
Emblem Sigurd
5-star/Blue Lance
Introduction
Emblem Sigurd is a 5-star character in Fire Emblem Heroes. Emblem Sigurd's weapon type is Blue Lance and role is Cavalry. Faction: Fire Emblem: Genealogy of the Holy War.
Profile
Emblem Sigurd carries the title "Of the Holy War".
Stats
- HP41
- Atk48
- Spd37
- Def47
- Res17
At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.
Skills
5Holy-War Spear
Weapon · Might 16 · Range 1Enables【Canto (3)】. Accelerates Special trigger (cooldown count-1). At the start of turn, grants【Gallop】to unit. If unit initiates combat or is within 2 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = 5 + number of foes within 3 rows or 3 columns centered on unit × 3 (max 14), deals damage = 20% of unit's Def (including when dealing damage with a Special triggered before combat), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials), and restores 7 HP to unit after combat. 【Canto (3)】 After an attack, Assist skill, or structure destruction, unit can move 3 space(s). (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than unit would be able to move with normal Canto movement.) 【Gallop】 Unit can move 2 extra spaces (that turn only; only highest value applied; does not stack).
Override
Special · Cooldown 3If unit's Special is ready, before combat this unit initiates, foes in an area near target take damage equal to 1.5 × (unit's Atk minus foe's Def or Res). When unit deals damage to 2 or more foes at the same time using a Special (including target; including foes dealt 0 damage), grants another action to unit after combat (once per turn). If unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% during combat (once per combat; excluding area-of-effect Specials).
Atk/Def Excel
A skillIf unit or foe initiates combat after moving to a different space, grants Atk/Def+6 and Atk/Def+X to unit during combat (X = number of spaces from start position to end position of whoever initiated combat; max 4), and also, if unit initiates combat, reduces damage from foe's attacks by X × 3 during combat (excluding area-of-effect Specials). If foe's attack triggers foe's Special, reduces damage dealt to unit by X × 3 during combat (excluding area-of-effect Specials).
Momentum 4
B skillIf unit or foe initiates combat after moving to a different space, inflicts Atk/Def-4 on foe, unit makes a guaranteed follow-up attack, and deals damage during combat = number of spaces from start position to end position of whoever initiated combat × 4 (max 20; including when dealing damage with a Special triggered before combat). If unit initiates combat after moving to a different space, triggers the following effects depending on unit's equipped Special: if unit has an area-of-effect Special equipped, grants Special cooldown count-X to unit before Special triggers before combat (excluding Røkkr area-of-effect Specials); if unit has a Special that triggers when unit attacks (excluding area-of-effect Specials), grants Special cooldown count-X to unit before unit's first attack during combat (if number of spaces from start position to end position ≥ 3, X = 2; otherwise, X = 1).
Fatal Smoke 4
C skillFoe cannot recover HP during or after combat. Neutralizes foe's non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects during combat. After combat, inflicts 【Deep Wounds】and a penalty that neutralizes non-Special "if foe would reduce unit's HP to 0, unit survives with 1 HP" effects on target and foes within 2 spaces of target through their next actions. 【Deep Wounds】 Unit's HP cannot be healed through its next action.



