Community Posts with Keyword Eliwood All

Table of Contents

Tier Rating

Analysis by Cecil
Eliwood - Knight of Lycia


Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 39
ATK 31
SPD 30
DEF 23
RES 32

Stat Variations

Level 1 Stat Variation
Low 16 6 7 5 7
Middle 17 7 8 6 8
High 18 8 9 7 9

Level 40 Stat Variations
Low 35 28 26 20 29
Middle 39 31 30 23 32
High 42 34 33 26 35

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.

As an offensive unit, Eliwood prefers to raise his Attack and Speed to gain more OHKO’s and follow-up attacks. He can function well with a number of boons as each changes his build path and purpose ever so slightly. Eliwood is not a good physical tank, so it’s recommended to reduce his Defense as it has the smallest effect on his practical performance.


  • +ATK: This is Eliwood’s single best boon, giving him much-needed damage and powering up his OHKO set. More Attack also helps to trigger Eliwood’s Blazing Durandal, allowing him to build up Special charge quickly.

  • +SPD: Speed is a decent choice of boon, but Eliwood finds it hard to get his Speed to a level that competes with other Swords. Swordbreaker also removes the need for Speed on him.


  • RES: Resistance is a mixed bag for Eliwood. It helps him against dragons and lets him run Ploy skills, but can be reduced as it doesn’t affect Eliwood’s offenses much. It’s recommended to keep this neutral to keep Eliwood’s Ploy game strong.

  • HP: It affects both of Eliwood’s defenses, and is generally better to keep it intact. He suffers a reduction of four with a HP bane, so it is not recommended to reduce it.


  • -DEF: Defense helps Eliwood the least overall, making it the safest choice for a bane.

Skill Sets

One Shot (General Offensive)

Durandal (+Eff) A Atk/Spd Solo 3
Alternate: Fury (3 or 4)
Rally Def/Res
Alternate: Reposition
B Chill Def 3
Alternate: Guard 3
Alternate: Draconic Aura
C Hone Cavalry
Alternate: Atk Ploy 3
SP2170SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK / -DEF
  • Weapon: Durandal (+Eff)

  • Assist: Rally Def/Res / Reposition

  • Special: Escutcheon / Draconic Aura / Dragon Fang

  • Passive A: Atk/Spd Solo / Death Blow / Fury

  • Passive B: Chill Def / Guard

  • Passive C: Hone Cavalry / Atk Ploy / Spd Ploy

  • Sacred Seal: Quickened Pulse / Atk +3 / Atk Ploy / Spd Ploy

Eliwood’s claim to fame is the massive amount of Attack he can build up with his refined Durandal. This set is designed to OHKO everything except for blue units, and stacks as much Attack as is possible. This is the best general-purpose Eliwood set, and is designed to win him as many duels as possible.

With his refined Durandal and an Attack asset, Eliwood's Attack can reach a titanic base 66 factoring in Atk/Spd Solo and the Attack from his weapon. This is what gives him the power he needs to muscle through enemies. Chill Def helps him further and makes it extremely difficult for tanks to survive his attacks. Death Blow and Fury are good alternatives, but make him slightly weaker offensively on the whole. Guard is a good cheap option for Eliwood which helps him survive against units using Slaying + Wrath skills.

Eliwood's biggest problem is not his offense, but his defense. He sometimes needs two hits to get the job done, but risks death without some defensive merit. Quickened Pulse and Escutcheon allow Eliwood to survive should he need to make a second attack. Escutcheon allows Eliwood to topple even Zelgius, letting him survive the latter's Black Luna Special. If Eliwood is likely to have defensive buffs, Draconic Aura or Dragon Fang will let him crush even powerful blue tanks. In this case, he can forgo Quickened Pulse for a seal such as Atk +3.

His C slot and seal are largely down to player preference. Hone Cavalry is best when Eliwood is run on a cavalry team, otherwise he should take Atk or Spd Ploy to provide support through debuffs. Rally Def/Res is a nice skill that buffs the two stats not covered by Hone Cavalry, and is recommended when using Eliwood alongside Blade tome mages. Reposition is a nice budget catch-all choice and works great on any team.

All Out Attacker (Budget)

Durandal (+Eff) A Life and Death 3
Alternate: Fury (3 or 4)
Rally Def/Res
Alternate: Reposition
B Swordbreaker 3
Alternate: Escutcheon
C Hone Cavalry
Alternate: Res Tactic 3
SP2050SQuickened Pulse

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

  • Weapon: Durandal (+Eff)

  • Assist: Rally Def/Res / Rally Up Atk+

  • Special: Glimmer / Escutcheon

  • Passive A: Life and Death / Fury

  • Passive B: Swordbreaker

  • Passive C: Hone Cavalry / Spur Def/Res / Res Tactic

  • Sacred Seal: Quickened Pulse

This set is slightly different to the above OHKO build, being tailored towards players building Eliwood on a budget and requiring no skills from five star units. The downside is that Eliwood won’t hit as hard, and this build offers less team support.

Life and Death gives Eliwood a large offensive boost, at the cost of his defensive skills. Glimmer and Quickened Pulse means that after smashing through one enemy, Eliwood will become much harder to tank. He can also use Escutcheon, which is recommended if using Fury instead of Life and Death. Swordbreaker is an amazing budget skill which helps him secure follow-up attacks on quick units such as Ayra and Karla.

This version of Eliwood is much better in a cavalry team than out, so Hone Cavalry is again the C slot choice skill. On mixed teams, Eliwood should run a Spur skill or Tactic skill to strengthen his allies. A Tactic skill can also be chosen here, and is recommended if Eliwood is also using a Tactic skill in his C slot. Rally Def/Res and Reposition let Eliwood support allies in any kind of team, making them 


A noble from Pherae, Eliwood is the protagonist of Fire Emblem: Blazing Sword and father of the fan-favorite Roy. In Fire Emblem Heroes, he is a red cavalier who wields the sword Durandal. Despite being overshadowed by others statistically, Eliwood is a unit with respectable strengths such as a good stat spread. The strength of his personal weapon Durandal more than makes up for his shortcomings, and establishes Eliwood as one of the deadliest offensive sword units.

Although his Attack and Speed aren’t high, they are certainly workable, and Eliwood greatly enjoys buffs from other cavalry units. With a Hone Cavalry under his belt, Eliwood is a fearsome offensive unit who can OHKO a great deal of units. He’s also a good team supporter with the ability to run Ploy skills off his base 32 Resistance, an exception amongst other sword cavaliers.

What stops Eliwood from running a train over the game are his low Defense and status as a cavalier which makes moving around certain maps difficult. He is similar to Siegbert, who has better Speed than Eliwood but lower Attack. Ares is much stronger once he gets going with his Specials, but weaker beforehand. Eliwood's low Defense largely limits him to only one phase of combat, gutting his versatility. However, being easy to obtain makes him a solid merge candidate, and requires only minimal support to excel.


Possesses decent Attack and Speed, greatly boosted by Durandal.

Eliwood packs 31 Attack and 30 Speed, a workable mix of offensive stats which allow him to work well as an attacker. But considering that Eliwood's Durandal refine grants him +10 Attack and +4 Speed when initiating, Eliwood has an effective base 41 Attack and base 34 Speed. He's reliant on Hone Cavalry like other cavaliers, but still hits like a truck. Eliwood also has the option of using the Blazing Durandal, although it's highly recommend to steer clear of this weapon and instead refine his base Durandal.

Great Resistance for a sword user.

Eliwood has base 32 Resistance, which is his primary advantage compared to his peers. He is much more resilient to magic damage, and with a Speed boost, can even avoid doubles from mages. Aside from the Falchion-wielders, Eliwood is one of the best red anti-dragon units thanks to his Resistance. He can also use Ploy skills to support his team if he’s not required to run Hone Cavalry. This factor makes Eliwood strong as a unit on mixed teams.

Good mobility due to being a cavalier.

Being a sword cavalier helps Eliwood out more than it hinders him. Even though he finds his movement restricted on some maps, Eliwood has a wide threat range. Being able to be buffed by Hone Cavalry is also a great boon for him, as he relies on the stat boosts to do his job. Although cavaliers cannot inherit many strong defensive skills, Eliwood only needs basic stat boosters to get the job done and relies more on offensive skills.


Weak Defense

At only base 23, Eliwood has poor Defense which affects his ability to take physical damage. He has troublesome matchups against high-tier sword units that he can’t OHKO. Eliwood can usually only take one physical hit before crumbling, and sometime he can’t even survive that. His Escutcheon set covers this weakness somewhat, but still lacks staying power. In the realm of physical defense, Eliwood is last place amongst all sword cavaliers.

No real niche aside from high Resistance

In a game with plenty of options for red units, Eliwood can struggle to find a spot on a team. Although he competes well against his fellow sword cavaliers, the slew of powerful red infantry and armor make it hard for him to distinguish himself. Offensive fliers such as Elincia are more reliable due to their movement type, and mixed phase armor can do Eliwood's job in more situations. Chrom: Knight Exalt is better against dragons, stealing a useful niche of Eliwood’s. His ability to run Ploy skills is good, but this role can often be covered by a mage on cavalry teams.

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
DurandalGrants Atk+4 during combat if unit initiates attack.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Holy VestmentsReduces damage inflicted by attacks from foes 2 spaces away by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Restricted to melee units.
100 3
Sacred CowlReduces damage inflicted by attacks from foes 2 spaces away by 30%
Unlocks at 4 ★
Restricted to melee units.
200 2

Passive Skills

Passive Skills SP Slot
Axebreaker 1If unit's HP ≥ 90% in combat against an axe user, unit makes a follow-up attack and the foe cannot.
Non-Inheritable by blue units.
Unlocks at 3 ★
Axebreaker 2If unit's HP ≥ 70% in combat against an axe user, unit makes a follow-up attack and the foe cannot.
Non-Inheritable by blue units.
Unlocks at 4 ★
Axebreaker 3If unit's HP ≥ 50% in combat against an axe user, unit makes a follow-up attack and the foe cannot.
Non-Inheritable by blue units.
Unlocks at 5 ★
Spur Res 1Grants adjacent allies Res+2 during combat
Inheritable by all units.
Spur Res 2Grants adjacent allies Res+3 during combat
Inheritable by all units.
Unlocks at 3 ★
Ward CavalryGrants cavalry allies within 2 spaces Def/Res+4 during combat. Requires Spur Def 2 or Spur Res 2.
Only inheritable by cavalry units.
Unlocks at 4 ★

Other Info

Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade

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