Sigurd

Updated for 2.0
Analysis by Lunare
Sigurd
Holy Knight

5

Obtainable as a 5 only
Hero Ratings
Overall Rating
4.5
/ 5
Max Avg Total Stats at Lvl 40
159
HP 41
ATK 35
SPD 32
DEF 34
RES 17
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 8 7 5 3
Middle 19 9 8 6 4
High 20 10 9 7 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 32 29 31 13
Middle 41 35 32 34 17
High 44 38 35 37 20
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

Sigurd is one of few heroes to get a lot of value out of every one of his stats. This makes it hard to recommend a single IV set for him. Defensive sets will usually favour +Def or +Res with a -Spd boon, whereas offensive sets will demand +Spd and suggest -Def or -Res. Similarly, Atk is always important and HP is important for his survivability. Honestly, a neutral Sigurd might be the best choice for those looking to use a variety of builds on Sigurd.

Skill Sets
Shield of Grannvale (Tank Build)
Optimal
Divine Tyrfing A Close Defense 3
Reposition
Budget: Swap
B Crusader's Ward
Bonfire
Budget: Miracle
C Atk Smoke 3
Budget: Spd Smoke 3
SP1,425SDistant Def 3

Show Explanation/Analysis
  • Weapon: Divine Tyrfing
  • Support Skill: Reposition / Swap 
  • Special: Bonfire / Ignis / Moonbow
  • A Slot: Close Def 3 
  • B Slot: Crusader's Ward 
  • C Slot: Atk Smoke 3 / Spd Smoke 3
  • Sacred Seal: Distant Def 3 / Close Defence 3 / Res +3 / Def +3

Sacred Seal forging has given defensive units a great boon in the Distant Def 3 seal. With Close Def 3 in Sigurd's base kit, adding this seal grants Sigurd an effective +6 to his defensive stats no matter the scenario, provided he isn't initiating combat. The rest of his skills serve to compliment this: Atk Smoke 3 is expensive, but allows Sigurd to engage on an enemy and lower the attack of nearby enemies to improve his survivability during the enemy phase. Bonfire is the optimal special to capitalise on his solid defense stat, though Ignis is a fine replacement.

The optimal boon/bane for this build is up for debate, but we propose +Def/-Spd. +Def improves Sigurd's damage output from Bonfire, and pushes his defense when attacked towards the mid-40 range. On the flip side, -Spd isn't too bad for Sigurd as most of the units he'll be defending against will double him regardless of a neutral or bane speed stat. Spd Smoke also helps remedy a -Spd bane. With that said, Sigurd's boon/bane stats are incredibly flexible.

The release of the Close Defence seal allows Sigurd to double up for superior melee tanking, but Distant Def 3 remains the #1 choice for those looking to use Sigurd as a mixed tank.

Holy Protector (Mage Tank)
Divine Tyrfing A Distant Def 3
Reposition
Budget: Swap
B Crusader's Ward
Bonfire
Budget: Miracle
C Atk Smoke 3
Budget: Spd Smoke 3
SP1,545SDistant Def 3

Show Explanation/Analysis
  • Weapon: Divine Tyrfing
  • Support Skill: Reposition / Swap 
  • Special: Bonfire / Ignis / Moonbow
  • A Slot: Distant Def 3 / Distant Counter
  • B Slot: Crusader's Ward 
  • C Slot: Atk Smoke 3 / Spd Smoke 3
  • Sacred Seal: Distant Def 3 / Res +3 / Def +3

Building from the Shield of Grannvale build, this set directly focuses on improving Sigurd's magical bulk. A +Res boon, Distant Def 3 in the A slot and the Distant Def 3 seal puts Sigurd at a base 23 resistance, with an extra 12 points when defending. 35 resistance allows him to shrug off most magical attacks with ease after the damage reduction from Divine Tyrfing and Crusader's Ward, though he will still take reasonable damage from Blade tome mages as the added damage bypasses resistance.

+Res is the ideal boon, but the bane stat is rather flexible. -Def or -Spd are probably the best choices, though note that -Def would impact his damage output from Bonfire, making a different skill more optimal.

Divine Crusader (Offensive Build)
Divine Tyrfing A Swift Sparrow 2
Budget: Darting Blow 3
Reposition
Budget: Swap
B Desperation 3
Moonbow C Spd Smoke 3
SP1,325SSpeed +3

Show Explanation/Analysis
  • Weapon: Divine Tyrfing
  • Support Skill: Reposition / Swap 
  • Special: Moonbow / Draconic Aura / Galeforce 
  • A Slot: Swift Sparrow 2 / Life and Death 3 / Darting Blow 3
  • B Slot: Desperation 3 / Vantage 3
  • C Slot: Spd Smoke 3
  • Sacred Seal: Spd +3 / Atk +3 

Though Divine Tyrfing and Crusader's Ward push Sigurd towards a defensive role, his stats are strong enough to pull off an offensive build. +Spd is pretty important to push his offensive spread to 35/35, and Swift Sparrow 2 boosts those numbers to 39/39 on initiation. The B slot is relatively flexible: Desperation is the cliche choice for offensive units, but 41 HP makes him reliant on a -HP bane to reach the necessary threshold for Ardent Sacrifice synergy. In addition, Sigurd may be more reliant on cavalry buffs to make consistent follow-up attacks.

User Submitted Builds
Submit a Hero Build

= Has Build Explanation

Hero Updated
Sigurd by Reizic 4 hours ago
Sigurd by Sykil 1 day ago
Sigurd by SigurdTheGr8 3 days ago
Sigurd by SigurdTheGr8 3 days ago
Sigurd by doublehit 4 days ago
User Submitted Build Statistics
Weapon Skills
Weapons SP Rng. Mt.
Iron Sword 50 1 6
Steel Sword 100 1 8
Silver Sword 200 1 11
Divine TyrfingGrants Res+3. If in combat against foe using magic, unit receives 50% less damage from the first attack.
Learns by default at 5 ★
400 1 16
Special Skills
Special Skills SP Turns
MiracleIf HP > 1, survive a lethal attack with 1 HP remaining.
Learns by default at 5 ★
200 5
Passive Skills
Passive Skills SP Slot
Close Defense 1If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+2 during combat. 60
A
Close Defense 2If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+4 during combat. 120
A
Close Defense 3If unit is attacked by foe using sword, axe, lance, or dragonstone, unit receives Def/Res+6 during combat.
Unlocks at 5 ★
240
A
Crusader's WardIf unit receives consecutive attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited)
Unlocks at 5 ★
300
B
Spd Smoke 1After combat, inflicts Spd-3 on foes within 2 spaces of target through their next actions. 60
C
Spd Smoke 2After combat, inflicts Spd-5 on foes within 2 spaces of target through their next actions. 120
C
Spd Smoke 3After combat, inflicts Spd-7 on foes within 2 spaces of target through their next actions.
Unlocks at 5 ★
240
C
Introduction

Sigurd is a sword-wielding cavalry unit that can do a bit of everything. High attack and passable speed makes him a respectable offensive unit, whereas high defense and unique skills in Divine Tyrfing and Crusader's Ward grant him great defensive coverage as well. Whereas many other units would suffer from this 'jack-of-all-trades' trait, Sigurd's increased BST is enough to allow for specialisation. +Spd allows for a fearsome offensive spread of 35/35 before skills, +Def pushes his defense stat into the high 30s, and +Res improves his mage-checking ability. Overall, Sigurd is a strong, flexible unit that can perform a number of different roles to great effect.

"Every man has his doubts, but a strong one never strays from his choices. He stands prepared for the consequences."

Sigurd, Fire Emblem: Genealogy of the Holy War

Strengths

Divine Tyrfing

  • 16 might, Res+3 and 50% damage reduction from magic attacks is solid. Sigurd's base resistance is pretty awful, but the bonus 3 points from the weapon in addition to the 50% damage reduction gives him fantastic survivability, especially in conjunction with Crusader's Ward.

Crusader's Ward

  • Speaking of which, this is where Sigurd gains a lot of his magic bulk. Any ranged damage from the second attack onwards is reduced by 80%. This is incredible: magic users will deal 50% and 20% of their usual damage output to Sigurd, whereas archers and dagger users will deal 100% and 20%. This grants Sigurd a lot more mileage out of his defensive stats, as the magic damage reduction can make up for his low resistance, whereas his high base defense covers the lack of damage reduction from the first attack of a dagger user or archer.

Solid base stats

  • 35 attack, and 34 defence are great. 41 HP and 32 speed and passable. 17 Res is another story, but his skills make this less of a problem. The important thing is that Sigurd's solid attack and defence stats give him flexibility towards either offense or defense, depending on his boon/bane and the needs of the team.
Weaknesses

Low Resistance

  • Though his skills pick up a lot of the slack here, it's undeniable that his low resistance poses a problem. It means that Sigurd will struggle to tank more than one or two attacks from enemy mages, especially considering most mages are blue units.

Middling Speed

  • Sigurd's offensive builds are quite reliant on cavalry buffs or a +Spd boon, as base 32 is somewhat mediocre.
Team Options

Azura - Lady of Ballads might just be one of the best teammates for Sigurd. Dancer utility is obvious enough, but she also serves as a dedicated check to enemy blue units, and provides extra magic tanking with Drive Res 2.

As you'd expect, Sigurd can perform exceptionally well among other cavalry units including:

  • Reinhardt
  • Camus
  • Olwen
  • Oscar
  • Roderick
  • Frederick
  • Cecilia

Blade-tome or self-damaging desperation mages are also solid partners for Sigurd, as their habit of running Ardent Sacrifice or Reciprocal Aid can be used to keep Sigurd's HP topped up and improve his tanking ability. Candidates include:

  • Nino
  • Linde
  • Celica
  • Tailtiu
  • Tharja
  • Katarina
Counters

Dragon units can counter Sigurd pretty effectively. Divine Tyrfing is ineffective against breath attacks, making Nowi, Corrin (F) and even Ninian solid answers to Sigurd. Red Dragon units like Tiki (Y) and Tiki (A) can also tackle Sigurd well; especially if they're equipped with Swordbreaker.

Blade tome mages also pose a great threat to Sigurd, as Divine Tyrfing and Crusader's Ward cannot protect from the bonus damage from turn-long buffs. Linde and Swordbreaker Reinhardt in particular are some of the only units that can confidently OHKO Sigurd, though other mages including Delthea, Tailtiu and non-Swordbreaker Reinhardt will still deal heavy damage to him.

Heavy hitting lance wielders can also deal considerable damage, as neither of the aforementioned skills protect Sigurd from physical melee attacks. Effie, Ephraim, Bridal Charlotte, Nephenee and Lukas all come to mind, though all of them except maybe Effie will struggle to deal considerable damage thanks to Sigurd's great defense stat. Close Def 3 can often tip these match-ups in Sigurd's favour however.

From Series
Fire Emblem: Genealogy of the Holy War
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