Overall Rating
Analysis by Firestorm350
Siegbert - Future King


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 41
ATK 34
SPD 35
DEF 31
RES 16
Stat Variations
Level 1 Stat Variation
Low 18 7 8 6 2
Middle 19 8 9 7 3
High 20 9 10 8 4

Level 40 Stat Variations
Low 37 31 32 28 12
Middle 41 34 35 31 16
High 44 37 38 34 19
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.


  • +SPD puts Siegbert with 38 speed, allowing him to double a majority of units in the arena in tandem with Dark Greatsword, such as Amelia and Minerva. A Hone Cavalry would enable him to double common Ayra builds found in Arena.

  • +ATK is great for simply boosting his offensive capability in general. A good boon to pick if the extra 3 points in speed is unnecessary.


  • DEF: While Siegbert prefers more attack or speed, a boon in defense helps to tank more physical hits, especially if he's running Bonfire / Ignis. Likewise, a bane in defense does not severely gimp Siegbert's offensive prowess and can be safely lowered if need be. 
  • HP: Siegbert's HP is too low to properly take advantage of health boost skills, and so can be safely lowered. A bane in health also makes it easier to trigger Desperation.


  • -RES 16 base resistance is too low to be salvageable, and in general, Siegbert shouldn’t be used to tank magical hits anyway.

Skill Sets
Royal Legacy
Dark Greatsword A Swift Sparrow 2
Budget: Death Blow 3
Reposition B Desperation 3
Draconic Aura
Budget: Dragon Fang
C Fortify Cavalry
Budget: Atk Tactic 3
SP1,485SSpeed +3

Show Explanation/Analysis
  • Preferred Nature: +Spd -Res / +Atk -Res
  • Weapon: Dark Greatsword
  • Support Skill: Reposition / Swap
  • Special: Draconic Aura  / Bonfire / Moonbow / Dragon Fang / Galeforce
  • A Slot: Swift Sparrow 2 / Fury / Heavy Blade / Death Blow 3
  • B Slot: Desperation 
  • C Slot:  Fortify Cav / Atk Tactic 3  / Varies on team
  • Sacred Seal: Spd+3/ Atk+3

Boasting the highest speed of all cavaliers alongside Brave Lyn, Siegbert can run an offensive build to deadly effect. Swift Sparrow complements his Greatsword’s passive like bread and butter, giving him +8 Atk/Spd upon initiation. Fury provides Siegbert with more utility on Enemy Phase, increasing his defense while making it easier for him to drop to Desperation range. Heavy Blade meanwhile turns him into a Brave Roy with higher physical bulk, with Galeforce being a viable option should he run it.

Draconic Aura is the preferred special on Siegbert, taking advantage of his high attack and weapon passives.  Moonbow is another alternative, proccing against every melee encounter should he double. Bonfire keeps his damage at a constant 15 per proc without buffs, making it favorable in occasions where Siegbert needs to tank a hit on enemy phase. Desperation is the B skill of choice, letting him dish more damage against melees at low health.

With Siegbert being an offensive unit in a Horse team, Fortify Cav is recommended to provide more bulk to his teammates supporting him. His default Atk Tactic 3 is a solid option as well should you run him on a mixed team. For sacred seals, Siegbert wants Spd/Atk +3 to boost his offensive prowess even further.


A Siegfried by another name
Dark Greatsword A Distant Counter
Reposition B Quick Riposte 3
Budget: Dragon Fang
C Fortify Cavalry
Budget: Atk Tactic 3
SP1,635SDistant Def 3

Show Explanation/Analysis
  • Preferred Nature: +Spd -HP / +Atk -HP
  • Weapon: Dark Greatsword
  • Support Skill: Reposition / Swap
  • Special: Bonfire / Ignis / Moonbow
  • A Slot: Distant Counter
  • B Slot: Quick Riposte  
  • C Slot: Fortify Cav / Atk Tactic 3  / Varies on team
  • Sacred Seal: Distant Def 3

Though not wielding the legendary Siegfried, Siegbert is more than capable of utilizing a Distant Counter build thanks to his above-average offenses and speed. Quick Riposte ensures a second attack from him, especially against speedy swords like Ayra/Mia. The choice of special depends on your preference, Bonfire against faster opponents, Moonbow for consistent damage, or Ignis to deliver a painful nuke.

With an enemy phase orientated build, Siegfried wants Distant Def 3 to handle mages better. Close Def 3 is also another alternative to tank lances/dragons instead.


As the son of Xander, Siegbert is ready to take his father’s mantle by proving himself on the battlefield. The apple however fell extremely far from the tree. While Xander is best suited for being a bulky Distant Counter unit, Siegbert distinguishes himself by being a deadly Player Phase nuke.

This is thanks to his excellent offensive statline as well as his signature weapon Dark Greatsword, which effectively grants a Swift Sparrow boost when initiating on an opponent. In addition, he also sports a decent 31 base defence. The combination of these traits makes Siegbert a fearsome attacker, especially under horse buffs.

It’s not all bed and roses for him though, as Siegbert’s resistance is at an atrocious 18 at neutral, making him vulnerable against most magical attacks. Nevertheless, play to his strengths, and you won’t be disappointed.


High offenses 

34 attack and 35 speed are excellent for a cavalier.

These stats can be boosted even further under Horse Emblem, allowing him outspeed speedier swords like Ayra.

Dark Greatsword

Essentially Swift Sparrow 2 built into a weapon, it cements Siegbert’s role as a dangerous attacker.

Coupled with cavalry movement, Siegbert possess incredible reach to complement his already.

Decent physical bulk

31 base def is impressive for a primarily offensive unit.

Combined with his innate speed makes him less susceptible to being doubled and knocked out.


Poor Resistance 

Base 16 RES puts him in a vulnerable position against powerful red/blue magical attacks.

Poor Resistance also means Siegbert is easily susceptible to Ploy users such as Arvis and Lute, and so must be careful in avoiding being debuffed by them.

Rise of anti cavalry terrain/weapons

With the introduction of trenches, maps that feature them hinders Siegbert’s mobility,

Thanks to forgeable anti cav weaponry, refined Ridersbane/Blarwolf will easily put an end to Siegbert’s conquest in addition to ignoring Hone/Fortify buffs.

Team Options

Siegbert thrives in Horse Emblem, and it’s easy to see why with calvary buffs. Past that, he struggles most against physical blue walls, so green units are best suited for teammates.

  • Cecilia, Gunnthra, Frederick,  Titania - Green cavalry make the best partners, as they can handle blue mages/dragons that prey on him.
  • Dancers, Singers - Extremely versatile in general, refresh units matches perfectly with an aggressive hero like Siegbert, enabling him to either continue rushing down the opponent or retreat to safety.
  • Hector, Myrrh, Fae, Dorcas - Enemy phase heroes who deal exceptionally well against blues, complementing Siegbert’s play-style by baiting bulky blue units that his Dark Greatsword can barely lay a dent on.

Siegbert has absolutely atrocious resistance, so any well placed blue magical attack will severely dent him. Past that, any bulky blue with damage mitigation skills (Steady Breath, Close Defence) will be able to wall Siegbert will little problems.

  • Nowi, F!Corrin, A!Tikil - Physically bulky Dragons are the biggest threats to Siegbert, preying on his low resistance while having the defences to withstand his blows.
  • Winter Robin, Effie, Lukas, Shiro, Nephenee - Blue Lances that can take Lucina’s attacks and kill her on retaliation
  • Reinhardt, Linde, Lute, Micaiah - Blue mages with high attack power are able to eliminate Siegbert easily from a distance.
Weapon Skills
Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
Dark GreatswordGrants Atk/Spd+4 during combat if unit initiates combat.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
Dragon GazeAtk +30%
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangGrants +50% to Atk.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 4
Passive Skills
Passive Skills SP Slot
Death Blow 1Grants Atk+2 if unit initiates combat.
Non-inheritable by Staff-wielding units.
Death Blow 2Grants Atk+4 if unit initiates combat.
Non-inheritable by Staff-wielding units.
Death Blow 3Grants Atk+6 if unit initiates combat.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
Atk Tactic 1At start of turn, grants Atk+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Atk Tactic 2At start of turn, grants Atk+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Atk Tactic 3At start of turn, grants Atk+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem Fates

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