Table of Contents

Tier Rating

Analysis by RedFerrari1998
Eirika - Restoration Lady


Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 42
ATK 26
SPD 35
DEF 26
RES 28

Stat Variations

Level 1 Stat Variation
Low 17 6 8 6 5
Middle 18 7 9 7 6
High 19 8 10 8 7

Level 40 Stat Variations
Low 39 23 32 23 24
Middle 42 26 35 26 28
High 45 30 38 30 31

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.


  • +SPD: A Speed asset takes Eirika from 35 to 38 Speed, giving her greater doubling potential while also helping her to avoid double attacks from units such as Linde who can ORKO Eirika if she’s able to double.

  • +ATK: Attack is also a great asset. As Attack is a superasset for Eirika, she will be increased from a measly 26 Attack to a more acceptable 30 Attack. This really helps Eirika with her damage output, but her overall damage will still be lackluster  compared to other sword units.


  • -HP: An HP flaw works nicely when used in combination with Triangle Adept as this flaw won’t hurt Eirika’s Defense or Resistance.

  • -DEF: For an anti-mage support set, Eirika will mostly be relegated to fighting mages, meaning she would like to preserve her magical bulk. Because of this, Defense makes for a great flaw.

  • -RES: While it is a superflaw, Resistance will overall make for a great flaw with Eirika. She will primarily be fighting physical units, especially with her Fury/TA set, so the Resistance loss won’t hurt her much overall.

Skill Sets

Resolving Conflict Without Fighting (Offensive Support)

Sieglinde (+Eff) A Fury 3
Alternate: Triangle Adept 3
Reposition B Chill Spd 3
Alternate: Swordbreaker 3
Moonbow C Spd Tactic 3
Alternate: Hone Spd 3
SP1,945SDef Tactic 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES or -HP

  • Weapon: Sieglinde (+Eff)

  • Assist: Reposition / Rally Resistance

  • Special: Moonbow

  • Passive A: Fury / Triangle Adept

  • Passive B: Chill Spd / Swordbreaker

  • Passive C: Spd Tactic / Hone Spd

  • Sacred Seal: Def Tactic / Fortify Def

Eirika’s primary set is designed to maximize her support potential while having her also act as a strong combatant.

A Speed or Attack asset is ideal here. Speed helps Eirika to secure doubles as well as avoid double attacks while Attack gives her a very much appreciated boost in power. Both HP and Resistance make good choices for the flaw. The refined Sieglinde is wanted not only to provide a higher Attack boost but also to allow Eirika to utilize her own boosts in case she needs to see combat. Your Assist should be either Reposition a Rally skill. Reposition allows Eirika to assist with unit positioning while a Rally skill will help with Eirika’s support potential. Moonbow makes for a fine Special as it helps Eirika to combat higher Defense enemies such as Hector.

Fury is ideal for Eirika’s A slot as it gives her a very beneficial boost in all areas, helping her both offensively and defensively. Triangle Adept is also a good option. While Eirika would be relegated to solely fighting green units, Triangle Adept ensures that she can handle any green unit coming her way. Chill Spd in the B slot makes for a great support option, allowing herself to not only buff the stats of her allies but also debuff the fastest enemy by seven speed. As an alternative, Swordbreaker ensures Eirika’s safety against strong sword threats such as Ayra and Mia as they’ll fail to KO her unless they activate their Special.

The bulk of Eirika’s support utility comes from her C slot and Sacred Seal. Her default C slot Hone Spd fits perfectly with this set, though if you have a team which enough diversity in movement types, she can utilize the superior Spd Tactic. While expensive, Spd Tactic is a perfect fit for Eirika and a flat upgrade over Hone Spd. For the Sacred Seal, Eirika can put Fortify Def to great use. With Sieglinde, Fortify Def, and either Hone Spd or Spd Tactic, Eirika can boost all the important stats for a melee unit all at once. However, if your team composition allows for it, Def Tactic is definitely recommended as it’s indisputably stronger than Fortify Def if it can be activated.

To Protect Her Kingdom (Anti-Mage Support)

Sieglinde (+Eff) A Distant Counter
Alternate: Fury 3
Alternate: Rally Def/Res
B R Tomebreaker 3
Alternate: Chill Spd 3
Moonbow C Spd Tactic 3
Alternate: Hone Spd 3
SP2,035SDistant Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -DEF

  • Weapon: Sieglinde (+Eff)

  • Assist: Reposition / Rally Def/Res

  • Special: Moonbow

  • Passive A: Distant Counter / Fury / Distant Def

  • Passive B: R Tomebreaker / Chill Spd

  • Passive C: Spd Tactic / Hone Spd

  • Sacred Seal: Distant Def / Fortify Def / Fortify Res

This Eirika set loses some buffing potential in exchange for the ability to act as an effective mage counter while still being an effective buffer.

Again, an Attack or Speed asset is desired. Attack gives Eirika a much needed power boost which helps greatly against enemy mages while Speed is also acceptable for more security from double attacks as well as better doubling potential in general. Since she’ll primarily be fighting mages, Defense makes for the ideal flaw. The refined Sieglinde makes for the ideal weapon choice, not just allowing her to boost the Attack of her allies, but also benefit from the boosts that she provides to them as long as they’re within two spaces of her. For the Assist, Reposition allows Eirika to offer help with unit positioning. Alternatively, Rally Def/Res makes up for the loss of the Sacred Seal slot to a non-boost skill and offers a nice middle ground between boosting both Defense and Resistance. If Rally Def/Res is not available, simply using Rally Defense or Rally Resistance is acceptable. Moonbow is a good choice of Special due to the low cooldown, allowing it to activate consistently.

With Distant Counter and a Attack asset, Eirika can deal with the majority of popular green mages. Fury Nino, Fury Summer Elise, Fury Sonya, and Fury Deirdre will be OHKO’d by Eirika while Fury Julia will be ORKO’d by Eirika. Rhajat can barely survive thanks to her decent Defense and a Fury Rhajat can even survive with a Defense flaw. If you are unable to sacrifice a Hector for Distant Counter, you could instead run something like Fury, Distant Defense, or simply Resistance +3 for reduced magic damage. This will, however, prevent you from countering mages on Enemy Phase which results in this set losing a large portion of its appeal. With R Tomebreaker, Eirika will be able to counteract red mages such as Celica who enjoy running Swordbreaker, thus preventing her from a ORKO against Eirika. Do take care though as +ATK Life and Death Swordbreaker Celica can still KO Red Tomebreaker Eirika if Ragnarok is active as she’ll double her naturally. If red mages are not of concern, Chill Spd allows Eirika to provide additional support by debuffing the Speed of the fastest opponent. Her default Hone Spd works perfectly for this set, but Spd Tactic is a superior option if your team composition allows for it.

As for Sacred Seals, Eirika will greatly enjoy having the Distant Def Seal, granting her with a nice defensive boost whenever she is attacked at range. This goes well with this set, allowing her to more safely bait mages into attacking her. One of the Fortify or Hone skills could also be used if one wants to boost all four stats without relying on a Dual Rally.


Eirika, the princess of Renais, comes through as a infantry sword unit. What she lacks in offensive capabilities is made up for with strong support potential. Eirika is not a combat unit at heart, her personal weapon, Sieglinde, points towards a more utility-base playstyle designed to support your team rather than fight enemies, though she is more than capable of fighting if necessary.

The Sieglinde is Eirika’s main selling point, granting her the Hone Atk 2 skill, allowing her to boost the Attack of any allies which start the turn next to her. With update 2.3.0, Eirika can also refine her Sieglinde, giving it Hone Atk 3 and boosting Eirika’s stats equivalent to the highest Hone/Fortify boost in each stat within 2 tiles of her. This combined with the fact she can get an array of skills and seals which boost her allies makes her one of the best units in the game for boosting nearby teammates and one of the few which can provide a boost to all stats at once.

Her weakness comes from her stats and offensive potential. While she can boost like no other sword unit, she suffers majorly from her very poor Attack stat of 26. This alone makes her ill-suited for combat and she’ll hit for low damage even with her legendary weapon. Her refined Sieglinde does fix this issue somewhat, but it’s not completely reliable and won’t necessarily give her an advantage over other offensive sword units. She does, however, have fairly good Speed at 35, but even this is middling in general, resulting in her being unable to double some middling Speed units such as Ike while not avoiding doubles from faster units such as Ayra.

Eirika faces competition from other boosting units. Brave Lucina for example can boost both Attack and Speed and doesn’t need to start her turn next to an ally in order for that ally to benefit while also being a strong unit offensively. Marth is in a similar category, with his refined Falchion providing a nice boost to his allies while also being a good combat unit. Delthea also provides a much bigger Attack boost than Eirika with her Dark Aura while once again being strong offensively. Her own brother Ephraim also directly competes with her as a buffer, though he also comes with stronger offensive potential. However, Eirika still has her advantages. One may want to use her over Ephraim due to her red color and she can provide buffs to ranged units which Brave Lucina and Delthea can’t do.

Eirika is not primarily for combat. If you want a purely offensive sword unit, you’ll be better off with someone such as Karla, Ayra, or Legendary Marth. Her refined Sieglinde does give her a nice boost if she can be near boosted allies, but it’s not going to make her amazing for combat. At heart, she will always remain a support unit first and a combat unit second. However, if you want a sword unit to provide support and fight if necessary, Eirika is certainly a great choice.



Sieglinde grants Eirika the Hone Atk 2 skill, granting allies starting next to her with three Attack at the start of their turn. This makes Eirika fantastic for providing buffs to units, mostly Blade tome users as the Sieglinde boost will provide additional damage to the Blade tome. Now with the 2.3 update, Sieglinde can be refined to give Hone Atk 3, putting her on par with Ephraim in buffing potential, as well as granting her a boost in stats equivalent to the highest value of boosts on any ally within 2 spaces for that particular stat. To explain simply, if Eirika were to boost an ally’s stats by four Attack and Speed, she would also receive that boost as an in-combat buff should she be within 2 spaces of them.

Good Speed

At 35 Speed, Eirika shares the same Speed as Ryoma and Soleil, two strong sword units. This Speed stat gives her decent doubling potential while also giving her decent potential to avoid double attacks. While this Speed stat is in the higher end for sword units, it is middling in the general scheme of things can Eirika can struggle with doubling middling Speed units such as Ike and Sigurd. Faster units such as Ayra and Mia can still easily double Eirika, but Eirika can run Swordbreaker to fix this issue.


Poor Attack

At 26 Attack, Eirika has the second lowest  Attack stat of all sword units with only Caeda, Fir, and Selena having less at 25 Attack. Even with Sieglinde providing a considerable Attack boost thanks to being a legendary weapon, neutral Eirika only reaches 42 Attack, making her weak on the offense. An Attack asset and the refined Sieglinde can help her with her offenses though, but she still won’t be ideal for combat when compared to other sword units.

Difficulty with ORKO potential

Given her low Attack and middling Speed, Eirika has difficulties with defeating enemy units efficiently. Even with her refined Sieglinde, Eirika fails to stand out for a combat standpoint compared to units such as Zelgius and Karla who don’t need to rely on boosts as much as Eirika does. Given how much high ORKO potential is important for an offensive unit, this makes Eirika better suited to a supportive role which can be used for combat if necessary. Many other sword units can ORKO foes so much easier, making her a weak choice if you want a purely offensive sword unit. Her good Resistance lets her perform decently as an anti-mage with Distant Counter, but if you want a sword unit to fight green mages, it might be better to use someone with DC naturally such as Zelgius, Legendary Ryoma, or Legendary Ike.

Team Options

Being a support unit, you should consider what units benefit the most from Eirika’s support rather than what units support Eirika. In reality, almost anyone can benefit from Eirika’s support, but some can benefit more than others.

  • Blade tome users: Eirika is hands down one of the best units for boosting the power of infantry Blade tomes. Any Cavalry or Flier Blade user would probably benefit more from the Hone and Fortify skills for their respective movement type. Regard of that though, Eirika still pairs well with any blade tome user. SM Eirika, Tharja, Linde, Tailtiu, Nino, Summer Elise, and Rhajat are all examples of units that you may want to run a Blade tome on, so all of them pair extremely well with Eirika. The green mages such as Nino are standout partners as these can easily protect Eirika from the blues that threaten her.

  • Strong offensive units: Offensive units in general enjoy receiving buffs to their offensive potential, whether it be to just increase their offense in general or to help fulfill special requirements such as Heavy Blade. To this extent, Celica, Fallen Celica, Ayra, Mia, Legendary Ephraim, Regular Ephraim, Reinhardt, Raven, Bridal Cordelia, and Brave Lyn are just a handful of the units who will appreciate Eirika’s support.


Eirika is very weak on the attack and not the greatest defensively. In general, anyone with decent defenses, particular any defensive red or blue units, will be able to resist her attacks and take little to no damage in the process. In addition to this, she is also weak to blue mages given the Weapon Triangle disadvantage.

  • Bulky Blues: Blue units with good defensive potential such as Nowi, Tana, Effie, Hardin, Shiro, and her brother Ephraim will have zero problems dealing with Eirika. Eirika will deal pitiful damage to characters like these, with the possibility of flat-out dealing no damage at all.

  • Bulky Reds: Eirika will struggle against red units in general thanks to her weak Attack. Red units such as Arden, Zelgius, Adult Tiki, Eldigan, Xander, and Winter Tharja all have a lot of Defense and will be able to easily resist Eirika, even if she doubles them.

  • Blue Mages: Blue Mages such as Linde, Delthea, and Reinhardt are all very effective against Eirika. Reinhardt, thanks to Dire Thunder granting him an immediate follow-up attack, can very easily deal with Eirika. Linde and Delthea can sometimes struggle with getting a ORKO against Eirika due to her good Resistance and Speed, but they still pose a very significant threat.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
SieglindeGrants adjacent allies Atk+3 through their next actions at the start of each turn.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
PivotUnit moves to opposite side of adjacent ally.
Learns by default at 4 ★
Unlocks at 3 ★
1 150

Passive Skills

Passive Skills SP Slot
Drag BackIf unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space.
Unlocks at 3 ★
Non-Inheritable by Mages and Ranged units.
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Inheritable by all units.
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Unlocks at 3 ★
Inheritable by all units.
Hone Spd 3Grants adjacent allies Spd+4 through their next actions at the start of each turn.
Unlocks at 4 ★
Inheritable by all units.

Other Info

Fire Emblem: The Sacred Stones

Banners Featured In

Official Hero Artwork


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