Table of Contents
- Default
- Attack
- Special
- Injured
| Eliwood - Knight of Lycia |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 6 | 7 | 5 | 7 |
| Middle | 17 | 7 | 8 | 6 | 8 |
| High | 18 | 8 | 9 | 7 | 9 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
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.
Boons
-
+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.
Neutral
-
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.
Banes
- -DEF: Defense helps Eliwood the least overall, making it the safest choice for a bane.
Skill Sets
One Shot (General Offensive)
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Blazing Durandal | A | Death Blow 4 Alternate: Atk/Res Solo 3 |
|---|---|---|---|
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Rally Def/Res Alternate: Reposition |
B | Chill Def 3 Alternate: Swordbreaker 3 |
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Glimmer | C | Hone Cavalry Alternate: Atk Ploy 3 |
| SP | 2,260 | S | Attack +3 |
- Preferred IV: +ATK / -DEF
-
Weapon: Blazing Durandal
-
Assist: Rally Def/Res / Reposition
-
Special: Glimmer
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Passive A: Death Blow / Atk/Res Solo / Fury
-
Passive B: Chill Def / Swordbreaker
-
Passive C: Hone Cavalry / Atk Ploy / Spd Ploy
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Sacred Seal: Atk +3 / Atk Ploy / Spd Ploy
Eliwood’s claim to fame is the massive amount of Attack he can build up with his Blazing Durandal. This set is designed to OHKO everything except for blue units, and stacks as much Attack as is possible. Eliwood should take a +Atk boon for this set. This is the best general-purpose Eliwood set, but for one more attuned to the Arena see the Arena Specialist set below.
Most of the skill choices here are designed to get Eliwood to 70 Attack. Death Blow gives him a significant boost and works well at level 3, if Death Blow 4 is not available. Atk/Res Solo is an interesting skill that helps Eliwood tackle dragons, and has an easily activatable condition. Fury is also a good option that trades Attack for better Speed, Defense, and stronger Ploys.
His Blazing Durandal gives him a small Attack boost and also lets him charge Specials quicker. Glimmer is the Special of choice due to how well it scales with Eliwood’s Attack and with the Blazing Durandal, he can ready it after just one hit. Chill Def is taken to give Eliwood more damage as well as some team support. Swordbreaker is a solid budget choice, but it won’t help him against top tier swords who can OHKO Eliwood.
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. Atk+3 is his optimal choice of seal, giving him yet another damage boost. 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, Arena Specialist)
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Blazing Durandal | A | Life and Death 3 |
|---|---|---|---|
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Rally Def/Res Alternate: Rally Up Atk+ |
B | Swordbreaker 3 |
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Escutcheon | C | Hone Cavalry Alternate: Res Tactic 3 |
| SP | 2,050 | S | Attack +3 |
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Preferred IV: +ATK or +SPD / -DEF or -RES
-
Weapon: Blazing Durandal
-
Assist: Rally Def/Res / Rally Up Atk+
-
Special: Escutcheon
-
Passive A: Life and Death
-
Passive B: Swordbreaker
-
Passive C: Hone Cavalry / Spur Def/Res / Res Tactic
-
Sacred Seal: Atk +3 / Spd+3 / Def Tactic
This set is slightly different to the above OHKO build, being better suited to the threats presented in the Arena. Unlike the first set, this build lets Eliwood beat common high-tier units such as Ayra, Zelgius, and Karla on his first round of combat thanks to Escutcheon. It’s a great choice for a +Spd boon Eliwood, although +Atk is still slightly better. It’s also a solid build on a budget, requiring no skills from five star units. The downside is that Eliwood won’t hit as hard, and this build offers less team support.
The strategy for this set is to have Eliwood initiate into the opponent, charging Escutcheon in order to survive the foe’s counterattack. Life and Death is taken to give Eliwood a big offensive boost. Thanks to Escutcheon’s scaling, the downsides of Life and Death can largely be ignored. Swordbreaker is taken as even without the huge Speed boosts, Eliwood won’t be able to double and KO 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. Atk +3 is preferred if running a +Spd boon Eliwood, and vice versa for Spd +3. A Tactic skill can also be chosen here, and is recommended if Eliwood is also using a Tactic skill in his C slot.
Introduction
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, Eliwood is a unit with respectable strengths such as a good stat spread and decent unique weapon options.
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 relatively low Attack, Special acceleration mechanics, and terrible Defense. Eliwood’s lacking in Attack compared to units like Siegbert and Ares, and while he can accelerate his Special with Blazing Durandal it requires him to fight in between Special triggers, making it worse than the Dark Mystletainn. His 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 he will perform well when given the right support.
Strengths
Possesses decent Attack and Speed.
Eliwood packs 31 Attack and 30 Speed, a workable mix of offensive stats which allow him to work well as an attacker. When wielding the Blazing Durandal, Eliwood also gains an extra three Attack, boosting him to 34. Having slightly lower Attack and Speed than other cavalry means he’s rather reliant on Hone Cavalry to boost his offenses to acceptable levels.
Great Resistance for a sword cavalier.
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.
Is a sword cavalier with a great unique weapon.
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. Blazing Durandal gives Eliwood the properties of the Heavy Blade skill, meaning that the higher Eliwood’s Attack, the more foes on which he can accelerate his Special. While it lacks the overall strengths of other weapons, it’s the perfect companion for Eliwood. With the Blazing Duranal, a Hone Cavalry buff, Death Blow 4, Atk +3 Seal, and Attack boon, Eliwood reaches a titanic 70 Attack which is easily enough to trigger Heavy Blade’s effect.
Weaknesses
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 sword cavaliers, Eliwood fails to stand out. Siegbert, Ares, and Eldigan are stronger offensively, while Sigurd is a much better anti-mage. Chrom: Knight Exalt is better against dragons, ruining Eliwood’s most useful niche. His ability to run Ploy skills is good, but this role can often be covered by a mage on cavalry teams.
Team Options
Counters
Eliwood’s physical defenses are what dictates the majority of his counters. Many sword-wielding units have the means to OHKO him with accelerated Specials, and he has no chance of surviving against blue units. If Eliwood fails to OHKO a physical attacker, it is likely he will be KO’d in return.
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Strong sword users: Sword-wielding units with high Defense will be able to survive Eliwood’s Attack and OHKO him in return. Swordbreaker won’t help with these tough units, such as Zelgius, Ayra, Legend Ike, the Black Knight, Arden, and Draug.
-
Blue Tanks: They have enough Defense to stall Eliwood and can KO him easily with their physical damage. Effie, Ephraim, Nephenee, Brave Hector, and Fallen Hardin are bad news for Eliwood.
- Mages: Eliwood’s Resistance is good, but he lacks Speed which many mages can take advantage of. Reinhardt, L’Arachel, Olwen, Linde, Ophelia, Ishtar, Micaiah, and Dethea can all KO Eliwood with a combination of Speed or Attack.
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Blazing Durandal | A | Darting Blow 3 |
|---|---|---|---|
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Draw Back | B | Swordbreaker 3 |
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Iceberg | C | Fortify Cavalry |
| S | Speed +2 | ||
First off: this is a horse emblem team Eliwood build. With a hone cavalry support, Eliwood runs a solid 42 speed on initiation, which doubles most things you need to take care of as a Red melee cav. Assuming his 59 attack is higher than his opponent's, which tends to be a reasonable assumption in most cases, his second hit will proc Iceberg, which building off of his 38 res (post fortify cav boost), tends to nuke almost anything on initiation. A cav healer does wonders when paired with him!
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Blazing Durandal | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Threaten Atk 3 |
| S | Deflect Magic 3 | ||
Recommended IVs: +ATK, +RES -HP, -SPE, -DEF
With this set Eliwood finally becomes the mage baiter he always wanted to be. With +atk his blazing durandal will activate more often, with +res he has higher magic soak, -HP takes away from his defenses evenly so he can tank physical and magical attacks, -SPE works well since he can kill a lot of units with QR, and -Def makes him a better specialized mage killer. The only other unit able to use DC with heavy blade is Roy (and I guess ayra with flashing blade) but with higher availability and better defensive stats than his son he's much more easily merged to +10, and he's probably better at it too.
Distant counter is obviously the crux of this set allowing him to make use of his great resistance, QR allows him to take out every green mage, and combos with Blazing Durandals Heavy Blade effect charging his aether for next turn. For his C skill I put threaten attack as that not only allows him to survive harder hits, but it also increases the activation threshold for Blazing Durandal. Of course on a dedicated Calvary team this can be replaced with any Calvary buff. For his sacred seal either distant defense, close defense, deflect missle, or deflect magic work wonders. CD lets him play as an overall tank, DD lets him survive harder hitting mages, and deflect missle/magic allow him to counter Lyn, brace lady/Reinhardt respectively (keep in mind for these threats a -speed bane is recommended over a -hp bane as with -hp he'll survive a +atk DB Reinhardt with deflect maguc with only 1 hp to spare, and can only survive a neutral Lyn with swift sparrow. Anything higher will kill him) keep in mind this is before outside buffs, with which he'd do much better.
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Blazing Durandal | A | Life and Death 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Desperation 3 |
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Galeforce | C | Ward Cavalry |
| S | Speed +3 | ||
Essentially Brave Roy, but more available and a bit more expensive to build. The goal is to start off by doubling a unit who can counter attack, thus charging up galeforce for either another attack with desperation, or to flee. Run with horse buffs if you can.
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Blazing Durandal | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Hone Cavalry |
| S | Distant Def 3 | ||
IVs: +Spd, -Hp/Def
With the weapon refinery update coming up, Eliwood has the potential to increase how effectively he can serve his niche as a mage counter. Blazing Durandal not only increases his mediocre attack without the need to initiate, but also allows him to use high cooldown skills effectively should his attack be boosted enough.
To take advantage of his strengths, Eliwood is given Distant Counter to use his comparatively high survivability against mages so that he can retaliate, with his counters often being able to OHKO most green mages. Quick Riposte is added to secure kills given his mediocre speed, while also helping to speed the activation of Aether, which serves as both a good source of burst damage and a source of sustain for the Lycian Knight. Iceberg and Glacies are valid options as well, should the player choose to forgo HP sustain in favor of pure damage. Combined with the Distant Defense seal, both specials will prove to be viable options in their own right.
To utilize this build to it's fullest, Eliwood should be buffed with at least Hone Cavalry, due to it patching up his speed to 39, which while not fantastic, will help him avoid doubles from several common mages such as Fury Nino, who hits 42 spd. Furthermore, this will also help to guarantee Eliwood's activation of Blazing Durandal's effect, allowing him to get Aether up faster.
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Blazing Durandal | A | Distant Counter |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Galeforce | C | Fortify Cavalry |
| S | Squad Ace D 3 | ||
The Weapon Refinery update allows Eliwood to use the Blazing Durandal
**This is an Eliwood build in case I get one that is +Spd -Res**
This build has Eliwood use Distant Counter instead of Fury
Merged 2 times
With a Speed +3 Seal to make up for not having Fury or the Summoner Support
***+3 Atk from Blazing Durandal***
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 |
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 |
|---|---|---|
| Unlocks at 3 ★ Non-Inheritable by blue units.
|
50 | B |
| Unlocks at 4 ★ Non-Inheritable by blue units.
|
100 | B |
| Unlocks at 5 ★ Non-Inheritable by blue units.
|
200 | B |
| Inheritable by all units.
|
50 | C |
| Unlocks at 3 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 4 ★ Only inheritable by cavalry units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade
|
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