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 | Steady Breath |
|---|---|---|---|
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Rally Def/Res | B | Swordbreaker 3 |
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Aether | C | Hone Spd 3 |
| S | Quick Riposte 3 | ||
Usually Eirika is meant to be played as a support character; however, with this build she will be able to always get the last laugh.
One major concern was that she lacks the sheer strength to ORKO anyone. Either way her utility is what makes her a great unit. Great base stats, and she carries one of the game's best legendary weapons available in the game next to her brother Ephriham. Thanks to this she can buff anyone be it cavalry, flier, armored and infantry. (Great for bladetome users as well) and with the new update she can grant bonus stats to herself as well as her allies with a sweet +4 to atk rather than +3.
Moving on to the build.
She's carries her own weapon with the effect. Because as I mentioned before she can grant buffs and she herself will Be boosted by the same amount she grants to her allies or the highest buff on the team.
Next:
rally Def/Res
She can make great use of spreading 2 stats at once making room for other skills. This skill is obtained by a 4 star Roderick.
Aether: this skill is self explanatory, a great healing skill keeping Eirika relevant in the fight while dealing damage. Since this skill cuts a foe's defense and Resistance by half you will be dealing deadly blows to all highly armored and resiliant foes by a large margin. Armored units such as Hector, and Zelguis lose to this skill. Manakete (dragons) also lose to this skill since some have higher Def or Res, and they aren't as fast so x2 them will be simple. (Proper match ups are key)
Steady Breath: This skill makes The Aether special relevant in the fights against any unit. A great way to charge Aether by 2 points and boost Eirika's defense by +4.
A good support for this skill is Infantry Pulse. This way you can start the match with Aether at a charge of 4 and first turn Aether in the enemy phase. Again steady breath is a enemy phase skill. You do not get +2 charge for your special during your "player phase"
SwordBreaker 3 : Eirika is not the fastest sword user in the game hence you do not want to be doubled by another sword user, and you will be able to x2 them instead. Also since the skill requires her to be above 50% of her HP, keeping Aether and steady breath will help her stay above the threshold at all times. Keep in mind that if another sword user has SwordBreaker 3: the effect where you can x2 will vanish, but the same will happen to the opponent.
Hone Speed 3: A good way to buff units adjacent to her by +4 speed. (Great for buffing her own speed as well, and of course with her weapon having its effect)
Sacred Seal : Quick Riposte 3
With this seal and the aforementioned skills she will always be able to x2 the opponent no matter who it is. This seal will guarantee Aether being charged and making sure Eirika stays relevant in the fight. The threshold is above 70% Of her HP, and with steady breath, Aether, and proper match ups she will always come out on top.
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Sieglinde (+Eff) | A | Fury 3 |
|---|---|---|---|
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Rally Speed | B | Swordbreaker 3 |
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Iceberg | C | Res Tactic 3 |
| S | Fortify Def 3 | ||
Note; Fortify Def seal is replaced with Def Tactic seal.
Surpirisngly powerful as well as being able to super buff with +4 atk/spd and +6 res/def. Iceberg gives a decent bonus to her damage as with fury she gets up to 31 res. My Erika is -spd, though if running fury the only bane I would say you want is -hp since her def and res can actually get quite high. Able to duel most units fairly easily and great with blade tomes.
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Sieglinde (+Eff) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Wings of Mercy 3 |
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Moonbow | C | Hone Spd 3 |
| S | Fortify Res 3 | ||
Eirika+10. S supported with Nino. Wings of Mercy helps to teleport to weakened Nino and either help finish off the enemy, shield Nino from a hit, or reposition Nino away from danger. With 45 spd, she avoids getting doubled usually unless faced with brave weapons or Swordbreaker.
Now with her refined weapon to copy her own buffs. Wings of Mercy could be changed to Renewal to be bulkier, especially in the new rival domain maps. Distant Counter would be better than Fury but I don't have a spare Hector.
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Sieglinde | A | Triangle Adept 3 |
|---|---|---|---|
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Rally Def/Res | B | Swordbreaker 3 |
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Moonbow | C | Hone Spd 3 |
| S | Speed +3 | ||
+10
Full support build - with the added speed +3 seal she hits a speedy 45 speed which is enough to avoid doubles from most Ayra and fast enough to 2HKO slower foes. However, that’s not her main use - she’s there to support her ally supported comrade to get the best out of them (Brave Ike in this case)
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Sieglinde | A | Triangle Adept 3 |
|---|---|---|---|
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Rally Resistance | B | Swordbreaker 3 |
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Moonbow | C | Hone Spd 3 |
| S | Hone Spd 3 | ||
* Seal is Hone Def 3
An Erika build with high spd and her bulk intact. Primarily for supporting Nino, but can duel swords and axes if necessary. She is currently capable of giving +3/+4/+4/+4 like this.
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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