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Legendary Sigurd

Analysis by Wecondo12
Legendary Sigurd - Fated Holy Knight

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
168
HP 41
ATK 41
SPD 23
DEF 37
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 10 5 8 3
Middle 19 11 6 9 4
High 20 12 7 10 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 38 20 34 22
Middle 41 41 23 37 26
High 44 45 26 40 29

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.
HPATKSPDDEFRES

Skill Sets

Do you like AR Offense? I hope not. (AR Defense)

Build by Wecondo12
Recommended
Hallowed Tyrfing A AR-D Atk/Def 3
Alternate: Atk/Def Catch 4
B A/D Near Trace 3
Alternate: Lull Atk/Def 3
Holy-Knight Aura C Fatal Smoke 3
IVs

+ATK / -SPD

SQuickened Pulse

Show Explanation/Analysis

Weapon: Hallowed Tyrfing

Assist: No Assist

Special: Holy-Knight Aura 

Passive A: AR-D Atk/Def 3 / Atk/Def Catch 4

Passive B: A/D Near Trace / Lull Atk/Def

Passive C: Fatal Smoke

Sacred Seal: Quickened Pulse

  • Legendary Sigurd is an incredibly potent threat on AR D as well, even in spite of his status as a Legendary unit. Holy-Knight Aura can enable some truly frightening team compositions thanks to the extra move it grants Sigurd’s allies when it triggers, and that’s not even mentioning how much of a menace he is to tank normally thanks to his high Attack, Hallowed Tyrfing’s automatic follow-up attacks and massive stat buff, and the expanded movement range Holy-Knight Aura grants him.
  • A lack of Assist is ideal so Sigurd doesn’t end up using his assist skill instead of Attacking an enemy in range.
  • AR-D Atk/Def gives Sigurd a large boost to Attack and Defense on both phases based on the amount of defensive structures remaining, making it his ideal A slot for AR purposes. It’s extremely difficult to acquire though, being locked to Halloween Dozla at the time of writing, so Sigurd’s innate Atk/Def Catch is a workable substitute if AR-D Atk/Def is unavailable.
  • A/D Near Trace(and Near Trace skills in general) are easily Sigurd's best choice of B slot at the time of writing, giving him Canto to abuse his incredible movement with and a nice stat debuff on top of that. Lull Atk/Def remains a decent choice as well, however.
  • Fatal Smoke is much more crucial for AR-D to deny healing specials, which are used by nearly every AR-O superunit for self sustain.
  • Finally, Quickened Pulse enables an immediate trigger of Holy-Knight Aura, not only making him even harder to tank but enabling a movement bonus to all of his allies even if the foe manages to KO him, meaning his team can easily come in and rush the foe’s unprepared superunit and KO them.

When you hear one fire joke too many. (Offense)

Build by Wecondo12
Recommended
Hallowed Tyrfing A Death Blow 4
Alternate: Atk/Def Catch 4
Positional Assist B A/D Near Trace 3
Alternate: Lull Atk/Def 3
Holy-Knight Aura C Fatal Smoke 3
IVs

+ATK / -SPD

SAtk/Def Solo 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Hallowed Tyrfing

Assist: Positional Assist

Special: Holy-Knight Aura / Galeforce

Passive A: Death Blow 4 / Atk/Res Solo 3 or 4 / Atk/Def Catch 4

Passive B: A/D Near Trace / Lull Atk/Def / Chill Def

Passive C: Fatal Smoke / Preference

Sacred Seal: Atk/Def Solo / Death Blow / Heavy Blade

  • A full player phase build is a great option for Legendary Sigurd. Given more offensive boosts and an Attack asset, Sigurd ends up hitting like a freight train on player phase and becomes a nightmare for most units to tank(unless your name is Brave Hector).
  • Legendary Sigurd can be a workable user of Galeforce thanks to his automatic follow-ups and Slaying weapon, but losing Holy-Knight Aura’s movement bonus is a huge cost and thus Holy-Knight Aura is preferable in most situations.
  • Attack boosting A slot skills such as Death Blow and Atk/Res Solo are ideal to give Sigurd more offensive power during Player Phase. Solos are also active during enemy phase, but this is difficult to take advantage of due to the positioning requirement.
  • Trace skills let Sigurd take even greater advantage of his insane movement by granting him Canto+1, which turns him into one of the best hit and run cavaliers in the game. He'll be able to escape almost any situation thanks to his incredible movement and Canto as long as he has at least 2 spaces of movement remaining, and the skill makes Sigurd much more dangerous regardless of gamemode. Lull Atk/Def remains a good option if one wishes to nullify the foe's buffs instead, or if Lull is available and Trace skills aren't(Trace skills are fairly hard to come by). Chill Def is also an adequate option on a budget.
  • Sigurd’s innate Fatal Smoke allows him to completely deny the foe’s in-combat recovery, and prevents them from being healed through their next action. Still, his C slot can be changed according to player preference.
  • Finally, a stat boosting seal such as Atk/Def Solo is ideal if Galeforce isn’t run. For Galeforce use, Heavy Blade is ideal so Sigurd can trigger it in 2 hits, provided the foe lacks Guard.

Stand Proud (Defensive)

Build by Wecondo12
Recommended
Hallowed Tyrfing A Distant Counter
Positional Assist B A/D Near Trace 3
Alternate: Lull Atk/Def 3
Holy-Knight Aura C Pulse Smoke 3
IVs

+ATK or +RES / -SPD

SMystic Boost 3
Alternate: Mirror Stance 2

Show Explanation/Analysis

Weapon: Hallowed Tyrfing

Assist: Positional Assist

Special: Holy-Knight Aura

Passive A: Distant Counter

Passive B: A/D Near Trace / Lull Atk/Def / Crusader’s Ward

Passive C: Pulse Smoke / Fatal Smoke / Preference

Sacred Seal: Mystic Boost / Mirror Stance / Atk/Def Solo

  • Legendary Sigurd is finally here, and he’s just as strong as he was in Genealogy and then some. With a fantastic exclusive weapon that grants him guaranteed follow-up attacks and a special that grants him extra movement and a hefty damage bonus, Legendary Sigurd is a force to be reckoned with on either phase.
  • Sigurd’s Hallowed Tyrfing bears many similarities to his previous incarnation’s exclusive weapon, granting him guaranteed follow-up attacks and a large stat bonus(although the extra 5 Speed isn’t terribly useful given Sigurd’s low Speed stat). It also gives him 40% damage reduction against ranged foes or when he’s attacking, less than the Divine Tyrfng’s 50% damage reduction, but more widely applicable. And as if the weapon wasn’t stacked enough, it also has the Slaying effect, allowing him to trigger his specials even faster.
  • Sigurd’s Holy-Knight Aura is what makes him a force to be reckoned with, as it effectively makes him a 4 move unit, giving him mobility on par with Three Houses Wyvern Lords(A class known for breaking the game in half). It’s also a fantastic damage special thanks to it’s low cooldown and scaling off Sigurds incredible Attack, and on top of all of that, grants Sigurd an Attack buff and a movement buff to all of his allies when it triggers.
  • A/D Near Trace is easily Legendary Sigurd's best choice of B slot skill, as Canto+1 allows him to take even greater advantage of his incredible movement, with stat debuffs as a nice cherry on top. Lull Atk/Def is still a solid option if Trace is unavailable, and on a budget Crusader's Ward is an acceptable choice. Keep in mind that Crusader's only has an impact against Brave weapon users(ex: Reinhardt, Olwen) if used alongside Distant Counter however.
  • Pulse Smoke gives Sigurd more survivability against enemy specials by delaying their cooldown after combat, although some units can circumvent it(Ex: Lysithea using Glimmer and her innate Time’s Pulse). Aside from Pulse Smoke, Sigurd’s C slot is mostly up to player preference.
  • To wrap up Sigurd’s kit, Mystic Boost and stat seals such as Mirror Stance and Solos work well, either to give Sigurd recovery after combat or additional stats in combat.

Strengths

Incredible exclusive skills

Hallowed Tyrfing and Holy-Knight Aura are both amazing skills. Hallowed Tyrfing gives Sigurd guaranteed follow-up attacks on both phases and a +5 boost to all of his stats as long as his foe’s HP is 75% or higher in addition to the slaying effect on top of damage reduction against ranged foes or when attacking(As if the weapon wasn't stacked enough). Holy-Knight Aura is just as powerful, as it turns him into a 4 mov cavalier just by having it equipped in addition to scaling off Sigurd’s high Attack AND giving a movement bonus to all allies and an Attack buff to Sigurd himself when it triggers.

Great Attack and Defense

Sigurd’s base 41 Attack means he hits incredibly hard, and his high Defense means that he can take physical hits easily as well. The observant might notice that Legendary Sigurd’s statline is a copy-paste from Legendary Seliph’s aside from his higher Speed. Like father like son, it seems.

Weaknesses

Effective weaponry

Although inheritable cavalry effective weapons are a rare sight, Sigurd has to be careful of exclusive weapons with inbuilt cavalry effectiveness, such as Duo Ephraim and Micaiah, as their users can KO Sigurd without much trouble, or at least take off a large chunk of his HP.

Terrible Speed

Despite having 6 more speed than his son and gaining an extra 5 Speed from his exclusive weapon, Sigurd’s base 23 Speed is too low to perform follow-up attacks naturally, and it hampers his matchup against Spurn users and Null Follow-up users he cannot KO in a single hit, although the Speed he gains from his exclusive weapon is enough to deny follow-up attacks from low-mid tier Speed foes(although many of them have a means of performing guaranteed follow-up attacks anyway).

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Hallowed TyrfingAccelerates 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 if foe's range = 2, reduces damage from foe's first attack by 40%.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon GazeBoosts Atk by 30%.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic AuraBoosts Atk by 30%.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Holy-Knight AuraAt 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 all allies can move 1 extra space. (That turn only. Does not stack. Bonus granted to allies even if unit's HP reaches 0.)
Unlocks at 5 ★
Non-Inheritable skill.
500 2

Passive Skills

Passive Skills SP Slot
Atk/Def Catch 1At 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).
Cavalry & Flying Only
Unlocks at 2 ★
60
A
Atk/Def Catch 2At 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).
Cavalry & Flying Only
Unlocks at 3 ★
120
A
Atk/Def Catch 3At 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).
Cavalry & Flying Only
Unlocks at 4 ★
240
A
Atk/Def Catch 4At 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).
Cavalry & Flying Only
Unlocks at 5 ★
300
A
Crusader's WardIf unit receives consecutive attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited)
Non-Inheritable skill.
Unlocks at 5 ★
300
B
Fatal Smoke 1If 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.
Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
60
C
Fatal Smoke 2If 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.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
C
Fatal Smoke 3Foe 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.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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