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I, too, need help with my burned man Sigurd.

So, I've got a mighty fine +3 Sigurd
The first from throwing way too much orbs at his release.
The second from a free summon on a banner he was on.
The third kinda randomly
The fourth and now a fifth from the latest banner alongside way too many Tiki's and no Ryoma (damn you Ryoma)

I should have given CD to someone, but I like Sigurd too much to not merge him, and my luck agrees

But now to the point;
My first was a +spd -hp,
my latest is +atk -res.
And now I'm kinda unsure what to do with him.
Does anyone have any tips?

Asked by Sir of Coffee7 months ago
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Answers

Both have their merits and are equally viable. It depends on what you want out of your Sigurd and what type of team he will be placed on:

If you need Sigurd to tank and have the highest chance of killing on the retaliation, then I think that +Atk is better, especially if you give him the Quick Riposte seal. (38 Atk with boon is really high for a tank such as him, and this is before any buffs from Atk Tactic or Hone Cavalry.)

If you want him to avoid doubles to take less damage and become an even better tank, the +Spd is the way to go, though he would still like the QR seal so that he can still double or a Close Def seal to reduce a lot of extra damage. (He hits 35 Spd, which is good for avoiding doubles, but can avoid doubles from units with 47-53 or less Spd after his default Spd Smoke and/or Cavalry buffs.)

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Use the +Atk. He can get away with a Res Bane(I speak from experience) thanks to Divine Tyrfing and Crusader's Ward. I run DC on mine, which is risky, because if he gets doubled by the mage, the second hit does not get reduced by Tyrfing. Still, as long as you don't pit him against Blue Mages or swordbreaking reds, you should be fine.

Mine is +Spd/-Res, and he's....yeah, he's pretty damn good. With my core team's score rising, and mages becoming less plentiful, I'm thinking of replacing his Crusader's Ward, but I'm not sure with what.

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