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.
Overall Rating: 9.5/10
Legendary Sigurd Builds
: Hallowed Tyrfing | A : Distant Counter |
: Reposition | B : Crusader’s Ward |
: Holy-Knight Aura | C : 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★)
HP | 41 | Rank: 219/808 |
Atk | 41 | Rank: 16/808 |
Spd | 23 | Rank: 569/808 |
Def | 37 | Rank: 49/808 |
Res | 26 | Rank: 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 Name | Effect | Learned At |
Atk/Def Catch 1 | At 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 2 | At 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 3 | At 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 4 | At 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 Ward | If 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 1 | If 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 2 | If 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 3 | 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★ |
For Specials Skill
Skill Name | Effect | Learned 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 Name | Might | Range | Effect | Learned At |
Iron Sword | 6 | 1 | No Effect | 5★ |
Steel Sword | 8 | 1 | No Effect | 5★ |
Silver Sword | 11 | 1 | No Effect | |
Hallowed Tyrfing | 16 | 1 | Accelerates 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★ |
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