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 | Flashing Blade 3 |
|---|---|---|---|
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Reposition | B | Windsweep 3 |
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Moonbow | C | Threaten Spd 3 |
| S | Phantom Spd 3 | ||
This build is made to take advantage of Siegmund's effect and how it isn't affected by Windsweep, and takes that to its limits.
The preferred boon/bane is +Spd/-Res or +Spd/-HP.
A speed boon allow more units to fall within Windsweep's range.
A Res bane will leave Ephraim with room for a physical hit that he wouldn't have if affected with a Hp bane. He shouldn't be getting hit that often by magic units anyways.
A HP bane is also acceptable so that Ephraim's defenses aren't tampered with.
Ephraim's Weapon needs to be effect refined Siegmund for this build.
Ephraim's support skill is flexible.
Any skill that keeps a unit besides Ephraim (Drag back, Reposition, etc.) is a good idea so that they are affected by Siegmund's Hone Atk effect.
Rally skills can be used to make Ephraim more support built.
For Ephraim's special, Moonbow is preferred. If built with Flashing Blade 3, Glimmer or Sol can be used instead.
To make the best out of a +Spd Ephraim, Flashing Blade is used for the A slot. With Flashing Blade 3 and Windsweep 3, as long as the enemy is slower than Ephraim, the enemy cannot attack, and Ephraim will get to trigger his special quicker. Add in effect Siegmund, and Ephraim being at or above 90% HP, and Ephraim will double the opponent with a guaranteed Moonbow hit.
If Flashing Blade cannot be acquired, Swift Sparrow 2 is a good alternative to allow Ephraim deal more damage while being able to trigger windsweep on more opponents. This is preferred over Life and Death 3 to allow Ephraim to keep his bulk. If none of these are obtainable, Death Blow 3 or Darting Blow 3 will work as well.
His B skill needs to be Windsweep 3 for this build.
His C Skill is flexible.
Threaten Spd 3 is suggested to allow Ephraim to force enemies within 2 spaces of him to become slower than him, allowing for this build to slaughter them.
Another suggestion is Hone Spd 3 for Ephraim to be more of a support unit as well as an offensive unit.
For the seal, it should be Phantom Spd 3. This is needed quite a bit in order for Ephraim to trigger this build on anyone. It allows a 5* unmerged speed boon Ephraim to reach 39 speed for his skills to work with, before any other buffs. This mean he triggers Flashing Blade 3 and Windsweep 3 on anyone with 38 speed or less.
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Siegmund (+Eff) | A | Sturdy Blow 2 |
|---|---|---|---|
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Rally Def/Res | B | Quick Riposte 3 |
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Glimmer | C | Hone Spd 3 |
| S | Attack +3 | ||
Boon: Attack
This option pushes Ephraim to 65 attack during player phase and 61 during enemy phase. Glimmer (which is guaranteed to activate on attack against a a melee unit) along his Siegmund (Eff) allows him to deal with essentially every lance and sword unit, along with some greens. Ayra is a prominat unit in the current meta, and Ephraim hard counters her, able to one shot her during either phase preventing her Ragnel Astra from activating.
Bane: Speed
Ephraim’s already low speed along with his new Siegmund skill renders his speed stat useless. He can one shot most mage units and guarantees double against melee unit. During enemy phase QR will activate which will also trigger Glimmer and kill most enemies. Since he can double most of the time due to skills, Speed is the best bane to take.
Skills:
Glimmer is a great choice due to his high attack and short cool down. This skill will activate on both phases. Aether can be taken to heal Ephraim and get a higher arena score if you so choose.
Sturdy Blow is the choice for the A slot because it allows him to attack during your turn and minimize damage from the enemy counter attack. Then during enemy phase, Ephraim will still be in Quick Reposte range essentially guaranteeing 2 kills.
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Siegmund | A | Heavy Blade 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Galeforce | C | Hone Spd 3 |
| S | Fortify Def 3 | ||
-def is a pretty bad bane to have for Ephraim, but that's the Ephraim rngesus sent me. Refined siegmund to double somebody (most likely ko). Renewal is something I'm considering to recover hp back to the threshold to double somebody again, could be replaced by quick riposte 2/3 if that suits better. The seal can be a fortify skill for Ephraim's buffing capabilities, or quickened pulse to make galeforce a 4 turn cooldown. If no quickened pulse, then initiating on an enemy that can counter will allow Ephraim to activate galeforce after that combat thanks to heavy blade and then either kill that enemy (if Ephraim somehow didn't kill that enemy already) or fight another enemy. If using quickened pulse, Ephraim can fight a ranged unit first to activate galeforce right away, so he'll fight twice at full hp.
Galeforce Ephraim meta.
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Siegmund | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Bonfire | C | Threaten Def 3 |
| S | Close Def 3 | ||
The build utlizes steady breath and distance to make Ephriam a bait. It is an Ephriam with summoner bond and with an ally bond can utilize his def to take less damage. With steady breath, he can use his skill when you initiate or an enemy attacks. My Ephriam has def bane, but his def still reaches above 40 after ally bonds and his skills.
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Siegmund (+Eff) | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Wings of Mercy 3 |
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Moonbow | C | Savage Blow 3 |
| S | Attack +3 | ||
Destruction meme build.
We capitalize on +Eff refine on Ephraim's weapon as a pseudo-brave lance.
Death Blow 3 is a must for dealing tons of damage.
Wings of Mercy 3 is great for surprising foes, or even to save an ally from death.
C skill is flexible, you can take Savage Blow 3 for grouped up enemies, or Breath of Life 3 to heal your WoM'ed ally.
Seal should preferably be Atk +3 to increase more damage.
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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