Table of Contents
- Default
- Attack
- Special
- Injured
| Eldigan - Lionheart |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 7 | 4 | 7 | 5 |
| Middle | 19 | 8 | 5 | 8 | 6 |
| High | 20 | 9 | 6 | 9 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 42 | 29 | 21 | 31 | 15 |
| Middle | 45 | 32 | 24 | 34 | 19 |
| High | 48 | 35 | 28 | 37 | 22 |
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 |
|---|---|---|---|---|
Boons
- +ATK: Arguably his best choice of IVs, an Attack boon is an incredibly strong option to strengthen his raw damage output and enhance his offensive presence significantly in either phase.
- +DEF: A Defense boon can be taken to improve Eldigan’s ability to tank physical hits as well as increase the power of Defense-scaling Specials.
Neutral
- HP: Eldigan prefers to keep his HP stat intact to preserve his great physical bulk, though a bane in this stat can be taken to let him reach the HP threshold of skills such as Vantage more easily.
- SPD: Although Eldigan does possess a Speed superboon, meaning that it increases this stat by 4 as opposed to the usual 3, raising this stat is of a lesser priority than raising his Attack or Defense. However, one can choose to increase this stat and supplement it further through the use of skills such as Hone Cavalry to raise Eldigan’s defensive Speed tier or one can even choose to lower it without much detriment to his performance.
Banes
- -RES: Eldigan’s safest bane, as his already pitiful base Resistance stat of 19 leaves him exceedingly weak to mages and lowering it further has the least impact on his overall performance, even as a superbane.
Skill Sets
Lionheart’s Roar (Enemy Phase)
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Dark Mystletainn | A | Distant Counter Alternate: Fierce Stance 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Blue Flame Alternate: Bonfire |
C | Hone Cavalry Alternate: Def Smoke 3 |
| SP | 2,025 | S | Quickened Pulse |
- Preferred IV: +ATK / -SPD or -RES
- Weapon: Dark Mystletainn
- Assist: Reposition
- Special: Blue Flame / Bonfire / Luna
- Passive A: Distant Counter / Fierce Stance / Fury
- Passive B: Vantage
- Passive C: Hone Cavalry / Def Smoke / Fortify Cavalry / Flexible
- Sacred Seal: Quickened Pulse / Quick Riposte / Attack +3
This set focuses entirely on Eldigan’s performance in the Enemy Phase and is reliant upon his ability to consistently activate his Special to cleave through enemy units with a single hit. An Attack boon is thus his most desirable choice of IVs and lets him more reliably secure OHKOs against opposing foes. Aside from a Resistance bane, a Speed bane may also be taken with this build as he should rarely be taking any kind of damage once he enters Vantage’s HP threshold, meaning that his susceptibility to follow-up attacks will generally be a non-issue.
Eldigan’s newly acquired Dark Mystletainn is his preferred choice of weapon, pairing perfectly with this build’s playstyle by allowing him to frequently activate his Special through its unique effect. Aside from granting him with a consistent -1 Special cooldown, it also lowers the charge of any Special that activates before or during combat by two after its initial activation. This means that Specials with a 3-turn cooldown will always be fully charged after activating once, making these Specials Eldigan’s ideal choice. Blue Flame, in particular, is a strong choice that will consistently add 25 points of damage each time it activates so long as Eldigan has an adjacent ally. On a budget, Bonfire and Luna are solid alternatives, with Bonfire being the preferred option should one prefer consistent damage increase whereas Luna can be taken to help against exceptionally bulky foes.
Moving on to the choice of main skills, Distant Counter is an excellent option for his A slot. When run in tandem with Dark Mystletainn and Vantage, Eldigan can serve as a powerful check to melee and ranged foes alike and hit them with the full brunt of his Special before they can even land their first attack. However, running Distant Counter in lieu of a stat-boosting A slot can leave Eldigan’s OHKO potential rather lacking, making it imperative that he receives support to his Attack stat to circumvent this. At the cost of losing coverage against ranged opponents, Fierce Stance or his native Fury can be taken as his chosen A slot to improve his match-ups against fellow melee units.
Hone Cavalry and Fortify Cavalry are suitable C slots when using Eldigan alongside other cavaliers, allowing him to provide such allies with team support. To help improve his own individual performance, Def Smoke can be considered and can be particularly useful when attempting to have Eldigan wipe out multiple opponents in a single Enemy Phase. Otherwise, Eldigan’s C slot is flexible and is open to any skill that best supports his teammates.
Quickened Pulse is Eldigan’s most notable option for his seal slot and synergizes well with the rest of this set, greatly improving the quality of his first match-up by effectively letting him have his Special ready for his first attack in the Enemy Phase. Alternatively, Eldigan can use the Quick Riposte seal to help against bulkier opponents who require more than a single hit to be taken down. If either is unavailable, the Attack +3 makes for a solid seal slot to strengthen his OHKO potential.
Pride of the Cross Knights (Defensive Bruiser)
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Dark Mystletainn Alternate: Mystletainn (+Eff) |
A | Atk/Def Bond 3 Alternate: Sturdy Stance 2 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether Alternate: Ignis |
C | Atk Smoke 3 Alternate: Hone Cavalry |
| SP | 2,055 | S | Close Def 3 |
- Preferred IV: +ATK or +DEF or +SPD / -RES
- Weapon: Dark Mystletainn / Mystletainn (+Eff)
- Assist: Reposition
- Special: Aether / Ignis
- Passive A: Atk/Def Bond / Sturdy Stance / Steady Stance
- Passive B: Quick Riposte / Guard / Renewal
- Passive C: Atk Smoke / Hone Cavalry
- Sacred Seal: Close Def / Quick Riposte / Attack +3 / Defense +3
Similar to the first build, this set also has a heavy focus on Eldigan’s potential in the Enemy Phase but takes on a more defensive playstyle as opposed to relying on his ability to OHKO his opponent with frequent Special activations. An Attack boon is again an excellent choice of IVs to strengthen his damage output while a Defense boon can be taken to improve his ability to take on physical hits. A Speed boon may also be considered to help raise Eldigan’s defensive Speed tier and lower the amount of damage he takes by preventing follow-up attacks. However, this should only be considered if using regular Mystletainn with its refined effect and providing Eldigan with significant team support to his Speed stat.
Dark Mystletainn will again be Eldigan’s preferred choice for a weapon and opens him up to several different options for his Special. In addition to letting him frequently activate powerful Specials such as Ignis, Dark Mystletainn allows him to be an effective user of Aether, which grants him with simultaneous sustain and damage output increase, by drastically lowering its otherwise long cooldown after its initial activation; Aether also has the added benefit of scoring extremely well in Arena. However, one can choose to forego Dark Mystletainn altogether in exchange for Eldigan’s regular Mystletainn with its refined effect to give him a solid overall boost to all of his stats, as well as increase the power of Defense-scaling Specials.
Atk/Def Bond is a great option for his A slot and provides him with a considerable boost to his arguably two most important stats. Should Atk/Def Bond be unavailable, Sturdy Stance, Steady Stance, and Close Def are all solid alternatives to similarly enhance Eldigan’s performance. As for his B slot, Quick Riposte is a crucial component of this build and is necessary to secure Eldigan’s follow-up attacks in the Enemy Phase, as he is far too slow to perform them through normal means. Instead of utilizing it in his B slot, however, one can choose to use the Quick Riposte seal instead to make use of powerful skills like Guard and Renewal. Guard can drastically improve Eldigan’s match-ups against foes who are reliant on Special activations for their damage output, while Renewal serves to give him additional sustain.
Smoke skills are excellent choices for Eldigan’s C slot to supplement this build’s defensive playstyle, with Atk Smoke generally being the most effective at strengthening his survivability when tanking multiple opponents. However, like the previous build, his C slot is flexible and can be used to help support his teammates. Close Def is Eldigan’s most efficient seal when using Quick Riposte in his B slot but if it is unavailable, then the Attack +3 and Defense +3 seals can be used as alternatives.
Resolute General (Player Phase)
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Mystletainn (+Eff) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Bonfire | C | Hone Cavalry |
| SP | 1,425 | S | Brash Assault 3 |
-
Preferred IV: +ATK / -HP or -RES
-
Weapon: Mystletainn (+Eff)
-
Assist: Reposition
-
Special: Bonfire / Ignis / Glimmer
-
Passive A: Fury / Death Blow
-
Passive B: Desperation / Chill Def
-
Passive C: Hone Cavalry / Flexible
-
Sacred Seal: Brash Assault / Attack +3
One of the first personal weapons to receive a special refine, Eldigan’s Mystletainn has long since moved past its once unimpressive status as a glorified Slaying Edge and is now considered to be one of the most versatile weapons out there. On top of retaining its -1 Special cooldown, Mystletainn’s unique refine comes in the form of built-in Fury 3, significantly bolstering his individual performance in exchange for receiving 6 recoil damage after every combat. This set aims to make the most use of all aspects of this refine and turn Eldigan into a potent force in the Player Phase.
Eldigan’s native Fury is an effective option for his A slot and when combined with refined Mystletainn, he can raise his base stats to exceedingly high levels as he is essentially gaining a massive +6 boost to all his stats. Although this buff to his stats comes at the cost of losing 12 HP after every round of combat, one can use this to their advantage and utilize the potent, albeit gimmicky, Desperation + Brash Assault seal combination. This allows him to freely perform follow-up attacks against opponents who can counter him so long as he is below 50% HP and thanks to the chip damage from both his A slot and weapon, Eldigan can reach this threshold rather easily.
Alternatively, one can choose to capitalize on the boost to his Attack and invest entirely on his ability to OHKO his opponent. With an Attack boon, refined Mystletainn, Death Blow, and the Attack +3 seal, Eldigan can reach a whopping 63 Attack unbuffed. This can be further built upon by taking Chill Def as his chosen B slot and substantially increase his damage output against foes with particularly high Defense stats. However, it can be inconsistent at times as it can target someone whom Eldigan wouldn’t want to battle regardless, such as a high Defense blue. If assuming ideal circumstances, Eldigan ends up at an effective 70 Attack with no outside support, allowing him to be in possession of tremendous killing potential while still retaining his fantastic physical bulk to boot.
Introduction
Originally from Fire Emblem: Genealogy of the Holy War, Eldigan is a physically tanky red sword cavalier with good Attack offset by his low Speed and Resistance. However, although his stat spread is rather decent, Eldigan’s most defining feature is his access to two fantastic personal weapons in the forms of Mystletainn and Dark Mystletainn. Both offer him great and unprecedented versatility in the builds he can run as well as allow him to fluctuate in playstyle accordingly. Eldigan’s status as a cavalier also helps accentuate this versatility by giving him outstanding mobility and access to cavalry-exclusive buffs, which can be used to bolster his potential substantially.
While he is fairly proficient at taking on most forms of physical damage, his low Speed and Resistance make him a sitting duck when facing off against mages, often falling quickly to successive magical attacks. Eldigan also confronts the same downfalls as many other of his equestrian brethren do, such as being weak to cavalry-effective weaponry and having no access to potent skills like Steady Breath. Overall, Eldigan is a strong Enemy Phase oriented cavalier, whose strong personal weapons, decent stat spread, and access to the many advantages that come with being a cavalry unit allow him to be a fitting candidate for a slot on any given team.
Strengths
Mystletainn
Eldigan has access to not one but two powerful personal weapons, with both being able to provide him with a significant boost to his overall potential. In addition to giving him a consistent -1 Special cooldown, refined Mystletainn comes packed with built-in Fury 3, essentially allowing him to run two A slots at once and considerably strengthen his offensive presence in both phases. Dark Mystletainn is equally, if not more so, as potent and allows him to rapidly fire off powerful Special activations.
Decent Attack
Thanks to his solid base Attack stat of 32, Eldigan finds himself capable of reliably inflicting substantial amounts of damage, particularly so when capitalized on with a boon and team support.
Great Physical Bulk
In addition to strengthening the power of his Defense-scaling Specials, Eldigan’s neutral physical bulk of 79 allows him to be especially adept at taking on most kinds of physical punishment.
Cavalry
As a cavalry unit, Eldigan possesses a crucial advantage over the rest of other similar sword units, namely his access to cavalry-exclusive buffs. His status as a cavalier also gives him impressive mobility and range.
Weaknesses
Low Speed
Eldigan’s low Speed is one of his most exploitable weaknesses as even with extreme Speed stacking, it is incredibly easy to perform follow-up attacks against him with a little outside support.
Low Resistance
In addition to his low Speed, Eldigan’s low base Resistance causes him to be extremely weak to mages as well as dragons. This weakness can be particularly detrimental when running a Distant Counter set, making it advisable to patch it up with team support in such cases.
Cavalry
Lastly, Eldigan’s status as a cavalry unit acts as a double-edged sword, bringing with it its own set of impediments. Trenches, forests, and other similar terrains can present a real challenge to his individual performance, and his inability to use skills such as Steady Breath hinders his own prowess as an Enemy Phase unit slightly.
Team Options
Counters
- Strong Mages: Strong offensive mages such as Linde, Ishtar, Katarina, Bridal Tharja, Nino, and Summer Camilla can easily mow down the Augustrian general thanks to his low magical bulk.
- Dragonstone Users: Dragonstone users such as Nowi, Kana (M), Summer Tiki (Young), and Corrin (F) can similarly make quick work of Eldigan by targeting his Resistance as well.
- Tanky Blues: Although Eldigan’s offensive presence is considerable, he will still fail to kill tanky blues such as Effie, Shiro, and Lukas thanks to their high Defense stats and Weapon Triangle advantage, making such units effective counters.
- Cavalry-Effective Weaponry: Units such as Micaiah, Ursula, and Gray can use their respective cavalry-effective weaponry to take him down in the Player Phase.
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Mystletainn | A | Fury 3 |
|---|---|---|---|
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Harsh Command | B | Swordbreaker 3 |
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Moonbow | C | Hone Cavalry |
Lion-Hearted(Lannister) Commander*
+Atk/-Def IV is best with this build.
45/54/27/34/22.
He can stand to lose some Defense seeing as how it's so bulky but needs his HP and Resistance atleast at Neutral to survive certain Mages/Dragon units and his speed won't get any serious bulk if Life and Death was used. Therefore Fury3 was favored with his Neutral HP being at a solid 45. Add SwordBreaker3 to give him great flexibility as he would ORKO most Red Sword Units & his high Attack power would 2-hit KO a +Def Hector while ORKO'ing most Axe wielders and all if he was paired with a Hone Calvary Ally and that would ofcourse add +6Atk/+6Speed to his stats bringing his Atk to 60 and Spd to 33 with a Charged MoonBow to start without any needed earlier combat if you give him a Quickened Pulse Seal. If you're serious about trying to keep him alive against Mages have an ally with Fortify Calvary adjacent to him to boost his Defense & Resistance by 6 boosting it to 28. Also, Hone Calvary can be switched out if not using a Horse Emblem team for almost anything. However, I'd recommend a Savage Blow3 or Threaten Def3 to ensure future victory against weaker Lance user attacks.
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Mystletainn | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Savage Blow 3 |
Mystletainn allows the cooldown of Eldigan's special to be shortened by one. This probably beats out any other choices. Wo Dao is probably the best alternative if you want to change it.
Reposition is useful for Calvary units as they can save their allies from a considerable distance while keeping themselves out of the danger area.
Ignis turns into a 3 turn special with Mystletainn. This is great because it means that Eldigan can abuse Ignis and deal 30 extra damage often. This beats out Dragon Fang which does only 27. If Ignis doesn't seem like it'll appear in your near future, you can always turn to Moonbow as it is now a one turn special with Mystletainn.
Fury is already a good A slot skill and is in high demand. There's no point in changing it. Eldigan's high HP can fully compensate for the damage taken after combat.
Eldigan is slow AF! He will NEVER double anyone or anything for that matter. That's why there's Quick Riposte. He will double when he has a good amount of HP. This however is counter intuitive to Fury. If you want, using vantage is another good option.
Savage Blow is good for dealing 7 damage after combat. Since his counters are mostly mages, using savage blow to soften up mages and/or blue units will be valuable so an ally can take them out. If using Savage Blow doesn't please you, then there's always Threaten Def or Threaten Atk.
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Mystletainn | A | Fury 3 |
|---|---|---|---|
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Reciprocal Aid | B | Quick Riposte 3 |
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Bonfire | C | Hone Cavalry |
I use him in Horse Emblem with heavy ranged support usually, and I place him to trigger QR. I use Reciprocal Aid because I often partner him with a healer and this lets me heal Two units one on turn. Basically, he's excellent at supplemental damage because he can withstand incoming melee quite well when ranged units need coverage.
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Mystletainn | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 2 |
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Ignis | C | Hone Cavalry |
Extremely tanky, especially when under Fortify Cavalry. Even blues struggle to kill, and greens can't make a scratch. Only issue is Fury damage stacking up in Tempest Trials, meaning he usually needs to stay behind and just provide buffs.
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Mystletainn | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 2 |
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Moonbow | C | Hone Atk 3 |
standard quick riposte build
with additional hone atk to buff his adjacent allies
eldigan bulk is more than enough to tank a few hits and retaliate with quick riposte, often killing them
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Only Inheritable by Sword Units.
|
200 | 1 | 7 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Rising LightBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Non-inheritable by Staff-wielding units.
|
150 | 4 |
Growing LightBefore combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | A |
| Unlocks at 5 ★ Restricted to melee units.
|
150 | B |
Other Info
| Origin |
Fire Emblem: Genealogy of the Holy War
|
|---|

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