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Hostile Springs Ryoma

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Tier Rating

Analysis by GamePress
Hostile Springs Ryoma - Samurai at Ease

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 40
ATK 35
SPD 36
DEF 28
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 10 9 3 3
Middle 18 11 10 4 4
High 19 12 11 5 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 32 33 25 20
Middle 40 35 36 28 23
High 43 38 39 31 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.
HPATKSPDDEFRES

Assets

  • +SPD: Increasing Ryoma’s Speed allows him to make the most of his strong offenses and flier mobility by allowing him to secure doubles (or quad strikes), particularly with buffs.

  • +ATK: While not quite as good as +SPD, +ATK can be good for Ryoma, particularly if he has access to buff support which can allow him to double most enemies regardless.

Neutral

  • DEF: Ryoma’s physical bulk is a bit better than his magical bulk; while he’s hardly a dedicated tank, his physical bulk is strong enough that he can take a hit if needed, so it’s best to avoid reducing it if possible.

  • HP: Not only does a -HP bane reduce both physical and magical bulk for Ryoma, but it’s also a -4 reduction instead of a typical -3, making it even worse as far as flaws go.

Flaws

  • -RES: Ryoma’s Resistance is his worst stat, and reducing it won’t impact his performance much.

Skill Sets

Burning Hot Springs (Offensive Nuke)

Recommended
Firesweep Lance+ A Atk/Spd Solo 3
Alternate: Heavy Blade 3
Reposition B Hit and Run
Alternate: Chill Spd 3
Moonbow
Alternate: Galeforce
C Hone Fliers
Alternate: Odd Def Wave 3
SP1860SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -RES
  • Weapon: Firesweep Lance+
  • Assist: Reposition
  • Special: Moonbow / Galeforce
  • Passive A: Atk/Spd Solo / Life and Death / Swift Sparrow / Heavy Blade
  • Passive B: Hit and Run / Chill Def / Chill Spd
  • Passive C: Hone Fliers / Odd Def Wave / Flexible
  • Sacred Seal: Heavy Blade / Quickened Pulse

This is a fairly standard offensive set for Ryoma. His offensive statline is nearly identical to that of Cordelia, which means that he can run the exact same sets as her to nearly the same effect. Ryoma’s strong offensive statline makes him very well suited toward a Firesweep set, as it offers him a high level of safety since the only way he’ll ever be counterattacked is if his opponent is using Null C-Disrupt.

The main component of the build involves combining Moonbow with the Heavy Blade Seal, as this allows Ryoma to activate his Special every combat if he can activate Heavy Blade and double his opponent. Alternatively, an aggressive approach involves running Galeforce along with Heavy Blade as an A skill and the Quickened Pulse Seal; this setup relies upon Ryoma getting substantial support from his team, as his base 50 Attack is highly unlikely to be able to activate Heavy Blade with any sort of reliability. The ever increasing stats of newer units means that Ryoma will greatly appreciate heavy team support in the form of both buffs and debuffs on his opponents in order to maximize the chance that his Attack will be higher than his opponents.

Atk/Spd Solo is one of the strongest A skills available, and works perfectly for this setup. If unavailable, then Life and Death and Swift Sparrow are both acceptable options, since their downsides are easily mitigated by Firesweep. Heavy Blade as an A skill is only recommended for a Galeforce set, and only if accompanied by heavy team support.

Hit and Run is a fantastic skill that will help keep Ryoma safe on Enemy Phase after attacking, as he is vulnerable due to Firesweep preventing him from counterattacking. If this isn’t a concern, then Chill Def or his base Chill Spd will work great as he will be able to support his team as well as improve his own combat performance through the debuffs.

Ryoma’s C skill is highly flexible, but a flier buff skill like Hone Fliers is recommended since Ryoma is much better in a flier team. Otherwise, his base Odd Def Wave or any other C skill can work.

Flow Like Water (Offensive Generalist)

Slaying Lance+ (+Spd)
Alternate: It's Curtains...+ (+Spd)
A Atk/Spd Solo 3
Alternate: Fury 3
Reposition B Desperation 3
Alternate: Swordbreaker 3
Galeforce
Alternate: Moonbow
C Odd Def Wave 3
SP1875SHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD / -RES
  • Weapon: Slaying Lance+ (+Spd) / It’s Curtains…+ (+Spd)
  • Assist: Reposition
  • Special: Galeforce / Moonbow
  • Passive A: Atk/Spd Solo / Swift Sparrow / Fury / Atk/Def Solo
  • Passive B: Desperation / Chill Def / Chill Spd / Swordbreaker
  • Passive C: Odd Def Wave / Flexible
  • Sacred Seal: Heavy Blade / Quickened Pulse

This build is similar to the first but is a bit more broad in scope, as it doesn’t have a Firesweep weapon forcing it into Player Phase-only combat.

Ryoma has a number of options at his disposal thanks to his strong statline. He can combine a Slaying Lance with Galeforce, the Heavy Blade Seal, Desperation, and a strong offensive A skill like Atk/Spd Solo for repeated Galeforce activations. Alternatively, he can swap out Galeforce and the Heavy Blade Seal for Moonbow and the Quickened Pulse Seal in order to run a strong offensive generalist set that can repeatedly activate Moonbow for strong damage output; this build can work with most B skills, but good choices include Desperation, Chill Def, Chill Spd, and Swordbreaker. Finally, Ryoma’s base weapon, It’s Curtains…, can work with a Galeforce set, particularly on maps where Ryoma is unlikely to activate Galeforce more than once anyway (such as Arena). For combining It’s Curtains… with an offensive Special, see the third build below.

All of the above options work best with a strong offensive A skill like Atk/Spd Solo, though other skills like Swift Sparrow or Fury will work fine if it’s unavailable. Ryoma’s B skill is a bit dependent on his choice of weapon and Special, as noted above. Swordbreaker is notably a good choice as although Ryoma has strong Speed, he can still struggle to double exceptionally fast sword units like Ayra and Karla. Finally, his C skill is entirely up to preference; if he’s in a flier team, then a flier buff would work best. Otherwise, his base Odd Def Wave is perfectly acceptable.

Nothing to Hide (Offensive Nuke)

It's Curtains...+ (+Def) A Sturdy Impact
Alternate: Atk/Def Solo 3
Reposition B Chill Def 3
Alternate: Chill Spd 3
Bonfire C Even Atk Wave 3
Alternate: Odd Def Wave 3
SP1695SQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -RES
  • Weapon: It’s Curtains…+ (+Def)
  • Assist: Reposition
  • Special: Bonfire
  • Passive A: Sturdy Impact / Atk/Def Solo
  • Passive B: Chill Def / Chill Spd
  • Passive C: Even Atk Wave / Odd Def Wave / Flexible
  • Sacred Seal: Quickened Pulse

This set is a bit gimmicky, but aims to make the most of Ryoma’s base kit. While Ryoma’s strong offensive statline makes him better suited for offensive sets like the ones above, he also has enough Attack and Defense to be an effective one-shot nuker thanks to his base weapon.

Combining It’s Curtains… with the Quickened Pulse Seal allows Ryoma to have Bonfire ready at the start of a map, which then allows him to unleash a big damage nuke on whoever he attacks. Note that this nuke isn’t so exceptionally powerful that no unit can survive it; bulky units have a good chance of surviving, particularly if they’re green. Thankfully, Ryoma’s high Speed will typically allow him to double most enemies that manage to survive this nuke. Sturdy Impact’s ability to negate enemy follow-up attacks is highly useful in this regard, as it will help keep Ryoma alive should he run into an opponent he can’t finish off in one round. It also offers higher damage output over Atk/Def Solo due to the higher Defense offering more damage from Bonfire, but Atk/Def Solo will work just fine if Sturdy Impact is unavailable.

Chill Def is recommended as lowering Ryoma’s opponent’s defense will offer him a higher chance of KO’ing them in a single hit. However, his base Chill Spd can also be a good option to give him a higher chance of doubling opponents that he isn’t able to KO in one hit.

As this is a one-shot build, boosting Ryoma’s damage output as high as possible is very important, so a self-buff like Even Atk Wave can help ensure he can get there. His base Odd Def Wave is also usable on a budget, since the extra Defense will still increase his Bonfire damage. If buffs are available from Ryoma’s team, then his C skill can be swapped out as needed to suit the team.

Introduction

Ryoma has joined the ranks of units who gained more stats as a result of removing their clothing, though in this particular case it’s less of a direct comparison since he swapped out Raijinto for a flag and now rides a flying mount. His strong offensive statline is perfectly suited for an offensive flier, though this does make him a bit dull as a unit since there are already a large number of lance fliers that also have strong offensive statlines (including Cordelia, a unit he almost completely outshines).

While Ryoma’s strong offensive statline is best suited for a Firesweep build, he is flexible enough that he can use pretty much any lance and excel. His defensive stats are high enough that he isn’t reliant upon a Firesweep Lance’s ability to negate counterattacks simply to survive. He can likely survive a hit, but he isn’t quite bulky enough to tank multiple attacks so he’ll still need to be wary of enemy offensive threats.

Overall, Ryoma is a strong offensive flier that is best suited to flier teams due to their unique buffs as well as access to unique mobility-based skills.

Strengths

Strong Offenses

With 35/36 Attack/Defense, Ryoma is an offensive powerhouse that can handily deal with a wide variety of threats.

Decent Bulk

Most units with strong offensive statlines like Ryoma have poor defenses, but he actually has decent enough defenses that he isn’t particularly in danger of getting KO’d in a single counterattack from non-green enemies.

Flier

As a flier, Ryoma enjoys superior mobility as well as access to unique flier buffs, including their unique mobility-based skills.

Decent Base Kit

While Ryoma’s base kit is hardly meta shattering, it can certainly work well enough on it’s own. Even just replacing his weapon can work quite well for him.

Weaknesses

Anti-Flier Weapons

As a flier, Ryoma has a weakness to anti-flier weaponry like bows and Merric’s Excalibur. He can mitigate this with Iote’s Shield, but doing so carries a heavy opportunity cost that will severely impact his effectiveness.

Poor Skill Availability

One of the downsides of being a flier is that Ryoma has relatively poor skill availability; while fliers get unique mobility-based skills like Guidance, they lack access to strong skills like Flashing Blade or Null C-Disrupt.

Team Options

  • Fliers: Ryoma is easily at his best when supported by allied fliers like Elincia, Aversa, Palla, New Year Azura, and Myrrh.

  • Buffers: Outside of flier teams, Ryoma greatly appreciates having his offensive prowess buffed by allies like Brave Lucina, Marth, and Sanaki.

  • Debuffers: Debilitating Ryoma’s opponents enhances his combat performance similarly to buffing him directly, making units like Arvis, Lute, New Year Gunnthrá, and Soren good teammates.

  • Refreshers: Ryoma’s versatility is greatly improved by Refresher support from units like Legendary Azura, Performing Azura, and Bridal Ninian.

  • Strong Reds: Ryoma’s strong offenses often won’t save him from strong green threats, so strong red allies like Alm, Tibarn, Tiki (Adult), and Legendary Eirika.

  • Legendary Hector: Ostia’s Pulse support can allow Ryoma to use a strong Special like Ignis along with It’s Curtains… and the Quickened Pulse Seal.

Counters

  • Anti-Fliers: Units with anti-flier weaponry like Merric, Legendary Lyn, Bridal Cordelia, and New Year Fjorm can easily shoot Ryoma down.

  • Tanky Greens: Even with his strong offensive stats, Ryoma struggles to deal significant damage against bulky green units like Surtr, Brave Ephraim, Legendary Hector, and Winter Fae.

  • Magic Damage: Ryoma’s magical bulk is his weakest point, and strong magical damage threats like Reinhardt, Lewyn, Ishtar, and Ophelia present big threats.

  • Debuffs: Ryoma’s relatively low Resistance makes him an easy target for dedicated debuffers like Spring Sharena, Soren, Lute, Saias, and Sheena.

Weapon Skills

Weapons SP Rng. Mt.
Steel Lance
Lance Users Only
100 1 8
It's Curtains...At the start of turn 1, grants Special cooldown count-2.
Lance Users Only
200 1 10
It's Curtains...+At the start of turn 1, grants Special cooldown count-2.
Learns by default at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Atk/Def Solo 1If unit is not adjacent to an ally, grants Atk/Def+2 during combat.
Inheritable by all units.
60
A
Atk/Def Solo 2If unit is not adjacent to an ally, grants Atk/Def+4 during combat.
Inheritable by all units.
120
A
Atk/Def Solo 3If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
Inheritable by all units.
Unlocks at 5 ★
240
A
Chill Spd 1At the start of each turn, inflicts Spd-3 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
60
B
Chill Spd 2At the start of each turn, inflicts Spd-5 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
120
B
Chill Spd 3At the start of each turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action. If there is a tie between several units, they will all get the debuff.
Inheritable by all units.
Unlocks at 5 ★
240
B
Odd Def Wave 1At start of odd-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
60
C
Odd Def Wave 2At start of odd-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
120
C
Odd Def Wave 3At start of odd-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Heroes

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