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This is a ranking page for the hero Sigurd - Of the Holy War 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 Emblem Sigurd.
Heroes With the Same Name | |
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Emblem Sigurd
|
List of Contents
Emblem Heroes - Sigurd: Of the Holy War Featured Heroes | |||
---|---|---|---|
Legendary Yuri [9.5/10] |
Legendary Hinoka [9.5/10] |
Emblem Marth [9.5/10] |
Mythic Lumera [9.5/10] |
Emblem Celica [9.5/10] |
Emblem Sigurd [9.9/10] |
Seiðr [9.5/10] |
Heiðr [9.0/10] |
Attuned Micaiah [9.9/10] |
Legendary Guinivere [9.0/10] |
Gullveig [9.5/10] |
Fallen Veyle [9.5/10] |
Overall Rating | 9.9/10 |
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Reroll Ranking (excluding Inherit Skill) |
SS (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
SS (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・Weapon skill grants 【Canto (3)】, +2 movement, in-combat stat bonuses, true damage equal to 20% of Def (including AoE), 50% damage reduction piercing, and 7 HP post-combat healing. ・Exclusive AoE Special grants 40% damage reduction on foe's next attack and grants unit an extra action if Special hit multiple foes. ・Emblem Ring effect grants equipped unit bonus Special damage, bonus movement and Canto. |
Might: 16 Range: 1 Enables 【Canto (3)】. Accelerates Special trigger (cooldown count-1). At the start of turn, grants 【Gallop】 to unit. If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14), deals damage = 20% of unit's Def (including when dealing damage with a Special triggered before combat), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat. 【Gallop】 Unit can move 2 extra spaces (that turn only; only highest value applied; does not stack). |
Cooldown Count = 3 If unit's Special is ready, before 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). When unit deals damage to 2 or more foes at the same time using a Special (including target; including foes dealt 0 damage), grants another action to unit after combat (once per turn). If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% during combat (once per combat; excluding area-of-effect Specials). |
If unit or foe initiates combat after moving to a different space, grants Atk/Def+6 and Atk/Def+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials). |
If unit or foe initiates combat after moving to a different space, inflicts Atk/Def-4 on foe, unit makes a guaranteed follow-up attack, and deals damage during combat = number of spaces from start position to end position of whoever initiated combat x 4 (max 20; including when dealing damage with a Special triggered before combat). If unit initiates combat after moving to a different space, triggers the following effects depending on unit's equipped Special: if unit has an area-of-effect Special equipped. grants Special cooldown count-X to unit before Special triggers before combat (excluding Røkkr area-of-effect Specials); if unit has a Special that triggers when unit attacks (excluding area-of-effect Specials), grants Special cooldown count-X to unit before unit's first attack during combat (if number of spaces from start position to end position ≥ 3, X = 2; otherwise, X = 1). |
Foe cannot recover HP during or after combat. Neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. After combat, inflicts 【Deep Wounds】 and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on target and foes within 2 spaces of target through their next actions. |
Enhanced Engage Special |
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Boosts Special damage by number of spaces from start position to end position of whoever initiated combat (max 4) x 2. Enables 【Canto (X)】. If unit's Range = 1, X = 3; otherwise, X = 2. At the start of turn, grants "unit can move 1 extra space" to unit for 1 turn (does not stack; excludes cavalry with Range = 2). |
Bonus Engaged Stats |
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Grants engaged unit Atk/Spd/Def/Res+X (X = number of the Emblem Hero's merges as if through Dragonflowers; does not impact opponent selection in modes like Arena). |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★☆☆ | |
Atk (9) | ★★★★★ | |
Spd (7) | ★★★☆☆ | |
Def (14) | ★★★★★ | |
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 IV for Emblem Sigurd are +Atk and -Res. Atk is a superboon and boosts the damage output of Emblem Sigurd, and more importantly, his Override area-of-effect Special. Emblem Sigurd's Atk stat is among the highest in the game at base 48, raised to base 52 with a superboon, which is put to great use by nuking entire groups of enemies at once.
Emblem Sigurd's Res is abysmal at only base 17 and is an easy bane to take as he will take significant damage from magical attacks no matter what.
We recommend +Atk when merging Emblem Sigurd up to +10 for similar reasons above. Boosting the damage output of Override leads to easier knockouts for not just Sigurd, but his entire team.
HOT | |
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:
Override
:
-
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:
-
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This build increases visible Atk as much as possible to deal maximum damage with Override. Shadow Shift 4 is used to help allies advance forward after Sigurd has decimated groups of enemies with Override.
HOT | |
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:
Override
:
-
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:
-
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Emblem Sigurd's base kit already works well as an offensive nuker. Squad Ace BT 3 is preferred over Atk/Def Clash 3 as a Sacred Seal as it increases the damage output of Override.
Neutral Stats at Lv. 40 (5★) | ||
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190 | ||
HP |
41 |
Rank: 342/1184 |
Atk |
48 |
Rank: 2/1184 |
Spd |
37 |
Rank: 441/1184 |
Def |
47 |
Rank: 10/1184 |
Res |
17 |
Rank: 1120/1184 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 46 | 69 | 41 | 52 | 21 | 229 | Lv.40 +10 | 46 | 53 | 41 | 52 | 21 | 213 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 48 | 52 | 41 | 51 | 21 | 213 |
+Atk Lv.40 +10 | 45 | 56 | 41 | 51 | 21 | 214 |
+Spd Lv.40 +10 | 45 | 52 | 45 | 51 | 21 | 214 |
+Def Lv.40 +10 | 45 | 52 | 41 | 54 | 21 | 213 |
+Res Lv.40 +10 | 45 | 52 | 41 | 51 | 24 | 213 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 41 | 64 | 37 | 47 | 17 | 206 |
5★ Lv.40 | 41 | 48 | 37 | 47 | 17 | 190 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 25 | 7 | 14 | 4 | 69 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
Emblem Sigurd
|
41 | 48 | 37 | 47 | 17 | 190 |
40 | 47 | 27 | 47 | 24 | 185 | |
40 | 46 | 16 | 45 | 37 | 184 | |
40 | 45 | 25 | 43 | 27 | 180 | |
40 | 46 | 40 | 29 | 25 | 180 | |
41 | 43 | 26 | 39 | 30 | 179 | |
41 | 39 | 18 | 39 | 31 | 168 | |
40 | 40 | 15 | 38 | 35 | 168 | |
45 | 41 | 26 | 32 | 23 | 167 | |
40 | 31 | 22 | 34 | 35 | 162 | |
40 | 35 | 17 | 35 | 30 | 157 | |
40 | 36 | 29 | 34 | 18 | 157 | |
40 | 35 | 25 | 30 | 27 | 157 |
Note: Stats bonuses from skills are not taken into account.
Emblem Sigurd is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.
Emblem Sigurd's Holy-War Spear has an accelerated Special trigger and grants him 【Canto (3)】 and +2 movement (through the 【Gallop】 status granted at the start of each turn).
Having these effects makes Emblem Sigurd arguably the most mobile unit in the entire game, having 5 movement and a fixed 【Canto (3)】 that is active for the entire battle unlike Niðavellir heroes who only have higher 【Canto】 effects active on the first four turns.
The +2 movement being granted by the 【Gallop】 status can be a double-edged sword; it can be duplicated through teammate's effects (like Brave Chrom's A Fate Changed!) or stolen by foe's effects (like Tina's Thief staff or Fallen Nergal's 【Essence Drain】 effect).
In combat, Holy-War Spear grants Emblem Sigurd bonus Atk/Spd/Def/Res based on the number of foes within 3 rows or 3 columns (up to a maximum bonus of Atk/Spd/Def/Res+14), bonus true damage equal to 20% of his Def, a 50% damage reduction piercing effect, and 7 HP post-combat healing.
While the in-combat effects aren't unique to him, Emblem Sigurd's mobility and the rest of his kit makes him one of the best offensive units in the entire game.
Emblem Sigurd comes with his own exclusive area-of-effect Special Override which deals damage in a 3x3 area equal to 1.5x Sigurd's Atk minus the foe's Def.
More importantly, if Override hits 2 or more foes, it grants Emblem Sigurd an extra action after combat (once per turn), allowing him to nuke a second batch of enemies with another Override!
Finally, if Emblem Sigurd or his foe has their Special either ready or triggered, Override also grants Emblem Sigurd 40% damage reduction on his foe's next attack (once per combat), granting him a little bit of additional bulk which may be enough to have him survive combat against hard hitting foes.
Override is what sets Emblem Sigurd apart from other Lance Cavalry units, allowing him to deal massive damage to up to two groups of enemies in one turn.
Emblem Sigurd even comes with Momentum 4, a new skill which can pre-charge Specials before their trigger point, allowing him to trigger Override every time he attacks an enemy!
Emblem Sigurd's Emblem Ring effect boosts Special damage by distance travelled (max 4), x2.
More importantly, it gives the equipped unit +1 movement (except for ranged cavalry) and 【Canto (3)】 (for melee units) or 【Canto (2)】 (for ranged units).
This Emblem Ring gives the equipped unit a massive mobility boost, extending their threat range and granting valuable post-action mobility. Units with extended mobility tend to be metagame staples, and this Emblem Ring provides these effects on-demand.
Like other Sigurd variants, Emblem Sigurd has a very low Res stat of only base 17, leaving him vulnerable to foes that deal magic or adaptive damage.
Keep him away from foes that deal magic or adaptive damage to ensure his survival!
Emblem Sigurd takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, and one blow from this type of weapon will deal significant damage. Make sure you know what weapons you are up against before hopping too far into the line of battle!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Sigurd - Of the Holy War only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Sigurd - Of the Holy War 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 | Enables 【Canto (3)】. Accelerates Special trigger (cooldown count-1). At the start of turn, grants 【Gallop】 to unit. If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit x 3 (max 14), deals damage = 20% of unit's Def (including when dealing damage with a Special triggered before combat), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat. 【Gallop】 Unit can move 2 extra spaces (that turn only; only highest value applied; does not stack). |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
---|---|---|
(Cooldown Count = 4) Before combat this unit initiates, foes in an area near target take damage equal to (unit’s Atk minus foe’s Def or Res). | 5★ | |
(Cooldown Count = 4) Before combat this unit initiates, foes in an area near target take damage equal to 1.5x (unit's Atk minus foe's Def or Res). | 5★ | |
(Cooldown Count = 3) If unit's Special is ready, before 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). When unit deals damage to 2 or more foes at the same time using a Special (including target; including foes dealt 0 damage), grants another action to unit after combat (once per turn). If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% during combat (once per combat; excluding area-of-effect Specials). |
5★ |
Skill Name | Effect | Learned At |
---|---|---|
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 1. (X = number of spaces moved by whoever initiated combat; max 1.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 3. (X = number of spaces moved by whoever initiated combat; max 2.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants bonus to unit's Atk/Def during combat = X + 5. (X = number of spaces moved by whoever initiated combat; max 3.) | 5★ | |
If unit or foe initiates combat after moving to a different space, grants Atk/Def+6 and Atk/Def+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X x 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X x 3 during combat (excluding area-of-effect Specials). |
5★ | |
If unit or foe initiates combat after moving to a different space, unit makes a guaranteed follow-up attack and deals damage during combat = number of spaces from start position to end position of whoever initiated combat (max 5; including when dealing damage with a Special triggered before combat). | 5★ | |
If unit or foe initiates combat after moving to a different space, unit makes a guaranteed follow-up attack and deals damage during combat = number of spaces from start position to end position of whoever initiated combat × 2 (max 10; including when dealing damage with a Special triggered before combat). | 5★ | |
If unit or foe initiates combat after moving to a different space, unit makes a guaranteed follow-up attack and deals damage during combat = number of spaces from start position to end position of whoever initiated combat × 3 (max 15; including when dealing damage with a Special triggered before combat). | 5★ | |
If unit or foe initiates combat after moving to a different space, inflicts Atk/Def-4 on foe, unit makes a guaranteed follow-up attack, and deals damage during combat = number of spaces from start position to end position of whoever initiated combat x 4 (max 20; including when dealing damage with a Special triggered before combat). If unit initiates combat after moving to a different space, triggers the following effects depending on unit's equipped Special: if unit has an area-of-effect Special equipped. grants Special cooldown count-X to unit before Special triggers before combat (excluding Røkkr area-of-effect Specials); if unit has a Special that triggers when unit attacks (excluding area-of-effect Specials), grants Special cooldown count-X to unit before unit's first attack during combat (if number of spaces from start position to end position ≥ 3, X = 2; otherwise, X = 1). |
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★ | |
Foe cannot recover HP during or after combat. Neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. After combat, inflicts 【Deep Wounds】 and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on target and foes within 2 spaces of target through their next actions. | 5★ |
Value of Skills | ★★★★★ |
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Emblem Sigurd comes with Atk/Def Excel, Momentum 4, and Fatal Smoke 4 as inheritable options.
While Momentum 4 is a valuable skill, Emblem Sigurd's Emblem Ring is more important. Do not fodder off Emblem Sigurd if you only have one copy.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Emblem Sigurd is a limited time Hero who can be pulled from a Legendary, Mythic, or Emblem Hero Summoning event. They do not appear in regular summons.
Note: Not currently a featured hero in any Summon events.
Voice Actor (English) |
Grant George |
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Illustrator | Momo Jirushi |
Appears In |
Heroes from Emblem Heroes - Sigurd: Of the Holy War | |||
---|---|---|---|
Legendary Yuri [9.5/10] |
Legendary Hinoka [9.5/10] |
Emblem Marth [9.5/10] |
Mythic Lumera [9.5/10] |
Emblem Celica [9.5/10] |
Emblem Sigurd [9.9/10] |
Seiðr [9.5/10] |
Heiðr [9.0/10] |
Attuned Micaiah [9.9/10] |
Legendary Guinivere [9.0/10] |
Gullveig [9.5/10] |
Fallen Veyle [9.5/10] |
▶︎Return to the Blue Heroes Page
Close-Range | Ranged |
---|---|
Lance | Blue Tome |
Blue Breath | Blue Dagger |
Blue Beast | Blue Bow |
Emblem Sigurd Builds and Best IVs
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And by counter, I mean kill him in his first combat because he will get that galeforce effect and throw another AOE at your team.