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.
-
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.
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- -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 | Steady Breath |
|---|---|---|---|
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Swap | B | Bold Fighter 3 |
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Aether | C | Ward Dragons |
| S | Armored Boots | ||
I actually got a +atk -hp Fallen Robin which is awesome. There are 2 roles I'd like him to play on a dragon team: the first is to keep up with the other dragons, hence Armored Boots seal, and the second is to be extremely dangerous to fight all the time, hence Steady Breath when baiting with Bold Fighter on player phase. Aether is great to have in order to possibly keep Armored Boots activated, and having a healer with Fallen Robin will help greatly to keep Armored Boots effect going after he faced an enemy. He's highly versatile as a unit who I don't want to face a +10 version of for sure.
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Expiration | A | Svalinn Shield |
|---|---|---|---|
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Reciprocal Aid | B | Vengeful Fighter 3 |
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Aether | C | Armor March 3 |
| S | Distant Def 3 | ||
I have this Enemy Phase build set on my Neutral IV Grima, though the +Atk boon -HP bane works ideally. Calling this build 'Come at me bro', for obvious reasons. Grima is already a massive tank, and one that can match up against most meta units. Usually people are running armor builds in arena and tempest trials, and I know running into a Micaiah is everyone's worst fear unless you make a unit strictly to beat her. This build doubles as an anti-Micaiah build, running Svalinn Shield to get rid of Thani, Wing Sword, and anti-armor weapons. Been a lifesaver on many instances, as I originally ran Brazen Atk/Def3 or Brazen Def/Res3 if you already have a solution to Anti-armor units. Vengeful Fighter 3 is perfect for charging up Aether and healing yourself right back up to stay above 50% health, but Ignis will work well too if on budget. I like using Armor March 3, as I have him paired up with Hardin(with Ward Armor) for ally support, which boosts his stats even further. That being said, C slot is flexible as it can suit your needs in case you want to use Armored Boots for an S slot, though it does take away your S slot option for a better seal. For S slot I choose Distant Def3, to make him even tankier, though you can use an attack priority seal or CloseDef3 to have a similar effect to make his EnemyPhase even stronger.
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Expiration | A | Fury 3 |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Ignis | C | Savage Blow 3 |
| S | Threaten Spd 1 | ||
Normally I have the worst luck with summons, so I tried to keep my build within... attainable skill reach? I'll keep this brief, since most of the skills I've chosen have been continuously explained prior to this.
Fury/Life and Death:
So I am currently on the border with these two. Given how my Grima/Robin is, he has a High Res and a Low Speed, so I'd try to figure out how to fiddle my way around this. Fury raises both spots, allowing his speed to reach the Average amount while raising everything else and have a 6 dmg. kickback to it. Life and Death would be able to raise his (already monstrous) Attack and lacking Speed while lowering Defense. Both have their goods and bad's, so it depends. I lean towards Fury, however, since every stat is actually raised and the damage taken from it may not be too worrisome, provided that if he was to be attacked, his heightened Def. and Res. can protect him. I am going off of assumptions, though.
Savage Blow:
With how Grima Robin is capable of attacking from any distance, this allows him to whittle away at enemies for the rest of the team to strike.
Threaten Speed:
It may be futile to use this, but given that I am trying to balance him out or something along those lines, I thought that by pairing this with either Fury or Life and Death, he would be able to turn the tables on a few enemies. I am unsure if this will work, but for now, I am keeping it.
On a side note: At the moment, I do have him on a team with Winter Robin (with his Armor March 3), LA Eliwood (With his Goad Armor), and a Gravity/Physic+ Genny, and so far things are working out pretty well... strangely enough. At least, I believe so!
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Expiration | A | Steady Breath |
|---|---|---|---|
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Pivot | B | Bold Fighter 3 |
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Aether | C | Threaten Atk 3 |
| S | Quick Riposte 3 | ||
I'm sure I'm not the first to say it, but an armored dragon is a unique and cool thing, and Grima's massive attack is the icing on the cake. Not NAMING him Grima or using the Female Robin like they've done everywhere else feels like missed opportunities, though...
Expiration: There is simply no substitute for this weapon. It's a mix of Great Flame minus the Atk boost (which Grima doesn't really need) and Lightning Breath+ without the charge drawback. Anything two spaces away is going to get rocked by Grima's sky-high Atk stat, and built-in Distant Counter means units are 1 range aren't safe either. Simply pick an enemy that can't retaliate or can't hit back very hard, and watch Grima rip apart his newest victim.
Pivot / Swap: As an armored unit, Grima can't move very far on his own. This allows him to jump around with his ally units to get around the map, sometimes to places you'd never expect (especially if partnered with a flier!).
Aether: While not as devastating as the default Bonfire or unlockable Ignis, Aether's defense drop should not be underestimated; this combined with Grima's incredible Atk is still enough to oneshot almost every unit in the game. 75% of that damage is a full heal in most cases, keeping Grima healthy and his HP-reliant skills available.
Steady Breath: While Warding Breath seems like the logical choice to patch up Grima's Res, ranged units are going to suffer the full wrath of Expiration, so melee enemies targeting Def are a more pressing threat. The real reason for using a Breath skill, however, is the faster cooldown charge during the enemy's turn, making Aether as spammable as possible (usable every 4 attacks as opposed to 6).
Bold Fighter 3: The opposite of the default Vengeful Fighter, Bold Fighter gives Grima a guaranteed follow-up attack when he initiates combat instead of the other way around, letting him double without worrying about Spd. The cooldown reduction from each attack is also great.
Threaten Atk 3: Any enemy within two spaces of Grima suffers -5 Atk, increasing his own tankiness. This is also helpful to allies since Grima will always be around them to abuse Pivot/Swap, reducing the damage they take if the enemy has to go adjacent to them.
Quick Riposte 3: This skill allowing double-attacks on enemy phases regardless of Spd, combined with Steady Breath giving cooldown charge, essentially creates a Vengeful Fighter 3 with a Def bonus.
The combination of Bold Fighter 3, pseudo-Vengeful Fighter 3 and Expiration lets Grima double-attack and accelerate his Aether charge off of any enemy during both phases, so ideally every fourth attack will destroy the target and heal him back to full, letting him continue spamming the Fighter skills; rinse and repeat until all enemies are destroyed. And while the combo of Steady Breath and Threaten Atk 3 won't be enough to stop a well-built Falchion-user, if can still give Grima some surprising bulk against Red units not wielding anti-Dragon or anti-Armor weaponry.
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Expiration | A | Close Def 3 |
|---|---|---|---|
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Pivot | B | Vengeful Fighter 3 |
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Aether | C | Armor March 3 |
| S | Distant Def 3 | ||
This build aims to capitalize on FH Robin's immense attack and respectable physical bulk, while also patching up his resistance.
With this set, FH Robin will gain 41 defense and 33 resistance whenever he is attacked, making him extremely tough to kill. Paired with his obscene base attack, Expiration's ability to target the lower defensive stat of ranged units, and Vengeful Fighter's built-in Quick Riposte, he becomes an almost unstoppable force of destruction, able to effectively kill most everything, including some TA Red units.
Aether just becomes icing on the cake at this point, as FH Robin will rarely, if ever, fall below the 50% HP threshold required for Vengeful Fighter, but if he does, then Aether will recover an incredible amount of HP and bring him back to almost full health.
P.S: the seal and a slot skill are obviously interchangeable.
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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