Tier Rating
Analysis by Adonyx
Fallen Robin (M) - Fell Reincarnation

5

Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
174
HP 48
ATK 40
SPD 24
DEF 35
RES 27
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 23 9 6 8 4
Middle 24 10 7 9 5
High 25 11 8 10 6

Level 40 Stat Variations
5★
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.
HPATKSPDDEFRES

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.

  • +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.

    • 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)
Recommended
Expiration A Steady Breath
Alternate: Fury 3
Swap B Bold Fighter 3
Aether
Alternate: Bonfire
C Armor March 3
SP2,055SQuick Riposte 3

Show Explanation/Analysis
  • 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)
Expiration A Atk/Def Bond 3
Alternate: Fury 3
Swap B Vengeful Fighter 3
Aether
Alternate: Ignis
C Ward Dragons
SP1,895SDistant Def 3

Show Explanation/Analysis
  • 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
  • Armors: Armored units like Zelgius, Fallen Hardin, and Halloween Jakob can all provide access to powerful armor-specific buffs like Armor March, Hone Armor, and Ward Armor.
  • Dragons: Units such as Tiki (Young), Ninian, Nowi, and Myrrh can also provide access to powerful buffs like Hone Dragons or Fortify Dragons. Ninian and Myrrh are particularly good allies, as the former can Dance while the latter can provide Guidance support (helps mitigate one of Fallen Robin’s biggest weaknesses, his mobility).
  • Buffers: Buffers like Delthea, Sanaki, and Marth can all provide powerful stat boosts thanks to their unique weapons (may require refining). Fallen Robin makes great use of pretty much every single buff.
  • Refreshers: Refreshers such as Olivia, Ninian, Performing Azura, and New Year Azura can all greatly boost Fallen Robin’s versatility, particularly if he is running the mixed phase build. Ninian, Performing Azura, and New Year Azura are all particularly good options due to dragon buffs, buffing while singing, and ability to provide Guidance support, respectively.
  • Strong Blues: Units like Nowi, Effie, Reinhardt, and Ephraim can all handle the reds that can cause Fallen Robin issues.
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.
Weapon Skills
Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Flametongue
Only inheritable by Dragon units.
200 1 11
ExpirationIf attacked, unit can counterattack regardless of foe's range. If foe's Range = 2, damage calculated using the lower of foe's Def or Res
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
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
Vengeful Fighter 1If unit's HP ≥ 90% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
60
B
Vengeful Fighter 2If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants Special cooldown charge +1 per attack. (Does not stack.)
Only inheritable by armor units.
120
B
Vengeful Fighter 3If unit's HP ≥ 50% and foe initiates combat, unit makes a guaranteed follow-up attack. Grants special cooldown charge 1+ per attack. (Does not stack.)
Unlocks at 5 ★
Only inheritable by armor units.
240
B
Spur Def 1Grants adjacent allies Def+2 during combat.
Inheritable by all units.
50
C
Spur Def 2Grants adjacent allies Def+3 during combat.
Inheritable by all units.
100
C
Ward DragonsGrants dragon allies within 2 spaces Def/Res+4 during combat.
Unlocks at 5 ★
Only inheritable by Dragon units.
200
C
Other Info
Origin
Fire Emblem: Awakening

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