Fire Emblem Heroes Wiki:Build Center/Ephraim: Sacred Twin Lord

From Fire Emblem Heroes Wiki
Jump to: navigation, search
Quick Hero Info
Icon Move Armored.png Icon Class Green Axe.png
46 / 38 / 27 / 37 / 26
Exclusive skills

Dueling Sword.png Optimal
Dueling Crest.png Arena
Orb.png Very high investment
The Only Way is Forward!

A description has not been written for this build yet.

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Icon Move Armored.png Armored
By Garm's Might!
Stats: +Atk/-Res,-Spd

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 Move Armored.png Armored
Omnibreaker Garm
Click to show/hide build description 
This build utilizes specific skill interactions to turn Ephraim into a powerful enemy phase tank that can never be doubled without Axebreaker 3.png Axebreaker 3 or any skill that guarantees a follow-up attack on Player Phase.

The Wary Fighter 3.png Wary Fighter 3, Quick Riposte 3.png Quick Riposte 3 effect from Icon Class Green Axe.png Garm, and the Quick Riposte 3 seal interact in such a way to allow Ephraim to only get attacked once and then attack back twice. This is because Wary Fighter 3.png Wary Fighter 3 cancels follow up attacks from both units. The Quick Riposte 3.png Quick Riposte 3 effect from Icon Class Green Axe.png Garm then breaks the symmetry, allowing Ephraim to follow up attack if he makes the speed threshold. Then, the Quick Riposte 3.png Quick Riposte 3 seal changes Ephraim's ability to double from a speed check to a guarantee, while leaving the enemy unable to get a follow-up attack.

Even though he avoids doubles in this way, he can still get double by the many Bold Fighter 3.png Bold Fighter 3 armors that exist, if they outspeed him, and as such he should not lower his speed with a bane, especially considering it's a superbane that reduces it by 4. In this case, a res bane is the best one.

Icon Class Green Axe.png Garm is the weapon of choice, as it provides Quick Riposte 3.png Quick Riposte 3, which is vitally important for the build.

Icon Skill Assist.png Swap helps Ephraim's mobility, which is important especially if you don't have Armor March 3.png Armor March 3 activated. If you do, however, Icon Skill Assist.png Reposition is the better option.

Icon Skill Special.png Moonbow allows Ephraim to always fire off a special in combat, and the defense piercing is more useful than the increase in damage dealt by Glimmer, as squishy targets already are eliminated by getting hit twice, leaving only tanky targets as threats.

Distant Counter.png Distant Counter allows Ephraim to counter any unit, preventing ranged foes from getting away with free hits.

Wary Fighter 3.png Wary Fighter 3 is what allows Ephraim to not get doubled by enemies, cancelling their follow up attack.

Ephraim's C slot is fairly flexible and is dependent on what your team needs. Armor March 3.png Armor March 3 is a good budget option to help make him and his armored allies move better, and it activates his weapon by itself.

Quick Riposte 3.png Quick Riposte 3 is the only seal for this build, as it turns the speed check from Icon Class Green Axe.png Armads + Wary Fighter 3.png Wary Fighter 3 into a guaranteed follow up attack.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Armored.png Armored
Omnibreaker's Bro in Arms
Click to show/hide build description 
This build is highly but only recommended as a complement of an OmniBreaker hero (i.e Hector, Brave Warrior) and therefore meaning you are already using the Quick Riposte 3.png Quick Riposte 3 seal on another hero.

Counterpart of an Omnibreaker Armored unit, who mainly focuses on obliterating enemies during Enemy phase, Ephraim will rock on Player phase, wrecking easily enemy Mages or Dragons without getting too much trouble, compensating the Omnibreaker's few weaknesses, which are dealing with Magic users. This build mainly focuses on Ephraim's Icon Class Green Axe.png Garm ability to deal a guaranteed follow-up attack when boosted by Rally, Hone, Armor March, or Armored Boots. Therefore, he will benefit from being in an Armored team. Furthermore, this build will allow him to move 2 tiles (without being slowed by forests!), with a whopping 44 Atk (on optimal IVs) and double attack guaranteed when starting a turn with 100% HP (Armored Boots.png Armored Boots) or adjacent to an Armored ally (Armor March 3.png Armor March 3). This mobility makes him a particularly strong assassin.

His exclusive weapon, Icon Class Green Axe.png Garm, is one of the keys of this build, enabling guaranteed double attacks while near his Armored teammates or on 100% HP. It cannot be replaced by anything else.

Most Armored units may require Icon Skill Assist.png Swap or Icon Skill Assist.png Pivot to help their mediocre mobility, but even if those can be useful to Ephraim, his already high mobility leaves the Assist slot free to use for the purpose of your choice.

His default special Icon Skill Special.png Draconic Aura is mediocre compared to Icon Skill Special.png Galeforce, which allows him to wreck two enemies in a single turn or retreat while still having his +1 movement and double-attack potential if he still activates his C or Seal passive. Changing it to Icon Skill Special.png Ignis can be an average budget alternative, boosting his damage output using his high Def stat. High charge time specials fit best for Ephraim, considering his B passive and double-attack capability.

The best option for his A passive is Death Blow 3.png Death Blow 3, as this further comforts him in guaranteeing one-assault-KOs. Be careful as he won't have many defensive capabilities against Tome Users. An expensive alternative could be Distant Counter.png Distant Counter, as this allows him to deal more easily with ranged units when exposed after making an attack move.

His default B passive, Special Fighter 3.png Special Fighter 3 will excel combined with his double attack ability. It allows Ephraim to choose high charge time specials, such as Icon Skill Special.png Galeforce, as explained above. As a bonus, it slows down enemies specials, making them less of a threat.

His default C passive, Armor March 3.png Armor March 3, is the only one that allows for self-boosting, with the only condition of being adjacent of an Armored teammate. Additionally, it is a very rare passive, valuable in a team of Armored units.

The Armored Boots.png Armored Boots allows Ephraim to make full use of his Icon Class Green Axe.png Garm by triggering its ability (Guaranteed double attack) while he is away assassinating enemies. Keep in mind that he must not take a single damage, or those abilities (Double attack and +1 movement) will wear off!

IVs: The best bane for Ephraim, as he will often be exempt from Speed tests, is -Spd. To maximize his chance of one turn killing enemies, +Atk is the best boon.

Build pros:

  • Compensates Omnibreakers weaknesses.
  • Allows for speeding up speed based levels, such as Tempest Trials or some Main Story levels.
  • Does not use Quick Riposte 3.png Quick Riposte 3 seal to be efficient as an Armored unit.
  • Solves Armored units lack of mobility while still having sky-high Atk/Def stats.
  • Reduces Spd tests to a minimum, when this was one of Ephraim's weaknesses.

Build cons:

  • A single damage wrecks Ephraim's ability to go full solo, meaning he needs a Staff user's support.
  • He is only best used when you are already using an Omnibreaker in your team.
  • Ephraim without Distant Counter.png Distant Counter is vulnerable to Tome Users and should avoid getting exposed after rushing an enemy.
  • Build to be used along with other Armored units.

Recommended teammates:

SaucissonSec 23:18, 14 September 2018 (UTC)