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

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Blue Lance.png
Stats
45 / 35 / 25 / 32 / 20
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
The Restoration Lord
Siegmund W.png Siegmund (Skill)
Stats: +Atk/-Spd, -Res
Passive Icon B.pngSwordbreaker 3.png
 Swordbreaker 3 / Flexible
Passive Icon C.pngHone Spd 3.png
 Hone Spd 3 / Flexible
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This build uses the full power of Siegmund's follow up ability in addition to his huge attack to easily dispatch his any foe he fights. Ephraim is able to use his strength to overpower red, blue, and even some green threats while also giving him a strong supporting role for his team.

The optimal boon for this build is +Atk. This is to maximize the power of his guaranteed two attacks on initiation. His best bane becomes either -Spd, because he doesn't need it to double his enemies, or -Res, as it only has very limited use against Dragons and Close Counter mages.

Icon Class Blue Lance.png Siegmund is centerpiece of this build, with the special skill refine. The special skill allows Ephraim to always double his enemies on initiation, allowing him to mitigate his biggest weakness: low speed. As long as Ephraim is above 90% HP, generally being just the first combat, Ephraim can automatically perform a follow up attack, regardless of the enemy's speed. This allows Ephraim to mightily increase his kill potential, allowing him to not rely simply on OHKOing or having to tank two hits.

Icon Skill Assist.png Reposition is a staple skill that increases mobility options on a team. However, many other skills such as a dual rally could also be good depending on the team composition.

Bonfire allows Ephraim to pick up kills on tanky targets he otherwise would not be able to by adding consistent damage to his secondary attack when boosted by Heavy Blade 3. Other possible specials include Icon Skill Special.png Luna, Icon Skill Special.png Moonbow to always have the special go off (especially if you're not running Heavy Blade 3) and Icon Skill Special.png Aether, which sacrifices some first fight potential for a large burst and heal on the second combat.

For Ephraim's A skill Death Blow 3.png Death Blow 3 becomes the premium choice. Due to his ability to automatically follow up when initiating, Ephraim wants to simply stack as much damage as possible. Other possibilities for A skills include Sturdy Blow 2.png Sturdy Blow 2, which gives Ephraim some added bulk when initiating into physical enemies at the cost of some attack. At base, when using Sturdy Blow 2.png Sturdy Blow 2 Ephraim can tank a red unit with 50 or less attack and still be within his weapon's range without having to heal.

While Ephraim's B skill is extremely flexible, Swordbreaker 3.png Swordbreaker 3 is overall the best skill. Because Ephraim automatically follows up, the B skill he uses focuses on defensive potential. Due to the ubiquity of high power sword threats, Swordbreaker 3.png Swordbreaker 3 allows Ephraim flexibility on either attacking them on player phase or defending against them. Other options for B skills include Lancebreaker 3.png Lancebreaker 3 for similar reasons, Guard 3 in order to mitigate one shot counterattack builds, or Renewal 3 to play the long game and heal Ephraim back up to his special weapon's threshold.

Ephraim's C skill is also extremely flexible. He can run a skill such as Hone Spd 3.png Hone Spd 3 in order to synergize with the offensive buff of Siegmund, a Drive skill to provide support from a distance, or even Panic Ploy 3.png Panic Ploy 3 in order to panic units before the first combat.

Ephraim's Seal choice is also fairly flexible. Heavy Blade 3 is a requirement if running Bonfire, Icon Skill Special.png Luna, or Icon Skill Special.png Aether. Given his innate high attack, stacked onto Death Blow 3.png Death Blow 3, Ephraim rarely has trouble reaching the threshold required to get the two cooldown per hit. However, if one chooses to simply run his innate Icon Skill Special.png Moonbow another Hone/Fortify skill would be optimal, allowing Ephraim to provide 3 buffs at once.

Overall, Ephraim is played as a nuke, able to completely eliminate one enemy of his choosing. Even if he is knocked out of his weapon's activation range he can still provide a lot of support with Icon Class Blue Lance.png Siegmund, or run skills that allow him to go for round 2.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
A Fight They Can't Win
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As a unit, Ephraim has much in common with Chrom; they share a Spd stat, and their other stats only differ by 1 or 2 points. Their weapons also facilitate support, Chrom's with healing and Ephraim's with buffs. Ephraim, however, has a niche in that he can concentrate on the supporting qualities of his weapon without dropping any offensive viability. Here's how to make the Restoration King earn his title.

Icon Class Blue Lance.png Siegmund is the obvious weapon of choice, boasting 16 might and a built-in Hone Atk 2. This gives Ephraim (And Eirika with her Sieglinde) the extremely unique niche of being able to buff every stat at once: 3 Atk with Siegmund, 4 with a Hone, and 6 from Rally Def/Res. Rally Defense and the Fortify Res 1.png Fortify Res 1 Seal provide the same effect, but that robs Ephraim of a Sacred Seal he can use for himself, and Rally Def/Res can be picked up off a 4 star Roderick. Pair Ephraim up with another unit who can take advantage of his Hones, and if Ephraim can't do something well, pass off his turn with Rally Def/Res so your ally can fight with both their strength. On a -blade tome user, this totals out to 16 extra damage, so high-damage mages like Lilina and Nino synergize well with Ephraim, moreso Lilina since she has great Resistance and can tank mages he can't.

Fury 3.png Fury 3 is the top skill of choice here. It makes Ephraim's statline rise to an impressive total regardless of his boon and bane. Most authors suggest a +Atk boon, but this only secures a few extra kills. +Spd Ephraim reaches 32 Spd with Fury 3, making him much harder to double and helping him double a few slower units, improving both lethality and durability far more than an extra 3 Atk. The +Atk Seal mitigates this difference, too. A -HP bane can be taken instead of -Res, making Fury a bit harder to work with in exchange for mages not being so crippling to him.

Ephraim's B passive depends on whether you value his player phase or enemy phase presence more. Lancebreaker 3.png Lancebreaker 3 helps him one-round other blues, piercing Effie's Wary Fighter and making his kill count soar higher, but Quick Riposte 3.png Quick Riposte 3 makes him very dangerous to approach without considerable bulk. Ephraim will always end up as a frontline unit, but the choice of B passive comes down to whether you prefer enemies to come to him or to have Ephraim approach. The choice of special is, again, dependent on which phase you expect to see Ephraim most on. Icon Skill Special.png Bonfire synergizes best with Quick Riposte's confirmed 3-4 actions and hits for a respectable 17 damage, while his default Icon Skill Special.png Moonbow works best with Lancebreaker's confirmed 2 actions and is simply icing on his incredible Atk.

This Ephraim is a jack of all trades without a clear weakness. He can only be doubled by dedicated speedy units, hits extremely hard, tanks physical hits exceptionally well, and even if placed in a situation where he can't function effectively, can pass someone else the torch and essentially give them Fury for a turn. If you need a lancer, a buffer, a physical wall, essentially anything that isn't tanking magic, look no further than the King of Renais.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
The Wall of Renais

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
Mixed Phase Lord
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+Atk/-Res = 45/59/25/34/17

Ephraim: Restoration Lord can use his legendary version's amazing weapon to accentuate his high Atk & low Spd and become a serious dual phase threat. However, this weapon makes him a bit of a lone wolf, unable to retain his potency while receiving combat buffs. This build makes Ephraim more self-sustaining and brings out his potential. Let's break it down...

Weapon: Icon Class Blue Lance.png Flame Siegmund is taken because it's effectively a 19 Mt weapon and allows Ephraim to double foes on both phases despite his low Spd. The only constraint here is that Ephraim cannot double enemies when he has more allies than foes within 2 spaces. To help make sure he isn't too close to his allies, he needs the right Assist skill...

Assist: Icon Skill Assist.png Smite is the perfect assist skill for Ephraim. If he needs to get in front of a squishy to tank on the Enemy Phase, he can run in front of them and Smite them backwards to put them outside of the Flame Siegmund effective area.

Special: Icon Skill Special.png Aether is a good special for this build, as it increases Arena score and can charge quickly due to Steady Breath in the A-slot. Ephraim will appreciate the healing as well, since he will probably take a good bit of damage due to being doubled by nearly all foes.

A Passive: Steady Breath.png Steady Breath is the premier enemy phase skill, since it boosts Def and charges the special so quickly. This is what sets Ephraim apart from Ephraim: Legendary Lord, as his cavalry counterpart cannot learn Steady Breath.

B Passive: Def Res Link 3.png Def/Res Link 3 is great for Ephraim, since he will likely be using Smite to isolate himself. Also, if a unit Repositions him to let him charge into battle, he will also get the +6 Def/Res. If these buffs are achieved via Tactic skills or otherwise, then Def/Res Link should be swapped for Guard 3.png Guard 3 to help protect Ephraim even more.

C Passive: Since Flame Siegmund does not have the Atk buff of Siegmund, Ephraim doesn't have to take a support C Passive. This slot is Flexible and can be used for various functions. A popular pick for this type of build is Atk Smoke 3.png Atk Smoke 3, which is very effective since Ephraim will be around multiple foes for Flame Siegmund to shine.

Sacred Seal: Attack Def Plus 2.png Attack/Def +2 works well for mixed phase units like Ephraim, but if you need a higher Arena score option, Close Def 3.png Close Def 3 or Atk Smoke 3.png Atk Smoke 3 will do nicely as well. Ultimately, this slot is Flexible and should be filled according to team needs.

This build will kill almost any ranged unit found in Tier 19 and 20 in the player phase, and will beat most reds and blues in the enemy phase. With the bulk and damage of a Summoner Support added on, Ephraim will work wonders.
Pen.png Creative
Icon Arena Defense.png Defense
Orb.png Very high investment
Annoying Defender
Siegmund W.png Siegmund (Skill)
Icon Skill Assist.png Reposition / Flexible
Stats: +Atk/-Spd

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
A Fight They Still Can't Win
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Updated version of the existing curated build. Thanks to more skill inheritance options and the brand new ability to forge his weapon, Ephraim is suddenly a lot more viable. This new iteration is based entirely on staying at as close to full HP as possible.

Once again, Siegmund is the weapon of choice here. However, forging it with the new skill effect lets Ephraim make a confirmed followup attack above 90% HP, on top of raising his HP and making this threshold easier to meet. This lets him ignore his lacking speed and focus entirely on tanking, something the previous build couldn't do.

You'll be needing Rally Def/Res and Hone Spd 3 again, though this time Ephraim's got even better at his job. Forging Siegmund improves the attack bonus it grants to +4, granting just a bit more damage and 18 added damage to -blade tomes instead of 16. His Special, however, has changed. Now that the focus is on staying alive instead of max damage, Sol is the preferred special with its new reduced cooldown. Noontime would activate as often as Moonbow, but heals so little compared to Sol it simply doesn't justify it. Additionally, Ephraim's low Spd ensures four actions are always made in battle, meaning he will always activate a 3-charge special if he attacks last. Bonfire works under this same principle, trading reliable healing for high damage.

Because Ephraim's goal is to have as much HP as possible now, Fury won't work here. Instead, we need to beef up his defenses. He'll have 48 HP with a forged Siegmund (53 if you spring for a summoner support), so Earth Boost 3 consistently pushes his defense up high to 43 on both player and enemy phase. If you prefer his player phase presence more than consistency, Sturdy Blow 3 gives him a strong offense while only sacrificing a bit of staying power. To keep the confirmed second attack train going, toss Quick Riposte 3 on him. Its HP threshold is much more generous, potentially letting you get yourself back into Siegmund's HP range with a timely Sol activation. Anything that improves his durability is much preferred for a Sacred Seal: Def +3 makes him a little better on both phases, while Close Def 3 makes him a lot better on enemy phase.

Ephraim's role hasn't changed much from the original iteration of this build, just how it's performed; he's a durable lance unit that's good on either phase and can either fight well on his own or make his allies stronger. Even as power creep settles in, the Restoration King stands tall.
Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Arena God
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+Atk/-Spd = 53/54/22/32/20

Refined Icon Class Blue Lance.png Siegmund only activates a double attack if Ephraim's HP ≥ 90%. Therefore, to keep his HP high, Icon Skill Special.png Pavise and Shield Pulse 3.png Shield Pulse 3 are taken to mitigate the damage taken from the counterattack between his two attacks. Pavise will start on a 1-CD from Shield Pulse, and will be charged after Ephraim's first attack. It will then block 50% + 5 damage, making him take very little to no damage at all from many enemies.

Math time. Even without an offensive special, he does great damage due to Death Blow 3.png Death Blow 3 giving him 60 Atk on initiation (58 with Sturdy Blow 2.png Sturdy Blow 2). If another blue lance unit has 35 Def, they will still take 25 damage twice, meaning they need over 50 HP to survive. This goes up to 72 effective Atk against reds, which is enough to kill Arden not considering buffs or passvies. Also, Ephraim can lose 5 HP and stay within 90% HP at 53 HP. If the lance unit aforementioned has 52 Atk, then they do (20*0.5)-5 = 5 damage, which won't be enough to drop him below 90% HP. With Sturdy Blow 2, increase that to 56 Atk. That's amazing.

Ephraim's C-slot is highly flexible due to his weapon and stat spread. Panic Ploy 3.png Panic Ploy 3 and HP Plus 5.png HP +5 seal (HP +3 works as well) can be taken to improve his solo dominance by ploying enemies and helping the threshold for Siegmund's ability. However, a second purpose of this build could be supporting allies. Fortify Def 3.png Fortify Def 3 and Fortify Res 3.png Fortify Res 3 seal (or vice versa) help defensive units. This route grants them +4 Atk/Def/Res, which will help them tank and possibly kill with Quick Riposte. If offensive player-phase allies need buffing, then Hone Spd 3.png Hone Spd 3 and a different seal can be chosen.

For his Assist skill, the usual Icon Skill Assist.png Reposition can be taken, or if Ephraim's buffs are being panicked, then Icon Skill Assist.png Harsh Command is a another option.

Note: If Ephraim is Summoner Supported, then the HP Plus 5.png HP +5 seal should NOT be used. This is because from 50 to 59 HP he can take 5 damage and remain ≥ 90% HP. To take 6 damage and remain ≥ 90% HP, he needs 60 HP, which can only be achieved in this build with a Summoner Support, HP +5 seal, and a +3 merge. Instead, an Attack Plus 3.png Attack +3 seal will work wonders, raising his Atk to 59 (65 on initiation).
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
The Wrath of Renais

A description has not been written for this build yet.

Pen.png Creative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Restoration Gale

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
Speedy Ephraim

A description has not been written for this build yet.

Pen.png Creative
Orb.png Very high investment
Big Blast Sonic Ephraim
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This fun build focuses on people who sadly obtained that +spd Ephraim that they honestly wanted nothing to do with. In truth, his speed is just high enough to really bring some secret tech to the table with the help of sacred seal forge. This also utilizes an originally thought to be useless sacred seal as well, allowing for shinanigans that will surprise anyone.

Siegmund is the gold standard for strong power and attack support, which makes Ephraim incredibly useful out of the box. Now with the help of the weapon forge, he gains a new little trick for his first confrontation. As long as his health is above 90%, Seigmund is also considered a brave weapon as well.

Like any heavy hitter and/or brave user, Death Blow 3.png Death Blow 3 is one of the biggest tools to add to their arsenal. Combining it with Siegmund's new ability creates a vicious opening blow and will put a dent in anything. To accomodate this new ability, I added Windsweep 3.png Windsweep 3 and combined it with Phantom Spd 3.png Phantom Spd 3 to create a surprise that the enemy will not expect. With this, Ephraim can take his first initial swing at the enemy and they won't be able to retaliate, which will leave him with a nice HP bar to soak up the next strike with minimal issue (if they survive). Only speed demons like Mia, Ayra, and Lyn will keep this from happening.

One of the most important things to do with this build is to maintain a steady healing for Ephraim. With that he'll be able to dish out major damage and minimize the amount taken on offense.