Fire Emblem Heroes Wiki:Build Center/Ephraim: Legendary Lord

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Quick Hero Info
Type
Icon Move Cavalry.png Icon Class Blue Lance.png
Stats
43 / 36 / 27 / 33 / 18
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
I'm Going In!
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Legendary Ephraim is a bit of an unorthodox unit, encouraging a rather reckless playstyle. This build is geared to be a player phase melee duelist, and as long as Ephraim can activate his weapon's effect, he'll be able to duel with many opponents and come out on top. After all, he doesn't pick fights he can't win.

Weapon: Icon Class Blue Lance.png Flame Siegmund is Ephraim's weapon of choice. It grants an Atk boost, boosting his already high Atk stat even higher, and it allows him to perform a follow up attack if there are more enemies near him than there are allies. While this does mean his positioning and his ally positioning is even more important, the pay off means that Ephraim can exchange blows and double his foes, making up for his rather below average Spd.

Assist: Icon Skill Assist.png Reposition is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger. Cavalry units put it to great use with their high Mov.

Special: Icon Skill Special.png Luna is Ephraim's Special, which helps him break through sturdier opponents. His Heavy Blade Seal will help activate it on his second strike as long as blows were exchanged and nothing deterred Ephraim's Special charge. Should Ephraim use Desperation as his B skill, then Icon Skill Special.png Moonbow can work as his Special instead, giving up extra power for a faster charge. Icon Skill Special.png Galeforce is another very viable option. Ephraim's high Atk and high Mov means he'll able to activate Galeforce pretty quickly. With his extra turn, he can either choose engage against another enemy, or he could return to the safety of his allies.

A Passive: Death Blow 3.png Death Blow 3 is a solid choice for Ephraim's A skill, granting him a +6 Atk buff when initiating combat. This will heighten Ephraim's Atk even further, which will help him overwhelm and overpower his opponents. Death Blow 4.png Death Blow 4 however, should it be available to the player, is the superior option, giving +8 Atk instead. Alternatively, Atk Def Solo 3.png Atk/Def Solo 3 grants +6 Atk like Death Blow, but also +6 Def, and it works on either phase. All it requires is for Ephraim to not be next to an ally, but he's designed to be away from his allies anyway.

B Passive: Guard 3.png Guard 3 is Ephraim's B skill, chosen to deter enemies from charging their Specials. In the heat of combat, he'll be exchanging blows with his foes, so this will be necessary to avoid being hit by an enemy Special during this time. Another option for Ephraim's B skill is Desperation 3.png Desperation 3, should Ephraim want to go more on the offensive. After Ephraim's taken some damage, this skill will allow his follow ups to occur consecutively, which can help him aim to defeat his foes before they can even counter.

C Passive: Atk Smoke 3.png Atk Smoke 3 is an option for Ephraim's C skill. After he engages an opponent and destroys them, any nearby foe will suffer -7 Atk. This can make Heavy Blade 3 easier to activate, it can help mitigate some damage Ephraim may take on the enemy phase, like if he has to exchange blows. However, this skill slot is kind of flexible. Ephraim will have to be on his own, so buffing skills might not be the best choice for him, but it's still an option if he can buff his allies before riding into battle while they take care of business elsewhere. Other Smoke skills can work excellently with Ephraim however. Def Smoke 3 can help weaken nearby foes for him to break through, while Spd Smoke 3 may potentially save him from being doubled.

Sacred Seal: Heavy Blade 3.png Heavy Blade 3 is necessary for this build to charge Ephraim's Specials much faster, letting him activate them in that round of combat. He should have no problem activating it thanks to his high Atk stat.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Yield, or Perish!
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Ephraim's playstyle is geared for him to ride off into a group of enemies and take them by himself. This build is geared to be an enemy phase tank, boasting solid melee bulk when attacked.

Weapon: Icon Class Blue Lance.png Flame Siegmund is Ephraim's weapon of choice. It lets him perform a follow up attack as long as there are more enemies than allies near him, encouraging a more reckless playstyle.

Assist: Icon Skill Assist.png Reposition is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger. Cavalry units put it to great use with their high Mov.

Special: Icon Skill Special.png Moonbow is chosen as Ephraim's Special, chosen to help him pierce through tougher opponents.

A Passive: Close Def 3.png Close Def 3 is Ephraim's A skill. It helps improve his enemy phase presence by granting him +6 Def and +6 Res when attacked at close range, helping him tank powerful melee threats. He could also opt for Distant Counter.png Distant Counter, which would exchange some melee bulk for the ability to retaliate against ranged opponents, opening up Ephraim's range of targets. Atk Def Solo 3.png Atk/Def Solo 3 is also a good option, trading in a bit of Res at melee range for more Atk.

B Passive: Guard 3.png Guard 3 is Ephraim's B skill, chosen to deter enemies from charging their Specials. Given that he's going to be exchanging blows with his foes, possibly getting doubled at that, he'll have to make sure that his foe can't use their Special to break through him.

C Passive: Atk Smoke 3.png Atk Smoke 3 is a great choice for Ephraim's C skill. If he rides out to tank an enemy, after combat, any nearby enemies will suffer a -7 Atk debuff, which will help Ephraim tank any other oncoming threats.

Sacred Seal: Close Def 3.png Close Def 3 is Ephraim's Seal, chosen to improve his melee bulk even further. This will stack with his A skill to grant him +12 Def and Res when attacked at melee range, should he choose to double down on tanking close range opponents.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
To Victory!
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This build is for players who wish to use Ephraim right out of the gate. His base kit does do him favours for an enemy phase playstyle, so this will mostly be similar to his second build. He can still function decently on the player phase, but he should be more mindful of who he fights.

Weapon: Icon Class Blue Lance.png Flame Siegmund is Ephraim's weapon of choice. It lets him perform a follow up attack as long as there are more enemies than allies near him, encouraging a more reckless playstyle.

Assist: Icon Skill Assist.png Reposition is a good Assist in general to use. Its uses are versatile, as it can either help bring an ally closer to the fray, or bring an ally out of danger. Cavalry units put it to great use with their high Mov.

Special: Icon Skill Special.png Bonfire is chosen as Ephraim's Special, this time working off of his great Def, boosted even further on the enemy phase. Icon Skill Special.png Luna is an alternative option that lets Ephraim pierce through an opponent's Def instead. Both skills work well with the Heavy Blade 3 Seal, as Ephraim can rely on his high Atk to activate them pretty easily. He does have a few other options however. Should he use the Close Def 3 Seal instead, then a faster charge like Icon Skill Special.png Glimmer or Icon Skill Special.png Moonbow can work well instead. Finally, Icon Skill Special.png Aether could be considered when paired with Solar Brace to basically give him a full heal when timed right.

A Passive: Sturdy Stance 2.png Sturdy Stance 2 is Ephraim's A skill. He comes with it naturally, and it helps improve his enemy phase presence by granting him +4 Atk and +4 Def when attacked, letting him take more hits and also deliver a more powerful counterattack to his assailants.

B Passive: Solar Brace.png Solar Brace is an interesting option for Ephraim's B skill. It's unique to him, and restores 30% HP when his Special activates. This can help greatly in longer, drawn out maps or endurance styled maps to keep him healthy so he can continue to tank and fight. However, should he be used in the Arena, or should he feel like self-restoration is unnecessary, then Guard 2.png Guard 2 is an excellent skill to help him deter enemy Special charges.

C Passive: Atk Smoke 3.png Atk Smoke 3 is an option for Ephraim's C skill. After he engages an opponent and destroys them, any nearby foe will suffer -7 Atk. This can make Heavy Blade 3 easier to activate, it can help mitigate some damage Ephraim may take on the enemy phase, like if he has to exchange blows. However, this skill slot is kind of flexible. Ephraim will have to be on his own, so buffing skills might not be the best choice for him, but it's still an option if he can buff his allies before riding into battle while they take care of business elsewhere.

Sacred Seal: Heavy Blade 3.png Heavy Blade 3 is a great option for Ephraim's Seal, especially if he's +Atk, as his high Atk will allow him to charge his Special much faster. Should Ephraim want to focus more on tanking hits, then Close Def 3.png Close Def 3 would be a better option, improving his physical melee bulk.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Aether Lord
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I use him on a mixed team of L!Hector, Def Tactic 3 Ike, and Res Tactic 3 S!Tana. Each feed Tactics to the other allies who need it more (Ike has plenty of Def, Tana has plenty of Res, Ephraim has way more than plenty of Atk). DC grants +4 Cooldown (thanks to guaranteed follow up and heavy blade... Since I doubt he'll fight anyone with more than 58 atk) so a single attack from an enemy sets up Aether. Solar brace in combo with that heals %80 of damage done, and that damage is ignoring 50% of the enemy's defense. Considering Ephraim has plenty of HP, it's unlikely he'll lose to a ORKO, and will heal himself fully (or almost) on the retaliation Aether.