Fire Emblem Heroes

FEH Duo Ephraim Build 2024: Best IVs [Fire Emblem Heroes]


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

:  ReginleifA :Heavy Blade 4
: RepositionB :  Lull Atk/Def 3
: GaleforceC :  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/-ResDuo 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 MergeIf 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★)

HP41Rank: 219/814
Atk39Rank: 57/814
Spd30Rank: 428/814
Def37Rank: 49/814
Res25Rank: 346/814

Stat Variations

Initial Stats (with Skills)

HPAtkSpdDefResTotal
5★ Lv.11928891900-01-0570

Lv 40+10 Stats (5★)

HPAtkSpdDefResTotal
+10 Merges W/ Skill Bonuses466334421900-01-28214
Lv.40 +10464434421900-01-28195

Stats at Lv 40

HPAtkSpdDefResTotal
5★- Adjusted for Skills415830371900-01-24191
5★ Lv.40413930371900-01-24172

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 movementStruggles 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 NameEffectLearned At
Heavy Blade 1If 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 2If 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 3If 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 4If 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 1Inflicts 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 2Inflicts 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 3Inflicts 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 1At 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 2At 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 3At 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 NameEffectLearned 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 NameMightRangeEffectLearned At
Iron Lance61No Effect5★
Steel Lance81No Effect5★
Slaying Lance101Accelerates Special trigger (cooldown count -1).5★
Reginleif161Effective 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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