I’ve pulled two B!Ephraims so far, both with very mediocre IVs. Hopefully I’ll pull another with something better, but I’d like to get thoughts on the ones I already have. One of these is +hp/-spd. The +hp is probably the worst boon I could get, but the -spd is undoubtedly the best bane. I’d even go as far to say that -spd is beneficial on B!Ephraim, since it further ensures the enemy will get two hits instead of one so a 4 count special is guaranteed to trigger every combat. That said, the hp boon is still a bummer. The only redeeming quality there is that, rarely, it might mean the difference between the 50% threshold of Garm and Special Fighter 3’s effects. The other is +atk/-def. As sexy as 41 base atk may look at first glance, I don’t know if it counters the insult that is -def. Two reasons for this: A; I intended to run a build with ignis. The -def would obviously lower the damage output dealt by ignis, on top of the fact that I will take more damage. B; Units with Fighter skills are already very dependant on special triggers. Since specials deal a huge percent of the damage on these guys, the +3atk is far less important since ignis deals damage based on defense and not attack. Yes, I know I could run Dragon Fang for the same +30 damage based upon base stats, but keep in mind Ephraim has Close Defense 3 and all units on my armor team run Ward Armor, adding +18 to defense and thus +15 to ignis, and even more if I give him SS Close Defense 3. I’m sure it’s clear I’m leaning more towards the +hp/-spd one, but I’d like some other opinions for this one. Is the +atk/-def Ephraim salvagable? If so, how? If not, what should I do with him? My first instinct is to merge, but Special Fighter 3 may have some uses on other units.