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Empuzzled.comβ€’ Jan 25, 2024β€’ Updated Jan 8, 2026

Prince Siegfried: The Martyr in Tights Who Wants You to Hit Him

Overview

Prince Siegfried is a 5-star Legendary Nature hero from the Secrets of the Opera event. Released in early 2024, he plays the role of a tanky support druid who flips the script on survival: he essentially dares you to kill him. While most heroes try to stay alive, Siegfried prepares a safety net that turns his death into a massive team heal, all while forcing his allies to dance with dangerous counterattacks. He operates at Slow mana speed, which immediately pigeonholes him into specific niches, but within those niches, he can be an absolute nightmare.

Prince_Siegfried

Hero Art & Visuals

Siegfried is depicted in mid-leap, showcasing the grace of a ballet dancer with a distinct green complexionβ€”likely a nod to the "Frog Prince" trope or perhaps just too much kale in his diet. The art style fits the Opera theme perfectly: theatrical, poised, and slightly over-the-top. The background features a grand ballroom, emphasizing his noble status. It is a refreshing change to see a male hero in tights striking a pose rather than holding a giant axe, though the green skin does make him look a bit like he is battling severe motion sickness.

General Info

Hero Name

Prince Siegfried "Future King"

Hero Stats

Base Stats (No Emblems)

Level
ATK
DEF
HP
πŸ’ͺ
4/80
9849721823996
4/85lb1
1061104719641064
4/90lb2
1214119822471199

When we look at Prince Siegfried's stats, we have to consider the rapid pace of power creep. With approximately 984 Attack, 972 Defense, and 1823 Health (based on updated data), he sits in a comfortable "upper-middle class" tier. He isn't reaching the stratospheric 1300+ stats of the very latest Goblins or Construct heroes, but he is significantly beefier than classic or older event heroes. His stats are defensive-leaning, which suits his role perfectly. He can take a hit, which is ironic because his skill actually incentivizes him eventually taking too many hits.

Special Skill: Dance of the Heron

Special Skill Icon
Special Skill

Dance of the Heron

Mana Speed
Slow
  • If the caster is defeated during the next 5 turns, they are resurrected in the beginning of their next turn with 30% health and all allies recover 1100 HP. (All status effects and stacks are removed when the caster is defeated)
  • All allies except the caster dance the Dance of the Heron for 5 turns.
  • Dance of the Heron:
  • * Counterattack with 130% of the damage received.
  • * Received damage is reduced by -35%.
  • Additional info:
  • * All existing status effects will be removed when a dance status effect is added.
  • * Dance gives immunity to new status effects. New dance status effects will replace this effect.
  • * Dance effect cannot be dispelled. The effect is removed when the caster is defeated.
⚑ Tile Breakpoints Guide
12Base Tiles
10% Bonus
11Tiles

This skill is a fascinating cocktail of mechanics. Let's break it down:

  1. The Martyrdom: If he dies within 5 turns, he revives (30% HP) and heals the team for a whopping 1100 HP. This is a "checkmate" mechanic. If the enemy kills him, they undo all their progress on your other heroes.
  2. The Dance (Allies Only): He casts Dance of the Heron on everyone else. This provides:
    • 130% Counterattack: This is massive. A sniper hitting an ally will likely kill themselves.
    • -35% Damage Reduction: This stacks with the counterattack, making your team incredibly tanky.
    • Status Immunity: No defense down, no poison, no mindless attack.
    • Undispellable: The only way to stop the dance is to kill Siegfried.

It creates a "catch-22" for the attacker. You want to dispel the dance? You have to kill Siegfried. You kill Siegfried? He revives and heals everyone to full. It is brilliantly annoying design.

By the Numbers

Let's crunch the data to see what this dance really means.

  • Mana Speed Analysis:
    • Base: Slow (12 tiles).
    • With +20 Emblems (Druid): The +4% mana node is crucial. With a Level 23 Mana Troop (11%) or Level 11 Magic/Styx/Cyclops troop, he can drop to 11 tiles.
    • With 29/30 Magic/Styx Troops: He can reach 10 tiles.
    • Rush Wars: Very Fast (6.5 tiles). This is his playground.
  • Healing Potential:
    • The 1100 HP heal is flat, meaning it doesn't care about troops or healing bonuses (usually). It is roughly 50-60% of a typical hero's max health. This is comparable to a full Heimdall or Mother North heal, but guaranteed if the condition (death) is met.
  • Damage Mitigation:
    • -35% damage received is significant. If an incoming slash attack would do 300 damage, it does 195.
    • Combined with his stats, this makes his teammates incredibly durable while they reflect 130% of that (reduced) incoming damage back.
  • Passive Impact:
    • 20% Heal on Cleanse: Since he is Slow, he might take ailments before firing. If a cleanser (or a timer) removes them, he heals himself for ~360 HP. This adds to his tankiness before he even fires.

Family Bonus, Passives, Aether Power & Unique Abilities

Family Bonus

Challenge - Opera
Family Bonus

Challenge - Opera

  • Heroes become stronger when teamed with other unique Heroes of the same family.
  • Bonus for 1/2/3 Heroes:
  • +5% / +10% / +15% attack.
  • +5% / +10% / +15% defense.
  • +5% / +10% / +15% HP.
  • The members of this family have additional perks in the Secrets of the Opera event.

The Opera family bonus gives stat boosts (Attack/Defense/HP) for fielding multiple unique heroes. While nice, you are unlikely to field a full Opera team outside of very specific whale rosters. Even a single partner gives a small boost, but Siegfried usually operates as a solo anchor.

Passives

Passive Icon
Inherent Abilities

Passive Skills

  • Resist Defense Ailments
    This character is immune to status ailments and negative stacks that affect defense. Doesn't apply to status ailments that affect elemental defense.
  • Heal when status ailment expires or is cleared
    This character receives 20% health each time a status ailment expires or is cleansed, removed or reallocated from them. This effect can activate only once per turn.
  • Resist Defense Ailments: This is huge for a tank. He cannot be softened up by Tiburtus, Grimm, or stronger defense-down heroes. This forces attackers to use raw damage or elemental defense down (which still works!) to kill him.
  • Heal on Status Expiry: As mentioned, this is a self-sustain mechanic. It punishes teams that rely on short-duration DoTs or debuffs.

Aether Power

Counterattack
Aether Power

Counterattack

At the start of each battle, this Hero counterattacks with 60% of the damage received for 6 turns.

In battles with multiple waves, the effect is refreshed at the beginning of each wave.

Counterattack as an Aether Power is fitting. At the start of the battle (for 5 turns), he reflects damage. This covers his biggest weakness: the time before he fires his special. It prevents him from being sniped immediately without consequence.

Legacy & Modern Relevance

  • Historical Context: Upon release, Siegfried was immediately identified as a "Rush War Monster" and a "Green Gazelle" variant. He wasn't quite meta-defining for standard wars due to his Slow speed, but he became a staple in Rush formats.
  • Power Creep Analysis: His mechanic is largely "stats-agnostic." A 130% counterattack and 1100 HP heal remain powerful regardless of how high enemy stats go. However, his own survival stats (def/HP) need to keep up so he doesn't die too fast (before firing).
  • Modern Viability Verdict: Niche but Elite. In Rush Attack wars and tournaments, he is still a top-tier threat. In standard play, he is too slow for the current "kill in 3 turns" meta unless heavily supported by mana generators like Ludwig or Xnolphod. He is not a general-purpose hero anymore, but a specialist.

Costume & Costume Bonus

There is currently no costume for Prince Siegfried. This review focuses on his base form. If a costume is released, expect it to likely shift his speed to Average or change the nature of his buffs.

Emblem Path Analysis

Prince Siegfried is a Druid. His job is to survive until he casts, and then essentially "control" the board with his buff.

  • Path: Defense > Health > Attack
  • Pros: Maximizes the time he stays alive to actually charge his mana. Makes his Minions (from Druid talent) beefier.
  • Cons: Lowers his tile damage and slash attack slightly.

The "Trap" Build

  • Path: Health > Defense > Attack (Prioritizing pure HP)
  • Pros: If you want him to die eventually but soak maximum damage first.
  • Cons: Defense is generally better for mitigation than raw HP against modern hitters.

Final Recommendation

For most players, the Defense/Health path is mandatory. He does zero damage with his skill; his value is entirely in casting it. Keep him alive at all costs.

Strengths

  • Rush War Dominance: At Very Fast speed, he is arguably one of the best flanks or tanks in the game.
  • The "Damned if you do, Damned if you don't" Loop: Killing him heals the team; leaving him alive leaves the team with massive buffs.
  • Undispellable Buffs: The Counterattack and Damage reduction cannot be wiped by standard dispellers (Sabina, Melendor).
  • Status Immunity: Protects his team from the nasty ailments prevalent in today's meta (Mindless Attack, Silence).

Weaknesses

  • Slow Speed: The kiss of death in standard raids. He often dies with a full mana bar just before casting.
  • Buff Blockers: Heroes like Timius, Malosi, or Mist shut him down completely. If he is blocked, he casts nothing.
  • The "Ignored" Tank: Smart players will simply dump tiles into him (if he's tank) or ignore him (if he's wing) and kill his teammates with raw damage or bypass, leaving him for last.
  • Elemental Defense Down: His passive only stops regular defense down. Guardian Panther or costumed Marjana can still shred him.

Best Game Modes

  • Rush Attack Wars/Tournaments: S-Tier. This is where he belongs.
  • Tower Events: His overheal/revive mechanic and damage reduction can be useful for survival stages.
  • PvE / Auto-Farming: The counterattack speeds up boss waves significantly.

Advanced Strategy & Team Compositions

Synergy: The "Mana Battery" Setup

Pair him with Ludwig or Xnolphod.

  • Setup: Ludwig (Tank) -> Siegfried (Flank). Ludwig forces Siegfried to charge. Once Siegfried fires, Ludwig becomes nearly unkillable with damage reduction and counterattack, covering his own weakness when Taunt expires.

Synergy: The "Resurrection Loop"

Pair him with Mother North or Alberich.

  • Concept: Siegfried dies -> Heals Mother North -> Mother North fires -> Revives Siegfried. It creates an exhausting loop for the attacker.

Synergy: The "Myoin-ni" Boost

As noted in community discussions, Myoin-ni is a great partner. Her stat boost and mana generation help mitigate his slowness, making him viable in standard formations.

Counters & Anti-Synergies

  • Counters: Timius (blocks buffs and hits hard), Domitia (Costumed) (Dispels BEFORE damage, though Siegfried's buff is undispellable, she can cleanse the pre-cast buffs), Hathor (prevents ailments, but Siegfried doesn't cast ailments). Actually, the biggest counter is Silence/Mana Control (Hel, Proteus) preventing him from ever firing.
  • Anti-Synergy: Do not pair him with Black Caesar or other heroes who apply status effects if you rely on other buffs, as Siegfried wipes existing effects when he casts. Also, pairing him with other heavy counterattackers (like Sif) is redundant since he overwrites them.

Advice for New Players

If you pulled him early, congratulations! He will carry you through map stages. The bosses will kill themselves hitting your counterattack. Focus on keeping him alive with potions until he fires. In raids, use him in the center until you reach Diamond arena.

Advice for Veterans

Siegfried is a luxury tool. He is not a "defense set and forget" hero for standard wars anymore. However, having him leveled for Rush Wars is highly recommended. Do not prioritize Alpha Aethers on him unless you are serious about your Rush Defense win rate; his base stats at 4/80 +20 are usually sufficient to do his job since he wants to die eventually.

Community Corner: Hot Takes & History

The community reaction to Siegfried was a mix of awe and skepticism.

  • On Release: "Green gazelle? The 1100 sounds blasting." Players immediately recognized the power of the heal.
  • The Skeptics: "At his slow speed where does he fit into the regular raids or wars?" A valid concern that has held true.
  • The "Frog Prince" Theory: Many players lovingly refer to him as the "Frog Prince's human form" due to the green skin.
  • The Buff: It was noted that his stats were buffed shortly after release ("It’s 40 points above the previous batch"), causing some controversy about "stealth updates."

Final Thoughts

Prince Siegfried is a dramatic hero for a dramatic game. He demands the spotlight and forces the entire battle to revolve around his mechanics. While his Slow speed prevents him from being a universal staple, the sheer power of his "Death or Dance" ultimatum makes him a permanent fixture in the Rush meta. He isn't just a hero; he's a puzzle for your opponent to solve.

Verdict: A Slow-speed superstar who is worth the tonics for Rush formats, but might gather dust in standard wars.

Note: No costume exists for this hero at the time of writing.

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