|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 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 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) or adjacent to an Armored ally ( Armor March 3). This mobility makes him a particularly strong assassin.
His exclusive weapon, 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 Swap or 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 Draconic Aura is mediocre compared to 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 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, 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, 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 will excel combined with his double attack ability. It allows Ephraim to choose high charge time specials, such as 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, 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 allows Ephraim to make full use of his 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.
- 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 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.
- 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 is vulnerable to Tome Users and should avoid getting exposed after rushing an enemy.
- Build to be used along with other Armored units.