Table of Contents
- Default
- Attack
- Special
- Injured
| Fallen Robin (M) - Fell Reincarnation |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 23 | 9 | 6 | 8 | 4 |
| Middle | 24 | 10 | 7 | 9 | 5 |
| High | 25 | 11 | 8 | 10 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 45 | 37 | 21 | 32 | 23 |
| Middle | 48 | 40 | 24 | 35 | 27 |
| High | 51 | 44 | 27 | 38 | 30 |
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: This is by far Fallen Robin’s best boon. Not only is his Attack monstrously high (tied for the highest in the game), but it even has a superboon (+4 to the stat!); he has the highest base Attack in the game with the superboon! Combine this with the adaptive damage trait of dragon breath weapons (targeting the lower of a ranged foe’s Defense or Resistance), and Fallen Robin will hit incredibly hard. It even pushes his BST from the 170-174 bin into the 175-179 bin, resulting in him scoring better in Arena.
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+DEF: This is also a decent boon, as it will further increase Fallen Robin’s impressive physical bulk; it works even better in armor or dragon teams, where Fallen Robin receive layers of buffs (such as Ward Armor) to turn him into a wall of a unit.
Neutral
-
RES: Fallen Robin's Resistance is best kept at neutral; as a Distant Counter unit, Fallen Robin is capable of handling a massive variety of units (including mages). His low Speed makes lowering Resistance a bad idea because it penalizes him more when he gets doubled, on top of Resistance being a superbane (-4 to the stat).
Banes
-
-SPD: A Speed bane is going to be optimal most of the time because Speed is easily Fallen Robin’s worst stat; taking a bane will not significantly affect the majority of his matchups.
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The exception is if running Fallen Robin in a team with access to a large number of buffs like Hone Armor, Hone Dragons, or Goad Armor. If stacking Speed buffs in this way, then a +SPD boon can be very powerful for mitigating a lot of damage by avoiding doubles.
-
- -HP: This is also a safe bane to take; while it damages Fallen Robin’s bulk a bit, it damages it less than a -DEF or -RES bane due to him getting doubled very often. Keep in mind that it does make him a slightly worse user of Panic Ploy.
Skill Sets
Breath of Ruin (Mixed Phase)
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Expiration | A | Steady Breath Alternate: Fury 3 |
|---|---|---|---|
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Swap | B | Bold Fighter 3 |
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Aether Alternate: Bonfire |
C | Armor March 3 |
| SP | 2,055 | S | Quick Riposte 3 |
- Preferred IV: +ATK or +SPD / -SPD or -HP
- Weapon: Expiration
- Assist: Swap
- Special: Aether / Bonfire
- Passive A: Steady Breath / Warding Breath / Atk/Def Bond / Fury
- Passive B: Bold Fighter
- Passive C: Armor March / Panic Ploy / Flxible
- Sacred Seal: Quick Riposte / Quickened Pulse
As both an armor unit and a dragon, Fallen Robin (M) is capable of utilizing the greatest strengths of both archetypes: adaptive damage from dragon breath weapons (targeting the lower of a ranged foe’s Defense or Resistance), built-in Distant Counter, and Bold Fighter. Add in his ability to receive synergistic buffs from both dragon and armor allies; the result is a unit with incredible power and versatility.
For IVs, the ideal sets are +ATK/-SPD or +SPD/-HP. The former will work in nearly any team composition, while the latter is entirely reliant on receiving powerful Speed buffs like Hone Armor, Hone Dragons, and Goad Armor. The goal is to stack enough Speed to avoid doubles; this is actually feasible despite Fallen Robin’s low base Speed thanks to the power of team buffs.
The choice between Aether and Bonfire depends on the rest of the build. Aether works best when combined with Steady Breath or Warding Breath to minimize the charge time. Bonfire works best with Steady Breath or Warding Breath in a Speed stacking setup, but is otherwise only a better option than Aether if not running Steady Breath or Warding Breath.
Steady Breath or Warding Breath are roughly equal in terms of effectiveness. Steady Breath maximizes Fallen Robin’s excellent physical tankiness, while Warding Breath turns him into a strong mixed tank. Atk/Def Bond and Fury are both options that can boost Fallen Robin’s stats on both Player Phase and Enemy Phase; Atk/Def Bond is preferred due to Fury’s 6 post-combat damage negatively impacting Fallen Robin’s bulk. Keep in mind that Atk/Def Bond can be hard to utilize on Player Phase when attacking with Bold Fighter, which may be a good enough to use Fury regardless.
Bold Fighter is key to this build; combining it with the Quick Riposte seal allows Fallen Robin to have guaranteed doubles on both phases, regardless of Speed. Add in Steady Breath or Warding Breath, and now Robin is able to not only always double, but also enjoy a significant increase in special charge rate (on both phases!). Alternatively, the Quickened Pulse seal allows Fallen Robin to instantly kill a huge number of enemies after getting hit by them once, assuming that he is running Steady Breath or Warding Breath. This allows him to bypass an enemy's Bold Fighter, or almost completely reduce damage from a unit like Ayra or Mia.
Armor March is very important to have for this build. Fallen Robin doesn’t necessarily need to run the skill himself, but having the extra movement is vital to allow him to consistently close gaps in order to engage enemies on Player Phase. Fallen Robin is a decent user of Panic Ploy (but only if he doesn’t have a -HP bane); while he will struggle to land it on the high HP dragon and armor units, he can reliably have more HP than the a lot of most important targets: cavalry, Blade tome mages, and fliers.
Vengeful Dragon (Defensive Tank)
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Expiration | A | Atk/Def Bond 3 Alternate: Fury 3 |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Aether Alternate: Ignis |
C | Ward Dragons |
| SP | 1,895 | S | Distant Def 3 |
- Preferred IV: +ATK or +SPD or +DEF / -SPD or -HP
- Weapon: Expiration
- Assist: Swap
- Special: Aether / Ignis
- Passive A: Atk/Def Bond / Close Def / Distant Def / Fury
- Passive B: Vengeful Fighter
- Passive C: Ward Dragons / Flexible
- Sacred Seal: Distant Def / Close Def / Atk Smoke / Panic Ploy
Another huge benefit that Fallen Robin gains from his status as an armored dragon is access to Vengeful Fighter - in his base kit! This alone gives him an edge over other dragons, as they are forced to rely on the strictly weaker Quick Riposte skill.
For IVs, the main consideration is either to dump Speed with a -SPD bane, or to maximize it with a +SPD boon along with a lot of buff support from the team. For a Speed stacking build, it is best to run Fallen Robin in a team with other dragon or armor units for their powerful buffs (such as Hone Dragons, Hone Armor, and Goad Armor).
Aether works quite well with a Speed stacking build; with Vengeful Fighter, Fallen Robin will get exactly 5 charges in combat where he only gets attacked once, and is able to counterattack twice (assuming the enemy initiated). This allows him to have Aether prepared for immediate activation on his next initiation, maximizing the healing and potentially allowing him to kill the second enemy in a single hit. Ignis is otherwise ideal for a non-Speed stacking build, as getting doubled will allow Fallen Robin to activate it when he is initiated on.
Atk/Def Bond is an excellent skill as it gives a large +5 boost to Fallen Robin’s two most important stats (Attack and Defense). It is also very easy to utilize on an Enemy Phase oriented build like this one, due to more flexibility in positioning. Close Def and Distant Def are both strong options for maximizing Fallen Robin’s tankiness; the choice between the two is mostly up to preference. Finally, Fury is a budget option that will provide a great boost to all of Fallen Robin’s stats; the recoil damage is detrimental, but it is someone mitigated by the fact that Vengeful Fighter has a rather generous HP threshold of 50% compared to the 70% for Quick Riposte.
For seals, Distant Def and Close Def both increase Fallen Robin’s tankiness further; again, the choice between the two is preference (though having at least one Distant Def in the build is very handy to enable Fallen Robin to easily handle both Brave Lyn and Reinhardt while minimizing damage sustained). Atk Smoke is great on Distant Counter units as the debuff can allow them to take on multiple enemies at a time. Finally, Panic Ploy is a decent option to help shut down buffs such as those from cavalry and flier teams or Blade tome mages.
Introduction
As an armored dragon unit, Fallen Robin is truly a force to be reckoned with. He is able to simultaneously enjoy all of the huge benefits of both archetypes: adaptive damage from dragon breath weapons (targeting the lower of a ranged foe’s Defense or Resistance), built-in Distant Counter (minus the Special cooldown penalty from Lightning Breath!), access to both dragon and armor exclusive buffs, massive BST, and the powerful Bold Fighter and Vengeful Fighter skills.
All of these benefits are accompanied by downsides, however. Fallen Robin also suffers from the weaknesses of both dragon and armor units; this means that he is fittingly obliterated by Falchions, Naga/Divine Naga, and all of the various anti-armor weapons. He also suffers from the poor mobility of armor units.
Overall, Fallen Robin is an incredibly powerful unit that is simultaneously very bulky and hits extremely hard. He is flexible enough to fit into many team compositions, but he requires heavy team support to function at maximum efficiency, including needing teammates to keep him safe from anti-dragon and anti-armor units.
Strengths
Armor AND dragon
As an armored dragon, Fallen Robin can enjoy all of the powerful perks of both archetypes.
Insanely strong mixed phase
While armor units like Zelgius can pull off the Steady Breath/Bold Fighter/Quick Riposte seal combo, they are not able to do so with the powerful adaptive damage trait of a dragon’s breath weapon. Fallen Robin is capable of pulling this off, all while having potentially the highest base Attack in the game (thanks to his Attack superboon).
Expiration
Fallen Robin’s unique breath weapon is a powerful variant of Lightning Breath; it sacrifices potential stats from refining but removes the special cooldown penalty entirely.
High BST
Thanks to being an armored unit, Fallen Robin has incredibly high stats overall. He even has a superboon (+4 to the stat) in Attack, which simultaneously pushes his Attack to ludicrously high levels as well as pushing his BST into the 175-179 bin (excellent for Arena scoring).
Excellent base kit
Coming with the powerful Vengeful Fighter skill in his base kit means that Fallen Robin can get a powerful build with minimal investment.
Weaknesses
Anti-armor AND anti-dragon vulnerability
The benefits of being an armored dragon come with a hefty caveat; both anti-armor and anti-dragons will punch a massive hole into Fallen Robin.
Poor mobility
As an armored unit, Fallen Robin has very low movement; this can be mitigated with Armor March (or potentially the Armored Boots seal), but that is sacrificing a skill or Seal slot that could otherwise be used for something else.
Team-support reliant for optimal
While Fallen Robin is quite versatile and can function in pretty much any team, he needs heavy team support to achieve maximum efficiency.
Low Speed
While this isn’t an entirely detrimental part of Fallen Robin (getting doubled allows him to charge specials faster in certain situations), his low Speed causes him to take more damage than he would if he avoided getting doubled. This can be problematic, particularly if he is built with a heavy emphasis on damage (such as the mixed phase build).
Team Options
Counters
- Anti-Dragon Units: Units who fall under this category are capable of obliterating Fallen Robin. In particular, Falchion users such as Alm, Chrom, and Lucina will completely delete him off the map. Julia and Deirdre can potentially handle Fallen Robin as well, but keep in mind that if they can’t kill him in a single hit (or run Watersweep), then they can potentially be killed when he counterattacks.
- Anti-Armor Units: Such units can similarly destroy Fallen Robin thanks to effective damage. Units like Caeda and Tobin have anti-armor weapons in their base kit and can handily beat Fallen Robin.
- Strong Reds: Units like Zelgius, Tiki (Young), Sanaki, and Winter Tharja can all easily overpower Fallen Robin thanks to their own strength as well as color advantage.
- Preventing Counters: Those who are capable of doing this will nullify one of Fallen Robin’s greatest strengths, so Firesweep users such as New Year Camilla and Brave Lyn can safely attack him. Fallen Robin’s low Speed also makes him vulnerable to Watersweep, so a unit like Sanaki, Julia, or Deirdre can easily take advantage of this.
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Expiration | A | Fury 3 |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 2 |
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Sol | C | Ward Dragons |
| S | Heavy Blade 3 | ||
French only, sorry :P :
Pivot permet à Grima de contrecarrer les effets néfastes de la classe cuirassée sur le mouvement, tandis que Sol l'autorise à se soigner tout en attaquant.
Fury 3 (A) augmente drastiquement les statistiques de Grima et par conséquent son potentiel offensif, et le déduit d'un peu de PV en conséquence.
Grâce à sa longue barre de vie, Grima ne voit pas trop mal passer les effets néfastes de ce puissant skill qui fait de lui un monstre au combat.
Vengeful Fighter (B) venant du basekit de Daraen, est conservé afin de l'aider à tanker l'ennemi et accélérer son compteur de skill pour lancer Sol régulièrement.
Fortify Armor/Dragons (C) permet à Grima d'être efficacement intégré à une team Dragon Emblem/Armor Emblem.
Heavy Blade (S) tient profit de l'immense puissance du dragon déchu pour augmenter encore plus sa capacité à lancer des soins avec Sol régulièrement.
Rares sont les ennemis qui l'empêcheront d'utiliser ce sceau extrêmement utile.
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Expiration | A | Warding Breath |
|---|---|---|---|
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Pivot | B | Bold Fighter 3 |
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Aether | C | Odd Atk Wave 3 |
| S | Quick Riposte 3 | ||
This set covers both player and enemy phase of the game. With the ability of the weapon skill, it can counter all enemies from all distances in addition to the follow-up attack that he gets from Bold fighter 3 and Quick Riposte 3.
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Expiration | A | Distant Def 3 |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Ignis | C | Ward Armor |
| S | Distant Def 3 | ||
Another meta unit who I can’t help but to build is Fallen M!Robin (or Grima M!Robin is what I prefer to call him.) His ivs are +res, -hp, which isn’t too bad for ivs cause extra res does help makes use of his DC breath weapon. This build tends to make him a ranged tank.
For his weapon I prefer ot keep expiration. It’s basically lightning breath but without the +1 cooldown and has 16 might. There is no reason why you should replace this breath weapon and even if you did see someone who had the nerve to replace it are most likely dumb. Expiration allows him to deal damage to a range unit’s low def or res. Meaning even if the range unit has high res, they are still screwed cauae Grima M!Robin will he targeting the low def instead.
For the assist skill swap is preferred for increase his mobility. It is one of the best assist skills for armors.
For the A skill I went for distant def. Although it may be weak compared to the breath skills, the thing is that those skills aren’t usually easy to get.
For his B skill vengeful fighter is preferred. Kt is basically a better quick riposte for armors due to it having a better hp condition as well as a cooldown reduction charge.
For his C skill I went for ward armor for some armor team comp.
Overall Grima M!Robin has some scary attack. Making it difficult for non red units to tank him. I know this build might not beimpressive as them whale builds but I am not one of them people. I am only f2p.
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Light Breath+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Rally Spd/Def+ | B | Wary Fighter 3 |
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Aether | C | Def Smoke 3 |
| S | Panic Ploy 3 | ||
An apocalyptic cheerleader build for arena.
Male Fallen Robin is one of the three armored dragons currently in the game. With an atk boon (+atk) being a superboon on him he can become one of the highest scoring units while also being able to cheer on his personal assassin (the bonus unit).
For his weapon your going to want to use Light Breath with either a def or res refine; def builds up his amazing defense, while res gives him better magic/mixed bulk. This breath also allows you to buff your other allies and himself, making it easier to get bonus unit kills.
His assist should either be a double rally or any rally skill you have, this is for maximum scoring potential.
His special can be either be Aether or Blie Flame, both of which are for scoring (dragons can’t run galeforce).
The A skill should be distant counter which will make dealing with ranged units easier. Any breath skill can also be used here if you decide so.
The most important part of this build is having Wary Fighter in the B slot. This ensures that Robin will survive most combat encounters while hopeful dropping the health of the enemie so your bonus unit can steal the kill. (Watch out for the new skill Null Follow Up which nullifies Wary Fighter)
Because the C slot primarily has a pool of support skills just about anything will work depending on your team. I believe that Def Smoke would be a good choice due to all of the Askr units having physical weapons. Some other good choices are armor march, panic ploy, tactic skills, and wave skills.
Finally, there’s the sacred seal slot which is also open to changes. If panic ploy isn’t in the c slot it would work well as a seal for Fallen Robin, he does have the highest HP out of all the current armored dragons. Some other options are tactics, smokes, and armored boots.
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Expiration | A | Svalinn Shield |
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Swap | B | Vengeful Fighter 3 |
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Aether | C | Breath of Life 3 |
| S | Armored Boots | ||
Expiration is a beast weapon and you'd be a fool to replace it with anything else in my opinion. It lets your unit attack no matter what if a foe initiates battle unless of course, your Robin gets KO'd. In which case you do you but I'm sticking to my guns on this one.
Swap, in my opinion, is one of the better mobility helpers in the game. However, depending on your preferences in gameplay, Pivot works just as well. I've also used Shove and Smite before and they work pretty well if you're willing to experiment with what you like, regarding how you want to play that is. All of these work pretty well though. With Smite you'd probably want to put this on another armored unit, like Effie or Amelia, but sometimes it can be problematic. I've pushed my Robin out too far with smite before and before I knew it I was losing the fight b/c I moved my units before thinking. Bottom line, with Swap you can save a unit that might be in some serious trouble. Again, Pivot also works well for mobility but I prefer Swap since I can save any of my units that are in some trouble.
Aether is useful for when Robin is low on health and kicking ass. After Aether is used "combat is resolved as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt." With how high Fallen Robin's attack is, whether he has a bane on it or not, this can prove mighty useful, especially if your Robin has an HP bane. Aether isn't too terribly hard to get but it can cost you some feathers if you're determined to get it. I for one chose to use feathers to upgrade a Chrom to 5* then fodder him to Robin for the precious Aether. I think overall Aether is a very useful special. Ignis is okay, as is Bonfire, but when you're in a pinch this special could mean the difference between a win and a loss.
Svalinn Shield is handy for neutralizing the threat from armor slaying weapons and any units that have an advantage against Fallen Robin, besides triangle bonuses that of course. It's probably also a good idea to keep in mind that a unit that can deal with the Falcion users is imperative. A falchion user can KO your Robin in one hit, and I've never seen it fail in my experience. Tiki (adult) or other high tier dragon units like Myrrh can be a good choice when thinking about getting rid of Falchions. Bottom line here, is that Svalinn Shield eliminates a huge pain in the neck for you by neutralizing the "effective against armored" bonuses on foes.
Vengeful Fighter 3 is an easy choice to make, especially since you don't have to fodder any units for it. If your Robin's HP is greater than 50% and the foe initiates combat, your Robin makes a guaranteed follow-up attack. It also grants a special cooldown charge of +1 per attack, meaning Aether can be used faster whenever this occurs. Unfortunately, that effect doesn't stack but it is nonetheless a powerful thing to have on your side.
Breath of Life is definitely not my first choice for a C but I figured depending on your team composition you could get away with it pretty well. Breath of Life works like this: If your Robin initiates an attack, all adjacent allies recover 7 HP after combat. This alone could mean the difference between a win and a loss. I like this move since it lets Robin act as a stave in a way but he still can pack one hell of a punch. An alternative for your C could probably be Atk Smoke 3 or Atk Tactic. With Atk Smoke 3, after combat, Atk-7 is inflicted on foes within 2 spaces of the target through their next actions. With Atk Tactic 3 your Robin grants Atk+6 to allies within 2 spaces for 1 turn. This is granted only if the number of that ally's movement type on your current team is less than or equal to 2. All of these are great options that probably depend on how you want to play and the composition of your team.
Last, but not least, we have Armored Boots. If your Robin's Hp equals 100 at the start of a turn, he can move 1 extra space on that turn. This is a very useful seal but can be replaced by a few different options like Quick Riposte 3 or Quickened pulse, however they are a lot more expensive and take a god awful amount of time to get your hands on.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only inheritable by Dragon units.
|
50 | 1 | 6 |
| Only inheritable by Dragon units.
|
100 | 1 | 8 |
| Only inheritable by Dragon units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Glowing EmberBoosts damage dealt by 50% of unit's Def.Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
IgnisBoosts damage dealt by 80% of unit's Def.
Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Only inheritable by armor units.
|
60 | B |
| Only inheritable by armor units.
|
120 | B |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | B |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Only inheritable by Dragon units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: Awakening
|
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