Table of Contents
- Default
- Attack
- Special
- Injured
| Brave Roy - Brave Lion |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 15 | 7 | 7 | 6 | 6 |
| Middle | 16 | 8 | 8 | 7 | 7 |
| High | 17 | 9 | 9 | 8 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 34 | 29 | 31 | 23 | 21 |
| Middle | 38 | 32 | 34 | 26 | 24 |
| High | 41 | 35 | 37 | 30 | 27 |
IV Sets
| Key stats worth increasing through nature if possible. | |
| Complementary stats that matter, but not to the point of picking them over key stats for nature increase. | |
| Relatively worthless stat that can safely be decreased through nature. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boons
-
+ATK: Ideal for an Enemy Phase setup, as Brave Roy can get around not maxing his Speed with Quick Riposte.
-
+SPD: Very useful for a Player Phase setup, as it is imperative that Brave Roy double his enemies for maximum efficiency; this boon becomes gradually less useful with more investment.
Neutral
-
HP: While it’s not crippling to take a -HP bane, it’s best avoided if possible as it is a superbane (-4 to the stat), resulting in greater bulk reduction than necessary.
-
DEF: As a melee unit, Brave Roy is primarily more concerned with physical threats, so preserving his physical bulk is ideal. However, a -DEF bane won’t make any difference if he has access to buffs like Fortify Cavalry.
-
A +DEF boon can potentially be useful to increase his BST bin from 150-154 to 155-159 (with anything other than a -HP bane) for Arena scoring purposes.
-
Banes
- -RES: Typically the safest bane, as Brave Roy fights physical threats more often than magical threats. -HP, -DEF, and -RES banes are all basically identical for Brave Roy if he has access to Fortify Cavalry.
Skill Sets
DURANDAL! (Defensive Bruiser)
![]() |
Blazing Durandal | A | Distant Counter |
|---|---|---|---|
![]() |
Reposition | B | Vantage 3 |
![]() |
Aether Alternate: Draconic Aura |
C | Hone Cavalry |
| SP | 2,025 | S | Quick Riposte 3 |
- Preferred IV: +ATK or +SPD / -RES
- Weapon: Blazing Durandal
- Assist: Reposition
- Special: Aether / Draconic Aura
- Passive A: Distant Counter
- Passive B: Vantage / Swordbreaker / Quick Riposte
- Passive C: Hone Cavalry / Varies with Team
- Sacred Seal: Quick Riposte / Close Def / Distant Def
Despite what his base kit might suggest, Brave Roy is actually a fantastic Enemy Phase unit thanks to Blazing Durandal’s powerful effect. Built-in Heavy Blade in his weapon allows him to run other skills like Distant Counter without having to sacrifice his Special charge rate. This build functions best when run in a full cavalry team, with Hone Cavalry and Fortify Cavalry buff support.
The key components of this set are Distant Counter and the Quick Riposte seal; these two combined allow Brave Roy to have huge coverage over a myriad of enemies. Despite Brave Roy’s high Speed (particularly with a Speed boon and/or buffs), Quick Riposte is useful as it allows him to guarantee doubles even when facing units with obscenely high Speed or running skill that negate doubles like Swordbreaker or Wary Fighter.
Choice of Special is mostly preference; Aether works great because the built-in Heavy Blade effect of Blazing Durandal means that Brave Roy can fully charge Aether in a single combat (assuming he can double). This pairs especially well with Vantage, as Brave Roy can instantly activate Aether on the next combat if he’s within the HP threshold, preventing him from otherwise being in danger due to his bulk. Alternatively, Draconic Aura will give Brave Roy significantly higher damage potential in every combat, at the cost of losing sustain from Aether.
Swordbreaker is a good alternative to Vantage if needing a reliable check to powerful swords like Ayra and Zelgius. Swordbreaker is much more reliable than Guard in this regard, as Brave Roy’s bulk is too low to be able to utilize Guard effectively. Quick Riposte can be utilized as a B skill if looking to make Brave Roy a bit bulkier with either the Close Def or Distant Def seal.
Swift Flametongue (Offensive Nuke)
![]() |
Blazing Durandal | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
![]() |
Reposition | B | Swordbreaker 3 Alternate: Desperation 3 |
![]() |
Galeforce | C | Hone Cavalry |
| SP | 1,685 | S | Quickened Pulse |
- Preferred IV: +ATK or +SPD / -RES
- Weapon: Blazing Durandal
- Assist: Reposition
- Special: Galeforce / Draconic Aura / Glimmer
- Passive A: Swift Sparrow / Life and Death / Fury
- Passive B: Swordbreaker / Desperation
- Passive C: Hone Cavalry / Varies with Team
- Sacred Seal: Quickened Pulse / Attack +3 / Speed +3
Brave Roy’s offensive power with cavalry buff support is such that he often does not even need a Special to KO his opponent; this is likely the reason he even has Galeforce in his base kit. This build is a natural extension of his base kit, and turns Brave Roy into an offensive powerhouse with very little investment required.
Even as an offensive nuke, Brave Roy still has several different playstyles, determined by his choice of Special and B skill. His base Galeforce turns him into an offensive sweeper, allowing him to plow through enemy teams by taking out multiple units per turn or abuse his movement by retreating far away after combat. Draconic Aura and Glimmer both substantially increase Brave Roy’s damage output; the choice between the two boils down to Draconic Aura if running Swordbreaker, or Glimmer if running Desperation.
Swift Sparrow synergizes quite well with Galeforce, as Brave Roy will be almost entirely focused only on his Player Phase prowess. Life and Death offers slightly more offensive stats, but at the cost of lowering his defenses to dangerous levels (64/59 to 59/54 physical/magical bulk, assuming a -RES bane). This can easily be compensated for if Brave Roy has access to Fortify Cavalry buff support, and is mostly a non-issue if he is only interested in handling green threats. Fury is a cheap alternative that is good all-around. It offers less offensive stats than Swift Sparrow and Life and Death, but the increased bulk can come in handy if not running Fortify Cavalry.
Swordbreaker drastically improves Brave Roy’s matchups versus the speedier sword units; he tends to struggle against them otherwise, as they can be difficult to double. Brave Roy’s base Desperation works very well with the sweeping nature of this build, but it can be awkward to fully utilize depending on the choice of Special; Brave Roy won’t be able to activate Galeforce on subsequent turns while in Desperation range due to only getting 4 charges from the two hits.
For the Sacred Seal, Quickened Pulse will allow Brave Roy to activate Galeforce regardless of whether his opponent can counter him or not. If this is not a concern (ranged units are rather rare in higher tiers of arena, for example), then either Attack +3 or Speed +3 will work well.
Introduction
Brave Roy’s 32/34 offensive spread may not be super impressive, but it is taken over the top by his access to potent cavalry buffs and Blazing Durandal. An effectively 19 Mt weapon with built-in Heavy Blade 3 drastically alters the way Brave Roy functions, as now he can easily charge Specials without having to sacrifice any spots in his build to run Heavy Blade as a skill or seal.
While the introduction of trenches provides a fairly significant annoyance for melee cavalry, Brave Roy can circumvent this by specializing in an Enemy Phase build. As a result, he is hardly hampered by them at all. His Player Phase build, however, can face some issues with trenches limiting his mobility.
Overall, Brave Roy is a fantastic unit that will be a powerhouse regardless of which of his two distinct build paths he goes for. He is at his absolute best in a full cavalry team, but he is fully capable of fitting into pretty much any team.
Strengths
Blazing Durandal
Brave Roy’s defining feature is his weapon; an effective 19 Mt (thanks to the Attack +3 effect) and built-in Heavy Blade 3 allow him to free up a skill or seal slot to increase his capabilities.
Decent Offenses
32/34 becomes effectively 35/34 thanks to the Attack +3 effect of Blazing Durandal, making Brave Roy a potent offensive threat. He has enough Attack to consistently activate Heavy Blade (especially with cavalry buffs) and enough Speed to avoid a lot of enemy doubles (and double them in return, especially with cavalry buffs).
Satisfactory Bulk
Brave Roy’s bulk is decent as well - with 64 physical and 62 magical bulk at neutral, he is fairly secure in avoiding one hit KO’s against non-blue threats. With cavalry buffs, he can even consider taking on some of the stronger blues.
Cavalry
As a cavalry unit, Brave Roy has access to superior mobility and access to potent cavalry-exclusive buffs like Hone Cavalry.
Good Base Kit
While not quite optimal, Brave Roy’s base kit is good enough that he is fully functional right out the gate. With minimal investment, he can have an excellent Player Phase specialist build.
Weaknesses
Anti-Cavalry Weapons
One of the downsides to being a cavalry unit is that it comes with a weakness to anti-cavalry weapons; while these weapons are a bit less prevalent than they used to be, their presence can completely shut down Brave Roy.
Trenches
While trenches are a non-issue with an Enemy Phase build, they can present a fairly significant hindrance for a Player Phase build, as Brave Roy needs to be able to fully abuse his mobility to engage enemy teams.
Team Options
Counters
-
Strong Blues: Brave Roy has enough bulk to survive a single hit from most enemies, but not if they’re blue and have the benefit of color advantage; units like Reinhardt, Nowi, Fallen Hardin, and Ephraim can make short work of him.
-
Blue Physical Tanks: Brave Roy generally doesn’t need a Special to take out a lot of non-blue enemies, but lacking a damage Special means he is completely helpless against units like Lukas, Gwendolyn, Shiro, and Corrin (F).
-
-
Anti-Cavalry Weapons: As a cavalry unit, Brave Roy is completely obliterated by units wielding anti-cavalry weapons like Gray, Caeda, Effie, and Micaiah.
-
Debuffers: Like most units, Brave Roy can be rendered ineffective if hit by enough debuffs; units like Lute, Arvis, and Spring Catria are all capable of this.
- Panic Ploy: While not overtly debuffing, units landing the Panic status effect on Brave Roy can cause similar havoc, particularly if he is being supported by cavalry buffs. Common users include Zelgius, Ephraim, and Fae.
![]() |
Blazing Durandal | A | Fury 3 |
|---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Galeforce | C | Hone Cavalry |
| S | Quickened Pulse | ||
With a Hone Cav. buff, Quickened Pulse and his Durandals effect Roy procs Galeforce on almost every single encounter that he doesn't straight up one shots. Surprisingly his -Def IV is actually helpful, making him take slightly more damage and thus getting him into Desperation range faster, in which he becomes unstoppable. Fury is used as a stat padder and to further decrease his health to Desperation range.
![]() |
Blazing Durandal | A | Fury 3 |
|---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Galeforce | C | Hone Cavalry |
| S | Brash Assault 3 | ||
When the Brave heroes were first introduced, I immediately picked Roy. Roy is my favorite character of all time. Evidently, Roy does not have any boons or banes. I thought since he is so well-rounded, might as well give him Fury 3 and summoner support him.
Furthermore, I decided to keep desperation, add Hone Cavalry and equip Brash Assualt 3 seal. My friends ask me all the time, “Pendu, why would you do that?” The reason is that I believe with Desperation 3 and Brash Assault 3 Roy will be guaranteed a second attack without taking damage. It worked pretty well for me so far.
Galeforce is a big help to Roy. He can initiate with full HP get into the Desperation or even the Brash Assault Threshold and either get out of harms way or keep attacking. If being attacked does not put you into Desp and BA threshold, then Fury will help you.
![]() |
Blazing Durandal | A | Swift Sparrow 2 |
|---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Galeforce | C | Hone Cavalry |
| S | Quickened Pulse | ||
Preferred IV spread: +Atk or +Spd / -Res
This set can be utilized in many aspects of the game. From the arena to chain battles, where the QP seal comes especially handy. It focuses primarily on Roy's splendid offensive spread as well as Blazing Durandal's amazing inbuilt Heavy Blade effect, which additionally also works well with the secondary atk+3 inbuilt effect.
Ultimately, an attack boon and resistance bane are preferred. The former is there to ensure the HB inbuilt effect taking place, next to the simple reason of dealing more damage. The latter is reasonable because Roy is meant to be a PP-focused unit, meaning that his resistance stat wouldn't be of much importance.
He is best run in a cavalry team, under a mandatory hone cavalry and a desirable fortify cavalry buff. Swift Sparrow is there to increase the damage dealt and to ensure doubling. Fury can be taken as a budget option, but as Roy is PP-based, it would mean 1 less attack and speed stat, which are the most essential, alongside Fury bringing the chip damage at the end of combat. Chip damage itself is not necessary bad, as it allows Roy to reach the Desperation range quicker, but in most match-ups, the quickness of HP drop is redundant.
QP is an excellent seal that allows Roy to hit ranged units when starting the battle and activate Galeforce upon doubling as well, not requiring to take a hit in return in order to activate the special. It also comes handy at chain battles, due to its presence ensuring the Galeforce activation, as long as he is capable of doubling the opponent and has a higher attack stat, which is usually the case under the effect of hone cavalry and SS on the PP.
Desperation allows hit-and-run or take-two-down tactics to be put into place without him taking any damage, should his HP be below 75% already. The hit-and-run tactic in specific works really well due to cavalry units being able to move 3 spaces, which results in him many times being able to move to safety after defeating the enemy, all while not taking any retaliation damage.
With his potential being best utilized in a cavalry team, he can contribute back with any cavalry emblem buff skill in his C slot. Looking at a pure PP-oriented cavalry team, he can pack hone cavalry to increase the devastating power of its allies.
He coordinates well with units such as Reinhardt, Brave Lyn and Elise. All can be utilized on the offensive, all while Elise also has the healing potential. With two units in the team packing hone and two fortify, or simply three hone and one fortify, Roy can find his place in such cavalry team composition extremely fitting.
![]() |
Blazing Durandal | A | Swift Sparrow 2 |
|---|---|---|---|
![]() |
Reposition | B | Desperation 3 |
![]() |
Galeforce | C | Atk Smoke 3 |
| S | Speed +3 | ||
This Brave Roy build is slightly tailored to fit on a mixed movement, Heavy Blade Tactic theme team with my Ephraim's build: [Flames of Restoration].
This build's name is: [Trailblazing with Second Winds]
He will be assuming a +10 merge with +Spd -Res as his ideal IVs. After equipping Blazing Durandal and the SS, his stats are:
42 HP/55 Atk (59 when initiating)/44 Spd (48 when initiating)/30 Def/25 Res.
The reasoning for his IVs is because I prioritize having Roy get a follow-up during his first bout to proc a guaranteed Galeforce; thus having more speed is more important. While Attack is generally Roy's most important boon, thanks to having built-in Heavy Blade to his Blazing Durandal, I have Myrrh's Atk Tactic, and possibly Genny's Atk Ploy SS to more than make up for an extra 3 attack from an Attack boon.
(Refer to my other Tactic team members' builds; Genny: [Wrathful Sheep on Fire], and Myrrh: [I'm a Great Dragon so I can Breathe Great Flames!... You Don't Need to Pet Me])
While I would normally vouch and praise for Brazen Atk/Spd for a multitude of Desperation and Brash Assault units, I feel like Roy's role is relegated to activating Galeforce after his first round of combat for both the extra mobility in retreating, or the chance to attack once more. After he falls below 75% HP, he will never activate Galeforce after just one round of combat; and if he is in the awkward spot of being just shy of 75% HP, then he better have enough bulk to stomach another hit for a Galeforce proc. And like I mentioned before, being able to double before he enters Desperation range (and thus before Brazen Atk/Spd range) allows him to eat a counter before following up, and proccing Galeforce.
Therefore, Roy's A slot choices are relegated to skills that give consistent stat buffs regardless of HP thresholds. The ones that came to mind were Life & Death, Darting Blow, Fury, and Swift Sparrow.
With my reasoning in the section above, I couldn't give Roy access to Ardent Sacrifice lest he gives up the opportunity for turn/bout 1 Galeforce; thus Life & Death cripples Roy's defenses and makes it difficult to safely fall into Desperation range.
Darting Blow gives the best shot at doubling out of all the aforementioned possibilities, and while I did mention that being able to double is key, we can't completely ignore the Heavy Blade effect.
Fury is probably Roy's best option at falling into Desperation range due to the after combat damage, and gives a respectable all-around boost to his stats.
Personally, I found Swift Sparrow to be the best middle ground. While it doesn't have the after combat damaging effect to help gently fall into Desperation Range, his bulk isn't compromised either, so getting below 75% HP safely, isn't going to be a major concern for him. Having the extra +1 Attack and Speed is also very crucial for a Heavy Blade user like Roy.
Atk Smoke is his C slot of choice, and you may be asking "Well, why not opt run another Tactic skill?" I felt that it simply wasn't Roy's role to be a supporter that moves after someone else. I didn't want him to be copping Siegbert's style, and because he is the vanguard for my mixed movement team. Everyone else on the team (Genny, Ephraim, and Myrrh) would prefer to mitigate damage so as not to die and/or fall out of their HP thresholds, and so having the enemy suffer a -7 attack debuff before anyone else enters combat, is major plus. Not to mention, that I don't need multiple users of the same Tactic skill (since if you've been paying attention to my other team members, and their skills, you'll find that I have Def Tactic on Ephraim and Atk Tactic on Myrrh).
I also opted out of Spd Smoke since none of the other team members are particularly concerned with the speed stat (Genny will be fine with Speed Ploy and especially once she's in Vantage range). Roy can also opt for the Brash Assault SS instead of the Speed +3 SS if the extra stat isn't necessary. BA can help his Desperation game out, and overall nullify the need for a speed debuff that he provides himself.
Thanks for reading!
![]() |
Blazing Durandal | A | Steady Blow 2 |
|---|---|---|---|
![]() |
Draw Back | B | Desperation 3 |
![]() |
Galeforce | C | Ward Cavalry |
| S | Brash Assault 3 | ||
Because he is -spd, I really don't like how he gets double by basically everything, even if he is the attacker. If I got a better IVs Brave Roy, I would obviously build him. Desperation+Brash Assault does make him be a whole lot better.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Night SkyBoosts damage dealt by 50%.
Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
AstraBoosts damage dealt by 150%.
Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 4 |
GaleforceIf unit initiates combat, grants unit another action after combat. (Once per turn.)Unlocks at 5 ★ Inheritable by Sword, Lance, and Axe users only.
|
500 | 5 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Inheritable by all units.
|
50 | B |
| Inheritable by all units.
|
100 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | B |
Other Info
| Origin |
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes