Table of Contents
- Default
- Attack
- Special
- Injured
| Leo - Sorcerous Prince |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 6 | 4 | 5 | 7 |
| Middle | 17 | 7 | 5 | 6 | 8 |
| High | 18 | 8 | 6 | 7 | 9 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 35 | 25 | 19 | 22 | 26 |
| Middle | 39 | 29 | 22 | 25 | 30 |
| High | 42 | 32 | 25 | 29 | 33 |
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 |
|---|---|---|---|---|
Unlike most ranged Cavalry, Leo is a mixed tank. This makes most of his stats relevant but results in him being a jack-of-all-trades, master of none type of unit.
Boons
- +ATK: When not using a Blade tome, Leo’s offense is lacking. An Attack boon helps secure KOs.
- +DEF: Extra Defense helps round out Leo’s bulk and triggers refined Brynhildr’s effect. Moreover, as a superboon, it gives +4 instead of the usual +3.
Neutral
- HP: As a superbane on a tanky unit, minus HP greatly hurts Leo. That said, Leo is very likely to get doubled, which lowers the value of HP compared to Defense and Resistance.
- RES: Another superbane of Leo’s. While 26 Resistance is respectable and the refined Brynhildr adds to Leo’s magical soak, it is not worth lowering if one has the choice. It can be taken as a boon if one intends to use Ploy skills.
Banes
- -SPD: Even with a boon at 25 and Cavalry-class buffs, most units would still double Leo. Speed is the least used of his stats so it’s the best stat to lower.
Skill Sets
Leo’s Iceblade (Cavalry Blade tome)
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Rauðrblade+ | A | Distant Def 3 Alternate: HP +5 |
|---|---|---|---|
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Swap Alternate: Draw Back |
B | Quick Riposte 3 |
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Iceberg Alternate: Glimmer |
C | Fortify Cavalry Alternate: Hone Cavalry |
| SP | 1,875 | S | Distant Def 3 |
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Preferred IV: +RES or +DEF or +HP / -SPD
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Weapon: Rauðblade+
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Assist: Swap / Draw Back / Varies on Team
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Special: Iceberg / Glimmer
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Passive A: Distant Def / Close Counter / HP +5
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Passive B: Quick Riposte
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Passive C: Fortify Cavalry / Hone Cavalry / Varies on Team
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Sacred Seal: Distant Def / Close Def / HP +5
Leo’s bread and butter build, allowing him to both tank and hit hard. This build requires fellow horsemen as teammates to reach its full potential, unless you stack on Tactics skills in a mixed team composition. Swap is preferred over Reposition to allow Leo to slip between adjacent allies in preparation of the next turn.
With how much Rauðblade boosts his Attack, Leo can focus on strengthening his defenses with either +DEF, +RES, or +HP. Since this is also a tank build and Quick Riposte is kept, -SPD is the bane to go for.
Usually, a Blade tome user prefers having the lowest cooldown Special possible due to the tome’s Special cooldown penalty. Glimmer and Moonbow both have a cooldown of 2, but due to the high Atk overwhelming the enemy’s Res, Glimmer is favored. Leo can run Iceberg thanks to his Quick Riposte and low Speed where Glimmer would result in an overkill. Draconic Aura is a stronger option if you are constantly fully buffed, but with the rise of buff-nullifying abilities, Iceberg is a safer option that frees up your positioning .
Against a tanky enemy, a blue mage or an enemy who nullifies buffs such as Deirdre, Leo’s combat flow with Iceberg as a Special would be:
Position to bait (4 CD)
Get hit once (3 CD)
Hit the enemy (2 CD)
Get hit again (1 CD)
KO the enemy (Iceberg ready)
Trigger Iceberg on your next enemy for at least 15 extra damage.
As for his A slot and Sacred Seals, one choice is to double down on Distant Def, reaching 39/43/48 neutral HP/DEF/RES on counter once given full +6 buffs, not to mention the 29 (base stat) + 13 (Rauðrblade+) + 30 (buffs) = 72 ATK.
Alternatively, Leo’s mixed bulk and innate Quick Riposte allows him to be an excellent user of Close Counter. Coupled with Close Def, Leo becomes a highly versatile Enemy Phase unit.
Finally, stacking HP is a budget option that allows Leo to resist enemy Panic Ploy better. With the implementation of trenches, Cavalry positioning has become more difficult than simply navigating around forests, so this ability is not to be underestimated.
Finally, in a Cavalry team, Leo will begin his turn next to his teammates, he can thus buff them himself with a Hone or Fortify Cavalry. Taking Ward or Goad Cavalry would be losing out on those potential teammates buffs, but your fourth horseman could take either of those.
Bird of the Dark Kingdom (Raven tome)
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Rauðrraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Reposition Alternate: Draw Back |
B | Quick Riposte 3 |
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Glimmer Alternate: Moonbow |
C | Atk Ploy 3 Alternate: Hone Cavalry |
| SP | 1,875 | S | Distant Def 3 |
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Preferred IV: +RES or +ATK or +DEF / -SPD
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Weapon: Rauðraven+
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Assist: Reposition / Draw Back / Varies on Team
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Special: Glimmer / Moonbow
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Passive A: Triangle Adept
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Passive B: Quick Riposte / Axebreaker
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Passive C: Atk Ploy / Res Ploy / Varies on Team
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Sacred Seal: Distant Def / Atk Ploy / Quick Riposte / Attack +3
A standard Raven set, leveraging the tome’s effectiveness against colorless foes and doubling it with Triangle Adept. This build can be run in any team composition and doesn’t rely on any particular buffs.
+RES allows Leo to survive more and trigger Ploys more easily while +ATK allows him to secure a few extra kills. -SPD only affects Leo’s matchups against Lilina and Sanaki.
Glimmer and Moonbow have a similar damage output in this build, but if you are taking Res Ploy, Glimmer will gain an edge over Moonbow in terms of damage. .
Quick Riposte is kept to allow Leo to counter a variety of weapon types. Even with the extra color advantage, Leo will rarely oneshot his enemies, so he would need a Breaker skill to double on Player Phase, but this would reduce his general effectiveness. One solution would be to take a Breaker and the Quick Riposte Sacred Seal, but it is costly when Leo naturally has Quick Riposte and the Sacred Seal is in high demand.
Atk Ploy and Distant Def offer Leo 11 extra effective Def/Res, greatly adding to his survival. If one of your other units is already using said Sacred Seal, an alternative is to run Atk Ploy instead and take Res Ploy (or any other skill) in the C slot.
Sacred Inside-out Collar (Refined Brynhildr)
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Brynhildr (+Eff) | A | Atk/Def Bond 3 Alternate: Attack +3 |
|---|---|---|---|
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Reposition Alternate: Draw Back |
B | Quick Riposte 3 |
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Glacies Alternate: Glimmer |
C | Res Ploy 3 Alternate: Hone Cavalry |
| SP | 1,885 | S | Distant Def 3 |
-
Preferred IV: +ATK or +DEF / -SPD
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Weapon: Brynhildr (+Eff)
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Assist: Reposition / Draw Back / Varies on Team
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Special: Glacies / Glimmer / Iceberg
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Passive A: Atk/Def Bond / Fierce Stance / Distant Def / Defense +3 / Attack +3
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Passive B: Quick Riposte
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Passive C: Res Ploy / Atk Ploy / Hone Cavalry / Varies on Team
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Sacred Seal: Distant Def / Defense +3 / Attack +3
With his weapon’s new effect, Leo gains more tanking capacity and can prevent enemy follow-ups if his Defense is higher. +DEF is thus a natural choice, but it can be swapped for +ATK if you choose the proper skills and teammates. -SPD is highly recommended, moreso than in the other sets because Leo should not be doubled by anyone ranged. As always, Quick Riposte is kept to compensate for the Speed loss.
The choice of special depends on whether one wants to ORKO more enemies (Glimmer), secure more kills on the Player Phase after baiting (Iceberg), or bait again on the following turn with a hard-hitting Special (Glacies).
This time, the A slot and Sacred Seal work together with the IV set to reach the right numbers. Looking at the list of ranged non-staff units, the average Defense is around 22 and the common non-Armored foes that are able to double Leo have up to 30. That means he needs 2 extra Defense points if he’s +DEF and 6 if he’s got a neutral DEF IV. Once he reaches this threshold, Leo is better off building Attack, Fierce Stance gives the most of that and is slightly more offensive (and affordable) than Sturdy Stance. However, for general purposes Atk/Def Bond is easy to activate and gives potent buffs. Do note that these thresholds assume no buffs on either side and no Defense boon on the enemy. With Cavalry or Tactics buffs, Leo can reach those thresholds much more easily.
Flat stat boosts are an affordable and valid option. Fury is not taken because it would easily push Leo out of Quick Riposte range. The C Passive is flexible. Res Ploy lands extra kills while offering team support, while an all-Cavalry team will like dedicated buffs.
Introduction
As the first red mage Cavalry in the game (and the only one for a long time), Leo had a niche in the meta based around all-Cavalry teams. Unfortunately, Leo’s low ranged Cavalry BST and balanced stat distribution hold him back. He thus needs heavy team support or costly inheritance in order to shine.
With the release of Sacred Memories Eirika, Leo’s poor offense made him less desirable, but he still fulfills his role as a mixed tank compared to Eirika’s glass canon. The refine for his unique tome Brynhildr further strengthened his defenses, allowing him to even check blue mages.
Strengths
Good mixed bulk
With 39/25/30 HP/Def/Res and Brynhildr’s effect, Leo can specialize in tanking ranged foes both physical and magical.
Cavalry mage
Leo has increased mobility and 2-range for a great reach in the game’s small maps. Additionally, he has access to powerful class-specific buffs. Since Leo makes use of all his stats, he greatly benefits from any buff he receives.
Weaknesses
Poor offense when not supported and Enemy Phase specialization
In order to double and KO, Leo is very reliant on Quick Riposte, which only works on Enemy Phase. Without a Blade tome and full buffs, Leo can easily become a mere support unit on Player Phase.
Low Speed
If he is not triggering Brynhildr’s unique refined effect or one-shotting his attacker, Leo can still die to a strong double or a Special.
Rise of anti-Cavalry weapons and terrain
With the advent of anti-Cavalry weapons as well as buff-nullifying skills, running a Blade tome set is more difficult. Moreover, the numerous trenches make it hard for Cavalry units to run (or rather, gallop) into favorable formations.
Team Options
Counters
Countering Leo and his low BST isn’t too hard. Despite his apparent bulk, dumping Speed means he is vulnerable to doubles. Moreover, anti-Cavalry weapons are becoming increasingly common.
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Anti-Cavalry weapon wielding units: With a 1.5 damage multiplier, Leo won’t last long against enemies equipped with either Ridersbane or a Keen Wolf tome. Native wielders of Cavalry-effective weapons are Ursula, Mathilda, Gerome, Female Robin and Raigh. Gray, Michaiah, and Caeda are rarer but still dangerous.
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Doubling Brave weapon units: Leo may have bulk, but it won’t save him from a strong Special or a quad attack. Cordelia and Halloween Jakob with Bold Fighter are notable counters due to their popularity.
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Strong melee blue units: Blue beats red, but Brynhildr lessens magical damage and prevents ranged foes with less Defense than Leo from doubling making melee units such as Nowi, Effie, Fallen Hardin, and Fjorm obvious counters.
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Brynhildr (+Eff) | A | Defiant Def 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Blazing Light | C | Even Def Wave 3 |
| S | Fierce Stance 1 | ||
+Def/-HP
A boon in attack is just as good as a boon in defense to help alleviate Leo's mediocre attack. A defense boon, in addition to being a super boon, allows a more comfortable range for Brynhildr's (+Eff) effect and adds to Leo's overall tankiness. Although a bane in speed is preferred, -HP isn't bad.
Brynhildr (+Eff) is better than vanilla Brynhildr for an enemy phase build because the later only restricts enemies movement on player phase, which Leo is less suited for. The +Eff refine allows for leo to destroy common arena units, notably brave Lyn, who can't double Leo due to Leo having much higher defense. Slightly reduced damage from magic attacks also help.
Moonbow or glacies works well for Leo honestly. Reposition is also always good.
Distant def with a super boon in defense allows for Leo to reach (35/36) on enemy phase which is ridiculous for a cavalier mage. QR is essential to alleviate Leo's poor speed stat. Even def wave can give Leo a massive 41 defense on enemy phase, also the skill can be foddered from Silas. Res ploy improve's Leo's damage output but is more scarce. Fierce stance grants Leo a respectable 49 attack on enemy phase without cavalry buffs.
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Brynhildr (+Eff) | A | Distant Def 3 |
|---|---|---|---|
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Draw Back | B | Quick Riposte 3 |
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Aether | C | Fortify Cavalry |
| S | Distant Def 3 | ||
Brynhildr's effect applies to only ranged units, and unless using Brash Assault and leaving Leo at 17 - 20 HP (whatever your (<=)50% mark is at), the only way he can double all but their slowest is with the use of Quick Riposte, which only works on Enemy Phase.
This pigeon holes you to using Distant Defense, which is already available as a Sacred Seal, AND recently became a lot less expensive as an A skill with the introduction of Garon and even more so with the addition of Hero Grails.
Aether is equally priced, if not a little less expensive, being available on Chrom, who can be pulled at 3-4 stars unless he's featured on the Banner in use, and unlocking as an inheritable skill at 5* rarity, but when it activates, it compensates for his low Atk by reducing their Res to 50%, and it gives him self sustain, something he really needs given that Quick Riposte only works (<=) 70% HP, and even has the advantage over healers in healing him Enemy Phase, potentially allowing him to take on more foes in the same round without falling out of QR.
His assist could be Reposition for sure, as it works well on Fliers and Cavalry, but Drawback is a less expensive skill if you don't have enough Reposition Fodder lying around, and does have some circumstances where it performs better. Arguably, Swap, Pivot, and even Smite all can work as they would be placing Leo in harms way (Enemy Phase) while moving his ally into a (preferably?) safer spot.
His C Slot could be one of the Cavalry buffs, all depending on your team composition and play style, but you could play around with the Odd/Even Wave and Tactic skills for mixed team composition.
An in depth look at his IV's:
Boon:
*Defense is his best by far (in this build), not only as it's a Super Boon, but as it boosts refined Brynhildr's effect. This is preferred, regardless of whatever Bane accompanies it.
*Any other boon, although maybe usable to some extent, does not achieve much with the statline he is given.
Bane:
*That said, if you do have a choice, HP is your best Bane.
*Leo needs every scrap of Attack he gets for his already poor 43, 40 with a bane (and 46 really isn't worth a boon), so avoid this bane if possible.
*Res, Spd, and HP are all very usable as Banes.
*His Res does come into play when baiting Mages and Healers, and is a super Bane, but with Distant Def 6 (Effectively), that would still sit at a fairly high 38 Res, 44 when Fortify Cavalry is in effect, and that is on top of the 30% damage reduction from all magic foes first attack.
*Spd is questionable, it definitely loses all use in enemy phase assuming Brynhildr's effect and Quick Riposte are both active, but if ever you need to use your Leo in player phase (something that will inevitably happen if being controlled by the AI), although 28 Spd (with Hone Buffs) isn't going to double anything above 23 Spd, which still increases if he happens to be a bonus unit, it prevents followups from anything at or below 33 Spd, which covers a lot of units that normally utilize Distant Counter, so although it's definitely usable, taking a Bane here would almost definitely limit him to Enemy Phase only.
*Although HP takes away from both his magic and physical bulk, he has a fair amount of both already, especially with Distant Counter 6, and Brynhildr's refined effect, so this is probably the Bane that takes the least away from Leo's function.
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Brynhildr | A | Atk/Def Bond 3 |
|---|---|---|---|
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Rally Def/Res | B | Quick Riposte 3 |
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Blazing Light | C | Savage Blow 3 |
| S | Spd Smoke 3 | ||
Being a Leo enthusiast, I've taken the time to experiment with all kinds of builds for him. This is just the one that has worked the best for me with his new Brynhildr refinement.
The real star of the show here is Atk/Def Bond. Given the skill is so rare, you got to have a real love for Leo to consider foddering it to him. If you don't want to give him this skill, you could also go for Atk+3, Def+3, or heck, Distant Defense would also be really reasonable.
That being said-
With Brynhildr's amazing refinement, Leo can easily tank many ranged threats that come his way. Even blue mages to an extent. He may not be able to KO on retaliation, but he will for sure live most of the time. At times, this can open up opportunities for teammates with Wings of Mercy. You may even score some defense wins and Arena with it.
Now you may be wondering why I have put Blazing Light down instead of the typical Iceberg or Moonbow. Let me explain.
Blazing Light on Leo in particular can be quite devastating. You won't be hacking away through the weapon triangle to kill blues like you would with other specials, but you will be able to cover greens and reds very well. The main benefits to Blazing Light are scoring 2HKO's that Leo would otherwise not get with a normal special (especially against fast swords, which he wouldn't double without Swordbreaker), and being able to 'carry it around'.
Meaning if Leo happens to tank one ranged foe, and doesn't need Blazing Light to finish said foe off, he can save it for the next one he encounters.
Unleashing Blazing Light also synergizes well with Savage Blow and Speed Smoke. Anyone caught in the blast radius of it will sustain the damage from Blazing Light *as well as* 7 chip damage and a -7 speed debuff. Makes it nice for team follow-ups.
So yeah, it's fun.
If you find yourself facing more DC reds than you're comfortable with, you can also opt for swapping Speed Smoke for Hardy Bearing to get Blazing Light off safely.
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Brynhildr (+Eff) | A | Close Def 3 |
|---|---|---|---|
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Reposition | B | Desperation 3 |
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Iceberg | C | Res Ploy 3 |
| S | Brash Assault 3 | ||
Brynhildr (+Eff)
+Def/-Spd
Brash Assault 3 Seal
Bait favorable trades to enable brash assault, then utilize Leo as a glass cannon unit that can suffer a poke from other magical units. Ideally Leo should be supported by an ally with reposition to allow him to safely make the first poke and any defense buffs are appreciated.
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Brynhildr (+Eff) | A | Fierce Stance 3 |
|---|---|---|---|
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Draw Back | B | Quick Riposte 3 |
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Glimmer | C | Def Smoke 3 |
| S | Distant Def 3 | ||
Brynhildr's new +eff refinery grants Leo an Earth Sweep effect similar to Myrrh's Great breath, but the condition is that Leo only needs to have a point higher in defense vs ranged foes. Def smoke 3 allows Leo to cripple the defense stat of his enemies that surround his target within 2 spaces and amplifies his chances of procing his unique effect from his tome.
Weapon Skills
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
Rising LightBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
150 | 4 |
Blazing LightBefore combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
300 | 4 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | B |
| Inheritable by all units.
|
120 | B |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | B |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes