternate: Recover+
B Wary Fighter 3
Alternate: Crafty Fighter 3
Miracle
Alternate: Windfire Balm+
C Odd Recovery 3
IVs

+ATK or +RES / -SPD

SAtk/Def Bond 3
Alternate: Close Def 3

Show Explanation/Analysis

Weapon: Wrathful Witchy Wand / Wrathful Pain / Wrathful Melancholy / Wrathful Gravity

Assist: Restore+ / Recover+ / Physic+

Special: Windfire Balm+ / Miracle

Passive A: Close Foil / Distant Def 4 / Atk/Res Bond

Passive B: Wary Fighter / Crafty Fighter

Passive C: Odd Recovery / Preference

Sacred Seal: Atk/Def Bond / Close Def / Atk/Res Bond

  • Thanks to his solid bulk and access to the powerful fighter skills, Sephiran can perform quite well in a defensive role.
  • Staff users have a plethora of great weapons to choose from, including but not limited to Witchy Wand/Melancholy, which allow Sephiran to deny his opponent’s special completely, Pain to inflict significant amounts of chip damage after combat, and Gravity to limit the movement of his foes.
  • Restore, Recover, and Physic are all great assist choices, although Restore is the most consistently useful as debuffs are prevalent in many modes. Sephiran’s choice of Special, meanwhile, is largely unimportant to him, since both Windfire Balm and Miracle do little to affect his overall combat prowess, so which is used is mostly up to preference and availability.
  • Close Foil is Sephiran’s best A slot option as an Enemy Phase unit, giving him the ability to counterattack physical foes regardless of range while also giving him a considerable boost to his Attack and Defense during combat against them. Atk/Res Bond can also be used on a budget, giving him a similar stat boost but lacking the ability to counterattack at close range, making him into a ranged tank. Distant Defense 4 is also a solid option if one’s main concern is magic, as Sephiran’s excellent Resistance allows him to tank magical damage with ease.
  • Wary Fighter is a perfect fit for Sephiran, as it allows him to deny his opponent’s follow-up attacks assuming they lack a means of negating it, such as Null-Follow Up. It’s downside does little to affect Sephiran himself, as he’s already too slow to perform follow-up attacks without the aid of skills such as Bold Fighter. If Witchy Wand isn't being used, Sephiran can also opt for Crafty Fighter instead to both slow his opponent’s Special activation and allow him to perform follow-up attacks in spite of his low Speed.
  • Sephiran’s innate Odd Recovery is a solid C slot option, but it can be switched as needed.
  • Lastly, Atk/Def Bond, Atk/Res Bond, and Close Def are all great choices for Sephiran’s seal thanks to their helpful stat boosts.

Absolutely Not Altina's Husband(Support)

Build by Wecondo12
Recommended
Wrathful Pain+
Alternate: Wrathful Kumade+
A Fort. Def/Res 3
Alternate: Atk/Res Bond 3
Restore+
Alternate: Recover+
B Sabotage Atk 3
Alternate: Sabotage Spd 3
Miracle
Alternate: Windfire Balm+
C Odd Recovery 3
Alternate: Savage Blow 3
IVs

+RES or +ATK / -SPD

SDistant Guard 3
Alternate: Savage Blow 3

Show Explanation/Analysis

Weapon: Wrathful Kumade / Wrathful Pain / Wrathful Tannenbaton 

Assist: Restore+ / Recover+ / Physic+

Special: Windfire Balm+ / Miracle

Passive A: Fort Def/Res / Atk/Res Bond

Passive B: Sabotage Atk / Sabotage Spd / Chill Speed / Wings of Mercy

Passive C: Odd Recovery / Savage Blow / Preference

Sacred Seal: Distant Guard / Savage Blow

  • Sephiran can also perform well as a full support unit due to his access to many great support staves such as his innate Tannenbaton, which gives allies within 2 spaces a defensive boost and more importantly the guard effect, giving them increased safety against Specials. He can also utilize Kumade for additional chill support, or Dazzling Pain alongside Savage Blow in both Sephiran’s C slot and seal to inflict heavy amounts of out of combat damage. If he’s using either his innate Tannenbaton or the Kumade a Wrathful refine is preferable to take advantage of Sephiran’s high Attack, should he need to finish off a weakened opponent.
  • Fort Def/Res grants Sephiran a significant boost to his visible defenses, making him tankier and giving his Sabotages increased effectiveness, although Atk/Res Bond can once again be used on a budget.
  • Sephiran is an excellent user of Sabotage skills thanks to his high resistance, giving him the ability to debuff any foe with lower Resistance than his own that’s adjacent to another. For budget purposes he can also utilize Chill Speed for a similar but less effective debuff, or Wings of Mercy to give him some additional mobility when his allies HP is low.
  • Odd Recovery and Distant Guard are great options for Sephiran’s C and seal respectively for a more fully supportive alternative to Savage Blow.

Strengths

High Attack and Resistance

Winter Sephiran’s base 42 Attack and 40 Resistance are exceptional, giving him little trouble tanking Magic based damage and dishing out pain with Wrathful Staff.

Armored Staff

Sephiran’s status as an Armored Staff unit gives him access to a wide array of great inheritable weapons, in addition to the Wrathful Dazzling combination(although unlike many staff users, Sephiran hardly needs it due to his good bulk) as well as the powerful Fighter skills, giving him great Enemy Phase B slot skill options that staff units of other movement types lack.

Weaknesses

Terrible Speed/Middling Defense

Sephiran’s base 21 Speed all but ensures that most foes will be able to perform follow-up attacks against him, and while his Resistance will ward off magical foes, follow-up attacks from hard hitting physical foes can bring him down quickly, especially if they carry effective weaponry.

Armor Weaknesses

While Sephiran greatly benefits from his Armored status, it comes with a movement penalty, requiring the use of Armor March if one wishes to mitigate it. In addition, Sephiran gains a weakness to armor effective weaponry, although its use is rather rare outside of exclusive weapons such as Micaiah’s Thani.

Weapon Skills

Weapons SP Rng. Mt.
Assault
Learns by default at 2 ★
Unlocks at 1 ★
Restricted to units that use a Staff.
50 2 10
Tannenbaton

Grants Def/Res+2 to allies within 2 spaces of unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Learns by default at 3 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
200 2 8
Tannenbaton+

Grants Def/Res+2 to allies within 2 spaces of unit during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Learns by default at 5 ★
Unlocks at 5 ★
Restricted to units that use a Staff.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Heal

Restores 5 HP to target ally.

Learns by default at 1 ★
1 50
Reconcile

Restores 7 HP to unit and target ally.

Learns by default at 3 ★
1 100
Restore

Restores 8 HP. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action.

Learns by default at 4 ★
1 200
Restore+

Restores HP = 50% of Atk. (Minimum of 8 HP.) Neutralizes ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action.

Learns by default at 5 ★
1 300

Special Skills

Special Skills SP Turns
Imbue

When healing an ally with a staff, restores an additional 10 HP to target ally.

Learns by default at 3 ★
Unlocks at 2 ★
Restricted to units that use a Staff.
50 1
Solid-Earth Balm

When healing an ally with a staff, grants Def+4 to all allies for 1 turn.

Learns by default at 5 ★
Unlocks at 3 ★
Restricted to units that use a Staff.
150 1
Earthwater Balm

When healing an ally with a staff, grants Def/Res+4 to all allies for 1 turn.

Unlocks at 4 ★
Restricted to units that use a Staff.
200 1
Earthwater Balm+

When healing an ally with a staff, grants Def/Res+6 to all allies for 1 turn.

Unlocks at 5 ★
Restricted to units that use a Staff.
300 1

Passive Skills

Passive Skills SP Slot
Atk/Res Push 1

At start of combat, if unit's HP = 100%, grants Atk/Res+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Res Push 2

At start of combat, if unit's HP = 100%, grants Atk/Res+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Res Push 3

At start of combat, if unit's HP = 100%, grants Atk/Res+5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Res Push 4

At start of combat, if unit's HP ≥ 25%, grants Atk/Res+7, but after combat, if unit attacked, deals 5 damage to unit.

Inheritable by all units.
Unlocks at 5 ★
300
A
Odd Recovery 1

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 5 HP to those units.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Restricted to units that use a Staff.
Unlocks at 1 ★
60
C
Odd Recovery 2

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 10 HP to those units.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Restricted to units that use a Staff.
Unlocks at 2 ★
120
C
Odd Recovery 3

At start of odd-numbered turns, neutralizes any【Penalty】on allies within 2 spaces of unit and restores 20 HP to those units.  【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).

Restricted to units that use a Staff.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Path of Radiance

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