Table of Contents
- Default
- Attack
- Special
- Injured
| Sigurd - Holy Knight |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 8 | 7 | 5 | 3 |
| Middle | 19 | 9 | 8 | 6 | 4 |
| High | 20 | 10 | 9 | 7 | 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boons
-
+SPD: Sigurd greatly appreciates a boon in Speed, 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 Sigurd being no exception, making Attack another great choice of boon.
Neutral
-
DEF: While raising it is not a priority, Sigurd prefers to keep his Defense neutral in order to keep his solid physical bulk of 75 intact.
-
HP: Similarly, Sigurd 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: Despite seeming counterproductive with his personal weapon and being a superbane, Resistance is the choice stat for Sigurd to drop. Divine Tyrfing’s actually halves this penalty, effectively resulting in Sigurd taking only 2 additional damage from tome users.
Skill Sets
Medium Rare (Mixed Duelist)
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Divine Tyrfing | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Blue Flame Alternate: Bonfire |
C | Spd Smoke 3 |
| SP | 2,025 | S | Heavy Blade 3 |
-
Preferred IV: +SPD or +ATK / -RES
-
Weapon: Divine Tyrfing
-
Assist: Reposition
-
Special: Blue Flame / Bonfire / Glimmer
-
Passive A: Distant Counter
-
Passive B: Quick Riposte
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Passive C: Spd Smoke / Hone Cavalry / Flexible
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Sacred Seal: Heavy Blade / Close Def / Atk Smoke / Attack +3 / Speed +3
Despite his low Resistance, Divine Tyrfing allows Sigurd to perform well as a mage tank and by utilizing Distant Counter, a mage duelist. When it comes to IVs, a boon in Speed allows Sigurd to better avoid follow-up attacks from his opponents. This is pivotal when facing off against mages, as Divine Tyrfing will only reduce damage taken from the initial hit. A boon in Attack also makes for a suitable option by boosting his raw damage.
Moving on to Specials, Blue Flame makes for a great choice thanks to its raw power as well as Sigurd's Enemy Phase playstyle favoring him being adjacent to his teammates. When used in tandem with the Heavy Blade Sacred Seal, Sigurd can potentially activate his Special every single round of combat. Bonfire can also be used for a somewhat weaker, albeit more consistent choice of Special thanks to Sigurd's high Defense. Glimmer makes for another solid option; although far less effective against physically bulky opponents, it shines in his matchups against ranged opponents due to them having lower physical bulk on average. It also has the benefit of not requiring Heavy Blade in order to activate every round of combat thanks to its shorter cooldown compared to Bonfire.
Quick Riposte is a phenomenal Enemy Phase skill and a core aspect of this set, as it guarantees his follow-up attack when initiated on. This is very important in securing the KO as well as activating his Special. As for C skills, Sigurd’s native Spd Smoke makes for a premium choice. By reducing the Speed of opponents around him after combat, Sigurd is able to function as a better overall tank by further boosting his ability to avoid getting doubled. A more team-synergetic option is Hone Cavalry, as it allows Sigurd to be a benefactor on a cavalry-centric team. Otherwise, the C slot can be replaced as needed to suit the team.
Last but not least, Sigurd has several options for his Sacred Seal slot. As stated previously, Heavy Blade pairs well with Bonfire by allowing Sigurd to potentially activate his Special every single round of combat. Close Def and Atk Smoke both also make for great choices in increasing Sigurd’s overall survivability. Close Def grants Sigurd a significant boost to his defensive stats when initiated on by a melee opponent as well as simultaneously boosting Bonfire’s damage while Atk Smoke pairs with Spd Smoke in further debuffing the damage output of enemies around him after combat. Outside of that, Attack +3 and Speed +3 both give Sigurd a solid boost to his key stats.
Chalphy’s Shield (Physical Tank)
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Divine Tyrfing | A | Close Def 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Crusader's Ward |
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Aether | C | Spd Smoke 3 |
| SP | 1,815 | S | Heavy Blade 3 |
-
Preferred IV: +SPD or +ATK or +DEF / -RES
-
Weapon: Divine Tyrfing
-
Assist: Reposition
-
Special: Aether / Bonfire / Ignis
-
Passive A: Close Def / Steady Stance / Fierce Stance
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Passive B: Quick Riposte / Guard / Crusader’s Ward
-
Passive C: Spd Smoke / Hone Cavalry / Flexible
-
Sacred Seal: Heavy Blade / Atk Smoke / Quick Riposte / Close Def
At the expense of being able to retaliate against ranged units, this set leans more towards Sigurd as a physical duelist. In addition to Attack and Speed, Defense also makes for a suitable choice of boon in order to strengthen Sigurd’s physical bulk. For his Special, Aether grants Sigurd 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 Sigurd’s high Defense for consistently high damage output.
Moving on to main skills, Sigurd’s native Close Def is a fantastic choice for this Enemy Phase-oriented playstyle, as it will reduce damage taken from all melee opponents when initiated on. Similarly, both Steady and Fierce Stance provide Sigurd with an increase to his physical resilience as well as his raw damage output respectively. Fierce Stance also has the additional benefit of making it easier for Sigurd to activate Heavy Blade.
Once again, Quick Riposte is a must have in order for Sigurd to consistently perform follow-up attacks 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 Specials 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 Sigurd. If neither are available, Sigurd’s native Crusader’s Ward makes for a good budget option by increasing his overall survivability against ranged units.
Spd Smoke and Hone Cavalry remain great C slot choices both off and on a cavalry-centric team respectively. If not already being utilized in the B slot, the Quick Riposte Sacred Seal is imperative in allowing Sigurd to consistently perform follow-up attacks in the Enemy Phase. Otherwise, any of the previously listed Sacred Seals make for solid options.
Zigludo’s Conquest (Offense/Special Activation)
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Slaying Edge+ (+Spd) Alternate: Divine Tyrfing |
A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Luna | C | Hone Cavalry |
| SP | 1,485 | S | Heavy Blade 3 |
-
Preferred IV: +SPD or +ATK / -RES
-
Weapon: Slaying Edge+ (+Spd)
-
Assist: Reposition
-
Special: Luna / Ignis
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Passive A: Swift Sparrow / Fury
-
Passive B: Desperation / Chill Spd / Chill Def
-
Passive C: Hone Cavalry / Flexible
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Sacred Seal: Heavy Blade / Quick Riposte / Attack +3 / Speed +3
Despite his personal weapon and statline leaning mostly towards the role of an Enemy Phase unit, Sigurd can perform exceedingly well at the role of offense as well. As such, Sigurd appreciates boons in key offensive stats such as Attack and Speed. For his weapon, Sigurd can trade his Divine Tyrfing for a Speed-refined Slaying Edge in order to bolster his offensive prowess. With this, Sigurd will be able to activate powerful Specials more frequently.
For the Special itself, Luna makes for a great choice by being both strong and consistent in its activation. When combined with the Heavy Blade Sacred Seal, Sigurd will be able to activate his Special every single round of combat even when utilizing Desperation. For a more powerful, albeit less consistent option, Ignis allows Sigurd to deal massive damage upon activation at the cost of a longer cooldown.
Swift Sparrow makes for a fantastic choice on almost any offense-oriented set, as it provides a strong boost to one’s Attack and Speed without the need to forego anything else. Fury makes for another solid option; not only does it improve Sigurd’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. While Desperation itself is the centerpiece of many offense-oriented builds, Sigurd’s impressive physical bulk opens the door to additional options. Both Chill Spd and Chill Def provide strong debuff support for both Sigurd and his teammates. However, these skills may not always land on their desired target.
Heavy Blade remains a top Sacred Seal when it comes to boosting Sigurd’s offensive prowess through its Special cooldown acceleration. Alternatively, Quick Riposte can be used in order to Sigurd longevity against units that are too fast for him to double. In particular, this allows Sigurd to defeat opponents such as Ayra, Lucina, and Soleil in the Enemy Phase. Otherwise, Attack +3 and Speed +3 remain good choices for providing Sigurd with a solid offensive stat boost.
Introduction
Sigurd is a prime example of what it means to be a strong defensive unit. In addition to his cavalry status granting him more mobility as well as access to powerful class-exclusive buffs such as Fortify Cavalry, Sigurd comes with a new weapon and B skill in Divine Tyrfing and Crusader’s Ward. These unique skills further accentuate his ability to survive almost any attack thrown at him.
Statwise, Sigurd spots an impressive 159 BST for his class type with the distribution leaning mostly towards Attack and Defense. This allows Sigurd to deal high damage while performing well as a physical tank with his raw stats alone. However, his Speed is nothing to scoff at either. At a base value of 32, Sigurd can potentially avoid most follow-up attacks from mid-high tier Speed opponents, greatly reducing the amount of damage he takes.
Despite Sigurd’s Resistance sitting at a low-end value of 18, he’ll have absolutely no problem tanking mages. Thanks to his aforementioned personal weapon, Divine Tyrfing, damage from the first hit received from mages will be cut in half. In addition to this Crusader’s Ward further protects Sigurd from ranged attacks, as any consecutive attacks will have their damage reduced by a staggering 80%. This combination protects Sigurd from even the strongest of blue mages such as Reinhardt, Ishtar, and Linde. Be wary, as Divine Tyrfing’s effect does not work on dragons or staff users. Furthermore, Sigurd’s Player Phase can be lacking without proper investment due to his Speed being rather middling at base.
Overall, Sigurd is a fantastic all-around unit who is flexible in his builds and performs well both on and off a cavalry-centric team.
Strengths
Divine Tyrfing
Sigurd can serve as an effective mage tank despite his low Resistance thanks to Divine Tyrfing’s halving the damage of the first attack received from any tome user.
Crusader’s Ward
Crusader’s Ward further boosts Sigurd’s overall survivability by reducing the damage from any consecutive ranged attacks by a whopping 80%. This is particularly effective against Brave weapons.
Impressive Attack
At a based value of 35, Sigurd hits hard with his raw Attack alone. This grants him consistently high damage in both Player and Enemy Phase.
Great physical bulk
Sigurd has a solid physical bulk of 75, making him a suitable physical tank as well as an effective user of Defense-scaling Specials such as Bonfire and Ignis.
Cavalry
In addition to superior mobility, Sigurd has access to powerful class-exclusive buffs such as Hone Cavalry.
Weaknesses
Vulnerability against dragons
Although Divine Tyrfing will reduce damage received from tome attacks, the same does not apply when facing dragonstone users meaning they will do full damage against Sigurd’s less-than-stellar magical bulk.
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, Sigurd has an innate weakness to cavalry-effective weapons.
Team Options
Counters
Divine Tyrfing’s effect doesn’t work against dragons, making them problematic opponents for Sigurd to face due to his naturally poor magical bulk. Physically bulky blue units can also post a threat to Sigurd, as they can stop him from doing any significant damage. This is especially prevalent when they are running the skill Guard in order to prevent Sigurd from activating his Specials. Last but not least, Sigurd’s status as a cavalry unit gives him an innate weakness to opponents carrying class-effective weapons.
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Dragons: Dragons such as Nowi, Male Kana, Adult Tiki, and Female Corrin will shred through Sigurd’s HP, as they deal full damage against Sigurd’s poor magical bulk.
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Physically bulky blues: Fallen Hardin, Effie, Winter Robin, and Lukas can easily mitigate the amount of damage that Sigurd 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: Cavalry-effective weapons will do significant damage if not outright kill Sigurd due to their damage multiplier. Common users include Micaiah, Gray, and Gerome.
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Divine Tyrfing | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Crusader's Ward |
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Moonbow | C | Hone Cavalry |
| S | Speed +3 | ||
This build is to allow Sigurd to counter enemies at any range. It is rather contradictory to use Crusader's Ward and and Distant Counter together since Distant Counter breaks Crusader's Ward effect but it's much more simple that it is.
With a +Spd seal, Sigurd's speed reaches up to 38 spd which will pretty much prevent anyone from attacking him consecutively. With Hone Cavalry, Sigurd's speed reaches up to 44 which will now guarantee a follow-up attack to most units. Crusader's Ward is there to prevent Reinhardt, Brave Bow users and really speedy Desperation mages from dealing too much damage to Sigurd if he gets attacked by any of them.
Alternatively, Moonbow can be substituted with Sol if you want more sustain or Aether if you want to deal damage as well. If using Aether, it would be best to swap the Spd +3 seal for a Heavy Blade seal then to speed up your charge when possible.
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Divine Tyrfing | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Crusader's Ward |
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Galeforce | C | Hone Cavalry |
| S | Heavy Blade 3 | ||
This is built similar to Brave Roy and Siegbert but the key difference is Sigurd can take a hit and thus enabling him to activate Galeforce every turn provided he doubles an enemy and the enemy unit counter attack him to give him the full charge.
With Swift Sparrow, Sigurd’s attack should reach 58 while his speed would reach 36. Factor in Hone Cavalry from another unit and he can reach and he goes to 64/42. Alternatively, Brazen Atk/Spd could be used instead but don’t expect to activate Galeforce first turn.
Hone Cavalry is preferred if he’s in a Horse Emblem but otherwise, his default Spd Smoke will be fine.
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Divine Tyrfing | A | Close Def 3 |
|---|---|---|---|
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Reposition | B | Crusader's Ward |
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Bonfire | C | Hone Cavalry |
| S | Close Def 3 | ||
With double Close Defense and defense boon nature, Sigurd can tank any melee attackers and survive attacks from various dragons. His skills make him resistant to most mages despite his low resistance. With his evenly distributed stats, he is a prime option for summoner support and his speed bane is negated more or less by cavalry buffs. Cecilia is a great ally support character, being able to take out most blues, while also having rally resistance to help him tank magical damage better. Bonfire has a relatively short cool down and his high defense helps him nuke his opponents. If not running a cavalry team, his default Speed Smoke 3 is an excellent choice to negate his low speed.
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Divine Tyrfing | A | Close Def 3 |
|---|---|---|---|
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Reposition | B | Crusader's Ward |
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Bonfire | C | Hone Cavalry |
| S | Close Def 3 | ||
With double Close Defense and defense boon nature, Sigurd can tank any melee attackers and survive attacks from various dragons. His skills make him resistant to most mages despite his low resistance. With his evenly distributed stats, he is a prime option for summoner support and his speed bane is negated more or less by cavalry buffs. Cecilia is a great ally support character, being able to take out most blues, while also having rally resistance to help him tank magical damage better.
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Divine Tyrfing | A | Close Def 3 |
|---|---|---|---|
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Reposition | B | Crusader's Ward |
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Miracle | C | Spd Smoke 3 |
| S | Atk Smoke 3 | ||
~Vanilla Crusader~
The given build with Reposition and the Atk Smoke seal. -Def means he can't really handle archers as well, and +Atk is nice though marginal for gains when half of the opponent he can tank can't be hit back, but he's still a reliable damage sponge regardless. Not really much else to say.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
MiracleIf unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Learns by default at 5 ★ Inheritable by all units.
|
200 | 5 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
|
120 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | A |
| Unlocks at 5 ★ Non-Inheritable skill.
|
300 | B |
| Non-inheritable by Staff-wielding units.
|
60 | C |
| Non-inheritable by Staff-wielding units.
|
120 | C |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Genealogy of the Holy War
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes