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)
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Blazing Durandal | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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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)
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Blazing Durandal | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 Alternate: Desperation 3 |
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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.
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Blazing Durandal | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Desperation 3 |
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Galeforce | C | Hone Cavalry |
| S | Speed +3 | ||
A speedier version of Eliwood that bolsters a higher attack stat as well, Roy can easily abuse his native Galeforce and sweep through a map with dancers along side him or if used in a horse emblem team can allow him to pull back after a fight with Galeforce giving him a second turn.
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Blazing Durandal | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Blazing Thunder | C | Fortify Def 3 |
| S | Attack +3 | ||
You looking for attack? Have the attack! Brave Roy has a massive amount of attack, so, why not feed it more?
You can give him some love through supports and you will end up with 57 attack!
And after that, Blazing Thunder can come into play. Since Roy can double many units already, Blazing Thunder will charge in 2 turns and with this massive amount of attack, you can do up to 170 damage to your foes!
Then there is desperation. Fury and Desperation make it so hard to beat Roy at this point. Hectors won’t stand a chance and Amelias will be oblivirated with these spicy hot attacks. I mentioned Amelia here because I know many red units can have a tough time with her speed and attack. Worry not! This Roy is guaranteed to kill all of these pesky Amelias out there with his Desperation-Fury kind of build.
But let me guess. “Hey, I don’t have any Hinatas to spare!”. Worry not, random stranger! You can use Life and Death too, but that will lower Roy’s chances to make it out alive from an attack. “But I can’t give my precious +3 attack seal to this doofus!” Hardy Bearing could do pretty good too. “Why fortify defense?” It’s just a helper skill along with reposition (To help y’all Reinhardt users against Ninos). Also, that skill is for my team mainly, since I made all of my team characters revolve around each other. You can change the C skill to anything you want.
Have fun using the attack!
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Blazing Durandal | A | Steady Blow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Galeforce | C | Threaten Atk 3 |
| S | Quickened Pulse | ||
Built around getting Galeforce off, as B. Roy already has high enough ATK to proc heavy blade against a decent number of other units, adding in Steady blow allows him to double some units he can't normally, as well as shake off some damage.
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Blazing Durandal | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Galeforce | C | Threaten Spd 3 |
| S | Speed +3 | ||
Even though the build uses a 5* only ability, this build is in my opinion the most optimal build.
With this build, you will be a double hitting killer that can go in, double someone then run away back to safety.
Swift sparrow is a improved version of steady blow giving roy atk and spd helping him kill almost everything w doubles.
Desperation will have roy mowing down units left right and center that will make it just seem unfair.
Threaten speed is to help w getting doubles.
Galeforce stacked w roys built in heavy blade can have him dash in kill and dash out of danger.
Speed +3 to give roy a hefty amount of speed so he can double most units
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Blazing Durandal | A | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Galeforce | C | Threaten Spd 3 |
| S | Attack +1 | ||
Life and Death is the best A-skill on him, since his defences are mediocre at best, and the two skills that really matter to him are ATK and SPD, so more of that is best. Desperation lets him ORKO a lot more units on player phase, threaten speed lets him double more units he otherwise can't.
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