Table of Contents
- Default
- Attack
- Special
- Injured
| Eirika - Restoration Lady |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 6 | 8 | 6 | 5 |
| Middle | 18 | 7 | 9 | 7 | 6 |
| High | 19 | 8 | 10 | 8 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boon
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+SPD: A Speed boon 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.
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+ATK: Attack is also a great boon. As Attack is a superboon 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.
Bane
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-HP: An HP bane works nicely when used in combination with Triangle Adept as this bane won’t hurt Eirika’s Defense or Resistance.
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-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 bane.
- -RES: While it is a superbane, Resistance will overall make for a great bane with Eirika. She will primarily be fighting physical units, especially with her TA/Fury set, so the Resistance loss won’t hurt her much overall.
Skill Sets
Resolving Conflict Without Fighting (Offensive Support)
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Sieglinde (+Eff) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Chill Spd 3 Alternate: Swordbreaker 3 |
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Moonbow | C | Spd Tactic 3 Alternate: Hone Spd 3 |
| SP | 1,945 | S | Def Tactic 3 |
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Preferred IV: +SPD or +ATK / -RES or -HP
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Weapon: Sieglinde (+Eff)
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Assist: Reposition / Rally Resistance
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Special: Moonbow
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Passive A: Fury / Triangle Adept
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Passive B: Chill Spd / Swordbreaker
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Passive C: Spd Tactic / Hone Spd
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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 boon 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 bane. 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)
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Sieglinde (+Eff) | A | Distant Counter Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | R Tomebreaker 3 |
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Moonbow | C | Spd Tactic 3 Alternate: Hone Spd 3 |
| SP | 2,035 | S | Distant Def 3 |
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Preferred IV: +ATK or +SPD / -DEF
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Weapon: Sieglinde (+Eff)
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Assist: Reposition / Rally Def/Res
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Special: Moonbow
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Passive A: Distant Counter / Fury / Distant Def
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Passive B: R Tomebreaker / Chill Spd
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Passive C: Spd Tactic / Hone Spd
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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 boon 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 bane. 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 boon, 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 bane. 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.
Introduction
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 much better off with someone such as Ayra, Mia, Ryoma, or Soleil. 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.
Strengths
Sieglinde
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.
Weaknesses
Poor Attack
At 26 Attack, Eirika has the secondlowest 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 boon 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. Eirika even has trouble with a number of green units, even when using Triangle Adept. Triangle Adept Eirika fails to ORKO certain green units such as Amelia, Anna, Minerva, and Winter Lissa. TA Eirika also needs a Moonbow proc in order to ORKO Hector and Brave Ike. Meanwhile, neutral Ayra with no skill inheritance can ORKO the vast majority of green units. +SPD Mia does the same amount of work as Ayra. +SPD Fury Ryoma performs similarly, but misses out on a few ORKO’s that Ayra and Mia secure such as Amelia and Minerva. Even with her refined Sieglinde, Eirika does not stand out from a combat standpoint compared to the previously mentioned units who don’t need to rely on boosts as much as Eirika does. Given how powerful that good ORKO potential can make a unit, this mostly relegates Eirika to a supportive role, which she absolutely excels in. If you want an purely combat focused sword unit, there are better options available. 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 Ryoma, Zelgius, or Legendary Ike.
Team Options
Counters
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.
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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.
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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.
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Sieglinde (+Eff) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Def/Res Link 2 |
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Moonbow | C | Hone Spd 3 |
| S | Defense +3 | ||
The refined effect of Sieglinde enables eirika the ability to be one of the most terrifying support units in the game as she has the ability to take visible buffs on allies within a 2space radius and make them her own. The introduction of the link skills by bridal sanaki negates the need to choose between a positioning assist or a dual rally as they become one I. The same. By using fury we are granted with a good basic stat line. Then def/res link 3 allows eirika to get extremely tacky as the visible buff she grants herself will stack with Sieglinde’s combat buff for an amazing guaranteed 12 boost to her defense and res. Combine this with the upcoming atk/def +2 seal and eirika will hit hard, be hard to double, and extremely resilient to one shooting . Hone speed finishes this off to give her an additional speed boost landing her at roughly 45 speed.
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Sieglinde (+Eff) | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Swordbreaker 3 |
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Moonbow | C | Spur Spd/Def 2 |
| S | Spur Res 3 | ||
VERY cheap but effective build:
+4 attack from attack boon
-HP over Res bane because Res is a superbane (-4) and weapon refine covers lost HP.
Her abilities give her an additional:
+4 Atk/Res
+3 Spd/Res
Her total when when she buffs an ally:
53 Atk
41 Spd
32 Def
35 Res
(Instead of 31 res here, see)
Of course, Res/Def C skill would be better but that's a 5 Star exclusive, rather than just an Oscar.
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Sieglinde | A | Distant Counter |
|---|---|---|---|
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Rally Def/Res | B | R Tomebreaker 3 |
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Iceberg | C | Hone Spd 3 |
| S | Distant Def 3 | ||
+HP -Def. Not the ideal IV, but this is for GC. Amazing support capabilities, and can hold several mages on her own.
The key is Sieglinde +Eff, which give you spur type buff from the highest hone in nearby allies. You can go with tactics, but you can't use it in GC. Switch with def tactics and also Res tactics if you want to use it in arena. Or if you want maximum mage bait, you can use Distant Def seal.
R tome breaker is for speedy red mages, like MMorgan or Fury Celica. For general build, Guard also works well. If you have spare MMorgan Dull Ranged can be use to neutralize enemy buffs
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Sieglinde (+Eff) | A | Distant Counter |
|---|---|---|---|
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Rally Speed | B | Quick Riposte 3 |
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Moonbow | C | Res Tactic 3 |
| S | Def Tactic 3 | ||
This set up functions the best when Eirika is in a mixed emblem team, obviously if she's going to be the only infantry among the team to receive class-based buffs like Hone Cavalry, the build would be a lot different.
+atk/-hp should be the optimal IVs as she wants to keep all her stats neutral while improving her low attack. -Hp is covered by her refinements +3 hp.
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Sieglinde (+Eff) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Iceberg | C | Hone Spd 3 |
| S | Fortify Res 3 | ||
The first thing to mention is that her weapon gives her a stat boost equal to the highest buff on any teammate within two spaces of her, and this stacks with buffs that she already has.
For example, if someone on a team with Eirika has Tactic Attack, she can receive +6 as a visible buff, but if a teammate near her also gets a +6 visible buff, then she gets an additional +6 Attack in combat (Spurs). So she now has a total of +12 Attack.
Hypothetically, Eirika can reach the following stat line using the method mentioned in the example:
HP: 42 (even with a bane, the weapon refine brings it back to normal
Atk: 58 (+6 from Tactic, and +6 from her weapon ability)
Spd: 45 (+4 from Hone, and +6 from being near an emblem buff)
Def: 38 (+6 from Tactic, and +6 from her weapon ability)
Res: 40 (+6 from Tactic, and +6 from her weapon ability)
In the future, she could reach 47 Speed when the Tactic passive is added, and her stats can go higher with allies' Spur and Drive skills.
Eirika can get a stat line of 42 / 58 / 45 / 38 / 40 before even selecting an A passive or a sacred seal, but with stats that high, she can do well with anything, and even act as a Green and Red Magic check with Distant Counter equipped.
Eirika is an underrated sword unit who is not only an amazing at supporting other allies with buffs, but she has a versatile enemy phase that can cover many, if not all, green and red units.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
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 |
|---|---|---|
| Unlocks at 3 ★ Non-Inheritable by Mages and Ranged units.
|
150 | B |
| Inheritable by all units.
|
50 | C |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Sacred Stones
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