Table of Contents
- Default
- Attack
- Special
- Injured
| Brave Ephraim - Sacred Twin Lord |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 21 | 9 | 4 | 10 | 6 |
| Middle | 22 | 10 | 5 | 11 | 7 |
| High | 23 | 11 | 6 | 12 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 43 | 35 | 23 | 34 | 23 |
| Middle | 46 | 38 | 27 | 37 | 26 |
| High | 49 | 41 | 30 | 40 | 30 |
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 |
|---|---|---|---|---|
Legendary Ephraim’s Speed is without a doubt his dump stat, though whether you’d like to invest his boon in any of his other stats can be a matter of preference.
Boons
- +ATK: With a massive neutral Attack of 38, Ephraim prefers to raise this stat to make him even more lethal with a natural Attack stat of 41.
- +DEF: With a boon in Defense, Ephraim can reach a natural 40, making most melee attacks barely dent him.
Neutral
- HP: Ephraim’s HP stat is a respectable 46- lowering it limits his tanking ability, but he doesn’t really need to increase it.
- RES: While Ephraim’s Resistance isn’t stellar, it’s decent enough to allow him to withstand some attacks from dragons and mages and therefore shouldn’t be dumped. Resistance is also a superboon, meaning that it can be increased to 30, which also vaults Ephraim up into the 175 bst benchmark.
Banes
-
-SPD: Speed is Ephraim’s clear optimal bane, as he doesn’t need it to double in either phase. Keep in mind however, that Speed is a superbane, meaning that if you’re using Ephraim purely for scoring purposes, you’d rather take +RES -HP as an IV.
Skill Sets
Seek And Destroy (Player Phase)
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Garm | A | Death Blow 4 Alternate: Distant Counter |
|---|---|---|---|
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Pivot Alternate: Swap |
B | Special Fighter 3 |
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Aether Alternate: Dragon Fang |
C | Odd Atk Wave 3 Alternate: Armor March 3 |
| SP | 2,025 | S | Armored Boots |
- Preferred IV: +ATK / -SPD
- Weapon: Garm
- Assist: Pivot / Swap / Reposition
- Special: Aether / Dragon Fang
- Passive A: Death Blow / Distant Counter
- Passive B: Special Fighter
- Passive C: Odd Atk Wave / Armor March
- Sacred Seal: Armored Boots / Close Defense
When it really comes down to it, there really isn’t much to improve on in Ephraim’s base kit. Special Fighter and Garm in tandem ensure that Ephraim has the effects of Bold Fighter, Vengeful Fighter, and Guard all at the same time so long as he’s affected by an ally buff or is equipped with the Armored Boots seal. This makes him absolutely deadly in the player’s hands, as he can effectively control his opponent’s access to their Special while rapidly decreasing the cooldown of his own, no matter what Phase he’s fighting in.
This synergizes perfectly with Aether, which can keep him above the HP threshold needed for Special Fighter to activate. Ephraim’s native Draconic Aura can do a massive amount of damage with his large Attack stat, Death Blow, and Odd Atk Wave, but it lacks the staying power that Aether can accomplish for him.
Note that of course, this build is entirely self sustaining, but only if Ephraim is at 100% HP. If he loses his Armored Boots ability then he loses his ability to make guaranteed follow-up attacks on his opponent. At that point, he requires some kind of buff from an ally (Armor March, Hone, Rally, etc) to continue making follow-up attacks. If you’re concerned about him losing HP after his first engagement or on even turns, then it may be beneficial to give up Odd Atk Wave in his C slot in order to keep his native Armor March, which he can use at any threshold of HP so long as he’s positioned next to an armored ally.
Death Blow can be run in Ephraim’s A slot to further increase his Player Phase viability, whereas Distant Counter helps him to counter bows, daggers, and blue tomes in his Enemy Phase- both are good, but the final option here depends on what you’d prefer him to do more.
Close Defense is an option for his seal slot, if you’re running Armor March in his C slot or have a reliable source of buffs for him. This furthers his defensive capabilities and enables him to tank through many different threats.
Until It Sleeps (Enemy Phase)
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Garm | A | Distant Counter Alternate: Close Def 3 |
|---|---|---|---|
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Pivot Alternate: Swap |
B | Special Fighter 3 |
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Aether Alternate: Ignis |
C | Armor March 3 Alternate: Def Ploy 3 |
| SP | 1,905 | S | Close Def 3 |
- Preferred IV: +RES or +DEF / -SPD
- Weapon: Garm
- Assist: Pivot / Swap
- Special: Aether / Ignis
- Passive A: Distant Counter / Close Defense
- Passive B: Special Fighter
- Passive C: Armor March / Defense Ploy / Ward Armor
- Sacred Seal: Close Defense / Distant Defense / Panic Ploy
Utilizing his weapon and B slot again, we see Ephraim with a predominately Enemy Phase oriented kit, where he swaps out his Close Defense A slot for Distant Counter. With a Resistance boon and Close Defense seal, Ephraim can hit 36 Resistance when attacked by a dragon, which puts him on far better footing when taking the engagement. Close Defense is another option for his A slot, helped by the fact that it’s also his native skill. This allows Ephraim to stack up his defenses and hit not only 42 Resistance, but also 49 Defense when attacked from melee range.
When combined with Special Fighter and a skill like Ignis, Ephraim’s retaliation is explosive, with a 39 damage Ignis on top of his already monstrous 57 Attack.
He retains Armor March simply as a way to ensure doubles via Garm, and if you have other units in your party who can consistently buff him, then he’s free to run other C slot skills, like armor buffs or even Ploy skills. At 30 Resistance, his ability to land Ploys on his opponent is somewhat unreliable- particularly if going up against fellow armored units- however, when it does land, he’ll find himself able to do 10 more damage due to guaranteed follow-ups from Garm.
For Whom the Bell Tolls (Player Phase Galeforce)
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Slaying Axe+ (+Atk) Alternate: Garm |
A | Death Blow 4 |
|---|---|---|---|
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Pivot Alternate: Swap |
B | Bold Fighter 3 Alternate: Special Fighter 3 |
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Galeforce Alternate: Aether |
C | Def Smoke 3 Alternate: Armor March 3 |
| SP | 2,145 | S | Armored Boots |
- Preferred IV: +ATK / -SPD
- Weapon: Slaying Axe (+Atk) / Garm
- Assist: Pivot / Swap
- Special: Galeforce / Aether
- Passive A: Death Blow
- Passive B: Bold Fighter / Special Fighter
- Passive C: Def Smoke / Armor March
- Sacred Seal: Armored Boots / Quickened Pulse / Atk + 3
When considering builds with both cooldown reduction and guaranteed follow-ups, Galeforce should never be far from one’s thoughts. Ephraim’s ability to always double if buffed, plus his natural kit that reduces his Special cooldowns, allows him to run a potent Galeforce build, capable of eliminating multiple units during a single Player Phase.
With Garm and Special Fighter, Ephraim can activate Galeforce on the first turn of battle, provided his opponent counterattacks him. If they do not, he needs Quickened Pulse to work alongside Special Fighter in order to proc his Special. However, if you sacrifice Garm and Special Fighter and instead run him with a Slaying Axe and Bold Fighter, Ephraim loses the slight unreliability with a 5 turn cooldown and instead gets guaranteed procs of Galeforce enabled by Bold Fighter. This also eliminates his need for his Garm-related babysitting, as Bold Fighter will ensure a follow-up attack regardless of any ally buffs he may have.
This also frees up his seal slot to run seals that increase his Attack or movement. If you can run Armored Boots in his seal slot, then he’s free to run skills like Def Smoke or Threaten Def in his C slot, which enables him to do even more damage as long as he can access his opponents- which Armored Boots should help him to do.
This Ephraim is Player Phase only and will be vulnerable if he’s attacked during Enemy Phase (well, as vulnerable as you can be with 37 Defense). Therefore it is best to try and eliminate all opponents in his range during his Galeforce turn if possible.
Introduction
Coming in second during Choose Your Legends 2, Ephraim’s natural stats, weapon, and skills are definitely enough to shake up the metagame. Wielding the legendary Garm from Grado, Ephraim has picked up his father’s armor and cast aside his previous lances to become a green armor unit with an impressive legendary weapon.
His stat spread leaves little to be desired, with monstrous Attack and Defense, coupled with reasonable HP and Resistance for an armored unit, all with Speed as his optimal dump stat. When compared with other high tier green armor units, such as Grima, Legendary Hector, and Love Abounds Hector, Ephraim finds himself about average in terms of Attack, Defense, and Resistance with somewhat higher Speed and slightly lower HP.
Ephraim comes equipped with Garm, a legendary axe that can guarantee follow-up attacks regardless of Speed in both Player and Enemy Phase, negating his need to run skills like Quick Riposte or either of the Fighter skills. This does come with the requirement that he must be buffed in some way, though self buffs through Armored Boots or Wave skills do count as well, meaning that he can be quite self sustaining when it comes to it.
On top of all of this, Ephraim comes with a B skill that combines the lethality of the Fighter skills with the safety of Guard in Special Fighter. When combined with guaranteed follow-up attacks from Garm, Ephraim essentially gets Bold Fighter, Vengeful Fighter, and Guard all at once, making him absolutely destructive in the right hands.
All in all, Ephraim is absolutely one of the best units in the game and earns his spot at the top of the tier list; however, he faces heavy competition from other green armors, such as Legendary Hector, Grima, and Love Abounds Hector, who are all also incredible units in their own right, since green armor is one of the classes that make up the best units available.
Strengths
Optimized Stat Spread
Being an armored unit has its advantages, mainly that he has more stat points in general to work off of. Ephraim has one of the highest base Attack stats in the game, with an equally high Defense stat to match. These are his most important stats in any of the sets that he could run, as high Attack directly contributes to his killing power, while Defense enables him to tank for as much as he needs to during Enemy Phase or between Player Phase attacks.
Incredible Base Kit
Ephraim’s base kit includes the fourth Fighter skill to be introduced into the game in Special Fighter, a skill which combines Special cooldown reduction with a Guard effect. While ordinarily, this would pale in comparison to Bold or Vengeful Fighter, Ephraim also has means of ensuring doubles via Garm, turning his Weapon + B skill into an omni Fighter with Guard stacked on top of it.
Flexible Skill Slots
Garm and Special Fighter alone makes him incredibly potent, but he then gains flexibility on top of it in a free A, C, and Seal slot, which can be customized to the Summoner’s preference to further enhance his combat abilities in Player or Enemy Phase.
Weaknesses
Useless Speed
Ephraim comes with 27 Speed in all of his iterations, and it’s equally unsalvageable in them all. With Garm, Brave Ephraim has no need for his Speed stat at all, and the points allotted there could have easily gone to his Resistance stat instead to make him even tankier.
Limited Movement
The tradeoff for his increased stats is being locked to 1 movement. It’s possible to increase his movement to 2 through Armor March and Armored Boots, which is generally his preferred C or S slot, considering that movement buffs enable him to double attack.
Needs Some Babysitting
Ephraim needs some form of buff for Garm’s special effect to function, whether it’s through movement buffs or visible stat buffs like Hone or Rally. This weakens him considerably when the player is not controlling him, such as during autobattles or Arena Defense. He always needs a unit nearby him in order to unleash his lethal combination of skills, which makes utilizing him a bit trickier.
Team Options
Counters
While Ephraim’s sky-high Defense and double attacks are potent, he isn’t immortal.
- Armor Counters: Units who can be seen with effective weapons, such as Tobin, Cherche, Caeda, and Selena can pack a strong punch against him.
- Powerful Red Units: It takes a very sturdy, powerful unit to topple Ephraim, but it can be done by units such as Adult Tiki, Ayra, and Sanaki.
- Axebreaker: Units who come with Axebreaker can circumvent Ephraim’s Fighter skills. Laslow and Eliwood both naturally have it, but it can be inherited to any other non-blue unit.
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Garm | A | Close Def 3 |
|---|---|---|---|
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Swap | B | Special Fighter 3 |
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Noontime | C | Atk Smoke 3 |
| S | Armored Boots | ||
This set is meant to maximize his defences, longevity, always double, and hit hard as hell. All of these skills play exceptionally well together. Thanks to the Garm's effect, with Armored Boots equipped, that'll not only maximize his move, but he'll always be able to double. Ephraim always has to be at full health for this to work, which is where Noontime comes in to play. Noontime in tandem with his natural base kit skill Special Fighter 3 will help him consistently heal to full health, and since he hits so hard and especially with an attack boon, he should naturally 1-2HKO most threats and heal decent chunks of health. His natural base kit skill Close Defense 3 in tandem with Attack Smoke 3 should make him tank hits as well as possible, thus helping him stay near or at full health so Garm and Armored Boots can do their thing. Fairly cheap build too. This is his best skill set I promise.
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Garm | A | Svalinn Shield |
|---|---|---|---|
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Swap | B | Special Fighter 3 |
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Aether | C | Armor March 3 |
| S | Close Def 3 | ||
Brave!Ephraim makes his debut with an amazing base kit. With Garm and support from other units, Ephraim will be guaranteed to double most units he encounters. Aether prolongs Ephraim's stay while also boosting the amount of damage he deals.
Svalinn Shield can be useful against anti-armor threats. Special Fighter 3 synergizes well with Garm, as Ephraim will be able to effectively charge his special during combat. Armor March 3 is not only useful for supporting other armor units, but Ephraim as well, as it allows him to double with Garm.
For his seal, Close Def 3 can help him take less damage from melee threats.
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Garm | A | Defiant Atk 3 |
|---|---|---|---|
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Harsh Command | B | Cancel Affinity 3 |
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Draconic Aura | C | Atk Tactic 3 |
| S | Distant Def 3 | ||
+Atk -Def is the IV spread I pulled so while -Spd would be better I'll roll with this.
This build is insanely unorthodox, but given I plan to use him on a Tactics team with Roy and Maribelle, means that he will not be fearing the weapon triangle.
Once he's under 23 HP he'll be unstoppable, triggering Garm every single round thanks to the A slot skill Defiant(finally someone who makes the Defiant abilities almost useable). Boasting 40/39 ranged defenses means those ranged units will have to hit dang hard to drop him. Since the Tactic Skill does not buff the one with it He should have whichever he has Defiant in - In this case Attack as that is the ability he needs to buff the least anyway.
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Garm | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Special Fighter 3 |
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Aether | C | Armor March 3 |
| S | Atk/Def 2 | ||
This is my take on the EP build, patched up a bit to play to Ephraim's strengths, rather than making him a less optimized Hector.
It goes with -H/+R, to take advantage of his superboon, while giving him good mixed defenses on both phases. (More on that later.)
Compared to Lector, Ephraim has more Spd, less Atk and Def (and gets a free +3 Atk, rather than +3 Def).
Crucially, he also has the ability to double in both phases, but cannot automatically deny enemy doubles.
He also has his superboon in Res, for better or for worse.
This favors a mixed-phase build, IMO.
So the CD seal gets swapped out for Atk/Def, which will help him whether he's attacking or defending, and his Spd is preserved to help deny some follow-ups.
(If he attacks, Aether will not proc until next turn, and he may not be able to kill in two strikes. Not even LIke can proc Aether in one round on initiation, though teaming Ephraim [or Bold Fighter + Slaying, like Vector or Brector] with Lector for Ostia's pulse is a tempting option.
If he's defending, anyone can double him, and if you want to just accept the double and hit back with Aether, you're far better off going with a +Atk/-Spd VF Vector.)
The Atk/Def 2 Seal lets him hit harder on both phases. Together with +3 Atk from Garm, this brings his Atk to 43, one point behind a **+ATK** Lector. He also maintains respectable Def at 39, and 30 Res.
Unlike Lector, he's much less scared of SB QR Dragons, especially if they're Blue, because he can take one hit and finish them off, while Thunder Armads will be cancelled by QR, resulting in a Spd check that Hector certainly won't win, and probably won't draw, either.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Inheritable by Axe users only.
|
100 | 1 | 8 |
| Inheritable by Axe users only.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Dragon GazeBoosts Atk by 30%.
Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
Draconic AuraBoosts Atk by 30%.
Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
|
120 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | A |
| Only inheritable by armor units.
|
60 | B |
| Only inheritable by armor units.
|
120 | B |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | B |
| Only inheritable by armor units.
|
60 | C |
| Only inheritable by armor units.
|
120 | C |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: The Sacred Stones
|
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Dragonball Legends

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