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General | Quotes | Misc | Heroic Ordeal |
Ephraim Dynastic Duo | |
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Art by: Yamada Kotaro (山田孝太郎) | |
Description | The princes of Renais and Grado. As heirs to allied kingdoms, they were raised with a strong bond with one another. They appear in Fire Emblem: The Sacred Stones. |
Rarities | 4 SR — Duo |
Duo Skill | Infantry and armored allies within 2 spaces of unit (including unit) can move 1 extra space. (That turn only. Does not stack.) (Duo Skills can be used once per map by tapping the Duo button. Duo Skills cannot be used by units deployed using Pair Up.) |
Standard Effect 1: Duel | If unit is 5★ and level 40 and unit's stats total less than 185, treats unit's stats as 185 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) |
Weapon Type | Lance |
Move Type | Infantry |
Voice Actor EN | Greg Chun + Mark P. Whitten |
Voice Actor JP | 八代拓(Taku Yashiro) with 中村悠一(Yuichi Nakamura) |
Release Date | |
Addition Date | |
Entry | The Sacred Stones |
Version | 3.11 |
Internal ID | PID_比翼エフラム (441)
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Origin | 70000100200 |
Stats
Level 1 stats
Rarity | HP | Atk | Spd | Def | Res | Total |
---|---|---|---|---|---|---|
1 | 16/17/18 | 6/7/8 | 5/6/7 | 6/7/8 | 3/4/5 | 41 |
2 | 16/17/18 | 7/8/9 | 5/6/7 | 7/8/9 | 3/4/5 | 43 |
3 | 17/18/19 | 7/8/9 | 6/7/8 | 7/8/9 | 4/5/6 | 46 |
4 | 17/18/19 | 8/9/10 | 6/7/8 | 8/9/10 | 4/5/6 | 48 |
5 | 18/19/20 | 8/9/10 | 7/8/9 | 8/9/10 | 5/6/7 | 51 |
Level 40 stats
Rarity | HP | Atk | Spd | Def | Res | Total |
---|---|---|---|---|---|---|
1 | 30/33/36 | 27/30/32 | 19/22/25 | 25/28/31 | 16/18/21 | 130~132 |
2 | 31/34/37 | 30/33/35 | 20/23/26 | 28/31/34 | 17/19/22 | 139~141 |
3 | 34/37/40 | 32/35/38 | 23/26/29 | 30/33/36 | 19/22/25 | 153 |
4 | 35/38/41 | 34/37/41 | 24/27/30 | 32/35/38 | 20/23/26 | 160~161 |
5 | 37/41/44 | 36/39/43 | 26/30/33 | 34/37/40 | 22/25/29 | 171~173 |
Growth Rates
Rarity | HP | Atk | Spd | Def | Res | Total |
---|---|---|---|---|---|---|
3 | 50% | 70% | 50% | 65% | 45% | 280% |
Stats between level 1 and 40
Skills[ | ]
Weapons[ | ]
Name | Might | Range | Description | SP | Default | Unlock |
---|---|---|---|---|---|---|
Iron Lance | 6 | 1 | — | 50 | 1 | 1 |
Steel Lance | 8 | 1 | — | 100 | 3 | 2 |
Slaying Spear | 10 | 1 | Effective against armored foes. | 200 | 4 | 3 |
Reginleif | 16 | 1 | Effective against armored and cavalry foes. Grants Atk+3. If unit’s Atk > foe’s Atk and/or 1 extra space of movement granted by another skill is active on unit, unit makes a guaranteed follow-up attack. | 400 | 5 | 5 |
Reginleif can be upgraded in the Weapon Refinery.
When upgraded, the description of Reginleif becomes "Effective against armored and cavalry foes. Grants Atk+3. Unit cannot be slowed by terrain. (Does not apply to impassable terrain.) At start of combat, if unit's Atk > foe's Atk or if【Bonus】is active on unit, grants Atk/Spd/Def/Res+4 to unit during combat. During combat, if unit's Atk > foe's Atk or if【Bonus】is active on unit, unit makes a guaranteed follow-up attack.
【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).".
Reginleif can be upgraded with the additional effect "If【Bonus】is active on unit, enables 【Canto (Rem. +1)】.
At start of even-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.) At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat, and if【Bonus】is active on unit, foe cannot make a follow-up attack.
【Bonus】
All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).
【Canto (Rem. +1)】
After an attack, Assist skill, or structure destruction, unit can move again.
The distance of the movement is the remaining movement the unit had before the actions listed above+1 (If unit used a movement skill that warps them, the remainder is 0).
(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.)".
Assists[ | ]
Specials[ | ]
Name | Cooldown | Description | SP | Default | Unlock |
---|---|---|---|---|---|
Dragon Gaze | 4 | Boosts damage by 30% of unit's Atk. | 100 | 4 | 3 |
Draconic Aura | 3 | Boosts damage by 30% of unit's Atk. | 200 | — | 4 |
Passives[ | ]
Type | Name | Description | SP | Unlock | |
---|---|---|---|---|---|
A | 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.) | 60 | 2 | |
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.) | 120 | 3 | ||
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.) | 240 | 4 | ||
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.) | 300 | 5 | ||
B | 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. | 60 | 3 | |
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. | 120 | 4 | ||
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. | 240 | 5 | ||
C | 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.) | 60 | 1 | |
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.) | 120 | 2 | ||
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.) | 240 | 4 |