Table of Contents

Tier Rating

Analysis by Naz
Siegbert - Future King

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 41
ATK 34
SPD 35
DEF 31
RES 16

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 7 8 6 2
Middle 19 8 9 7 3
High 20 9 10 8 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

Boons

  • +SPD: A boon in Speed is a fantastic choice for Siegbert, as it boosts both his offensive and defensive capabilities by allowing him to better perform and avoid follow-up attacks.

  • +ATK: Increasing raw damage is always helpful with Siegbert being no exception, making Attack another great choice of boon.

Neutral

  • DEF: While raising it is not a priority, Siegbert prefers to keep his Defense neutral in order to keep his solid physical bulk of 72 intact.

  • HP: Similarly, Siegbert would rather avoid his superbane in HP (-4 reduction rather than the standard -3), as it can be detrimental to his overall survivability.

Banes

  • -RES: Resistance is Siegbert’s weakest stat and the best bane that he can receive, as dropping it further will hardly affect his overall performance.

Skill Sets

Full Charge (Offensive/Special Activation)

Recommended
Dark Greatsword A Swift Sparrow 2
Alternate: Death Blow 3
Reposition B Desperation 3
Alternate: Chill Def 3
Draconic Aura
Alternate: Dragon Fang
C Hone Cavalry
Alternate: Atk Tactic 3
SP1,485SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES

  • Weapon: Dark Greatsword

  • Assist: Reposition

  • Special: Draconic Aura / Dragon Fang

  • Passive A: Swift Sparrow / Fury / Death Blow

  • Passive B: Desperation / Chill Spd / Chill Def

  • Passive C: Hone Cavalry / Atk Tactic /  Flexible

  • Sacred Seal: Heavy Blade / Quick Riposte / Attack +3 / Speed +3

This build focuses purely on offense by utilizing Siegbert’s personal weapon, Dark Greatsword. As such, Siegbert prefers boons in key offensive stats such as Attack and Speed in order to maximize his damage output. With Dark Greatsword bolstering Siegbert’s already impressive Attack on initiation, Draconic Aura makes for a very effective choice of Special. One can also choose to run Dragon Fang for more raw power at the cost of a longer cooldown.

Having it already built into his weapon, Siegbert can also run Swift Sparrow in his A slot for a staggering +8 boost to his Attack and Speed on initiation. Fury makes for another good choice; not only does it improve Siegbert’s overall bulk at the cost of 2 Attack/Speed, the 6 damage recoil taken after combat makes it easier to get into the HP range of Desperation. Otherwise, Siegbert’s native Death Blow makes for a solid budget option by giving him a strong boost to his Player Phase Attack.

While Desperation itself is the centerpiece of many offense-oriented builds, Siegbert’s impressive physical bulk opens the door for additional options. Both Chill Spd and Chill Def provide strong debuff support for both Siegbert and his teammates. However, these skills may not always land on their desired target. For his C slot, both Hone Cavalry and Atk Tactic make for great team support options on and off a cavalry-centric team respectively.

Last but not least, Siegbert has several options for his Sacred Seal slot. Thanks to his high Attack on initiation, Siegbert makes very effective of Heavy Blade, allowing him to activate his Specials at a much more frequent rate. Alternatively, Quick Riposte can be used in order to give Siegbert longevity against units that are too fast for him to double. In particular, this allows Siegbert to defeat opponents such as Ayra, Lucina, and Soleil in the Enemy Phase. Otherwise, Attack +3 and Speed +3 remain good choices for providing Siegbert with a solid offensive stat boost.

Long Live the Future King (Enemy Phase Focus)

Slaying Edge+ (+Spd) A Close Def 3
Reposition B Quick Riposte 3
Alternate: Guard 3
Aether
Alternate: Bonfire
C Atk Smoke 3
Alternate: Def Smoke 3
SP2,055SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK or +DEF / -RES

  • Weapon: Slaying Edge (+Spd)

  • Assist: Reposition

  • Special: Aether / Bonfire / Ignis

  • Passive A: Close Def / Steady Stance / Fierce Stance

  • Passive B: Quick Riposte / Guard

  • Passive C: Atk Smoke / Def Smoke / Hone Cavalry / Flexible

  • Sacred Seal: Close Def / Quick Riposte / Atk Smoke / Heavy Blade

Despite his personal weapon and statline leaning mostly towards the role of an offensive unit, Siegbert can perform exceedingly well at the role of Enemy Phase as well. In addition to Attack and Speed, Defense also makes for a suitable choice of boon by making him more resilient to physical attacks as well as adding additional damage into Defense-scaling Specials such as Bonfire and Ignis.

For his Special, Aether grants Siegbert the ability to be a self-sustaining tank through its healing aspect. However, this comes at the cost of an exceptionally long cooldown. It is recommended that one uses the Heavy Blade Sacred Seal in order to mitigate this. For a purely offensive approach, both Bonfire and Ignis pair well with Siegbert’s high Defense for consistently high damage output.

Moving on to main skills, Close Def is a great choice for his Enemy Phase oriented playstyle, as it will reduce damage taken from all melee opponents when initiated on. Similarly, both Steady and Fierce Stance provide Siegbert with an increase to his physical resilience as well as his raw damage output respectively.

Quick Riposte is an essential skill, as it guarantees Siegbert’s follow-up attack in the Enemy Phase. Alternatively, one can move Quick Riposte to the Sacred Seal slot in favor of running Guard as his B skill. Guard will greatly reduce damage taken from opponents that rely on activating their Special such as Ayra and Zelgius. This also applies to all armored units running Bold Fighter, as their follow-up attacks cannot be avoided if they initiate on Siegbert, along with granting them additional Special charge.

Smoke skills such as Atk Smoke and Def Smoke are great choices for Siegbert’s C slot. Atk Smoke makes him a better overall tank by reducing the damage output of opponents around him after combat while Def Smoke will increase his own damage output against the affected targets. As for Sacred Seals, Close Def boosts Siegbert’s Enemy Phase damage resilience even further to +12 Def/Res when initiated on. If not already being used in the B slot, Quick Riposte seal is pivotal in allowing Siegbert to consistently perform follow-up attacks in the Enemy Phase. The same applies to Atk Smoke, which can also be run here if it is not already being used in the C slot.

Introduction

In sharp contrast to his father, Xander, Siegbert leans heavily towards the role of a Player Phase unit and a powerful one at that. In addition to sporting great values in both Attack and Speed, Siegbert hits it out of the park with his unique weapon. Dark Greatsword complements Siegbert’s offensive playstyle perfectly thanks to its built-in effect of Swift Sparrow granting him an additional +4 Attack and Speed upon initiation. Furthermore, his physical bulk stands firm at a base value of 72.

Siegbert’s greatest weakness is his abysmal magical bulk. With only 16 Resistance and 57 magical bulk total, Siegbert is susceptible to getting taken out in only a single hit by magical-damage dealing opponents. While Siegbert’s status as a cavalry unit grants him enhanced movement as well as class-exclusive buffs, it also acts has its downsides. Not only is he susceptible to effective weapons such as Riderbane and Wolf tomes, his movement can be severely hindered by terrain obstacles such as forests and trenches.

Regardless, Siegbert performs exceptionally well at his role and can benefit any team in need of a strong offensive unit.

Strengths

Great Offensive Stats

Siegbert’s 34/35 Attack/Speed spread make him highly proficient in taking enemies out in a single round of combat.

Dark Greatsword

Complementing his offensive stats, Siegbert’s personal weapon bolsters his offensive prowess even further by granting him +4 Attack and Speed on initiation.

Good Physical Bulk

Siegbert has a solid physical bulk of 72, making him a suitable physical tank as well as an effective user of Defense-scaling Specials such as Bonfire and Ignis depending on the skill-set he is running.

Weaknesses

Dreadful Magical Bulk

Siegbert’s low magical bulk of 57 causes him to get massively chunked, if not outright killed in one hit by magic-based attacks.

Cavalry

Although being a cavalry unit has its advantages, it can also be a detriment. On top of forests and trenches making it harder to navigate maps, Siegbert has an innate weakness to cavalry effective weapons.

Team Options

As a cavalry unit, Siegbert appreciates fellow cavalry allies that can provide him with powerful class-exclusive buffs such as Hone Cavalry and Fortify Cavalry. With his poor magical bulk, Siegbert also enjoys magically bulky teammates that can tank hits for him. This also applies to green units that can cover his Weapon Triangle disadvantage. Finally, refreshers give Siegbert massive longevity through the extra turn they provide, as it allows him to get into more favorable positions.

  • Cavalry: SM-Eirika, Gunnthrá, WT-Olwen, Legendary Ephraim, and Reinhardt all make for fantastic teammates by providing Siegbert with powerful buffs such as Hone Cavalry and Fortify Cavalry while keeping up with his high movement.

  • Magically Bulky Units: Micaiah, Lute, Halloween Henry, Delthea, Sheena, and Fae are all strong allies, as they can tank magical hits while keeping Siegbert safe. Delthea and Lute can also function as a buffer and debuffer respectively.

  • Strong Greens: Hector, Nino, Fallen Male Robin, Female Kana, and Myrrh all perform well in checking both physical and magical blues that may pose a threat to Siegbert.

  • Refreshers: Performing Inigo, Ninian, Lene, and New Years Azura are among many great choices that provide Siegbert with fantastic support through an extra turn, allowing him to move into more favorable positions.

Counters

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 such as Steady Breath or Close Def will be able to wall Siegbert will little problems.

  • Magical damage dealers: Nowi, Delthea, Lute, Reinhardt, and Linde can all make short work of Siegbert’s sparse magical bulk.

  • Physically bulky blues: Fallen Hardin, Effie, Winter Robin, Female Corrin, and Lukas can easily mitigate the amount of damage that Siegbert can do thanks to their high physical bulk and Weapon Triangle advantage. In addition, units that utilize the skill Guard can completely wall him off by preventing him from activating his Specials.

  • Effective Weapons: Anti-cavalry weapons, both physical and magic alike will easily tear through Siegbert’s health bar due to their high damage multiplier. Common users include Micaiah, Gray, and Gerome.

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 GazeBoosts Atk by 30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon FangBoosts Atk by 50%.
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.
50
A
Death Blow 2Grants Atk+4 if unit initiates combat.
Non-inheritable by Staff-wielding units.
100
A
Death Blow 3Grants Atk+6 if unit initiates combat.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200
A
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.
60
C
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.
120
C
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.
240
C

Other Info

Origin
Fire Emblem Fates

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