Ephraim: Sacred Twin Lord

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General Quotes Misc Heroic Ordeal
Ephraim
Sacred Twin Lord
Portrait
Ephraim Sacred Twin Lord Face.webp
Attack
Ephraim Sacred Twin Lord BtlFace.webp
Special
Ephraim Sacred Twin Lord BtlFace C.webp
Damage
Ephraim Sacred Twin Lord BtlFace D.webp
Art by: Wada Sachiko (ワダサチコ)
Description Prince of Renais who protects his kingdom in place of his deceased father, King Fado. He's taken to using one of the Sacred Twins relics from Grado—the black axe Garm. Appears in Fire Emblem: The Sacred Stones.
Rarities 5★
Weapon Type  Axe
Move Type Icon Move Armored.png Armored
Voice Actor EN Greg Chun
Voice Actor JP Yashiro Taku (八代拓)
Release Date
Entry Icon MiniUnit Head 7.png The Sacred Stones
Internal ID PID_総選挙エフラム (281)
Origin 70000100200

Stats

All stats have a degree of variation. The stat growth page explains how the variation works.

Level 1 stats

RarityHPAtkSpdDefResTotal
1★19/20/217/8/92/3/48/9/104/5/645
2★19/20/218/9/102/3/49/10/114/5/647
3★20/21/228/9/103/4/59/10/115/6/750
4★20/21/229/10/113/4/510/11/125/6/752
5★21/22/239/10/114/5/610/11/126/7/855

Level 40 stats

RarityHPAtkSpdDefResTotal
1★35/38/4026/29/3216/19/2226/28/3117/19/22132~134
2★36/39/4229/32/3517/20/2328/31/3418/20/23142~143
3★39/42/4531/34/3720/23/2630/33/3620/23/26155
4★40/43/4633/36/3921/24/2732/35/3821/24/27162
5★43/46/4935/38/4123/27/3034/37/4023/26/30173~175

Growth Rates

This set of values, after being multiplied by a rarity factor, determines how much each stat will increase from level 1 to level 40, see stat growth.

RarityHPAtkSpdDefResTotal
3★55%65%50%60%45%275%

Stats between level 1 and 40

For stat values between level 1 and 40, see this page.

Skills[edit | edit source]

Weapons[edit | edit source]

NameMightRangeDescriptionSPDefaultUnlock
Iron Axe61501★1★
Steel Axe811003★2★
Silver Axe1112004★3★
Garm161Grants Atk+3. If a bonus granted by a skill like Rally or Hone and/or extra movement granted by a skill like Armor March or Armored Boots is active, unit makes a guaranteed follow-up attack.4005★5★

Garm can be upgraded in the Weapon Refinery.
When upgraded, the description of Garm becomes "Grants Atk+3. If【Bonus】is active on unit, unit makes a guaranteed follow-up attack and neutralizes effects that prevent unit's follow-up attacks.

【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).".
Garm can be upgraded with the additional effect "At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 during combat, and also, if unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)".

Assists[edit | edit source]

This unit owns no Assist skills.

Specials[edit | edit source]

NameCooldownDescriptionSPDefaultUnlock
Dragon Gaze4Boosts damage by 30% of unit's Atk.1004★3★
Draconic Aura3Boosts damage by 30% of unit's Atk.2004★

Passives[edit | edit source]

TypeNameDescriptionSPUnlock
AClose Def 1If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+2 during combat.601★
Close Def 2If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat.1202★
Close Def 3If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+6 during combat.2404★
BSpecial Fighter 1At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)603★
Special Fighter 2At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)1204★
Special Fighter 3At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)2405★
CArmor March 1At start of turn, if unit's HP = 100% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)603★
Armor March 2At start of turn, if unit's HP ≥ 50% and unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)1204★
Armor March 3At start of turn, if unit is adjacent to an armored ally, unit and adjacent armored allies can move 1 extra space. (That turn only. Does not stack.)2405★