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Divine Tyrfing/Builds

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Feh Face FC.png Oooh, what's this?!

These skill build pages meant to be used for general skill insight. As these pages are new and still in their infant stages, any suggestions and contributions to improve them are welcome. Feedback can be left on the Skill Build Page Feedback page.

Heroes with builds using this skill[edit source]

Submitted builds which use this skill[edit source]

User Submitted Builds
Below are all user-submitted builds. The quality of these builds may vary wildly. Please use your own judgment when deciding if any of them fit your needs.
Hero Feather Darkened.png High investment

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
This set follows a similar build to that of Seliph’s own father, Sigurd. While Seliph doesn’t get all the perks that Cavalry units get, he still has a a bit of usability.

Divine Tyrfing is a must-have for Seliph, as it allows him to take only 50% damage on the first hit of a magical attack while granting him a free Res + 3. This improves his survivability overall and makes it difficult to OHKO him using magic.

Swap is just there to switch more frail allies out of range of more dangerous threats, while Reposition can be used to propel allies into combat.

Aether is the best option for Seliph because Steady/Warding Breath charges it rather quickly on defense. Additionally, it will heal Seliph by 50% of damage dealt, which will be quite a lot due to Seliph’s recent Atk power. Ignis is another option if you don’t have immediate access to Aether, and packs a powerful punch because of Seliph’s high Def. On top of that, Ignis charges faster than Aether and will likely deal more damage.

Either Steady or Warding Breath 2 can be used, but Warding Breath will help him survive against magic attacks more easily because of the Res +4. Since Seliph is slow, he’s highly likely to be doubleattacked. It only takes two hits to fully charge Ignis and three hits to charge Aether, giving Seliph decent Special uptime.

Quick Riposte 3 allows Seliph to retaliate against faster foes regardless of their speed. It will also instantly charge both Aether and Ignis—activating them if the foe can doubleattack. The only issue is the HP threshold, which can be shut down if Seliph loses more than 30% of his HP. Alternatively, Seliph can run Swordbreaker to at least level the playing field against other Sword wielders. Ignis will charge and activate upon counterattack while Aether will be ready to go for the next attack.

The C Skill is flexible depending on your team composition.

Seliph, unfortunately, doesn’t have access to Sigurd’s Crusader’s Ward. The closest he’s gonna get is with Deflect Magic. He won’t be able to reduce damage taken by archers, but magic is where his major weakness is anyway. Combined with Divine Tyrfing, he’ll only take 35% of the total damage dealt by a two-hit magic attack. This does not affect dragon breaths or staff magic, so beware of them. Distant Def 3 can work, and reduces damage dealt by archers and daggers, but it doesn’t reduce damage from magic by quite as much.

Overall, Seliph is a decent tank who can retaliate rather powerfully with Ignis or Aether. He prefers to play on defense and can soak up magical attacks quite well because of Divine Tyrfing and Deflect Magic. His weaknesses are quite glaring however, and there’s not too much that can be done to alleviate such issues without extensive support by his allies. Additionally, he can’t do much to help his allies outside of positioning skills and C skills.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This build capitalises on Seliph's good attack and new access to Divine Tyrfing. Given Seliph's low speed, it is important that he has Quick Riposte as an enemy phase unit. Alternative versions of this uild can utilise other specials such as Ignis or Aether in conjunction with Steady Breath, as with both Distant Def 3 seal and Divine Tyrfing's ability, it is not as necessary for Seliph to counterattack. Without Distant Def, it is more important that Seliph has Distant Counter to avoid taking too much damage.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This Selpiph is able to tank quite some dmg its not 0 DMG but most of it will be reduced with this build. his divine Tyrfing already gives him some resistance against mages with the additional dmg reduction then deflect Magic should reduce the taken Dmg even more because he mostly will get doubled. there was one thing tho Sigurd couldn't do wich is having steady breath wich gives Seliph the ability to even have dmg reduction in close combat battles. with Escutcheon and Shield Pulse 3 his shield special will be already ready to trigger. Steady Breath gives the build a final kick. Steady Breath allows him in the enemy phase to recharge his Escutcheon when he counters wich blocks the next attack if the enemy doubles. you aslo could give him Heavy Blade if you should have an +Atk Seliph but it can come to issues if the enemy has higher Atk
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Click to show/hide build description 
This Build is especially good in Arena Defense Teams. Except Dragons nearly all Meta Units have Problems to OHKO Seliph. Even a +10 merged Reinhardt with horse Emblem buffs can´t OHKO a non-merged Seliph, if he gets +3 speed from one of his allies.

The core of this Build is to let him get attacked by an enemy and charge up his Ignis with Warden Breath to kill most of the common units in the player phase.

For his A Skill we need Wardens Breath. With every bonus stat combined Seliph can get 29 res, which is enough to tank most hits with the combine power of Divine Tyrfing and Deflect Magic 3. Thanks to his low speed he gets doubled by almost any common mage in the game, which always charges up his Ignis to get the revenge Kill in the Player Phase.

For his B Skill u can run his default Brash Assault to make sure he doubles the Enemy in the Player Phase (since most enemies bring him down to 50% of his life) after getting hit. You can also run Bowbreaker for a safer Matchup against Brave Lyns if u don´t have any other checks for her. His B Slot is flexible though, so you can experiment with it. Sword Breaker against the common Black Knight and other fast Sword Units is also a good choice.

For his C Skill you can either run Panic Ploy, since Seliph can ploy most Units with his 47 HP or Infantry Pulse to support the Team. Some Drive Skills can also work.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Click to show/hide build description 
This build makes Seliph very difficult to ORKO. His good defense combined with Quick Riposte allow him to tank hits and charge Ignis, with Steady Breath also furthering both of these aspects. On top of that, Divine Tyrfing and Deflect Magic seal makes it nearly impossible for mages to take him out in one round of combat. He is able to ORKO many melee units on defense and if attacked and doubled by a ranged unit, he can attack with Ignis on player phase which is enough to kill most frail ranged units.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Click to show/hide build description 
Seliph has become a lot stronger with time. His access to Divine Tyrfing in combination with Deflect Magic makes him capable of tanking most magical damage. With +Atk nature, Seliph can reach very high atk values unbuffed, but if your team is unable to give Seliph the buffs he requires to properly defend against magic, you may prefer +res iv. Because of Seliph's massive HP, he can run -HP at not much cost, though skills like Panic Ploy become less potent, and Infantry Pulse may be straight up useless. As a result, +spd may be preferable, though this will cause him to take more damage overall, and once he is out of Quick Riposte range he strongly relies on one-shots, though he is very capable of delivering them. Aether helps Seliph be more independant and self-supportive, and is great for arena score, though you may prefer a more potent or consistent special such as Astra, Bonfire or Ignis.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry
Icon Skill Assist.png Reposition / Flexible
Stats: +Spd/-Res
Click to show/hide build description 
Sigurd is a well-rounded cavalry horse unit, excelling at both tanking hits and dishing out damage in return. Fortunately for him, he comes with a default kit that is more than usable and optimal on its own.

Divine Tyrfing is Sigurd's default weapon, and there's little reason to replace it. Despite Sigurd's abysmal Res, his weapon allows him to tank mages with ease when combined with his exclusive B-skill. Being an uninhabitable weapon, it also has an impressive 16 might.

As always, the assist slot is flexible, but Reposition is a reliable choice.

Bonfire is Sigurd's recommended special move due to his excellent defense stat, allowing him to hit hard when Bonfire activates. If you'd prefer a faster cooldown in exchange for a noticeable decrease in damage, Moonbow would be a better choice, but Bonfire is stronger and more consistent overall.

Sigurd's default A-skill, Close Def 3, is fantastic on him, allowing him to tank even the strongest of sword/lance/axe wielders. A neutral Sigurd with Close Def 3 will reach a staggering 40 defense when attacked at close range.

Crusader's Ward is Sigurd's exclusive B-skill, and, like Divine Tyrfing, it works wonders in terms of tanking mages, as well as pesky ranged units like Brave Lyn. Sigurd can even take a +Atk Reinhardt's hit with ease, despite his low resistance.

Finally, the C-slot is flexible as usual. Buffs like Hone Cavalry are recommended if you are running Sigurd in a cavalry team. If not, his default Spd Smoke 3 is also a good choice.
Build Icon Alternative.png Alternative
Dueling Crest.png Arena
Universal Crystal.png Medium investment
Click to show/hide build description 
With this build. Sigurd becomes ones of the best Enemy Phase units in the game as he will be able to tank nearly everything a mage throws at him and will be able to eat units such as Brave Lyn and Winter Tharja for breakfast.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry

A description has not been written for this build yet.

Pen.png Creative
Universal Crystal.png Medium investment
Icon Move Cavalry.png Cavalry

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Skill Assist.png Flexible
Stats: Flexible
Click to show/hide build description 
The Deflect abilities, such as Crusader's Ward, have the unfortunate problem of being ineffective against units who you can counter attack. Fortunately, this can be negated with Vantage; you will attack first, and then the enemy attacks will come consecutively. This is problematic, as Vantage and Crusader's Ward take up the same slot. Fortunately, the sacred seal Deflect Magic 3 has almost the same effect, so we can use this instead. This will let him survive most of the things he could before, and now he can counter attack as well. Unfortunately, this does lose him his Crusader's Ward effect against bows and daggers. However, the ability to counter attack mages will almost make up for this.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Cavalry.png Cavalry
Click to show/hide build description 
Sigurd is one of the best choices for a cavalry tank thanks to his unique skills that can heavily mitigate damage taken from magical opponents. Most notably, despite the disadvantage, Sigurd can stand up to Reinhardt, who is normally the bane of any red unit.

Weapon: Cavalry is Sigurd's weapon of choice, and it is unique to him. It grants +3 Res, and more importantly, it mitigates damage taken from magic by 50%. This means that despite Sigurd's low Res, he effectively has a free All-purpose against any mage, which improves Sigurd's survival greatly. This effect is also why a -Res bane is fine on him since he already has great damage reduction from mages anyway, and he has a good amount of HP to stomach the hit.

Assist: Optimal or Cavalry are Sigurd's choices of Assists. Reposition is more versatile, allowing the user to help an ally jump ahead and closer to their foes, or it can be used to help get allies out of danger. Swap performs a similar task but the user instead switches places with an ally, and is better used in tighter spaces. Either Assist will do the job, so just choose whichever is preferred.

Special: '"`UNIQ--item-58--QINU`"' or '"`UNIQ--item-61--QINU`"' are Sigurd's choices for his Special. Both of them add damage based off of the user's Def, and Sigurd has plenty of that to take advantage of. This also comes down to player preference, with Bonfire having a faster charge and Ignis being far stronger.

A Passive: '"`UNIQ--item-64--QINU`"' is chosen as Sigurd's A skill. With this skill, he can retaliate against any mage that dares to try and engage him. Most mages are pretty fragile and will be destroyed when Sigurd strikes back. He'll also be able to counterattack against most archers that try to fight him.

B Passive: '"`UNIQ--item-67--QINU`"' is Sigurd's B skill, and is unique to him. If Sigurd is attacked twice consecutively from a range, then the damage of the second strike is reduced by 80%. This is the key skill that allows Sigurd to live against Reinhardt, but it also helps him survive against archers like Brave Lyn or other archers who wield the Brave Bow+. Between his weapon's effect and this skill's effect, Sigurd fears almost nothing from a range.

C Passive: '"`UNIQ--item-70--QINU`"' is an option for Sigurd's C skill. Given that he is best used on a cavalry team, then a cavalry buff will help him support buff his teammates. However, other cavalry buffs can be used instead, depending on what is needed. Should he be used on a regular team, then regular Hone or Spur buffs could suffice, or even his his natural '"`UNIQ--item-73--QINU`"' can be put to good use to help deter opponents by reducing their Spd.

Sacred Seal: '"`UNIQ--item-76--QINU`"' or '"`UNIQ--item-79--QINU`"' are both good options for Sigurd's Seal. Distant Def will help make Sigurd even sturdier against ranged opponents, thus improving his survival. Quickened Pulse on the other hand will help Sigurd charge his Special much faster, which can help him break through tougher opponents like Xander and Brave Ike.