Table of Contents
- Default
- Attack
- Special
- Injured
| Xander - Paragon Knight |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 20 | 8 | 5 | 9 | 4 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 44 | 32 | 24 | 37 | 17 |
| High |
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 |
|---|---|---|---|---|
This unit has no access to IVs.
Skill Sets
Nohrian Bulwark (Melee/Ranged Tank)
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Siegfried | A | Close Def 3 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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Ignis Alternate: Bonfire |
C | Threaten Def 3 Alternate: Spur Def 3 |
| SP | 1,945 | S | Close Def 3 |
- Weapon: Siegfried
- Assist: Reposition / Swap
- Special: Ignis / Bonfire
- Passive A: Close Def / Distant Def / Fury / Armored Blow / Attack +3
- Passive B: Quick Riposte / Vantage / Renewal / Guard
- Passive C: Threaten Def / Flexible
- Sacred Seal: Close Def / Distant Def / Attack +3 / Quick Riposte
This skillset aims to maximize Xander's physical bulk, in order to guarantee favorable matchups against melee or ranged units: depending on his role within the team.
The build is centered around two skills: Close and Distant Def. The availability of these two skills as an A-slot skill and as a Sacred Seal allows Xander to push his defensive stats incredibly high. While defending, Xander boasts an effective 49 physical Defense and a decent 29 Resistance in either melee or range, or a respectable 43/23 total def/res if he chooses to run Close Def and Distant Def together. If they are too expensive for you, Fury can be run to improve his initial combat with its fantastic buff to his stats across the board. Attack+3 and Armored Blow should only be considered if there are absolutely no other options.
Quick Riposte in the B slot improves Xander's ability to deal damage while tanking since he cannot consistently double without it. If serious tanking is needed, Guard 3 can be run to prevent enemy Specials from activating, but that costs him Close Def or Distant Def as a Seal since QR is almost mandatory for him. Renewal can be chosen if Xander is expected to fight for long periods of time against low offense opponents. Vantage may prove to be useful if Xander gets low on health but can one-shot multiple enemy mages.
Bonfire or Ignis are boosted by the defensive bonuses granted by Close/Distant Def, making them the obvious choice for Special skills. Since Xander will likely be doubled, Ignis should be taken if you want to save his Special for the next combat. Bonfire is chosen if he needs the immediate damage to win his current matchup. However, against units like the green mages he counters, Ignis usually proves to be a better long-term investment for a battle.
His C slot should be tailored to fit his team. A Threaten skill is shown above, but he should be running Cavalry buffs in a cavalry team and whatever other support skills are useful for other teams.
Ideally, his Seal slot will give him additional bulkiness. Attack +3 is acceptable if the others aren't available. QR3 should be taken if another B skill was used in his B slot.
Vantage Build (Enemy Phase)
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Siegfried | A | Fury 3 Alternate: Armored Blow 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 Alternate: Vantage 2 |
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Bonfire | C | Drive Def 2 Alternate: Spur Def 3 |
| SP | 1,885 | S | Distant Def 3 |
- Weapon: Siegfried
- Assist: Reposition / Swap
- Special: Bonfire / Ignis
- Passive A: Fury / Armored Blow / Attack+ 3
- Passive B: Vantage
- Passive C: Drive Def / Flexible
- Sacred Seal: Quick Riposte / Distant Def / Attack +3
Just like Ryoma and Ike, Xander can make great use of Vantage thanks to his weapon's ability to retaliate against ranged attacks.
Fury 3 is more useful here than the Defense skills, as it provides a more reliable means of dropping below the 75% threshold while giving him resilience to being ORKO'd. He really wants to run Fury, but Armored Blow 3 and Attack+3 can be taken as last resorts if no other SI is available.
Vantage gives Xander a safety net against green mages, as he can OHKO them with Siegfried before they have a chance to double him. Notably, Xander will also be able to take out some mages that use Desperation builds. For example, if Linde has lost 10 HP from Ardent Sacrifice to reach the threshold for Desperation, Fury will give Xander just enough Attack to KO her unless she happens to be +Def.
Bonfire or Ignis are recommended for his Special. Bonfire is ideal if you want Xander to try for the ORKO on his first round of combat. Ignis can be taken if you are confident that he will ORKO without Bonfire and you want to save Ignis for the Vantage nuke.
As usual, his C Slot is flexible. It's recommended to run supporting skills since he needs to go to the backline if up against threats that don't fear his Vantage.
Quick Riposte serves as the ideal Seal for him; it lets Xander attack twice on his first combat, potentially ORKO'ing and enemy. Ideally, he will also be in Vantage range after the combat and potentially have Ignis charged for his Vantage attack.
Swordbreaker Build (Anti-Sword focus)
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Siegfried | A | Fury 3 Alternate: Attack +3 |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 Alternate: Swordbreaker 2 |
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Moonbow Alternate: Bonfire |
C | Drive Def 2 Alternate: Spur Def 3 |
| SP | 1,885 | S | Attack +3 |
- Weapon: Siegfried
- Assist: Reposition / Swap
- Special: Moonbow / Bonfire
- Passive A: Fury / Close Def / Armored Blow / Attack +3
- Passive B: Swordbreaker
- Passive C: Drive Def / Spur Def
- Sacred Seal: Attack +3 / Quickened Pulse
Swordbreaker 3 is self-explanatory: it allows Xander to win any matchup against a sword-wielder at the cost of flexibility. The skill makes up for Xander's low Speed, but won't help any of his other matchups.
Fury is chosen since Xander shouldn't be seeing too much combat after eliminating an enemy Red Sword. Caution should be taken, however; if he fights something else before engaging an enemy sword, Fury may knock his health lower than the 50% needed to keep Swordbreaker active. Armored Blow 3 and Attack+3 are extreme budget options for him. Close Defense gives Xander much more staying power in his matchups against Swords as well as axes.
Moonbow is recommended for his build since it aims to quickly ORKO an enemy red sword; against units like Ayra or Zelgius, Xander will struggle to eliminate them without the power of a quickly charging Special. Bonfire can be taken instead if you don't need that quick kill and want to nuke something else after that first combat.
His C slot, as in his vantage build, serves to make Xander useful even after he is done fighting.
Attack+3 is self-explanatory; that 6 Attack can make or break his matchups against red swords. Alternatively, Quickened Pulse used in conjunction with Bonfire gives him a hefty burst of damage for his first Special trigger, but serves no purpose after the first trigger of his Special.
Introduction
With his divine blade Siegfried, Xander holds one of the most coveted weapon effects: Distant Counter. His legendary weapon allows him to counter ranged units without sacrificing his A slot, allowing him to run skills like Distant Def, Close Def, Fury or Steady Stance. 32 Attack is decent, but Xander's major selling point is his fantastic 37 Defense, which makes him a great defensive wall and grants consistently high damage through Bonfire or Ignis. Xander's low Speed means that he will never make follow-ups naturally however, and without his Specials Xander's damage output will be less than stellar. Nevertheless, he performs the role of a physical wall well, and Siegfried makes him a great answer to archers.
"The sad truth is that justice is an illusion. There is no light path that always leads to good, nor dark path that leads to evil."
Xander, Fire Emblem Fates
Strengths
Siegfried
Xander carries a 16 mt Distant Counter weapon. Though his poor Resistance still hurts his match-ups against mages, Xander can effectively check most archers in the game so long as they aren't equipped with Sacae's Blessing or Swordbreaker.
Solid physical bulk
44 HP and 37 Defence grants Xander stellar physical bulk. Though this is somewhat hindered by his low Speed, Xander can soak physical hits well and retaliate from any range.
3 movement
As a cavalry unit, Xander can move 3 spaces instead of the regular two. This allows him to bypass enemy units attempting to shield ranged units, safely engage ranged infantry without having to bait a hit and make a quick retreat if he finds himself in an unfavorable matchup.
Weaknesses
Poor Speed
Xander's Speed is pretty awful: he has no hope of avoiding follow-ups from the majority of blue mages without the help of a cavalry buff and even then he's cutting it close. This leaves him particularly vulnerable to mages, many of whom can ORKO Xander without fear if they're in Desperation range.
Awful Resistance
Mages such as Reinhardt, Linde, Spring Lucina and Olwen will all have no trouble dueling Xander, and most common green mages will be able to finish Xander off if he's taken some damage and isn't running Vantage, or ORKO him from full HP if they have Desperation. Popular blue dragons such as Ninian and Nowi can also take Xander down with ease.
No access to IVs
Xander desperately wishes he could shift some points from his useless Resistance stat into Attack or Defense, but this isn't a luxury he has available to him. This also hurts his competitiveness against other sword-wielding cavaliers including Brave Roy, Sigurd, and Eldigan.
Limited merges
As a Grand Hero Battle unit, Xander is released a finite number of times in periodic events. This makes him vastly inferior as a long-term investment compared to other sword-wielding cavaliers unless GHB units will be provided more easily in the future.
Team Options
Counters
Magical threats are the main units that Xander has to worry about. His high physical Defense means that he can take a hit from most lance wielders that aren't Effie with a Brave Lance+, but he can't be expected to tank consecutive magical hits.
- Dragons: These units can easily absorb his attacks and strike back hard with their magic-based damage. A!Tiki, Nowi, and F!Corrin laugh off any damage he deals while taking off half to 90% of his HP in a single blow.
- Blue mages: These will obliterate Xander. Delthea and Reinhardt get special mentions for easily outright OHKO'ing him. Other fast blue mages like Linde and Tailtiu easily double him and eat through his low Resistance.
- Bulky blues and reds: Those with physical bulk can shrug off his attacks and deal crippling damage back. Brave Lucina, Effie, and Nephenee take little damage from him and beat him in a duel. Zelgius stands out in his own category for receiving little damage from Xander while KO'ing back with Black Luna.
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Siegfried | A | Fierce Stance 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Threaten Atk 3 |
| S | Close Def 3 | ||
Merge: +0
Seal: Close Def 3 / Distant Def 3
Enemy Phase Xander
Positives:
+ Amazing Def stat that allows him to take all kinds of physical abuse
+ Quick Riposte allows him to make follow-ups regardless of his Speed
+ Fierce Stance grants him Attack+6 when attacked, suitable for his Enemy Phase build (alternatively, Steady Stance can work, too)
+ Threaten Atk (or Atk Smoke) can lower enemy Attack stat to the point he takes no damage from them
+ Siegfried allows him to check ranged enemies (mostly from Bow and Dagger users)
+ He favors Close Def and Distant Def depending on which of the situations one struggles with the most
Negatives:
+ Weak to Horseslaying weapons
+ Somewhat abysmally slow as he is vulnerable to faster combatants, especially if they are mages
+ Abysmally low Res which makes him an easy target to mage units and Breath users
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Siegfried | A | Fury 3 |
|---|---|---|---|
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Swap | B | Vantage 3 |
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Bonfire | C | Goad Cavalry |
| S | Distant Def 3 | ||
Horse Emblem tank. Xander's an easily accessible unit with strong potential outside of PvP. His Def is sky high even just with Fury, and his Atk is high enough to pose a substantial threat to most heroes in the cast- only blue physical tanks easily resist his damage, and blue mages are the best bet at eliminating him.
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Siegfried | A | Fierce Stance 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Hone Cavalry |
| S | Attack +3 | ||
Fierce stance is a far better option for Xander than Fury however, he loses 3 Def from Fury but gaining 6 Atk when attacked is worth it by far. QR3 works well due to his low Spd and of course Ignis for his Def. A +3 Atk seals brings his Atk to 57 when he counter attacks.
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Siegfried | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Hone Cavalry |
| S | Distant Def 3 | ||
Unlimited Baiting
A build which is almost the same as basic quick riposte Xander, but with the addition of steady breath. He is one of the best users of this skill since he appreciates the extra def to increase his tanking capability (while baiting) and ignis burst damage, while the extra cooldown charge helps him activate his special much more often. With this setup ignis will proc on any round he baits a unit that doubles him, be it one that outspeeds him (most heroes do) or a brave user. As a budget option you could opt for steandy stance instead of steady breath. Aether could be used instead of ignis since it activates just as much when baiting and can keep him healthy for long challenges such as Tempest Trials. His seal of choice is distant def since it stacks nicely with steady breath to give him 10 def and 6 res when initiated upon from a distance.
A variant of this build will have him running warding stance along with the distant def seal and quick riposte. This brings his usually bad resistance of 20 up to 32 against a mage, 38 if receiving fortify cavalry, which turns him into a very effective mage bait while still keeping a fantastic defense of 37 (43 with fortify cavalry and 49 against an archer).
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Siegfried | A | Steady Stance 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Cavalry |
| S | Defense +3 | ||
Basic update of Xander's bread and butter - quick riposte to double attack when defending, Bonfire to guarantee procs and kills on said defense when defending against an opponent that can double Xander and Cavalry buff/flexible.
The new additions are the distant defense 3 seal, giving him +6 def/res against ranged enemies, the
new Defense 3 seal and Steady Stance 3, granting +6 defense when defending. Due to being cavalry, he cannot inherit Steady Breath, making Steady Stance an effective defensive substitute.
Unlike the other popular defensive skills such as Close Def and Distant Def, Steady Stance grants the same amount of defense while not relying on what range Xander is being attacked from, at the cost of not giving a res boost. The same also applies to the comparison of the Distant Defense and Defense 3 seals, and as such specialization should be given thought before choosing either. Xander will usually be dueling against physical targets anyway, making Steady Stance a more consistent option to further increase his already astronomical defense, and the same can similarly be said for the Defense 3 seal. For reference, with the Defense 3 Seal he can reach ridiculous levels of defense: 37 base + Defense 3 seal + Fortify Cavalry (6) + Steady Stance (6) for a total of 52 defense, which is enough to even outright wall some swords and tank some lances.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Rising LightBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Blazing LightBefore combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | A |
| Inheritable by all units.
|
50 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|
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