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Masquerade Sigurd

Analysis by Wecondo12
Masquerade Sigurd - Destined Duo

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
147
HP 38
ATK 38
SPD 18
DEF 16
RES 37

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 7 2 2 6
Middle 16 8 3 3 7
High 17 9 4 4 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 35 15 12 34
Middle 38 38 18 16 37
High 41 42 21 19 41

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

Great Alt I give it a 10/10(Vantage Sweeper)

Build by Wecondo12
Recommended
Gilt Goblet
Alternate: Rauðrblade+
A Mirror Stance 3
Alternate: Close Counter
Dance B Vantage 3
Iceberg
Alternate: Miracle
C Joint Hone Atk
Alternate: Res Smoke 3
IVs

+ATK or +RES / -SPD

SFierce Stance 3

Show Explanation/Analysis

Weapon: Gilt Goblet / Rauðrblade+

Assist: Dance

Special: Iceberg / Miracle

Passive A: Mirror Stance 2 or 3 / Close Counter

Passive B: Vantage

Passive C: Joint Drive Atk / Res Smoke / Preference

Sacred Seal:  Fierce Stance / Heavy Blade

  • Sigurd’s naturally high Attack also lends itself well to a Vantage build, especially due to his exclusive weapon’s Attack bonus during Enemy Phase. A Bladetome is a decent alternative if your team can reliably circumvent Panic, however.
  • Iceberg is one of Masquerade Sigurd’s best Special options, as it gives him a large burst of damage that gives him many KO’s he wouldn’t otherwise achieve. However, with the Heavy Blade Sacred Seal he can also utilize Miracle as a safety net when utilizing Vantage, letting him take another hit he wouldn’t have survived otherwise.
  • Due to most Aether Raids threats being ranged, Sigurd can forgo Close Counter in favor of Mirror Stance to further boost his damage output, and Sigurd’s matchup against physical units is lackluster regardless due to his terrible Defense and Speed, so it’s often better to snipe these threats or have a teammate KO them. Still, Close Counter is a solid A slot option due to granting the ability to at least counterattack melee foes, potentially KO’ing them in a single blow before they can strike with Vantage.
  • Joint Drive Atk and Res Smoke both serve to improve Sigurd’s damage output when utilizing Vantage.
  • Lastly, if the Heavy Blade/Miracle combination is not being used, Fierce Stance is Sigurd’s best choice of seal as it helps maximize Sigurd’s damage output during Vantage use.

It’s so wholesome AAAAAA(AR D Support)

Build by Wecondo12
Recommended
Gilt Goblet A Fort. Def/Res 3
Alternate: AR-D Def/Res 3
Dance B Wings of Mercy 3
Alternate: Lull Atk/Res 3
Iceberg C Distant Guard 3
IVs

+ATK or +RES / -SPD

SDistant Guard 3
Alternate: Sturdy Stance 2

Show Explanation/Analysis

Weapon: Gilt Goblet

Assist: Dance

Special: Iceberg

Passive A: Fort Def/Res 3 / AR-D Def/Res

Passive B: Wings of Mercy / Lull Atk/Res

Passive C: Distant Guard / Preference

Sacred Seal:  Distant Guard / Sturdy Stance

  • This build aims to take advantage of Sigurd’s status as a cavalry dancer, making him a devastating threat in AR Defense due to his large dance range. His exclusive Gilt Goblet additionally makes him nigh unkillable with magic, as it reduces their Damage output by 50%, including aoe specials if the foe’s HP is 100% or if they initiate combat, while also giving him an Attack and Resistance boost.
  • Sigurd wants to be as hard to KO in formation as possible, so skills such as Fort/Def Res  and AR D Def/Res are ideal to grant him some much needed Defense while boosting his Resistance to insane levels.
  • Wings of Mercy makes Sigurd’s effective Dance range even larger when an Ally is at low HP, and will often result in an Enemy Unit’s demise due to a failed KO on their end. Sigurd’s innate Lull Atk/Res can also be used to both improve Sigurd’s damage output and his durability, at the cost of the mobility granted by Wings of Mercy.
  • Sigurd’s C slot is mainly up to preference, but skills that make allies more difficult to KO such as Distant Guard are an excellent choice. Stacking Distant Guard in Sigurd’s C slot and Sacred Seal will make his allies significantly bulkier against enemy ranged units, but he can also use Sturdy Stance to increase his damage output and physical bulk on Enemy Phase.

No i’m not biased what gave you that idea(General Use)

Build by Wecondo12
Gilt Goblet A Mirror Stance 3
Alternate: Atk/Res Bond 4
Dance B Lull Atk/Res 3
Alternate: Chill Res 3
Iceberg C Drive Atk 2
Alternate: Distant Guard 3
IVs

+ATK or +RES / -SPD

SDistant Guard 3
Alternate: Atk/Res Bond 3

Show Explanation/Analysis

Weapon: Gilt Goblet

Assist: Dance

Special: Iceberg

Passive A: Mirror Stance 3 / Atk/Res Bond 4

Passive B: Lull Atk/Res / Chill Res

Passive C: Drive Atk / Distant Guard / Preference

Sacred Seal:  Distant Guard / Atk/Res Bond

  • Sigurd can also be used as a general use dancer in story content and Abyssal legendary hero battles to great effect. His exclusive weapon remains his best option here due to it’s plethora of useful effects, and Iceberg remains his ideal Special as it allows him to capitalize on his high Resistance.
  • For Sigurd’s choice of A slot, Mirror Stance 3 still remains a great option, but Atk/Res Bond 4 can also work well on a budget.
  • Sigurd’s innate Lull Atk/Res is a great option as it boosts his Damage output and bulk, but he can also use Chill Res to support magic using allies as well as himself.
  • Sigurd’s C slot is once again best used to support his allies, but is flexible depending on his team’s needs.
  • Finally, Distant Guard and Atk/Res Bond are both solid Sacred Seal choices, depending on whether you want Sigurd to support or tank mages more often.

Strengths

Duo Hero

Masquerade Sigurd’s status as a Duo unit is an inherent advantage, giving him access to a unique Duo Skill that functions as Reposition without the need to run it as an Assist allows him to freely run Dance alongside Reposition, albeit with a 2 turn cooldown on his Reposition. He also gains a Duel effect that increases his Base Stat total to 185 for the purposes of Arena score calculation, meaning he can also be freely utilized in the Arena without worry, a rarity among ranged cavaliers due to their low base stat totals and generally lacking duel skills without Duo or Harmonic hero status.

Cavalry Dancer

Sigurd can also take advantage of his status as an incredibly mobile cavalry dancer, giving him unprecedented Dance range. In addition to this, Sigurd can also make use of his high mobility thanks to his status as a ranged cavalier, giving him a wide area of Attack Range as well.

High Attack/Resistance

Sigurd’s Attack is also great for a Dancer at 38 base, and even further improved upon by a superasset and his exclusive weapon’s +3 Attack bonus. Masquerade Sigurd’s Resistance is also fantastic at base 37, and when combined with his weapon’s 50% damage reduction against mages, magic users will struggle to even scratch him.

Weaknesses

Terrible Defense and Speed

Sigurd’s Defense and Speed are pitiful at base 16 and 18 Respectively, and while some Defense investment can save him from some physical blows his Speed is nearly irredeemable. As a result, Sigurd will almost always be facing follow-up Attacks and has no hope of performing them himself without Quick Riposte, and hard hitting physical foes will have very little trouble KO’ing Sigurd in a single round of combat.

Duo Skill

Moves allies adjacent to unit to opposite side of unit. If an ally cannot move to the target space (if another ally or foe is occupying the space) ally will not move.  Once used, Duo Skill cannot be activated again. At start of odd-numbered turns, if Duo Skill has already been used, unit can use Duo Skill again.

Weapon Skills

Weapons SP Rng. Mt.
Fire
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Elfire
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6
Bolganone
Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9
Gilt Goblet

Grants Atk+3. If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Res+6 during combat, and also, if foe uses magic, reduces damage from attacks during combat and from area-of-effect Specials by 50% (excluding Røkkr area-of-effect Specials).

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Dance

Grants another action to target ally. (Cannot target an ally with Sing or Dance.)

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Atk/Res Bond 1

Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally.

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

Grants Atk/Res+4 to this unit during combat if unit is adjacent to an ally.

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

Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally.

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

If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Lull Atk/Res 1

Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 1 ★
60
B
Lull Atk/Res 2

Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 2 ★
120
B
Lull Atk/Res 3

Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat.

Excludes Armor and Flying units.
Unlocks at 4 ★
240
B
Fortify Res 1

Grants adajacent allies Res+2 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 2 ★
50
C
Fortify Res 2

Grants adajacent allies Res+3 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 3 ★
100
C
Fortify Res 3

Grants adjacent allies Res+4 through their next actions at the start of each turn.

Inheritable by all units.
Unlocks at 4 ★
200
C
Joint Hone Res

At start of turn, if unit is adjacent to an ally, grants Res+5 to unit and adjacent allies for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

Banners Featured In

None