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 | Swift Sparrow 2 |
|---|---|---|---|
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Pivot | B | Desperation 3 |
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Galeforce | C | Atk Smoke 3 |
| S | Speed +1 | ||
*Stats shown with IVs, Speed Sacred Seal, and Weapon*
Optimal IVs: +Spd (+Atk) / -Res
Weapon: Blazing Durandal
Assist: Pivot / Reposition / Swap
Special: Galeforce
A-Slot: Swift Sparrow / Fury
B-Slot: Desperation
C-Slot: Attack Smoke / Savage Blow
Sacred Seal: Speed +1 / Attack +1 / Quickened-Pulse
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Blazing Durandal | A | Steady Blow 2 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Galeforce | C | Hone Cavalry |
| S | Quickened Pulse | ||
Nature: N/A (got mine neutral when it first came out) but +attack or +speed/ -hp or -res
Weapon: Blazing Durandal
Assist: Draw Back/ Reposition / Swap
Special: Galeforce
Passive A: Steady Blow 2
Passive B: Desperation (budget: Vantage)
Passive C: Hone Cavalry / Hone Spd / varies on team
Sacred Seal: Quickened Pulse
This build is a pretty standard one, but I personalized for my needs. Mine is neutral since i got Brave Roy when the CYL first came.
Blazing Durandal as you guys know grants Roy attack +3. Basically Heavy Blade built in. This is where Quickened Pulse comes into play. Quickened Pulse takes -1 cool down charge at the start of battle, so Roy can get Galeforce up quickly. And with a dancer on your team (mine is Ninian) Roy can get Galeforce up if he attacks twice in one turn, or hits once, gets danced, and attacks again.
Steady Blow 2 helps Roy boost speed and defense, so if the opponent can counter attack, let's use Ike for example, say Roy attacks Ike. Ike has Ragnell and attacks back. Because of Steady Blow, Roy's defense is increased, allowing him to take more hits this way. And with speed boosted, he can make a follow up attack.
Desperation will help if Roy's on low HP. He can make a follow up attack on his turn, and if he has Galeforce, he can use it to either retreat, or get another attack up. My Ninian was extremely useful in these situations, as she has Wings of Mercy 3 and Dance, so she can teleport to him and Dance again. This situation has gotten me many wins in arena and it continues to prevail.
Finally, Hone Cavalry can be used if you have a horse emblem team. Hone Spd can work as well. I don't have a horse emblem team so I use Hone Spd. But leave comments and I'd love to hear what you think! :)
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Blazing Durandal | A | Swift Sparrow 2 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Galeforce | C | Fortify Cavalry |
This is a build for neutral IV Roy that i use,
You can switch Galeforce for Aether to use for healing and dealing damage, you also can use Dragon fang or Dragon gaze if you want. You also can switch Swift Sparrow for Death Blow if you don't have Swift Sparrow
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Blazing Durandal | A | Life and Death 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Desperation 3 |
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Moonbow | C | Goad Cavalry |
With this new stats on Roy and Blazing Durandal, we can give him life and death to make his stats go above and beyond.
Life & Death: Makes him hit like a truck at the speed of a race car.
Desperation: Thanks to his high speed value he can double anyone so this is great to never let enemies counterattack.
Goad Cavalry: You can put anything here really, but it is recommended to have him on a horse emblem team to make him reach godly stats.
Ardent Sacrifice: helps trigger Desperation.
Moonbow: Moonbow every second attack is now a thing thanks to Blazing Durandal. Can be replaced by Galeforce if you want to, but it will probably take 2 or 3 attacks to charge.
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Blazing Durandal | A | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Dragon Fang | C | Hone Atk 3 |
This is a fairly inexpensive build, with the only high-cost item being Life and Death 3. If L&D3 is unavailable to you, Fury 3 can work as well. L&D3 builds on Roy's already great Atk at makes it even better, which is great with his Blazing Durandal's Heavy Blade attribute. In addition, the speed boost provided synergizes great with Desperation 3, which is a great skill in his base kit. The C skill is flexible, you can give Roy whatever your team needs.
Blazing Durandal is the weapon of choice for Roy, as it has a built-in Heavy Blade (great with L&D3) and effectively has 19 Mt (16 Mt plus the Atk +3 the weapon has.
Dragon Fang is used as a special because it capitalizes on Roy's great Atk, and the Heavy Blade makes the 4-charge fairly quick. Dragon Gaze can be used as well, but if you do not have a unit with the skill, Galeforce is an equally good option.
The support skill is flexible as well, but Reposition is generally good with mobile units (Calvary and Fliers).
With this build, Roy will be dealing extreme damage, and with a +Atk natured Roy, his Atk can get as high as 59, coupled with decent speed in the high 30s, with the trade-off of having only 21 and 19 DEF and RES respectively (not counting boons/banes).
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