Overall Rating
Analysis by raelet
Ephraim - Restoration Lord


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 45
ATK 35
SPD 25
DEF 32
RES 20
Stat Variations
Level 1 Stat Variation
Low 18 8 5 7 4
Middle 19 9 6 8 5
High 20 10 7 9 6

Level 40 Stat Variations
Low 42 32 22 29 17
Middle 45 35 25 32 20
High 48 38 29 35 23
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.

Ephraim's best IV with his new forged lance is +Atk, though +Def helps his survivability and his ability to stay above the HP threshold for its activation. Because he has guaranteed doubles on initiation, -Spd is likely considered his dump stat unless running a Windsweep build. -Res is also ideal, as he needs everything else to be run effectively.

Skill Sets
Offensive Powerhouse
Siegmund (+Eff) A Death Blow 3
Budget: Rally Defense
B Vantage 3
Budget: Glimmer
C Hone Spd 3
SP1,875SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IVs: +Atk -Res | Alternates: +Def, -Spd
  • Weapon: Siegmund (+effect)
  • Assist: Reposition | Rally Defense
  • Special: Aether | Glimmer | Bonfire
  • A Slot: Death Blow | Sturdy Blow | Heavy Blade
  • B Slot: Vantage | Renewal | Wrath | Wings of Mercy
  • C Slot: Hone Spd
  • Seal: Heavy Blade | Fortify Res | Atk + 3

With this set, Ephraim gives up some of his support utility to become an extremely potent offensive unit. With his weapon's ability to strike twice with high HP, his priority then falls to ensuring that his HP remains above the threshold as much as he can.  This is done one of two ways:

  • Heavy Blade (as +atk Ephraim with Death Blow reaches 58 attack), Aether, and Vantage: Ephraim's guaranteed double and significant chance of Heavy Blade proc ensures that after his first combat, he will have Aether primed and ready to fire. If he is within Vantage range, he will attack the next enemy who initiates on him with Aether in the following Enemy Phase. Ideally, this will kill his opponent and allow Ephraim to heal himself to where he will be in range for his weapon to proc the double attack again.
  • Sturdy Blow + Renewal is less risky, with the bonus of being able to proc a guaranteed Glimmer during your first turn. However, with this Ephraim relies on Sturdy Blow's defense bonus to prevent him from taking too much damage on the retaliation and then falls back to Renewal to heal up what he might have lost. This Ephraim will have difficulty healing off more damage within a respectable amount of time. Also, Sturdy Blow's defense bonus is useless when attacking dragons.

Ephraim can also run Wings of Mercy in his B slot to support his mage allies- after a ranged trade with the enemy team, he'll be able to warp in and kill whoever his mage ally could not finish off. And finally, he can run wrath if you're intending on keeping him out of enemy range until your next player phase- Wrath will also increase the damage of Aether and help him to heal off more damage, as long as he's not attacked in Enemy Phase.

It still benefits his team for him to run Hone Spd in his C slot more than most other C slot skills to ensure that he's still capable of buffing a potential ally- and as speed is Ephraim's dump stat, he's more suited to giving away that particular buff than any other.

Full Support
Siegmund (+Eff) A Triangle Adept 3
Budget: Triangle Adept 2
Rally Defense B Renewal 3
Budget: Moonbow
C Hone Spd 3
SP1,885SFortify Res 3

Show Explanation/Analysis
  • Preferred IVs: +Atk -Res | Alternate: +Def, +HP, -Spd
  • Weapon: Siegmund (+effect) | Alternate: Siegmund (+def)
  • Special: Glimmer | Moonbow
  • Assist: Rally Defense
  • A Slot: Triangle Adept | Death Blow
  • B Slot: Renewal | Quick Riposte | Wings of Mercy
  • C Slot: Hone Spd
  • Seal: Fortify Res

With this set, Ephraim's primary focus is buffing his teammates and acting as an anti-red unit. He does this by sacrificing his Assist, C slot, and Seal slot in order to give maximum buff potential, for that sweet +4/+4/+4/+4.

That doesn't necessarily mean that his combat ability is gone, however- Ephraim is still able to double on initiation, as well as serve as a good blue defensive tank, allowing him to wall and take down enemy walls for your team.  His A slot goes to Triangle Adept, which will make him your team's guaranteed anti-red unit and give him optimal matchups against even red mages who might otherwise pose a threat to him. Alternatively, you can give him some semblance of his above build with a Death Blow/Renewal combination, which utilizes his forge's effective ability while retaining his support utility.

Quick Riposte works better on a defensive unit, and so for this he would take his +Def ability, which when coupled with a +Def IV, raises his defenses to 39 and allows him to be a great blue wall for your squishy team. He works best with green mages, such as Nino or Rhajat, as he can easily dismantle any red who threatens them.

Enemy Phase Ephraim
Siegmund (+Res)
Budget: Siegmund (+Def)
A Distant Counter
Budget: Close Defense 3
Budget: Rally Defense
B Quick Riposte 3
Budget: Bowbreaker 3
Budget: Ignis
C Hone Spd 3
SP2,035SDistant Def 3

Show Explanation/Analysis
  • Preferred IVs: +Res/-Spd | Alternate: +Def, +Atk, -HP
  • Weapon: Siegmund (+Res) | Alternate: Siegmund (+Def)
  • Assist: Reposition | Rally Defense
  • Special: Glimmer | Aether | Ignis
  • A slot: Distant Counter  | Steady Breath | Close Defense
  • B slot: Quick Riposte | Bowbreaker | BTomebreaker
  • C Slot: Hone Spd
  • Seal: Distant Defense | Close Defense

With a +Res boon and a +Res forge on Siegmund, Ephraim reaches a res of 27- with a Distant Defense seal added in, his Res grows to 33 with no outside support. This allows him to be a remarkably decent ranged counter, capable of striking back against tomes and bows alike.  With this set, he can eliminate magical threats such as Delthea, Linde, and Christmas Tharja, as well as bow units and daggers, such as Bridal Cordelia or Klein.

Brave weapons- such as Reinhardt or brave bow- will allow Ephraim to retaliate with a charged Glimmer shot, ensuring the KO on the tankier or more merged units.  This Ephraim barely survives an unmerged +atk Death Blow reinhardt and will require a res buff to survive him if he's significantly merged or buffed.

Alternatively, Ephraim can run Steady Breath/Close Defense in addition to a +Def forge on Siegmund for brutal tanking power. At a 35 defense boon, a +def forge and SB/CD skills gives him an effective defense of 50-52 when attacked from close range. Pair this with Quick Riposte and Ignis or Aether, and Ephraim is more than capable of dispatching many reds and blues and even some greens during the Enemy Phase.

Sweeper Memers
Siegmund (+Eff) A Darting Blow 3
Reposition B Windsweep 3
Glimmer C Threaten Spd 3
SP1,785SSpeed +3

Show Explanation/Analysis
  • Preferred IVs: +Spd / -Res | Alternative: -HP
  • Weapon: Siegmund (+effect)
  • Special: Glimmer
  • Assist: Reposition | Rally Defense
  • A Slot: Darting Blow | Life and Death
  • B Slot: Windsweep
  • C Slot: Threaten Speed | Hone Speed
  • Seal: Spd +3

As it turns out, Ephraim's weapon effect cancels out the double negation of Windsweep, meaning that he's capable of doubling without retaliation like a pseudo Firesweep- if he can double naturally (that is, if he has +5 speed on the enemy unit). How can we make this happen?

A speed boon, darting blow, and speed +3 gets him to 38 speed. From there, a Threaten Speed proc inflicts speed -5 on the enemy unit, allowing him to double everyone with a natural 38 speed. After that, it's up to his team support to buff his speed through hones and spurs/drives. If you're willing to take the -1 speed that Life and Death will give you, it offers him a significant attack boost that could help to kill an enemy if your speed is too low to double.

This build is not ideal and should only be run if you have the resources to burn, but it essentially runs Ephraim like a Firesweep Lance, with the added bonus of giving him +1 mt and retaining Siegmund's ally buff potential.



  • Fantastic attack and good defense stats
  • Excellent buffing ability on legendary weapon
  • Legendary weapon forges offers him the ability to attack twice regardless of speed


  • Low speed and resistance
  • Very susceptible to fast ranged units

Ephraim is a bulky lance wielder with exceptional power and supporting ability thanks to his fantastic legendary weapon, Siegmund. He boasts the rare ability to give a total of 16 points of buffs at once, making him a fantastic support, particularly for the powerful Blade tome users. In addition, his high attack and defense make him a very solid counter to the numerous red swords that flood the game. However, his low defense and speed consistently get him doubled and greatly harm his ability to sponge magical hits from even red tomes. Despite these clear cut flaws, his ability to buff allies while holding his ground against physical units makes him an excellent pick for almost any team.


Bladetome Support

  • With a forged Siegmund, Ephraim is able to buff +4 attack. When coupled with a rally, C slot, and seal, Ephraim is the only unit in the game who is capable of giving a full +4/+4/+4/+4 spectrum of buffs, making his utility as an infantry bladetome buffer unparalleled
  • Ephraim is capable of buffing any of his allies in this manner, and while he shines with a blade tome he is a fantastic support for any unit in the game

Forged Legendary Weapon

  • Weapon forges breathed new life into Ephraim as an offensive unit, allowing him a guaranteed followup attack when his hp is over 90%
  • This invalidates his low speed in player phase and gives him a guaranteed double attack with his high strength and legendary weapon mt

Great Attack and Defense

  • Though he's typically thought of as a support unit, Ephraim's defense makes him a good candidate for a brutal Quick Riposte build
  • Conversely, his high attack and legendary weapon is fantastic, and when combined with his weapon forge it turns Ephraim into a force to be reckoned with

Low Speed

  • Despite his weapon forge's ability to bypass his low speed in order to double, it still hurts him during Enemy Phase, as many enemy units will double him
  • His guaranteed double attack does not negate player phase doubles against him. If something can survive his initial two attacks then it's likely that they will double him in turn

Low Resistance

  • Ephraim is very weak to green mages, who are very popular in the meta right now. Nino is ever-present, and now Gunnthra poses a threat to him as well
  • This also increases his chance of getting ployed by high res enemy units

Heavy Competition

  • As a physical lancer, Ephraim faces heavy competition for his slot on the team. Units like Tana, Effie, or Cordelia rival his offensive utility and they can be placed in a buff-centric emblem team.
  • As a support lancer, Brave Lucina rivals him in utility, though her buffing effect will not effect blade tomes. He also fights Azura and Sharena for support lancer spots on a team.
Team Options

Ephraim's utility as a support lancer gives him a wide array of team options. He will work with almost any unit in the game- after all, who doesn't want free buffs?

  • His strongest allies are, without a doubt, infantry bladetome users due to his unique ability to give them the spectrum of +4/+4/+4/+4 buffs.  Units like NinoTharja, and Linde are all top tier in this regard.
  • At the same time, he benefits from units who can cover his weaknesses- this means red units who can kill encroaching greens, such as SanakiRyomaBlack Knight.
  • Healers who can heal him up to full for his weapon forge effect are also greatly appreciated, such as LuciusEliseBridal Lyn, and Genny.

Despite Ephraim's combat prowess, he still has a few glaring weaknesses:

  • His low speed is still an issue for him, allowing fast units to easily double him in enemy phase, such as AnnaMinerva, and Raven.
  • His poor resistance makes him particularly susceptible to mages, particularly green mages such as NinoJulia, and Rhajat.
Weapon Skills
Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Lance Users Only
100 1 8
Heavy SpearEffective against armored units.
Lance Users Only
200 1 8
SiegmundGrants adjacent allies Atk+3 through their next actions at the start of each turn.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 2
Passive Skills
Passive Skills SP Slot
Seal Def 1After combat, foe suffers Def -3 through its next action.
Non-inheritable by Staff-wielding units.
Seal Def 2After combat, foe suffers Def -5 through its next action.
Non-inheritable by Staff-wielding units.
Seal Def 3After combat, foe suffers Def -7 through its next action.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
Threaten Def 1Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn
Inheritable by all units.
Threaten Def 2Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn
Inheritable by all units.
Threaten Def 3Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem: The Sacred Stones

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