Table of Contents
- Default
- Attack
- Special
- Injured
| Xander - Paragon Knight |
|---|
|
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 | Distant Def 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Hone Cavalry |
| S | HP +3 | ||
Distant Defense Xander is seriously underrated, probably because Celica is not an easy unit to gain. But in full Horse Emblem it does wonders. The best part is that he has the freedom to run it in the A slot unlike many other potential Distant Counter units since DC is built into Siegfried.
Consider Xander's base defenses: 37/17. Distant Def by itself bloats his Defense to 43 and Res to 23 when attacked from range. Throw in a Fortify Cavalry and it shoots up to 49/29, the highest practical number for PVP(not including Support bonuses, which can potentially raise those numbers to a maximum of 53/33 assuming S rank in both Summoner and Ally support with the latter support adjacent to him).
What you're looking at with a fully jacked Xander is a unit nigh untouchable by shurikens and bows, takes far less damage and thus becomes a better lure for green tome users (Gronnwolf excluded). He could probably take any unbuffed red tome user at least once as well, potentially firing back a lethal Ignis(as it scales based on Def, Ignis coming from 49 defense means roughly 40 extra damage).
Amazing.
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Siegfried | A | Triangle Adept 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 2 |
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Bonfire | C | Hone Cavalry |
| S | Distant Def 1 | ||
This build is all about sacrificing what ability Xander has to tank some blues in favor of making him the ultimate Green Killer in the game. With Fortify Cavalry and Distant defense active, Xander gains 8 to both defense and resistance. Not even Brave Ike proccing Aether can do more than scratch his armor. Hector even does 0 damage. Meanwhile, only a 5 star heavily merged fully cavalry buffed Blade Tome Cecilia has a prayer of besting him from the green category. All non-Blade tome greens deal about 3-8 damage to him without buffs, keeping him within Quick Riposte range.
With 45 defense against physical distant counter threats with Fortify Cavalry, 47 if you pair him with a support unit, even the almighty Bridal Cordelia and Brave Lyn struggle to do any real damage to him without specials. Some red sword users can potentially win out in a war of attrition like Ike, and red mages are generally a bad idea for him to bait, but the tradeoff is worth it.
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Siegfried | A | Distant Def 3 |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Bonfire | C | Hone Cavalry |
| S | Distant Def 1 | ||
Sporting an impressive 44/24/37 physical defense bulk, Xander has no trouble bringing his special cooldown down to 0 against favorable matchups, thanks to taking minimal damage whilst being doubled due to his abysmal speed (a blessing within a curse). A HP +3 or Squad Ace Sacred Seal is recommended for this set.
With Fortify Cavalry buffs, Xander reaches 49 Def/29 Res against ranged units, and will be able to completely wall any and all bow and dagger users, save for when they trigger a special. Xander will be able to take on some green mages including non-Attack boon variants of Blade tome Nino's and Elise's and +Atk boon variants only if they haven't been fully buffed by the Renais siblings 3/4/4/2 support build.
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Siegfried | A | Fury 3 |
|---|---|---|---|
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Swap | B | Vantage 3 |
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Ignis | C | Hone Cavalry |
| S | Quickened Pulse | ||
*For use in Horse Emblem*
Build:
Fury 3 - This helps to buff Xander's stats all around. When combined with Hone/Fortify Cavalry, it gives him impressive stats, allowing him to function as a tank, heavy hitter, and helps him to avoid getting doubled. In addition, the -6 damage taken from this skill will help to put him in Vantage range.
Vantage 3 - Works well with him due to his Siegfried's built-in Distant Counter. This allows him to work well as a bait unit, and can be a lifesaver when his special is ready.
Hone Cavalry - Can be swapped with other Cavalry skills depending on the team composition. I use Hone Cavalry since my Xander is mainly paired with Reinhardt who makes great use of the additional attack.
Siegfried - 16 might and Distant Counter. There's not much reason to go anything else.
Swap - Can be swapped for other positioning skills. I prefer to use of Swap for most of my Distant Counter units. In most cases, it will allow Xander save a unit and have him take the hit.
Ignis - Best when used with the Quickened Pulse Sacred Seal. Xander will be tanking most of the time, and rarely has the chance to double up on units to take them out. Ignis gives him much needed strength to One-Shot most of his enemies. Compared to Bonfire, the extra damage from Ignis is generally worth the extra cooldown.
Quickened Pulse: Explained in the Ignis description. It puts Xander's cooldown charge at 3 instead of 4, which basically allows Ignis to be a better Bonfire since both will have the same cooldown.
Playstyle:
Xander's role is relatively simple: Tank and hit hard with Ignis. He is used as a bait unit and with fortify Cavalry his defense is put up to 46 (unmerged). This allows him to tank all the physical damage you need. However, be wary of cavalry effect weapons as they skill can pierce his defenses. As he continues to take hits, eventually Ignis will charge up and most of the time will allow him to take out one unit for free. On the downside he doesn't tank against mages too well so try to avoid using him in those matchups when you can. Most of the time he either dies, or takes a huge chunk of damage. Finally, be mindful that if you decide to take him into Chain Challenge style modes, Fury 3 can wear him down quickly so it may be better to switch his A skill for something else.
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Siegfried | A | Defense +3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 2 |
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Bonfire | C | Hone Cavalry |
Quick Riposte guarantees many KOs together with Siegfried. Once below the HP threshold, Xander can become a more offensive unit. Currently waiting for a better A skill, like Distant Def or Earth Boost.
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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