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 is standard with most offensive units, Eliwood prefers to boost his attack and speed stats where possible. However unlike most units, Eliwood’s build changes drastically depending on his stat boon.


  • +ATK: This is Eliwood’s best boon, letting him run his OHKO set, his strongest. More attack equals more damage, and helps Eliwood trigger Blazing’s Durandal’s effect.

  • +SPD: Eliwood’s second best boon is speed. Investing in speed means Eliwood no longer needs Swordbreaker and lets him score some alternative KO’s to the OHKO set.


  • HP: He would prefer not to reduce his HP, as it affects his survivability to both magic and physical attacks. A bane in this stat reduces his HP by four, making it all-around worse than lowering one of his other defensive stats.


  • -RES: If you don’t want to run Ploy skills, -Res is Eliwood’s best bane. His resistance is high, but not high enough to help him vs. most mages. And it sits at a respectable 29 even when reduced. If your Eliwood has a boon in this stat, it’s recommended to run Ploy skills on him.

  • -DEF: The best bane if you intend to use Ploy Skills on Eliwood. Since he attempts to OHKO his foes, his defense does not matter as much as his other stats.

Skill Sets

Arena Specialist

Blazing Durandal A Death Blow 4
Alternate: Death Blow 3
Alternate: Swap
B Swordbreaker 3
Alternate: Glimmer
C Hone Cavalry
SP1,975SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES
  • Weapon: Blazing Durandal
  • Assist: Reposition / Swap
  • Special: Escutcheon / Glimmer
  • Passive A: Death Blow / Life and Death / Attack+3
  • Passive B: Swordbreaker
  • Passive C: Hone Cavalry
  • Sacred Seal: Attack+3

This is a specialist build for use in the Arena. It maximises his attack in order to crush foes with ease. Blazing Durandal grants Atk+3 and the effects of Heavy Blade 3, meaning that with more attack, Eliwood can trigger a two turn special after just one attack. Overall, this set allows for little variation, but performs well within the Arena. If you aren’t interested in using Eliwood in the Arena, changing Escutcheon to Glimmer gives Eliwood more power at the cost of his defense and scales well off his high attack. His A slot skill is designed to maximise damage, making Death Blow the prime option. With this set and a Hone Cavalry buff, Eliwood reaches a titanic 68 attack, enough to guarantee triggering Heavy Blade’s effect and wallop most foes in one hit.

Escutcheon might seem an odd choice, but it is designed to work with Eliwood’s Swordbreaker. With Heavy Blade, it will be ready after Eliwood’s first attack, and allow him to take a strong hit the next turn. It lets Eliwood safely initiate and KO Ayra as well as Brave Lance variants of Cordelia, Tana and Est. Swordbreaker lets Eliwood double and KO most high-tier red swords, provided he has Escutcheon to survive their attacks.

Reposition and Hone Cavalry are there to support Eliwood’s allies. Reposition can help allies such as Reinhardt or Brave Lyn escape to safety after performing an attack. Hone Cavalry is there as standard to grant them the offenses they need to KO their enemies.

General Attacker

Blazing Durandal A Swift Sparrow 2
Alternate: Speed +3
Alternate: Swap
B Swordbreaker 3
Glimmer C Hone Cavalry
SP1,885SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES
  • Weapon: Blazing Durandal
  • Assist: Reposition / Swap
  • Special: Glimmer / Moonbow / Draconic Aura / Iceberg
  • Passive A: Swift Sparrow / Life and Death / Speed+3
  • Passive B: Swordbreaker / Guard
  • Passive C: Hone Cavalry / Def Ploy / Spd Ploy
  • Sacred Seal: Speed+3 / Quickened Pulse / Def Ploy / Atk Ploy

For those who want to use Eliwood as a unit for general use, this set is preferred over the Arena set. Unlike the above, this set aims to maximise his speed to attack twice instead of once.

The only units he will have trouble doubling are fast sword-users which can be handled with Swordbreaker. Guard is also a good option for foes who use skills such as Steady Breath or Vengeful Fighter. For reference, Eliwood reaches an effective 40 speed unbuffed with this build.

It may be tempting to opt for a powerful Glacies, but Eliwood has trouble charging long specials even with Blazing Durandal. Glimmer scales wonderfully off his high attack and can be activated on his second attack, making it the special of choice here. Moonbow is an acceptable alternative, also charging in two turns.

If you want Eliwood to hit harder or find that he has a wasteful amount of speed, consider switching Glimmer for Draconic Aura, and Speed+3 for Quickened Pulse. This gives him a significant boost in power, especially against high-defense foes. If you are using +Res Eliwood, Iceberg will have a similar amount of strength to Draconic Aura.


Eliwood is a red sword-wielding Cavalry, resembling his promoted form from Fire Emblem Blazing Sword. He is an offensive unit, boasting decent attack and speed, as well as a very good legendary weapon: The Blazing Durandal. As a 3-4 Star unit, Eliwood is a good merge candidate for most players due to being common and powerful.

Being a cavalry helps Eliwood a great deal, giving him more movement to engage the enemy, and access to strong buffs, which bolster his offenses significantly. It’s very hard to stop Eliwood from getting in, and he’s a decent Arena Defense unit on maps without trenches.

However, Eliwood does come with his own set of problems. He has very low defense for a melee unit, making him poor at receiving damage in combat. His high resistance is a strong point for sure, but he is arguably the worst color to have high resistance. He also has a lot of strong competition as a red Cavalry from units that are stronger than him.


Decent attack and speed, with high resistance.

Eliwood has passable 31/30 offenses which are on the low side of offensive units. He has weaker offenses than Brave Roy and Siegbert, his rival offensive Cavalry. However, his bases are helped by the Blazing Durandal, which grants Atk+3 and Heavy Blade. This means that he relies more on receiving Hone Cavalry than his allies. High resistance opens up Ploy skills as options for Eliwood, making him shine more on mixed teams and as a team support.

Good mobility and access to the Blazing Durandal.

Eliwood’s role as a Cavalry is a great for him as a melee offensive unit. Three movement lets him engage from a farther distance that offensive melee units. As mentioned before, he gains a great boost from his Blazing Durandal. With a Hone Cavalry buff, Death Blow 3, Atk+3 Seal and Attack boon, Eliwood reaches a massive 68 attack, easily enough to trigger Heavy Blade’s effect. He can charge powerful specials very quickly or weaker ones nearly instantaneously.

Easy to merge.

Overall, Eliwood is less viable than many of his peers. However, every unit that outclasses him is a 5* exclusive. Unless you are very lucky or have a lot of money to spend, Eliwood will end up stronger in the end assuming players have to resources to merge him. Alongside Masked Marth and Adult Tiki, Eliwood is one of the best red merge candidates for low-spending or free players.


Frail for a melee unit.

Melee units are typically known for high defense, but Eliwood is an exception. His base defense of 23 is very low (especially considering that defense is one of his optimal banes). He cannot take physical damage from blue units at all, and must be very careful of red units, particularly those he cannot OHKO. Low defense also makes him a target for Gunnthra’s Chilling Seal debuffs.

Outclassed by a few of his peers.

There are many options for red cavalry nowadays. Sigurd and Eldigan are both very solid choices, the latter of which can run a mixed offensive/defensive set. In terms of offensive Cavalry, Brave Roy and Siegbert both outclass Eliwood in raw offenses, with his son even sharing his Blazing Durandal. His only niche over these units is high resistance, but Sigurd is a better magic tank anyway due to his Divine Tyrfing and Crusader’s Ward.


Moreso now than ever, Eliwood is hampered on certain maps due to being a Cavalry unit. Trenches are a new tile type, which Cavalry can only move across one space at a time. The addition of Trenches limit his mobility significantly on maps where they appear. Infantry and Fliers can move across them with no penalty, making Eliwood comparatively very vulnerable. This makes him somewhat unreliable in the Arena compared to other red units.

Team Options

Eliwood is a natural fit for Cavalry teams being one of the best red options, especially for players without significant resources. 31/30 offensive stats mean that he is more reliant on their buffs in order to do his job. He can perform well on other teams, provided he has Ploy Skills.

  • Brave Lyn and Reinhardt: Eliwood is a good addition to the standard Cavalry core of Brave Lyn + Reinhardt.

  • (LA) Roy, (LA) Lilina, Ursula, L’Arachel, Olwen, Gunnthra, Cecilia: Eliwood works well with other viable non-red cavalry. Gunnthrá in particular can greatly support him with Chilling Seal.

  • Nino, Rhajat, Summer Elise, Halloween Henry, Julia, Deirdre: Green mages tend to be strong against Eliwood’s counters. Julia and Deirdre are particularly notable for being strong vs. Corrin (F) and Nowi.


Eliwood aims to OHKO his opponents, meaning that foes who can avoid it will often stop him in his tracks. Tanky red units or blues act as hard stops to Eliwood’s sweep. He must be wary of being engaged upon himself. Although he has good resistance, red and blue mages will typically outspeed and KO him.

  • Effie, Corrin-F, Nowi, (WE)Robin, (LA)Eliwood, Brave Lucina: Strong threats with color advantage that will decimate Eliwood if he attacks.

  • Reinhardt, Linde, Lute, Micaiah, Olwen, L’Arachel: With color advantage, these mages will double and KO Eliwood with ease despite his resistance.

  • Gunnthra, Hector, Amelia, (WE)Lissa: These green units will KO Eliwood with their respective best builds if he dares attack them. However, he can beat them by letting them initiate on him first, then attacking back next turn.

  • Black Knight, Zelgius, Ayra, Ike, Tiki(A), Ryoma: Swordbreaker won’t work against foes who can OHKO Eliwood. These tanky reds can survive Eliwood’s attack and KO on the counter with their special. Running Escutcheon can help him beat some of these threats, detailed in the builds section.

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

Other Info

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

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