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This is a ranking page for the hero Sigurd - Fated Holy Knight from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Legendary Sigurd.
Heroes With the Same Name | |
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Legendary Sigurd
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List of Contents
Overall Rating | 9.0/10 |
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Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Access to guaranteed follow-up attacks and damage reduction effects ・Can move up to 4 spaces at a time ・Can also grant allies extra movement, bulk, and more damage by activating Holy-Knight II. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit initiates combat or foe's range = 2, reduces damage from foe's first attack by 40% |
Cooldown Count = 2 At start of turn, grants "unit can move 1 extra space (that turn only; does not stack)" and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit for 1 turn. Boosts Special damage by 30% of unit's Atk. After combat, if unit's Special triggered, grants Atk/Def+6, "unit can move 1 extra space (that turn only; does not stack)," and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit and all allies for 1 turn (bonus granted to allies even if unit's HP reaches 0). |
At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Inflicts Def-4 on foe during combat, and if no effect neutralizes penalties to foe's Def, inflicts penalty on foe's Def during combat = 7 - current penalty on foe's Def (min: 0). If penalty is active on foe's Def, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Def-7 on foe through its next action after combat. |
Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target. 【Deep Wounds】 Unit’s HP cannot be healed through its next action. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★☆☆ | |
Atk (27) | ★★★★★ | |
Spd (6) | ★★★☆☆ | |
Def (9) | ★★★☆☆ | |
Res (4) | ★★☆☆☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
The best IVs for Legendary Sigurd are +Atk and -Res. One of Legendary Sigurd's main strengths lies in his ability to attack twice with Hallowed Tyrfing, so even a small change to his Atk stat greatly changes his overall ability. As long as he has +Atk, his bane is not really of much significance, but most of the time, Res is his best bane.
We recommend a +Atk IV when merging Legendary Sigurd to 10. This is for the same reasons above. With a higher Atk stat, he will be able to deal large amounts of damage with Hallowed Tyrfing's guaranteed follow-up attack.
HOT | |
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This build aims to function as a bruiser unit while triggering Holy-Knight II using Odd Def Wave 4's Tempo effect.
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A simple budget build for Sigurd. Quickened Pulse pre-charges Holy-Knight II, while Drag Back ensures that your allies can pick off one enemy from a safe distance.
Exclusive Weapon Effect from Refining (Special Effect Type) | |
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SP: 400 | |
Might: 16 Range: 1 HP: 3 Accelerates Special trigger (cooldown count-1). If unit initiates combat or if foe's HP ≥ 75% at start of combat, grants Atk/Spd/Def/Res+5 to unit, unit makes a guaranteed follow-up attack, and reduces damage from foe's first attack by 40% during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and restores 7 HP to unit after combat. Enables 【Canto (Rem. +1)】. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit, grants bonus to unit's Atk/Spd/Def/Res = number of spaces from start position to end position of whoever initiated combat (max 4), deals damage = 15% of unit's Atk (excluding area-of-effect Specials), and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. :500 :200 |
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Refined Hallowed Tyrfing grants up to Atk/Spd/Def/Res+13 in combat, a guaranteed follow-up attack, 40% damage reduction on foe's first attack, a Near Trace effect, true damage equal to 15% of Sigurd's Atk, 7 HP post-combat healing, and neutralizes foe's bonuses to Atk/Def during combat.
These effects improve Sigurd's hitting power, survivability, and mobility, making it a great all-around refine.
Neutral Stats at Lv. 40 (5★) | ||
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168 | ||
HP |
41 |
Rank: 342/1184 |
Atk |
41 |
Rank: 343/1184 |
Spd |
23 |
Rank: 1002/1184 |
Def |
37 |
Rank: 156/1184 |
Res |
26 |
Rank: 596/1184 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 46 | 62 | 27 | 42 | 30 | 207 | Lv.40 +10 | 46 | 46 | 27 | 42 | 30 | 191 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 48 | 45 | 27 | 41 | 30 | 191 |
+Atk Lv.40 +10 | 45 | 49 | 27 | 41 | 30 | 192 |
+Spd Lv.40 +10 | 45 | 45 | 30 | 41 | 30 | 191 |
+Def Lv.40 +10 | 45 | 45 | 27 | 44 | 30 | 191 |
+Res Lv.40 +10 | 45 | 45 | 27 | 41 | 33 | 191 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 41 | 57 | 23 | 37 | 26 | 184 |
5★ Lv.40 | 41 | 41 | 23 | 37 | 26 | 168 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 27 | 6 | 9 | 4 | 65 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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41 | 43 | 29 | 41 | 26 | 180 | |
Legendary Sigurd
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41 | 41 | 23 | 37 | 26 | 168 |
40 | 35 | 23 | 31 | 28 | 157 | |
45 | 32 | 24 | 34 | 19 | 154 |
Note: Stats bonuses from skills are not taken into account.
Legendary Sigurd is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to his Atk minus the foe's Def stat.
Eff. | Atk+2 | Spd+3 | Def+4 | Res+4 | Pair Up | ||
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Pair Up and Eff. | Atk+2 | Spd+3 | Def+4 | Res+4 |
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As a Legendary Hero, you will gain a Wind Blessing when summoning L!Sigurd. Additionally, being a Wind type Legendary Hero means that during Wind Seasons, other allies with a Wind Blessing will receive HP+3 when they appear in battle with Legendary Sigurd, and his total stats will be treated as 185. This will lead to a higher Arena Score.
Refined Hallowed Tyrfing grants up to Atk/Spd/Def/Res+13 in combat, a guaranteed follow-up attack, 40% damage reduction on foe's first attack, a Near Trace effect, true damage equal to 15% of Sigurd's Atk, 7 HP post-combat healing, and neutralizes foe's bonuses to Atk/Def during combat.
These effects improve Sigurd's hitting power, survivability, and mobility, making it a great all-around refine.
Holy-Knight II, Legendary Sigurd's remixed exclusive Special skill, grants +1 movement and 40% damage reduction on foe's first attack to Sigurd at the start of each turn.
When Holy-Knight II triggers, it boosts Sigurd's damage by 30% of his Atk, and grants Atk/Def+6, +1 movement, and 40% damage reduction on foe's first attack to Sigurd and all his allies for 1 turn, no matter how far away his allies are from him.
This Special makes Sigurd an amazing initiator unit, vastly increasing the attack range of his entire team and opening up new avenues of attack that otherwise aren't possible.
Since Legendary Sigurd relies on Hallowed Tyrfing's effects to nail follow-up attacks instead of his Spd, he is countered by Null Follow-Up 3, and similar skills.
Sigurd's Spd is very low so he is easily countered by skills that reduce damage through Spd checks. Sigurd will almost always be outsped by units using these skills so his daame will take quite a dive against said units.
As a cavalry unit, Sigurd will take massive damage from weapons like Ridersbane which are effective on cavalry units. Be sure and check your foes' weapons beforehand.
All Heroes with Effective Skills
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Sigurd - Fated Holy Knight only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Sigurd - Fated Holy Knight if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Accelerates Special trigger (cooldown count-1). At start of combat, if foe's HP ≥ 75%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit initiates combat or foe's range = 2, reduces damage from foe's first attack by 40% | 5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 2) At start of turn, unit can move 1 extra space. (That turn only. Does not stack). Boosts Special damage by 25% of unit's Atk. After combat, if unit's Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and allies can move 1 extra space. (That turn only. Does not stack. Bonus granted to allies even if unit's HP reaches 0.) | 5★ | |
(Cooldown Count = 2) At start of turn, grants "unit can move 1 extra space (that turn only; does not stack)" and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit for 1 turn. Boosts Special damage by 30% of unit's Atk. After combat, if unit's Special triggered, grants Atk/Def+6, "unit can move 1 extra space (that turn only; does not stack)," and "if unit initiates combat, reduces damage from foe's first attack during combat by 40%" to unit and all allies for 1 turn (bonus granted to allies even if unit's HP reaches 0). |
5★ |
Skill Name | Effect | Learned At |
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At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
Inflicts Def -3 on foe through its next action after combat. | 5★ | |
Inflicts Def -5 on foe through its next action after combat. | 5★ | |
Inflicts Def -7 on foe through its next action after combat. | 5★ | |
Inflicts Def-4 on foe during combat, and if no effect neutralizes penalties to foe's Def, inflicts penalty on foe's Def during combat = 7 - current penalty on foe's Def (min: 0). If penalty is active on foe's Def, inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.) Inflicts Def-7 on foe through its next action after combat. | 5★ | |
If unit receives consecutive counter attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited) | 5★ | |
If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
5★ | |
If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
5★ | |
Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target. 【Deep Wounds】 Unit’s HP cannot be healed through its next action. |
5★ |
Value of Skills | ★★★★★ |
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Legendary Sigurd can be used to inherit the skills Fatal Smoke 3 or Atk/Def Catch 4. However, Legendary Sigurd is a versatile Legendary hero that can lead your team in the Arena. Please think carefully before foddering him off.
We recommend getting at least 1 copy of L!Sigurd before fodderring off copies.
Legendary Sigurd is a limited time Hero who can be pulled from a Legendary Hero Summoning event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Grant George |
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Illustrator | Suzuki Rika |
Appears In |
Heroes from Mythic Heroes - Freyr: Dream-King | |||
---|---|---|---|
Legendary Lilina [9.0/10] |
Legendary Sigurd [9.0/10] |
Alear (M) [9.0/10] |
Rearmed Ingrid [9.0/10] |
Nerþuz [9.0/10] |
Freyr [9.5/10] |
Thórr [9.0/10] |
Eitri [9.0/10] |
Céline [9.0/10] |
Elimine [9.5/10] |
Medeus [9.5/10] |
Arval [9.0/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
Legendary Sigurd Builds and Best IVs
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