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
-
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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Rauðrblade+ | A | Life and Death 3 |
|---|---|---|---|
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Draw Back | B | Swordbreaker 3 |
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Draconic Aura | C | Savage Blow 3 |
| S | Attack +3 | ||
A -SPD IV is strongly recommended against, as it strips him from a lot of his bulk by making him doubled by practically every unit in the game. +ATK is the only viable +IV for this set, since it hinges upon high attack power and doesn’t rely upon his defenses as much.
The biggest mistake most people make when using Leo is assuming he’s supposed to be built around OHKOing units. Actually, Leo is a highly effective sword killer. Even at -DEF and carrying Life and Death, with Swordbreaker Leo survives and kills every single neutral sword unit (yes, this includes the Distant Counter sword units), with the exception of Eliwood, Fir, Sigurd, and TW!Reinhardt. With a simple buff, Rauðrblade lets him ORKO every (not Sigurd) sword unit in the game.
With Rauðrblade, Leo is also able to one-shot a decent chunk of the cast with the correct buffs. It should go without saying that he excels with cavalry buffs, but he’s quite lethal in non-cavalry teams too. His cavalry mobility provides him a distinct advantage over other red mages looking to do the same job and synergizes well with Draw Back.
Death Blow can be picked over Life and Death; Death Blow preserves more of his bulk, whereas Life and Death allows him to double slow units he otherwise wouldn’t have been able to. It’s up to personal preference and playstyle.
The C slot and Special also come down entirely to personal preference. If you’re running Death Blow over Life and Death, Res Ploy is a good choice for the C skill. Otherwise, Atk Smoke or a Drive skill is probably the best choice. Savage Blow or a Threaten skill also work well for those who don’t have access to Res Ploy, Atk Smoke, or a Drive skill.
For Specials, Draconic Aura will deal the most consistent damage, but Leo can also run an AOE skill pretty effectively. With Swordbreaker, his AOE will charge fairly quickly and Rauðrblade+’s +1 cooldown charge time doesn’t matter with an AOE skill.
For maximum effectiveness, Leo likes having a Sing/Dance unit on his team, letting him kill multiple sword units in one turn or finish off a unit he couldn’t OHKO. And while he is able to survive and kill Ike, Xander, and Ryouma, they knock him into low health, which strips him of his Swordbreaker ability, so he likes blue melee teammates to deal with them instead. While Leo can kill quite a few non-Distant Counter, Triangle Adept/Sapphire Lance, or high RES lance units in two rounds, blue mages give him trouble and he wants a teammate who can handle them, too.
While Leo can’t kill every unit in the game or win every matchup, no unit should be expected to. But he also doesn’t require a team to be built around him and is a welcome addition to almost any thought-out and balanced team, providing magical offense, high mobility, and a reliable sword counter.
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Rauðrraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Cavalry |
| S | Deflect Missile 3 | ||
This build is for those with a plus defense IV Leo and who don't have or want to use Brynhildr's refined effect.
This is a rather expensive build given how Leo is to change his weapon, but in return he will excel in battling colorless and green units with ease given his health is at or above 70%. Obviously keep him away from blue physical and magical units and horse killing weapons.
This build requires Leo to be buffed in every stat in some form or fashion because Leo's statline and native Quick Riposte 3 restrict him to be an enemy phase unit.
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Brynhildr (+Def) | A | Close Counter |
|---|---|---|---|
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Rally Spd/Res | B | Quick Riposte 3 |
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Aether | C | Drive Spd 2 |
| S | Close Def 3 | ||
A Leo build geared toward scoring as much as possible and facing the armor meta.
In the higher tiers, ranged units are almost non-existent so Brynhildr's refined effect is useless. Since Leo's unique weapon is still taken for maximum points and Leo's Attack is not in OHKO range, this Leo is reliant on Quick Riposte-Close Counter-Close Def baiting, hence the choice of a +Def refine for more bulk.
Drive Spd 2 is a 240 SP skill that comes with Rally Spd/Res from a four star Tailtiu. It is not particularly useful in my team but it does its job of putting Leo's SP total over the next hundred for an extra unit arena point.
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Brynhildr (+Eff) | A | Sturdy Stance 2 |
|---|---|---|---|
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Rally Atk/Spd | B | Quick Riposte 3 |
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Moonbow | C | Atk Smoke 3 |
| S | Distant Def 3 | ||
Seal: Distant Def
Assist alt: flexible
A alt: Fierce Stance, Atk/Def Bond, Brazen Atk/Def, Fury
C alt: flexible
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Disclaimer: I've know Leon as Leon before he was localised to Leo so proceed with caution.
In light of the new weapon forge, Leon's tome has given him an...underwhelming effect compared to the others. However, this strongly specialises him to be very good at his one job.
Sturdy Stance is taken to help improve upon his atk and def as these are largely the stats that will matter in his new role as a mage baiter. His 30 flat res with Brynhildr's 30% reduction on magic turns his magical bulk into something very respectable. Other A skills could be Fierce Stance for more damage output, Atk/Def Bond to allow him to have some offensive presence during Player Phase as well. Brazen Atk/Def can offer more damage output when he's 31HP downwards and Fury is the ever-reasonable budget alternative but both have the caveat of requiring HP managment since Quick Riposte is nearly mandatory.
QR3 will break at roughly 27/39 HP which means setup with Ardent Sacrifice isn't possible for Brazen, and Fury's tick damage only allows for 2 damage to be sustained before breaking. However, if endurance isn't the game you're playing, him eradicating a single ranged unit very well and serving as a decoy tank for other ranged units can make these iterations workable. Other B skills could possibly include...well, none really, barring a breaker if you really want him to endure dealing with a single particular ranged type for longer. But he comes with QR3 so why squander it?
C skill is largely flexible but Atk Smoke was assumed due to it activating when he's attacked and can help with setting the next player phase for his allies. He can also use this to attack (somewhat) safely without worrying (as much) about breaking his QR threshold if he needs to throw himself at another foe.
Distant Def as his seal should be self-explanatory: it adds to his bulk of the relevant range type he wants to be provoking.
Moonbow is chosen because of rhythm lets him to have it proc on his second hit and it cuts the opponent's res which is crucial as he's packing the ferocity of a dandelion puff.
Support skill is also flexible. A dual Rally is chosen here for both arena weight and allowing himself to still be helpful to his allies. The standard fare of Reposition, Draw Back, etc... are also equally viable here.
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Rauðrblade+ | A | Close Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Glimmer | C | Hone Cavalry |
| S | Close Def 3 | ||
Mounted Mage Terror
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Leo serves as the red cavalier mage in a bladetome horse team (there’s no one else as of writting this).
With close counter and vantage, leo can dish out excellent damage when attacking or attacked.
The newly released quick reposte sacred seal complements this build as well, it’s a matter if patching up leo’s decent defenses or guaranteeing a kill when attacked above 70%.
Asumming +10 merge, this leo can reach 39 def/40 res from a fortify cavalry, or 45 def/46 res if using close/distant defense, which is pretty decent for a mounted mage.
As long as the enemy doesn’t pack the hardy bearing seal, or the firesweep weapons or watersweep or is a forged Jaffar, most of the units will have a hard time killing Leo if he survives below the hp activation threshold for vantage.
Leo acts as a tank alongside Camus in my Bladetome Cavalry team, all that I’m lacking is close counter.
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