Table of Contents
- Default
- Attack
- Special
- Injured
| Legendary Ephraim - Legendary Lord |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 9 | 4 | 8 | 2 |
| Middle | 19 | 10 | 5 | 9 | 3 |
| High | 20 | 11 | 6 | 10 | 4 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 40 | 33 | 23 | 30 | 15 |
| Middle | 43 | 36 | 27 | 33 | 18 |
| High | 46 | 39 | 30 | 36 | 21 |
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 |
|---|---|---|---|---|
Boon
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+ATK: An Attack boon will take Legendary Ephraim from 36 Attack to 39 Attack. Combined with his Flame Siegmund, Legendary Ephraim will possess a phenomenal Attack stat of 58, matching that of a +ATK LA Hector. This gives Ephraim incredible offensive potential and works great for any potential set.
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+DEF: A Defense boon will bring Legendary Ephraim up to 36 Defense. With the right skills and buffs, Legendary Ephraim can reach very high levels of Defense, being able to potentially exceed 50. A Defense boon will work great for an Enemy Phase set.
Neutral
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HP: At 43 HP, Legendary Ephraim has a pretty good HP stat. It gives him good physical soak, particularly when combined with his good Defense. Having a HP boon won’t greatly benefit him, but having a HP bane won’t greatly hinder him either.
Bane
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-RES: At 18 Resistance, Ephraim has frankly pitiful Resistance. He will easily fall to powerful mages of any color. Choosing Resistance as a bane will be a good option for most sets, unless you plan to run Distant Counter.
- -SPD: With 27 Speed and a personal weapon which can grant a guaranteed follow-up attack, Speed makes for a great choice of bane. Even with Speed being a superbane, it will not hinder him at all when using a Player Phase set and he can make use of Quick Riposte for an Enemy Phase set to secure follow-up attacks.
Skill Sets
Through the Fire and Flames (Galeforce)
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Flame Siegmund | A | Atk/Def Solo 3 Alternate: Sturdy Blow 2 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Galeforce | C | Atk Smoke 3 Alternate: Fortify Def 3 |
| SP | 2,055 | S | Heavy Blade 3 |
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Preferred IV: +ATK / -SPD or -RES
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Weapon: Flame Siegmund
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Assist: Reposition / Player Preference
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Special: Galeforce
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Passive A: Atk/Def Solo / Death Blow / Sturdy Blow
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Passive B: Renewal / Guard / Hit and Run / Desperation
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Passive C: Atk Smoke / Cavalry Buff / Player Preference
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Sacred Seal: Heavy Blade
With his amazing Attack and cavalry movement, Legendary Ephraim works amazingly well with the Galeforce Special.
An Attack boon is ideal in order to give the highest activation chance to Heavy Blade as well as extra damage to Legendary Ephraim’s attacks. Both Speed and Resistance work well as banes. Given he will be away from his team, his Flame Siegmund makes for the ideal choice of weapon, granting him a guaranteed follow-up when there are more or equal enemies to the number of allies around Legendary Ephraim. For his Assist, anything can work given he’ll most likely be away from his team to the point where he probably wouldn't even be able to use it. Still though, Reposition is a nice safe choice for cavaliers.
The star of the show here is Galeforce, the Special of choice. This is a hefty five charge Special which allows Legendary Ephraim to perform another action once per turn. When combined with the Heavy Blade Sacred Seal, Legendary Ephraim can quite easily fully charge Galeforce in a single round of combat assuming that Heavy Blade activates and his opponent attacks him in return. This gives Legendary Ephraim great offensive potential as he can attack, activate Galeforce, then either retreat to safety or attack another opponent.
For the rest of this set, Atk/Def Solo is the perfect A slot skill, granting a large boost to Attack and Defense when there's no adjacent allies. Alternatively, Death Blow is another great A slot skill, granting Legendary Ephraim with a nice boost to his damage and in turn also increasing his chance of activating Heavy Blade. Death Blow 4, while superior to Death Blow 3, is not necessary. Sturdy Blow is another solid option which, when compared to Death Blow, trades some Attack for a nice boost to Defense. Given Galeforce activates outside of combat, Solar Brace will have no effect, so using another B slot is imperative. Renewal grants Legendary Ephraim some self-sustainability in the place of Solar Brace. Another solid option is Guard, preventing the opponent from charging their Special so long as Legendary Ephraim beings combat at above 80% .Hit and Run is another solid option, allowing Legendary Ephraim to move back one space after any combat, helping to keep himself out of danger after an attack. Desperation is another good option, allowing Legendary Ephraim to perform his follow-up immediately after his first should he be below 75% HP, though do note that this can sometimes result in Legendary Ephraim failing to activate Galeforce should he KO his target before they can retaliate. Atk Smoke is the ideal C slot which allows Legendary Ephraim to debuff the opponent’s attack which in turn helps him with his survivability on Enemy Phase. One can also opt for a Cavalry Buff if used in a cavalry team, though it can be tricky to utilize it given Legendary Ephraim’s tendency to be away from the team.
Reckless Inferno (Player Phase)
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Flame Siegmund | A | Atk/Def Solo 3 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Solar Brace Alternate: Desperation 3 |
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Aether Alternate: Sol |
C | Atk Smoke 3 Alternate: Fortify Def 3 |
| SP | 1,995 | S | Heavy Blade 3 |
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Preferred IV: +ATK / -SPD or -RES
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Weapon: Flame Siegmund
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Assist: Reposition / Player Preference
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Special: Aether / Luna / Moonbow / Sol
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Passive A: Atk/Def Solo / Death Blow / Fury
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Passive B: Solar Brace / Guard / Desperation / Hit and Run
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Passive C: Atk Smoke / Cavalry Buff / Player Preference
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Sacred Seal: Heavy Blade / Attack +3 / Atk Smoke
Legendary Ephraim’s Flame Siegmund plays incredibly well into a Player Phase oriented set. This is a similar set to what his infantry counterpart enjoys to run.
An Attack boon is optimal in order to give Legendary Ephraim more damage potential as well as a higher activation chance for Heavy Blade. A Speed or Resistance bane will work well with this set. The Flame Siegmund gives Legendary Ephraim amazing offensive potential thanks to the guaranteed follow-up attack when away from his allies and is the cornerstone of this set. His Assist will likely be rarely used, but Reposition is a nice safe choice for whenever Legendary Ephraim is close to his team. The Special used is very flexible. Aether makes for a great choice when paired with Heavy Blade as he can potentially charge it in a single round of combat should Heavy Blade activate and the opponent retaliate, leaving it ready for use on Legendary Ephraim’s next attack. He can also use Luna or Sol which can potentially activate every round with Heavy Blade, as well as Moonbow which can potentially activate every round of combat when used with Heavy Blade and Desperation.
For passives, Atk/Def Solo serves as the ideal A slot option, boosting Legendary Ephraim's two most important stats when he has no adjacent allies. Death Blow is another great option, giving Legendary Ephraim a nice boost to his damage potential. If one is using Death Blow, it is not necessary to use Death Blow 4 if the fodder is unavailable or one simply doesn't want to fodder it to him. Death Blow 3 works just fine. Fury could also be used to give a nice all-round boost, as well as the passive damage helping Legendary Ephraim to reach the HP threshold for Desperation. The B slot is quite flexible. His default Solar Brace works very well with pretty much any combat Special to grant some extra healing. Guard is another good choice, preventing the opponent from charging their special while active. Desperation also pairs very well with Legendary Ephraim as since his weapon guarantees a double attack when no allies are nearby, he can activate Desperation with amazing consistency. Hit and Run is also a nice option which helps Legendary Ephraim retreat from potential danger after an attack. Atk Smoke works great in the C slot, allowing Legendary Ephraim to debuff the opponent’s damage output which in turn helps him and his team greatly on Enemy Phase. If that is not available, his C slot remains flexible. A Cavalry Buff can work, but do note he will often struggle to provide it to his team.
For his Sacred Seal, Heavy Blade works fantastically, granting him extra Special cooldown on his attack should Legendary Ephraim have more attack than his opponent. Given his high Attack, Legendary Ephraim can activate Heavy Blade extremely well. A simple Attack +3 Sacred Seal is also a nice option for some extra damage.
Blazing Brawler (Physical Tank)
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Slaying Lance+ (+Def) Alternate: Flame Siegmund |
A | Steady Stance 4 Alternate: Sturdy Stance 2 |
|---|---|---|---|
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Reposition | B | Solar Brace |
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Moonbow | C | Fortify Cavalry Alternate: Fortify Def 3 |
| SP | 1,575 | S | Quick Riposte 3 |
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Preferred IV: +ATK or +DEF / -SPD or -RES
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Weapon: Slaying Lance (+Def) / Flame Siegmund
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Assist: Reposition / Player Preference
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Special: Moonbow / Glimmer / Noontime
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Passive A: Steady Stance 4 / Atk/Def Bond / Sturdy Stance
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Passive B: Solar Brace / Quick Riposte
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Passive C: Cavalry Buff / Fortify Def / Player Preference
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Sacred Seal: Quick Riposte / Close Defense
With his high Defense, Legendary Ephraim can serve as a strong physical wall.
An Attack or Defense boon is recommended, Attack for the extra damage or Defense for the extra physical bulk. Reducing either Speed or Resistance for the bane is also recommended. Though it seems blasphemous to ditch the Flame Siegmund, the Slaying Lance serves as a better option, granting a decreased cooldown on all Specials as well as being able to be refined for increased stats. A defensive refinement works very well for the Slaying Lance, granting Legendary Ephraim with a great boost to physical bulk. If necessary, the Flame Siegmund can be used, but it will activate less consistently as Legendary Ephraim wants to be close to his team for this set. Any Assist such as a movement skill or a Rally skill can work well here. Reposition remains a good general option to help with his team’s mobility. For his Special, any of the two cooldown specials such as Moonbow, Glimmer, or Noontime work fantastically, being able to activate consistently, potentially on every attack that Legendary Ephraim makes.
For the A slot, Steady Stance 4 is a fantastic choice, granting a huge Defense increase and extra protection from Special attacks when Legendary Ephraim is attacked. Steady Stance 3 can be used, but it is recommended to just use Sturdy Stance over Steady Stance 3 instead, especially since Legendary Ephraim comes with it. Another strong option is Atk/Def Bond, granting a large Attack and Defense boost whenever Legendary Ephraim is adjacent to another ally. Solar Brace works very well with this set, adding a healing effect to any in-combat Special. When paired with a two cooldown Special and a Slaying Lance, Legendary Ephraim can gain a lot of healing from his Special combined with Solar Brace. Quick Riposte also serves as a great option, allowing Legendary Ephraim to perform a double attack whenever attacked at above 70% HP. However, it is advised to run Quick Riposte as the Sacred Seal instead. The C slot is flexible. A Cavalry Buff such as Fortify Cavalry works very well in a Cavalry team while his default Fortify Def is a nice budget option in a mixed team composition.
For his Sacred Seal, Quick Riposte serves as the ideal option, granting a guaranteed follow-up attack whenever he is attacked above 70% HP. This pairs well with the Slaying Lance, a two turn Special and Solar Brace as Legendary Ephraim will be able to constantly activate his Special and Solar Brace which in turn helps to keep him above the 70% HP threshold. If one is using Quick Riposte as the B slot skill, Close Defense is also a great option in order to give Legendary Ephraim some extra up-close bulkiness.
Defying the Odds (Distant Counter)
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Berkut’s Lance+ (+Res) Alternate: Flame Siegmund |
A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Solar Brace |
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Moonbow | C | Fortify Cavalry Alternate: Fortify Def 3 |
| SP | 1,635 | S | Distant Def 3 |
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Preferred IV: +DEF or +ATK / -SPD
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Weapon: Berkut’s Lance+ (+Res or +Def) / Flame Siegmund
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Assist: Reposition / Player Preference
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Special: Moonbow / Glimmer / Noontime
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Passive A: Distant Counter
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Passive B: Quick Riposte / Solar Brace
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Passive C: Cavalry Buff / Fortify Def / Player Preference
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Sacred Seal: Distant Defense / Quick Riposte
It seems strange to put Distant Counter on a unit with such low Resistance, but thanks to a little weapon known as Berkut’s Lance, Legendary Ephraim can actually reach quite high Resistance and while he's not the greatest at using it, he can still make good use of Distant Counter.
A boon in Attack or Defense is preferred. Attack is great for helping with Legendary Ephraim’s damage output while Defense will help Legendary Ephraim with his physical bulk to make him an effective mixed wall. Speed is the best bane as his Resistance should be maintained if possible for this set. Berkut’s Lance grants a four point boost to Resistance when attacked which in itself is nothing special. However, when forged, it instead grants a noticeable seven point boost to Resistance and can also be given a Resistance refine for a huge 11 point boost to Resistance, taking Legendary Ephraim to a more respectable, but not fantastic, 29. However, this can be combined with boosts and other skills, allowing Legendary Ephraim to potentially even reach over 40 resistance with Distant Defense and a Fortify Cavalry boost. The Assist slot is flexible for your own choice. Reposition works well with cavaliers, but almost anything is viable. For Special, a low cooldown special such as Moonbow or Glimmer works nice for increased damage, as well as Noontime for some self healing.
Distant Counter is the star of the show here, given it’s what the entire set revolves around. This allows Legendary Ephraim to counterattack units from a distance, allowing him to fight back against archers and mages on Enemy Phase. With his high Defense, he can resist archers very well and with all the Resistance boosts, he can also resist mages well too. Quick Riposte in the B slot guarantees a follow-up attack for Legendary Ephraim whenever he is attacked while above 70% HP. His default Solar Brace also works well to give him some extra healing whenever his Special activates. The C slot is open to whatever your team needs. A class buff such as Fortify Cavalry works well in a Cavalry team whereas his default Fortify Def is a nice budget option.
For his Sacred Seal, Distant Defense makes for a great choice, further boosting Legendary Ephraim’s defenses when attacked from a distance. The Quick Riposte Sacred Seal also works great if one is not already using it in the B slot.
Introduction
Ephraim, the prince of Renais himself, comes riding into battle as the first Fire Legendary Hero available. Coming through with a mount and a new set of skills, Legendary Ephraim serves as a powerful lance Cavalry unit who benefits from recklessly charging ahead into battle, a very befitting playstyle for one such as Ephraim.
In terms of stats, Legendary Ephraim is rather similar to his infantry self, possessing high HP, Attack, and Defense with low Speed and Resistance. With 36 Attack, Ephraim is immensely strong in terms of raw damage output. He also carries 43 HP and 33 Defense, making him also effective for soaking physical hits. He does suffer from a low Speed stat of 27 and a pitiful Resistance stat of 18, making him liable to double attacks and especially weak to magical attacks.
His personal weapon, the Flame Siegmund, is a double-edged lance. On one hand, the guaranteed follow-up attack when away from his allies gives Legendary Ephraim amazing offensive potential and works extremely well when used in a Player Phase set. On the other hand, the need to be apart from his teammates severely limits Legendary Ephraim’s access to boosts from his allies. While Flame Siegmund is undeniably amazing for offense, it is lackluster for defense since he’d want to be close to his allies. One should consider swapping it for a different weapon if their plan is to run Legendary Ephraim as a Enemy Phase unit.
He also comes with his own unique B slot: Solar Brace. This skill allows him to heal 30% of the damage dealt when his Special triggers during combat, effectively giving him Noontime on every single Special activation. This can be combined with many different Specials such as Luna, Moonbow, or Bonfire for some healing to go along with the high damage or can also be stacked with Noontime, Sol, or even Aether for even more healing. A good personal B slot skill overall, but other B slot skills may be better depending on the set being used.
All in all, Legendary Ephraim is a very good lance cavalier. His weapon combined with his high Attack makes him one of the best choices for an offensive cavalier. He does face heavy competition from Reinhardt for the blue Cavalry spot, but Ephraim is still able to hold his own both in a cavalier team and a mixed team.
Strengths
Legendary Hero
Being a Fire Legendary Hero, Legendary Ephraim can provide a stat boost of +3 HP and +4 Defense to any unit with a Fire Blessing. Note that this stat boost only applies if it is the Fire season and Legendary Ephraim is in the team with the unit carrying the Fire Blessing.
Amazing Attack
At 36 Attack neutral, Legendary Ephraim has extremely high attack power. Combined with his Flame Siegmund which gives another three points of Attack, Ephraim reaches 55 Attack should he have neutral Attack. With the Flame Siegmund’s special effect, Ephraim is able to be incredibly strong when he is on the attack and has amazing offensive potential.
Great Defense
With 33 base Defense, Legendary Ephraim is quite physically defensive. Combined with his HP of 43, Legendary Ephraim has a physical soak of 76, meaning physical units, especially sword units, will have a hard time cutting through his defenses. He can also obtain substantial defensive and healing boosts through his skills and support, making him a great option for a physically defensive lance unit.
Solar Brace
Solar Brace is a B slot skill available exclusively to Legendary Ephraim. Solar Brace will heal Ephraim for 30% of the damage dealt whenever his Special triggers during combat, effectively giving him Noontime on every single Special activation. This can be used to greatly enhance the capabilities of Legendary Ephraim and his Special. For example, using Moonbow with Solar Brace will give Legendary Ephraim a mini Aether of sorts, while something such as Sol with Solar Brace will make him heal for 80% of damage done since Solar Brace will stack with other healing Specials.
Flame Siegmund
The Flame Siegmund is the personal weapon of Legendary Ephraim. This lance grants Legendary Ephraim with a three point Attack boost as well as the ability to perform a guaranteed follow-up attack so long as the number of enemies (not counting his target) within two spaces of him is greater than or equal to the number of allies within two spaces of him. This means that so long as none of his allies are within two space of him, he will perform a follow-up attack against anyone he fights. The Flame Siegmund is incredibly powerful when used in a Player Phase set and turns Legendary Ephraim into an offensive powerhouse.
Weaknesses
Activation Requirement for Flame Siegmund
The Flame Siegmund can give Legendary Ephraim amazing offensive potential, but it can also be a hindrance. Flame Siegmund’s reliance on being away from your allies in order to use consistently means that Legendary Ephraim struggles to benefit from the boosts that Cavalry units enjoy. In order to benefit from skills and buffs such as Goad Cavalry, any Drive or Spur skill, or Ally Support, Legendary Ephraim needs to sacrifice his consistent follow-up attacks. While his weapon can certainly still activate, it will be less consistent due to the nearby allies. If one plans to use Legendary Ephraim as a Enemy Phase unit, it might be a better option to ditch the Flame Siegmund altogether for a different weapon such as a Slaying Lance.
Low Speed
At 27 Speed neutral, Legendary Ephraim is on the lower end for cavaliers. While his weapon can make up for his speed offensively, he is still easily double attacked by middling speed units such as Camus and LA Eliwood. This hurts his overall strong physical bulk somewhat due to effectively receiving double the damage he would if he was not double attacked.
Low Resistance
At 18 Resistance neutral, Legendary Ephraim is extremely frail from a magical perspective. Legendary Ephraim struggles to tank even some red mages effectively such as SM Eirika and Celica. His good HP does mean he has a magical soak of 61 which isn't terrible, but his low Speed means he’s also likely to be doubled attacked by any mage he comes across, making mages by far his biggest weakness.
Team Options
Counters
Legendary Ephraim has one pivotal weakness: Magic. Mages and Dragons are both extremely effective against Legendary Ephraim due to his low Speed and Resistance. Besides this, he also can occasionally struggle with green units who have the Weapon Triangle advantage against him.
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Mages: The color matters little here, Legendary Ephraim can be taken down with relative ease by almost any mage, though red mages can sometimes struggle if not supported. SM Eirika, Celica, Linde, Delthea, Reinhardt, Rhajat, Nino, and Summer Elise will all cut right through Legendary Ephraim will little to no support necessary.
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Dragons: Given that Dragon units target Resistance, they can be used to effectively counter Legendary Ephraim. Fae, Myrrh, and Fallen Robin all make for excellent counters thanks to their weapon triangle advantage. Nowi can also be used thanks to her high physical bulk, but she is a less reliable check against Legendary Ephraim than the green dragons are.
- Bulky green units: Legendary Ephraim is incredibly strong on offense, but even he can struggle against the might of the Weapon Triangle. Hector, LA Hector, Brave Ike, and Dorcas all possess great Attack and Defense, allowing them to effectively bait and resist Legendary Ephraim.
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Flame Siegmund | A | Death Blow 3 |
|---|---|---|---|
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Reposition | B | Solar Brace |
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Dragon Fang | C | Fortify Def 3 |
| S | Heavy Blade 3 | ||
This build is all about going in and destroying anything dumb enough to be within Ephraim's range.
With an Attack boon, Death Blow 3, built-n Attack +3 from his weapon, his Attack stat should skyrocket, allowing Heavy Blade 3 to kick in and Dragon Fang to deal unbelievably immense power. Although his weapon does force him to leave his allies side, making Drive/Spur skills useless for him, using Hone/Fortify Cav skills or Rallies should work as alternatives
Be wary of where and when you decide to toss him in. This build is solely Player Phase oriented, and unless you have Flame Siegmund in effect, he'll have trouble against bulkier or faster units.
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Flame Siegmund | A | Sturdy Stance 2 |
|---|---|---|---|
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Swap | B | Solar Brace |
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Ignis | C | Threaten Def 3 |
| S | Heavy Blade 3 | ||
This is a budget alternative to the steady blow+bonfire build, which performs pretty much the same if not better. The noticeable difference here is the 4-cooldown special, but that doesn't matters that much since at 23 speed Ephraim is almost guaranteed to get dobled, so that at his second attack he'll proc ingis, while also getting some healing if the enemy still had considerable hp.
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Flame Siegmund | A | Sturdy Blow 2 |
|---|---|---|---|
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Draw Back | B | Solar Brace |
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Bonfire | C | Drive Def 2 |
| S | Heavy Blade 3 | ||
With his base kit Ephraim is given the option to either be a player phase unit aswell as an enemy phase unit. This build will focus on Ephraim as an offensive unit which also has the capabilities to tank various hits.
Since Flame Siegmund guarantees a second hit if theres more enemy unit than allies within 2 spaces, Ephraim should focus on hitting as hard as he can so he doesn't needs any support. With 55 attack he's already really hard to surpass, counting the +4 attack of sturdy blow gives him a total of 59 attack on initiation, which not easy to surpass. With this, Ephraim is pretty much guaranteed of using heavy blade acordingly, so at his second hit, if the enemy counterattacked, will make him proc bonfire, which would also heal him thanks to the solar brace.
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Flame Siegmund | A | Fury 3 |
|---|---|---|---|
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Smite | B | Solar Brace |
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Noontime | C | Spd Smoke 3 |
| S | Atk Smoke 3 | ||
So I wasn't too excited for Ephraim since I really liked the original. True he looked awesome but I already have units like Camus, Tana, Summer Robin, Charlotte, Lukas etc. Why do I need him? Well I had 9 orbs and decided on summoning and it turned out that I got two of them so I decided to build them. Why not?
I got one with -atk +hp and the one I built was -hp +spd. I believe +spd is the best boon and here's why. Even minus atk is 52 (55 with the weapon buff) which is plenty and only 2 points lower than a LA Hector 54 neutral. Also 33 def is just 2 points lower than B! Ike at 35 neutral. So a plus spd is 30 which isnt impressive but this build helps that stat and the other two, here's why.
The entire point of Ephraim is being alone fighting enemies on his own and making sure he doesn't get doubled is the most important. His weapon as I'm sure you know gives him +3 atk (which is why minus atk isn't bad) and simply he gets a guaranteed extra attack if there are more enemies near him than allies. Smite helps him with this by pushing an extra ally away so he can proc that flame siegmund ability as much as possible.
Noontime helps him get an additional 30% health recovery along with the 30% that solar brace gives, so 60% health recovery every third hit helps his survivability tremendously.
As for the rest of his skills fury 3 is nice if you want to use the noonbrace build because that will always be healing his fury damage. Plus with my boon/bane my Ephraim gets 58/33/36/21 (atk,spd,def,res respectively) so now his atk gets to hector levels and his def gets to Ike levels so Fury gives more benefits than his steady breath.
Finally these skills can be interchanged if Ephraim is on a horsey team give him horsey skills but if not give him the smoke skills and that -7 atk/spd for surrounding enemies which is his play style will effect some enemies and in a way buff his def and spd stats from 33/36 respectively to 40/43 which makes all but his res stats above 40 and the real only threats are dragons and mages.
Anyway as a Legendary hero he is worth it and since he wont be on the next legend banner he might be worth to pull. However if you don't have any of the LA characters and you like them and want them save your orbs and summon on that banner since Legend Ephraim will probably come back sooner than the LA characters. If not then definitely pull on this banner, also you get blessings which are more useful now due to the new event coming out in March.
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Flame Siegmund | A | Distant Counter |
|---|---|---|---|
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Smite | B | Solar Brace |
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Moonbow | C | Spd Smoke 3 |
| S | Atk Smoke 3 | ||
Mixed Phase PvE and Auto-Battler (Grand Hero Battles, Tempest Trials, Chain Challenges, Rival Domains)
Preferred Boon : ATK, DEF, SPD
Preferred Bane: RES, SPD, HP
The first thing to realize about the new Legendary Ephraim is that his B slot skill, Solar Brace, is much more useful in PvE content than it is in Arena. Chances are, very few people would be able to achieve high merges on him for Arena anyways. So let's abuse his niche to the fullest!
We take Moonbow over his default Sol because we can trigger it on the player phase as well as the enemy phase, which is highly beneficial and generates a lot of healing from Solar Brace over long battles. It is preferred over Glimmer because we are already securing kills in our favorable matchups with Flame Siegmund, but could use the Def piercing to win matchups we couldn't otherwise.
When considering non-arena content, there will be many ranged units. Thus, Distant Counter becomes highly desirable. Ephraim crumples like tissue paper if a mage doubles him, but his Atk is high enough to one-shot many of his aggressors. Being able to respond to threats means more healing from Moonbow procs as well. Alternatively, Fury 3 can be used. Ephraim benefits from all 4 stats, and will be able to heal off the recoil damage easily with Moonbow and Solar Brace, although it's not ideal if he gets assaulted by ranged units. A common misconception will be that Speed is useless on him, but moving him into the 30+ range prevents a lot of doubles and is very worthwhile.
The Atk and Spd Smoke skills synergize well with Flame Siegmund, which works best when Ephraim charges into a group of enemies by himself. Distant Counter allows us to proc these more often and reap the benefits. They are incredible when auto-battling since the AI will be prone to getting hit by everyone. As a budget option for the C slot, one can use horse buffs or a Threaten skill. Heavy Blade is an honorable mention as a seal, but it has very poor synergy with low cooldown specials on the enemy phase.
Smite is an interesting option for a support skill because he can use it to create a 2-space gap between himself and an ally, enabling Flame Siegmund. It is also equally as good as Reposition for propelling an ally towards the enemies. However, beware using autobattle because the AI is TERRIBLE at using Smite properly. It is highly recommended to use any rally instead.
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.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Unlocks at 5 ★ Non-Inheritable skill.
|
300 | 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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Fate Grand Order
Dragonball Legends


IV Calc
Heroes