Hey, I’m Zathong and this guide is about Duo Ephraim Build in Fire Emblem Heroes (FEH).
Best Duo Ephraim build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Duo Ephraim build for the meta. Learn more about Duo Ephraim’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
Overall Rating: 9/10
Duo Ephraim Builds
: Reginleif | A :Heavy Blade 4 |
: Reposition | B : Lull Atk/Def 3 |
: Galeforce | C : Time’s Pulse 3 |
S : Quickened Pulse |
This is a build for Duo Ephraim that utilizes Galeforce to give him multiple actions in one turn. Quickened Pulse gives him cooldown count -1 at the start of turn 1, while Heavy Blade 4 accelerates it further while dealing additional damage.
Recommended IVs
+Atk/-Res | Duo Ephraim’s best IVs are +Atk and -Res. With his superboon in Atk, he gains an additional +4, making the guaranteed follow-up effect of Reginleif even easier to trigger. A bane in HP or Spd would give him -4 in either stat, so Res is the more ideal bane. |
+Atk for a +10 Merge | If you are building a +10 merge of this unit, we recommend +Atk. As Ephraim’s weapon skill already lets him gain a guaranteed follow-up, there is no reason to go for +Spd, unless you aim to also prevent as many follow-up attacks from foes as possible. Once again, with the increased effectiveness from his weapon skill and strength from each attack factored in, +Atk is probably the best choice. |
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 41 | Rank: 219/814 |
Atk | 39 | Rank: 57/814 |
Spd | 30 | Rank: 428/814 |
Def | 37 | Rank: 49/814 |
Res | 25 | Rank: 346/814 |
Stat Variations
Initial Stats (with Skills)
HP | Atk | Spd | Def | Res | Total | |
5★ Lv.1 | 19 | 28 | 8 | 9 | 1900-01-05 | 70 |
Lv 40+10 Stats (5★)
HP | Atk | Spd | Def | Res | Total | |
+10 Merges W/ Skill Bonuses | 46 | 63 | 34 | 42 | 1900-01-28 | 214 |
Lv.40 +10 | 46 | 44 | 34 | 42 | 1900-01-28 | 195 |
Stats at Lv 40
HP | Atk | Spd | Def | Res | Total | |
5★- Adjusted for Skills | 41 | 58 | 30 | 37 | 1900-01-24 | 191 |
5★ Lv.40 | 41 | 39 | 30 | 37 | 1900-01-24 | 172 |
Roles
Note:Duo Ephraim is a close physical attacker (Range = 1). When the effects of the Weapon Triangle are not taken into account, the damage he deals will be equal to his Atk minus the foes’s Def.
Pros & cons
Pros (Strengths) | Cons (Weaknesses) |
---|---|
Duo Skill adds +1 to movement | Struggles against magic |
Weapon is effective on two types and grants follow-up attacks | |
Nullifies enemy bonuses while casting a penalty |
Counters & Teammates
Counters
These picks are strong against Duo Ephraim in game.
Teammates
These picks are good against Duo Ephraim in game.
Gameplay
Skills
These are all skill for Duo Ephraim: Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Heavy Blade 1 | If unit’s Atk ≥ foe’s Atk+5, grants Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack.) | 5★ |
Heavy Blade 2 | If unit’s Atk ≥ foe’s Atk+3, grants Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack.) | 5★ |
Heavy Blade 3 | If unit’s Atk ≥ foe’s Atk, grants Special cooldown charge +1 per unit’s attack. (Only highest value applied. Does not stack.) | 5★ |
Heavy Blade 4 | If unit’s Atk > foe’s Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit’s attack. (Only highest value applied. Does not stack.) | 5★ |
Lull Atk/Def 1 | Inflicts Atk/Def-1 on foe and neutralizes foe’s bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ |
Lull Atk/Def 2 | Inflicts Atk/Def-2 on foe and neutralizes foe’s bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ |
Lull Atk/Def 3 | Inflicts Atk/Def-3 on foe and neutralizes foe’s bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ |
Odd Atk Wave 1 | At start of odd-numbered turns, grants Atk +2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ |
Odd Atk Wave 2 | At start of odd-numbered turns, grants Atk +4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ |
Odd Atk Wave 3 | At start of odd-numbered turns, grants Atk +6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent. ) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Dragon Gaze | (Cooldown Count = 4) Boosts Atk by 30%. | 5★ |
Draconic Aura | (Cooldown Count = 3) Boosts Atk by 30%. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Iron Lance | 6 | 1 | No Effect | 5★ |
Steel Lance | 8 | 1 | No Effect | 5★ |
Slaying Lance | 10 | 1 | Accelerates Special trigger (cooldown count -1). | 5★ |
Reginleif | 16 | 1 | Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or extra movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack. | 5★ |
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