Table of Contents
- Default
- Attack
- Special
- Injured
| Ephraim - Restoration Lord |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 8 | 5 | 7 | 4 |
| Middle | 19 | 9 | 6 | 8 | 5 |
| High | 20 | 10 | 7 | 9 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boons
- +ATK: Ephraim's best IV in most of his sets is an Attack boon which lets him take full advantage of the guaranteed followup attacks that his legendary Siegmund can grant him.
- +DEF: A Defense boon helps his survivability and his ability to stay above the HP threshold for a refined Siegmund.
Neutral
- HP: Ephraim's HP is decent, and while he can't use it to reliably Panic Ploy, many of his builds rely on him keeping his HP above a certain threshold, which is easier with higher HP. Therefore, a bane should be avoided if possible.
Banes
- -SPD: Because he has guaranteed doubles on initiation, Ephraim does not care for Speed unless running Windsweep.
- -RES: Resistance is not a strong stat of his and can readily be discarded if he can increase one of his more crucial stats.
Skill Sets
Offensive Powerhouse
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Siegmund (+Eff) | A | Death Blow 4 Alternate: Sturdy Blow 2 |
|---|---|---|---|
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Reposition Alternate: Rally Defense |
B | Vantage 3 Alternate: Wrath 3 |
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Aether Alternate: Glimmer |
C | Odd Atk Wave 3 Alternate: Hone Spd 3 |
| SP | 2,085 | S | Heavy Blade 3 |
- Preferred IVs: +ATK or +DEF / -SPD or -RES
- Weapon: Siegmund (+Eff)
- Assist: Reposition / Rally Defense
- Special: Aether / Glimmer / Bonfire
- A Slot: Death Blow / Sturdy Blow / Heavy Blade
- B Slot: Vantage / Wrath / Renewal
- C Slot: Odd Atk Wave / Hone Spd
- Sacred Seal: Heavy Blade / Fortify Res / Attack + 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 an Attack boon 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 or mages with Close Counter.
Wrath is the ideal A slot for Ephraim if you intend on running him as a strictly Player Phase unit, as it will help to mitigate the cooldown of Aether if he's below the threshold of doubling. This means that even if he doesn't have Aether primed at the end of his first combat, Wrath will allow him to prime it before his next combat, as well as offer him additional damage that he can use to further heal himself back into the range of Siegmund's pursuit effect. However, if Ephraim is at risk of being attacked after his first engagement, then Vantage would be a better pick, as it will allow him to attempt to finish off his opponent before he takes further damage in Enemy Phase.
If he's lacking a buffer on his team and you want Ephraim to be a full offensive powerhouse, rather than a hybrid damage/support, then Odd Atk Wave is his ideal choice in C slot. This skill will offer him 64 Attack on initiation, giving him a more reliable shot at activating Heavy Blade for more damaging Specials. If using him as a buffer, it still benefits his team for him to run Hone Spd in his C slot more than most other C slot buffs to ensure that he's still capable of buffing a potential ally, and since Speed is Ephraim's dump stat, he's more suited to giving away that particular buff than any other.
Flame Siegmund
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Flame Siegmund | A | Death Blow 4 Alternate: Steady Breath |
|---|---|---|---|
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Smite Alternate: Shove |
B | Wrath 3 Alternate: Desperation 3 |
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Aether Alternate: Dragon Fang |
C | Odd Atk Wave 3 Alternate: Threaten Def 3 |
| SP | 2,425 | S | Heavy Blade 3 |
- Preferred IVs: +ATK or +DEF / -SPD
- Weapon: Flame Siegmund
- Special: Aether / Dragon Fang / Ignis
- Assist: Smite / Shove / Reposition
- A Slot: Death Blow / Steady Breath / Fury
- B Slot: Wrath / Desperation / Chill Def
- C Slot: Odd Atk Wave / Threaten Def
- Sacred Seal: Heavy Blade / Close Defense
Legendary Ephraim's introduction to the game allowed for his initial infantry form to inherit the Flame Siegmund, a powerful legendary weapon which offers Ephraim the ability to secure a followup attack, as long as there are more opponents around him than there are allies. Unlike Siegmund's initial enhancement, Flame Siegmund works in both phases and has no HP requirement, which offers much more flexibility in his build options.
This does come with the drawback of eliminating Ephraim's support capability, as his Siegmund's natural Attack buff to allies is applied only to himself when he wields Flame Siegmund. In addition, it makes him far more reliant on positioning which may be more difficult in tightly-packed maps, particularly due to Ephraim's 2 tile movement as opposed to Legendary Ephraim's 3 tile movement. Due to this, Flame Siegmund can be seen more as a sidegrade than a direct upgrade to a refined Siegmund.
Despite the drawbacks, the ability to double in Enemy Phase as well as Player Phase negates the necessity for Quick Riposte, which opens Ephraim's B slot to run lethal skills like Wrath, Chill Def, or Desperation. Guard is another option for a more defensive Ephraim, however its stringent HP requirement does not play well with Ephraim's lone warrior playstyle.
Death Blow would be Ephraim's preferred A slot if the intent is to run him predominately in Player Phase, however if you'd rather use him as an Enemy Phase tank, then Steady Breath would be optimal, and for a flexible Mixed Phase option, Fury is the best skill which grants him Attack and Defense at all times.
Heavy Blade is a no-brainer for a Player Phase Ephraim (though note that it will not stack with Steady Breath on Enemy Phase), and it will likely proc due to his 63 Attack (69 if self-buffed with Odd Attack wave). This allows for longer cooldown specials such as Aether to heal off damage, or Dragon Fang, which would hit for an additional 45 damage with his Death Blow/Wrath/Odd Atk Wave set.
Ignis is another option of Special, which would be run primarily on an Enemy Phase Ephraim who would rather take Close Defense Seal due to Heavy Blade's lack of Synergy with Steady Breath. A +Def/Steady Breath/Wrath/Close Defense build allows his Ignis procs to hit for an additional 46 damage.
Smite is chosen as his Support skill to help him fulfill the requirements of his Flame Siegmund, by forcing his allies away from him in order to keep him outnumbered by his opponents. Smite may be best served on an Enemy Phase oriented Ephraim, as he would spend his Player Phase pushing his allies away from him.
Enemy Phase
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Siegmund (+Def) Alternate: Siegmund (+Res) |
A | Steady Breath Alternate: Distant Counter |
|---|---|---|---|
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Reposition Alternate: Rally Defense |
B | Quick Riposte 3 Alternate: Bowbreaker 3 |
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Aether Alternate: Glimmer |
C | Odd Atk Wave 3 Alternate: Hone Spd 3 |
| SP | 2,455 | S | Close Def 3 |
- Preferred IVs: +DEF or +RES or +ATK / -SPD
- Weapon: Siegmund (+Def) / Siegmund (+Res)
- Assist: Reposition / Rally Defense
- Special: Aether / Ignis / Glimmer
- A slot: Steady Breath / Distant Counter / Close Defense
- B slot: Quick Riposte / Bowbreaker / B Tomebreaker
- C Slot: Odd Atk Wave / Hone Spd
- Sacred Seal: Close Defense / Distant Defense / Heavy Blade
Although his prowess during Player Phase is remarkable, Ephraim functions very well as an Enemy Phase tank, particularly when stacking his defenses and utilizing skills such as Steady Breath and Quick Riposte. With a boon, his Defense hits 35, and further increasing with Defense forge/Steady Breath/Close Defense gives him an unbuffed Defense of 49, which is more than enough to fend off melee attacks from powerful reds and blues alike. When combined Aether, Ephraim can use his Special in the first engagement if doubled (as he should be, with a bane in Speed) and heal off the damage he's taken in that particular engagement. This set leaves him very vulnerable to magic and dragons, an issue which is solved in his next iteration of this build.
With a Resistance boon and forge on Siegmund, Ephraim reaches a Resistance stat of 27. With a Distant Def seal added in, his Resistance stat when attacked by a mage grows to a decent 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.
Ephraim can also run Glimmer in an attempt to KO opponents with Brave weapons, as he will retaliate with a charged Glimmer shot on his first attack. With a Resistance-focused set, Ephraim can barely survive an attack from an unmerged Attack boon Death Blow Reinhardt, but will require buffs to his Resistance to survive him if the Reinhardt is significantly merged or buffed.
Full Support
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Siegmund (+Eff) | A | Triangle Adept 3 Alternate: Steady Breath |
|---|---|---|---|
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Rally Defense | B | Renewal 3 Alternate: Quick Riposte 3 |
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Glimmer Alternate: Moonbow |
C | Hone Spd 3 |
| SP | 1,885 | S | Fortify Res 3 |
- Preferred IVs: +ATK or +DEF or +HP / -SPD
- Weapon: Siegmund (+Eff) / Siegmund (+Def)
- Special: Glimmer / Aether / Bonfire
- Assist: Rally Defense
- A Slot: Triangle Adept / Steady Breath / Death Blow
- B Slot: Renewal / Quick Riposte / Wings of Mercy
- C Slot: Hone Spd
- Sacred 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 an impressive +4/+4/+4/+4 buff.
However, that does not necessarily mean that his combat ability is gone, as Ephraim is still able to double on initiation with his forge. He can also continue acting as a good blue defensive tank, walling and taking 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 combination of Death Blow and Renewal, which utilizes his forge's effective ability while retaining his support utility.
Steady Breath and Quick Riposte are also very viable options, which would work best with a Defensive refine on his lance. This turns Ephraim into a defensive tank, capable of unleashing Aether Special procs and healing off any damage he might receive. While giving him his special Pursuit forge on his lance allows him to more safely take down the likes of Ayra, Soleil, Mia, and Karla, his general sustain and capabilities as a generalist are more favorable with a more Enemy Phase-focused build.
He works best with green bladetome mages, such as Nino or Rhajat, due to his ability to provide buffs while also easily dismantling any red unit who threatens them, though he can be a benefit with any sort of bladetome on his team.
Introduction
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 (with buffs on Siegmund, Support slot, C slot, and Seal slot), making him a fantastic support for the powerful Blade tome users. Siegmund's power is even greater when considering its refinement or its Flame Siegmund sidegrade, both of which offers him the ability to attack twice regardless of his low Speed. 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 Resistance and Speed consistently get him doubled by his foe and makes him vulnerable to all magic, particularly green tomes. Despite these flaws, his ability to buff allies while holding his ground against physical units makes him an excellent pick for almost any team.
Strengths
Incredible Buffer
With a forged Siegmund, Ephraim is able to buff +4 Attack. When coupled with a rally, C slot, and seal, Ephraim is one of only two units in the game who is capable of giving a full +4/+4/+4/+4 spectrum of buffs, making his utility as an infantry Blade tome 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 unit for any unit in the game.
Forged Legendary Weapon
Both a forged Siegmund and Flame Siegmund grant Ephraim a guaranteed followup attack if the proper conditions are met, which makes Ephraim a force to be reckoned with. This allows him immense flexibility in build options, as he can be run in either phase with ease.
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 fantastic legendary weapon combined with his weapon forge turn Ephraim into a force to be reckoned with in the Player Phase.
Weaknesses
Low Speed
Despite his weapon forge's ability to bypass his low Speed in order to double in the Player Phase, it still hurts him during the Enemy Phase, as many enemy units will double him. His guaranteed follow-up attack also does not negate his opponent's own follow-up attack, and 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 and blue mages alike, who are very popular in the meta right now. Nino is ever-present, and now, Gunnthrá poses a threat to him as well. This also increases his chance of getting ployed by enemy units with a high Resistance stat.
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 have the added benefit of being able to be placed in movement-type-exclusive teams. As a support lancer, Brave Lucina rivals him in utility, though her buffing effect will not affect blade tomes. He also fights Azura and Sharena for support lancer spots on a team.
Team Options
Counters
Despite Ephraim's combat prowess, he still has a few glaring weaknesses:
- Fast Greens: His low Speed is still an issue for him, allowing fast units to easily double him in the Enemy Phase, such as Anna, Minerva, and Raven.
- Green Mages: His poor Resistance makes him particularly susceptible to mages, particularly green mages such as Nino, Julia, and Rhajat.
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Siegmund (+Eff) | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Lancebreaker 3 |
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Bonfire | C | Infantry Pulse 3 |
| S | Quickened Pulse | ||
*banging my fists on a table* INFANTRY LANCE REIN INFANTRY LANCE REIN INFANTRY LANCE REIN
....
....(using this set with a guidance filer or maybe even running wings of mercy/escape route in his b slot would be very advantageous too. i just wish he wasn't -atk T_T)
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Berkut’s Lance+ (+Atk) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 2 |
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Moonbow | C | Threaten Def 3 |
| S | Close Def 3 | ||
This is for the poor saps like me that got crapped on by the layers of rng in this game with their favorite unit. I made him this way instead of running fury or whatever it is people normally do because I wanted to see how much res I could grant him out of spite. I play him by putting him in front of (almost) anyone and he usually takes them out or leaves them with heavy damage while taking little himself. This is a lot of work so I'd only recommend it for people who REALLY like Ephraim and/or want to make use out of him despite bad ivs.
The goal is to make him a mixed wall on enemy phase.
-Refined Berkut's lance is a godsend because it helps him bolster survivability against mages and dragons. You'll want the atk refinement to help him kill things. Res refinement on the lance could work too if you're like me and just wanna see his res go as high as possible.
-Reposition to me is much more valuable than any rally skill, mainly because I usually don't run blade tome mages anyways.
-I put Moonbow because it's a good skill and it is the default; however, I also like to run Aether for Tempest Trials or Chain Challenges, or Bonfire can be good as well for more consistent damage. If you really want to, Luna could work too, because as he is -atk, he won't do as much damage than his other variants.
-Distant Counter is the main ingredient here. It lets him kill mages, archers, daggers, whatever you need by just standing in their way.
-Quick Riposte is just as important as distant counter. It allows him to attack twice upon being attacked and subsequently helps him charge his special quickly.
-Threaten Def is for those pesky units that stayed alive after the assault! It's also the default. Since writing this I've managed to get him Infantry Pulse and that works better for my needs.
-Close Def 3 is to give him a little more defense against melee units and it also serves as an extra insult to dragons in particular, because along with Berkut's Lance, he gains an extra 13 res upon being attacked.
*EDIT* Distant Defense 3 seal could also work well, and just yesterday I got the fortress defense seal from tempest trials. That with the res refinement on his lance could makes him an excellent mixed wall, now focused on res if you don't mind his attack being even crappier or if you just wanna see the numbers like me, haha.
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Siegmund (+Def) | A | Atk/Def Bond 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Spd 3 |
| S | Fortify Def 3 | ||
I'm very aware that siegmund (+eff) is usually a better choice in refinements, but this build is very enemy phase oriented. In an exchange on the enemy phase, if he is attacked twice, which will most likely be the case with 25 spd, Ephraim can get a bonfire off with 20+ damage while simultaneously taking close to no damage (if attacker is physical). With this build, Ephraim can kill an attacking +10 merged zelgius with atk boon and +6 to all stats( hone and fortify armor). This is also a buffing oriented build, with fortify def and res 3 being interchangeable for the seal. Atk/Def bond is beneficial, since you want allies constantly next to Ephraim to get buffed. Blade tome teammates work very well with this build, as well as any other unit who enjoys +4 to three stats.
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Siegmund (+Spd) | A | Fury 3 |
|---|---|---|---|
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Rally Defense | B | Vantage 3 |
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Moonbow | C | Fortify Res 3 |
| S | Hone Spd 3 | ||
+Spd/-Def (Stats without summoner Support)
Ephraim gets a super boon in speed allowing him to reach 35 Speed with Fury and Weapon Speed refinement. This helps him avoid a lot of doubles especially if you got Summoners Support and/or Ally Support as well.
Vantage on B slot might seem weird, but hear me out. The main idea behind a speedy Ephraim is that he doesn’t get doubled too often, so you’d only get 50% of the benefit of breaker skills. Quick Riposte while being amazing, is locked to 5* units (QR2 is imo too weak with Fury builds). Ephraim is so tanky that he can easily take a hit even from a plethora of green units, putting him in Vantage range after one combat. While he can’t counter ranged units, he does threaten most Melees with a Moonbow-empowered Vantage counter should they dare to attack him again. Also makes him a great partner for mages to hide behind.
Which is why he got Rally Defense, Fortify Res and Hone Speed. Giving Blade tome users +4 on all 4 stats is just too valuable.
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Siegmund | A | Death Blow 3 |
|---|---|---|---|
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Rally Spd/Res | B | Quick Riposte 3 |
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Galeforce | C | Drive Spd 2 |
| S | Heavy Blade 3 | ||
+2 merge. Dancing Ephraim reaches 61 attack without support and proceeds to ORKO almost the entire roster. Note that he does it without using a damaging a special. Fae provides Infantry Pulse support, allowing him to guarantee Galeforce proc on his first engagement. This allows him to reliably 1v2 in Arena, or just back out and continue to provide his allies with +4 att, +6 speed and +3 res. Quick Riposte can be switched out for Renewal to allow for self sustain, but Fae usually backs him up with Reciprocal Aid.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Lance Users Only
|
100 | 1 | 8 |
| Lance Users Only
|
200 | 1 | 8 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
40 | B |
| Non-inheritable by Staff-wielding units.
|
80 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
160 | B |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: The Sacred Stones
|
|---|

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