Overall Rating
Analysis by CatDisc
Gray - Wry Comrade


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 43
ATK 35
SPD 32
DEF 30
RES 22
Stat Variations
Level 1 Stat Variation
Low 16 6 5 5 2
Middle 17 7 6 6 3
High 18 8 7 7 4

Level 40 Stat Variations
Low 40 32 29 27 19
Middle 43 35 32 30 22
High 46 38 35 33 26
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.

Like other swordsmen, Gray excels with both +ATK and +SPD boons, as they amplify his damage on initiation and his ability to double or even quad other units. It should be known that Death Blow/Fire Boost builds tend to work better with a +ATK boon and Life and Death builds require a +SPD boon for Gray to quad or activate Windsweep.

For banes, Gray's most throw away stat is RES. His other defensive stats are surprisingly high, making them valuable for dueling other melee units. Because of his low RES, Gray usually wants to stay away from mages regardless of his nature.

Skill Sets
Come At Me, Fools!
Brave Sword+ A Fire Boost 3
Reposition B Drag Back
Bonfire C Threaten Def 3

Show Explanation/Analysis
  • Preferred Nature: +ATK/-RES
  • Weapon: Brave Sword+
  • Support Skill: Reposition / Movement Assist
  • Special: Bonfire / Luna
  • A Slot: Fire Boost 3 / Death Blow 3
  • B Slot: Drag Back / Swordbreaker 3
  • C Slot: Threaten Def 3 / Varies On Team
  • Sacred Seal: Attack +1

Because of Gray's above average ATK, running a similar Brave Sword+ build from Chrom works out quite well for the Wry Comrade. Inheriting a Brave Sword+, while expensive, can cause Gray's initiation damage to skyrocket, especially when paired with either Fire Boost or Death Blow both giving +6 ATK. Thanks to Gray's fairly large health pool, Gray can utilize Fire Boost 3 to gain +6 ATK on Enemy Phase as well as Player Phase. If not available, Death Blow 3 works just as well, abandoning the HP requirement, but the ATK buff only activates on Player Phase.

For supports, Gray can use almost any of the movement skills, but Reposition is recommended thanks to its flexibility as an offensive and a defensive tool. While not the highest, Gray's DEF is respectable enough to warrant a Special like Bonfire, but can also run Luna if you're having trouble dealing with tankier opponents.

Gray's B skill, like other Brave/DB users, is Drag Back as it not only retreats Gray one space after attacking, but also drags the opponent back one space as well. So even if Gray can't secure the kill by himself, he can position the enemy closer to your team for a follow-up attack. Finally for his C skill, Gray should be equipped with whatever his team needs, but can usually resort to Threaten Def 3 to soften up any opponents he might have a problem killing.

Who Doesn't Love A Strong Man?
Zanbato+ A Fury 3
Reposition B Vantage 3
Bonfire C Threaten Def 3

Show Explanation/Analysis
  • Preferred Nature: +ATK/-RES or +SPD/-RES
  • Weapon: Zanbato+
  • Support Skill: Reposition / Movement Assist
  • Special: Bonfire / Luna
  • A Slot: Fury 3
  • B Slot: Vantage
  • C Slot: Threaten Def 3 / Varies On Team
  • Sacred Seal: Attack +1

If you're looking for a more traditional swordsman, Gray's well balanced stats lend themselves nicely to a more standard build. His base weapon, Zanbato+, deals bonus damage to cavalry units. While this doesn't seem too standout, it has a base MT of 14, only one less than a Silver Sword+ without inheritance. 

Special and support skills stay the same from build to build. Reposition is a great tool for offense or defense and Bonfire draws from Gray's solid DEF stat.

For A, B, and C skills, Gray can function very well with basic, easy to get skills in the form of Fury and Vantage. Fury not only gives Gray's great stats an extra boost, it also helps drop Gray into Vantage range. Because of his decent HP and SPD, it is unlikely for Gray to get one shot by a melee unit, making it even easier to drop below 75%. This makes it difficult for melee opponents to safely kill Gray as in order to do so they have to kill him in one shot. As previously stated, Gray should equip Threaten Def 3 to soften up any opponents he might have a problem killing.



  • Good offensive spread with a notable ATK stat
  • Solid defense for dueling other melee units
  • Capable of dealing massive damage with a Brave Sword+


  • Low resistance means he has trouble dealing with mages
  • Outclassed by other red swordsman with access to legendary weapons
  • Fights for a contested team spot

Hailing from the continent of Valentia, Gray is a swordsman gifted with amazing offensive stats and unique skills that differentiate him from the ever increasing pool of red units. He sports a high base ATK at 35 and a solid SPD stat at 32, ensuring that his damage output will not go unnoticed and is capable of ORKO'ing many other units with a proper build. While powerful, Gray still has his fair share of weaknesses. Often times his low RES can lead to his death even with his fairly large HP pool and can outclassed by other powerful red lords with access to better weapons or a better stat spread. 


Great ATK stat

  • Gray has a surprisingly high base ATK at 35, netting early KOs on initiation against many non-blue units.

Solid physical bulk

  • Sporting a base 43 HP, 32 SPD, and 30 DEF, Gray has the ability to take physical hits fairly well and avoid getting doubled with proper buffs

Synergy with offensive skills

  • Gray's impressive ATK combined with skills like Life and Death 3, Death Blow 3, and Fire Boost 3 can kill many Heroes on initiation, regardless of color.

Lack of identity within current meta

  • Gray's only niche, a powerful Brave Sword+ initiator, isn't that common within Arena; his lack of flexibility makes it difficult to rationalize a team spot for him

Low RES:

  • At only 22 RES, Gray is incredibly vulnerable to offensive tome users of any color, especially with the current meta mages all focusing on their offensive capability.
Team Options

Gray performs best with teammates that can clear out potential blue threats that can shrug off his damage and kill him the following turn. Ranged blue mages and powerful archers can cause plenty of headache for Gray, forcing him to play incredibly safe and reactive. Having proper DEF and RES tanks to absorb incoming damage is key for finding success on Gray.

  • Azura, Olivia, and Ninian - dancers that enable Gray to make riskier engages by offering him another turn of combat or running away
  • Fae - green dragon with a giant RES stat that can take care of mages like Reinhardt, Olwen, and Linde
  • Julia, Nino, Soren, and Spring Camilla - ranged green mages that can often burst down pesky blue threats that interfere with Gray's combat
  • Nowi, Hector, and Effie - bulky frontline units that can keep Gray out of danger
  • Eirika and Ephraim - both wielding legendary weapons that act as Hone Atk 2, incredibly useful buffers that can increase Gray's devastating offensive power

Like many other red swordsman, Gray struggles against tome users and dragons due to his pitifully low RES. Even with his fairly high HP and SPD, Gray cannot deal with blue units that are either faster than him or tanky enough to withstand his hits.

  • Female Corrin, Nowi, and Ninian - tanky blue dragons that are usually equipped with Triangle Adept
  • Linde, Spring Lucina, Delthea, and Mae - incredibly powerful blue mages that can all outspeed and ORKO red units
  • Male Robin - a bulky blue mage that often includes Triangle Adept 3 and Swordbreaker 3 in his build
  • Reinhardt and Olwen - calvary units that possess a blue Brave tome in the form of Dire Thunder
  • Sanaki, Lilina, and Sophia - strong red mages that often carry Swordbreaker 3
  • Tharja, Nino, and other Blade tome users - the Hone and Spur buffs that they stack can tear through Gray's RES
  • Effie, Ephraim, and Lukas - incredibly defensive blue units that can easily destroy physical red units
Weapon Skills
Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
ZanbatoEffective against cavalry units.
Only Inheritable by Sword Units.
200 1 10
Zanbato+Effective Against Cavalry Units
Learns by default at 5 ★
Only Inheritable by Sword Units.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Support Skills
Support Skills Rng. SP
SwapSwap places with an adjacent ally. 1 150
Passive Skills
Passive Skills SP Slot
Wind Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.
Inheritable by all units.
Wind Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.
Inheritable by all units.
Wind Boost 3If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat.
Unlocks at 5 ★
Inheritable by all units.
Sword Valor 1If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)
Only Inheritable by Sword Units.
Sword Valor 2If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)
Only Inheritable by Sword Units.
Sword Valor 3If unit survives, all sword users on team get 2x SP, (if similar skill effects also used, only highest multiplier applied.)
Unlocks at 5 ★
Only Inheritable by Sword Units.
Other Info
Fire Emblem Echoes

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