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Table of Contents

Tier Rating

Analysis by Adonyx
Sigrun - Loyal Protector

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 37
ATK 32
SPD 36
DEF 28
RES 34

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low
Middle 18 8 10 4 10
High

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low
Middle 37 32 36 28 34
High

This unit has no access to random IVs.

Skill Sets

Holy Vanguard (Offensive Nuke)

Recommended
Firesweep Lance+ A Swift Sparrow (2 or 3)
Alternate: Life and Death 3
Reposition
Alternate: Swap
B Chill Def 3
Alternate: Hit and Run
Moonbow C Hone Fliers
SP1310SHeavy Blade 3
Alternate: Quickened Pulse

Show Explanation/Analysis

Weapon: Firesweep Lance+

  • By taking advantage of a Firesweep Lance’s ability to negate counterattacks, Sigrun can safely engage enemies repeatedly without having to worry about maintaining her HP.

  • This also allows her to opt into using more aggressive A skills like Swift Sparrow or Life and Death, which otherwise have some notable downsides.

Assist: Reposition / Swap

Special: Moonbow

  • A low cooldown Special like Moonbow works best so that Sigrun can activate it frequently for quick damage boosts. 

  • Pairing it with either the Heavy Blade or Quickened Pulse Seal will allow for a more consistent activation, but it’s worth noting that Sigrun’s Attack is too low to make consistent use of Heavy Blade without team support.

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Solo / Life and Death

  • The offensive nature of a Firesweep Lance means that Sigrun wants as many offensive stats as possible. Swift Sparrow 3 is ideal for this, giving the highest amount of consistent stats, but Swift Sparrow 2 will work just fine on a budget. 

  • Atk/Spd Solo is generally better than Swift Sparrow 2 since it gives more offensive stats with an easy to maintain condition, though it is considerably harder to obtain.

  • Finally, Life and Death is a good budget option as although it negatively impacts Sigrun’s defenses, she won’t really notice the loss due to preventing counterattacks with her Firesweep Lance.

Passive B: Chill Def / Chill Spd / Hit and Run

  • Chill debuffs are a good option for Firesweep sets, as they have no need for other typical skills like Desperation due to preventing counterattacks.

  • Hit and Run is a good alternative option to help keep Sigrun in a safe position after attacking.

Passive C: Hone Fliers / Flexible

  • Sigrun comes with Hone Fliers by default, which is nice since she works best in a flier team. Otherwise, her C skill can be replaced as needed to suit the team.

Sacred Seal: Heavy Blade / Quickened Pulse / Darting Blow

  • Both Heavy Blade and Quickened Pulse can allow for quicker Special activations, though both have notable drawbacks; Heavy Blade can be difficult to maintain without team support due to Sigrun’s fairly low Attack, while Quickened Pulse only really helps for the first combat.

  • Alternatively, Darting Blow is another good option to help ensure that Sigrun can land doubles on her opponents, though it makes her far less consistent at activating her Special.

The Protector (Defensive Tank)

Slaying Lance+ (+Spd)
Alternate: Luncheon Lance+ (+Spd)
A Distant Counter
Alternate: Close Def 3
Reposition
Alternate: Swap
B Guard 3
Alternate: Quick Riposte 3
Moonbow
Alternate: Iceberg
C Hone Fliers
SP1250SQuick Riposte 3
Alternate: Close Def 3

Show Explanation/Analysis

Weapon: Slaying Lance+ (+Spd) / Vanguard+ (+Spd) / Barrier Lance+ (+Spd) / Luncheon Lance (+Spd)

  • The choice of weapon for this set is mostly up to player preference, as different options will make Sigrun better at dealing with different threats. A Slaying Lance is a good generalist approach, as reducing her Special cooldown will always be effective.

  • Luncheon Lance and Vanguard both increase Sigrun’s effectiveness against physical damage threats, but differ in that Luncheon Lance trades some Defense for Attack in addition to being seasonal-locked.

  • Barrier Lance is a good choice for dealing with magical damage threats, something that Sigrun is particularly good at thanks to her Resistance.

Assist: Reposition / Swap

Special: Moonbow / Bonfire / Iceberg

  • The choice of Special is mostly dependent on Sigrun’s weapon; Moonbow is always a good option for its lower cooldown, particularly when combined with a Slaying Lance.

  • Otherwise, either Bonfire or Iceberg should be used, depending on whether Sigrun has higher Defense or Resistance after accounting for all her skills and team support.

Passive A: Distant Counter / Close Def / Steady Stance (3 or 4) / Warding Stance (3 or 4)

  • Distant Counter is always a good option for a defensive set, and Sigrun can make particularly good use of it due to her good mixed bulk.

  • Outside of Distant Counter, Close Def and both Steady/Warding Stance 4 are good options. Close Def is good for giving Sigrun universal protection against melee threats. Steady/Warding Stance 4 push her into a specialized direction, but the additional Guard effect on them is powerful and makes them worth utilizing. Steady/Warding Stance 3 are generally not as good as Close Def or Steady/Warding Stance 4, but are acceptable if nothing else is available.

Passive B: Guard / Quick Riposte

  • Guard is a very important skill to have on a defensive unit, as otherwise they will struggle to deal with units that have powerful Specials (such as armors with Bold Fighter).

  • Sigrun can get away with not running Guard if she is utilizing Steady/Warding Stance 4, since they have the Guard effect built-in. In this case, it’s better for her to run Quick Riposte; although she has decent Speed, Quick Riposte is still important to ensure that she can double since many units can easily match her Speed.

Passive C: Hone Fliers / Flexible

  • Sigrun’s base Hone Fliers is always a good option since she works best in flier teams, but otherwise her C skill can be replaced as needed to suit the team.

Sacred Seal: Quick Riposte / Close Def / Distant Def

  • If Sigrun isn’t running Quick Riposte as her B skill, then running it as her Sacred Seal is ideal.

  • Alternatively, Close Def and Distant Def are both good options for increasing Sigrun’s overall bulkiness. Distant Def is only really worth using if she is also running Distant Counter, as otherwise she’s better off simply avoiding combat with ranged units.

Attack Formation (Offensive Nuke)

Lofty Blossoms+ (+Spd)
Alternate: Slaying Lance+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Fury (3 or 4)
Reposition
Alternate: Swap
B Desperation 3
Alternate: Chill Def 3
Moonbow
Alternate: Iceberg
C Hone Fliers
SP800SDarting Blow 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Weapon: Lofty Blossoms+ (+Spd) / Slaying Lance (+Spd)

  • Lofty Blossoms is a seasonal weapon that can be hard to obtain, but having Swift Sparrow in a weapon is quite powerful for an offensive build.

  • Otherwise, a Slaying Lance can work just fine. A Speed refine is ideal to help ensure that Sigrun can double her opponents.

Assist: Reposition / Swap

Special: Moonbow / Iceberg

  • A low cooldown Special like Moonbow works best so that Sigrun can activate it frequently for quick damage boosts. 

  • Pairing it with either the Heavy Blade or Quickened Pulse Seal will allow for a more consistent activation, but it’s worth noting that Sigrun’s Attack is too low to make consistent use of Heavy Blade without team support.

  • If utilizing a Slaying Lance, Iceberg is a decent option to make good use of Sigrun’s strong Resistance stat. 

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Solo / Fury (3 or 4)

  • Any of the various offensive stat-boosting A skills will work for Sigrun, and each of them have various pros and cons.

  • Swift Sparrow 3 grants the most offensive stats, but limits Sigrun to Player Phase potential - this is particularly strong if combined with Lofty Blossoms. Swift Sparrow 2 is decent if 3 is unavailable, but is notably worse than other options.

  • Atk/Spd Solo grants comparable offensive stats to Swift Sparrow 3, but requires that Sigrun avoid having allies adjacent to her. This is easy to maintain on offense, but can be a bit tricky if she needs to fight during Enemy Phase.

  • Finally, Fury (both 3 and 4) is always a good, all-around option.

Passive B: Desperation / Chill Def / Chill Spd

  • Desperation gives Sigrun a safe avenue of attacking after sustaining damage, and is always a good option.

  • Alternatively, Chill debuffs are also a good option if opting to not use Desperation.

Passive C: Hone Fliers / Flexible

  • Sigrun comes with Hone Fliers in her base kit, which is a good option considering that she works best in a flier team. Otherwise, her C skill can be replaced as needed to suit the team.

Sacred Seal: Darting Blow / Heavy Blade

  • The Darting Blow Seal is fantastic for helping ensure that Sigrun can double her opponents on Player Phase. 

  • Alternatively, the Heavy Blade Seal can help Sigrun activate Specials more frequently, and also enables her to utilize higher cooldown Specials like Iceberg when combined with a Slaying Lance.

Introduction

Sigrun is one of the few units to escape the confines of having a seasonal variant in Fire Emblem Heroes before their regular form, but this is a mixed blessing at best. She joins as a lance flier, an archetype that is already heavily overloaded with units (including those with powerful unique weapons that set them apart from the crowd). In this regard, Sigrun doesn’t really have a whole lot to separate herself from the rest, as her 32/36 offenses aren’t very impressive and are very comparable to the others.

What Sigrun does have, however, is notably stronger mixed bulk as a result of her having generally higher BST. 28/34 defenses make her a good candidate for a mixed tank, something that is rather rare amongst blue fliers. Unfortunately, her mixed tank capabilities aren’t particularly impressive, as flier skill inheritance restrictions make it impossible for her to have access to the best skills (and her lack of unique weapon really hurts her here). 

Overall, Sigrun is a decent unit that is perfectly capable of handling an offensive lance flier role on a team as well as potentially acting as a decent mixed tank.

Strengths

Good Mixed Bulk

With 28/34 Defense/Resistance, Sigrun stands out a bit from most other lance fliers with her ability to handle mixed damage threats.

Decent Offenses

While 32/36 is not a particularly impressive statline these days, it’s definitely good enough for Sigrun to shine as an offensive attacker given the proper resources.

Weaknesses

Outclassed

It cannot be overstated how overcrowded the lance flier niche is, and Sigrun’s lack of unique weapon to set her apart from the rest hurts her ability to stand out as an offensive threat. This doesn’t mean that she’s a bad unit; she’s perfectly serviceable, but units like Catria, Est, and Shanna have unique weapons that allow them to fulfill a function that Sigrun cannot.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Unlocks at 2 ★
Lance Users Only
100 1 8
Reprisal LanceIf foe initiates combat, grants Atk+6 during combat.
Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 10
Reprisal Lance+If foe initiates combat, grants Atk +6 during combat
Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
SwapSwap places with an adjacent ally.
Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Def/Res Link 1If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+2 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
60
B
Def/Res Link 2If a movement Assist skill (like Reposition, Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+4 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
B
Def/Res Link 3If a movement Assist skill (like Reposition Shove, Pivot, etc.) is used by unit or targets unit, grants Def/Res+6 to unit and target ally or unit and targeting ally for 1 turn.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
B
Hone Spd 1Grants adjacent allies Spd+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
50
C
Hone Spd 2Grants adjacent allies Spd+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
100
C
Hone FliersGrants adjacent flying allies Atk/Spd+6 through their next actions at the start of each turn. Requires Hone Atk 2 or Hone Spd 2.
Only inheritable by flier units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem Heroes

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