|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: 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: 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: Bonfire is chosen as Ephraim's Special, this time working off of his great Def, boosted even further on the enemy phase. 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 Glimmer or Moonbow can work well instead. Finally, Aether could be considered when paired with Solar Brace to basically give him a full heal when timed right.
A Passive: 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 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 is an excellent skill to help him deter enemy Special charges.
C Passive: 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 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 would be a better option, improving his physical melee bulk.