Fire Emblem Heroes

FEH Legendary Sigurd Build 2024: Best IVs [Fire Emblem Heroes]


Hey, I’m Zathong and this guide is about Legendary Sigurd Build in Fire Emblem Heroes (FEH).

Best Legendary Sigurd 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 Legendary Sigurd build for the meta. Learn more about Legendary Sigurd’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.

Legendary Sigurd
Legendary Sigurd

Overall Rating: 9.5/10

Legendary Sigurd Builds

:  Hallowed TyrfingA : Distant Counter
: RepositionB : Crusader’s Ward
: Holy-Knight AuraC :  Fatal Smoke 3
S :   Mystic Boost 3

Recommended IVs

  • +Atk/-Res
  • +Atk for a +10 Merge

Stats

Hero Stats

Neutral Stats at Lv. 40 (5★)

HP41Rank: 219/808
Atk41Rank: 16/808
Spd23Rank: 569/808
Def37Rank: 49/808
Res26Rank: 301/808

Roles

  • Physical Wall
  • Close Physical
  • Exclusive Skill
  • Legendary

Counters & Teammates 

Counters

These picks are strong against Legendary Sigurd in game.

Teammates 

These picks are good against Legendary Sigurd in game.

Gameplay

Skills

These are all skill for Legendary Sigurd: Passives, Specials, Assists & Weapons.

For Passives Skill

Skill NameEffectLearned At
Atk/Def Catch 1At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat.
【Penalty】
All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
5★
Atk/Def Catch 2At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat.
【Penalty】
All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
5★
Atk/Def Catch 3At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat.
【Penalty】
All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
5★
Atk/Def Catch 4At start of combat, if foe’s HP=100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe’s HP=100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat.
【Penalty】
All effects that last “on foe through its next action.” Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard).
5★
Crusader’s WardIf unit receives consecutive counter attacks from a foe 2 spaces away, damage from second attack onward reduced by 80%. (Skill cannot be inherited)5★
Fatal Smoke 1If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 1 space of target.
【Deep Wounds】
Unit’s HP cannot be healed through its next action.
5★
Fatal Smoke 2If unit initiates combat, foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.
【Deep Wounds】
Unit’s HP cannot be healed through its next action.
5★
Fatal Smoke 3Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.
【Deep Wounds】
Unit’s HP cannot be healed through its next action.
5★

For Specials Skill

Skill NameEffectLearned At
Holy-Knight Aura(Cooldown Count = 2) At start of turn, unit can move 1 extra space. (That turn only. Does not stack). Boosts Special damage by 25% of unit’s Atk. After combat, if unit’s Special triggered, grants Atk+6 to unit and all allies for 1 turn, and unit and allies can move 1 extra space. (That turn only. Does not stack. Bonus granted to allies even if unit’s HP reaches 0.)5★

For Assists Skill

For Weapons Skill

Skill NameMightRangeEffectLearned At
Iron Sword61No Effect5★
Steel Sword81No Effect5★
Silver Sword111No Effect
Hallowed Tyrfing161Accelerates Special trigger (cooldown count-1). At start of combat, if foe’s HP ≥ 75%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit initiates combat or foe’s range = 2, reduces damage from foe’s first attack by 40%5★

Read more: Fire Emblem Heroes Build


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