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 |
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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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Rauðrowl+ | A | Close Counter |
|---|---|---|---|
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Swap | B | Quick Riposte 3 |
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Iceberg | C | Hone Cavalry |
| S | HP +3 | ||
This Leo is using a +HP seal, ergo the 38 HP despite having a minus HP nature.
A Horse Emblem "Enemy Phase" build. Makes use of a supporting horse team running "Ward Cavalry" (+12/12 defenses), "Rauorowl+" (+6/6 defenses), "Rally Def/Res"(+3/3) and both S supports* (+4/4) to create a tank build that rivals armored units. Properly set up, this Leo can achieve a monstrous 54/55 defenses, as well as a +10/10 to the offensive stats. Kills everything on the rebound (some requiring the Iceberg proc) that isn't running Panic Ploy or Zanbato-like effects.
Out of the *default* Cavalry hating units (Grey/Mathilda/Wolf Tomes), only Grey will kill Leo. I have not yet run the calculations when Skill Inheritance is considered.
The perfect bane/boon (not considering meta changes) would be -Spd/+Def so that more units can double into him, charging up Iceberg in more scenarios. Any of the defense seals (HP/DEF/RES) work wonders, with HP taking the highest priority so that Panic Ploy 1 users (the seal) have a harder time applies debuffs.
The S support may be overkill, but a 46 HP Leo will be much harder to ploy. The supporting team should run a healer, just in case of Leo falling under the Quick Riposte threshold. If the Panic Ploy seal warps the horse meta, consider Summoner Supporting him. A +HP Leo will have 49 HP at no merges, with the seal. Valter, the most accessible Panic Ploy user, has a maximum 45 HP with an HP seal. Considering skill inheritance, all neutral armored units with Panic Ploy 3 will destroy his buffs. With the Seal, this drops to just Zephiel proving "reliably" problematic.
*My Leo has only one S support, with Clarine, because Anna is my "waifu" (I'm told that translates to favorite unit).
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Brynhildr | A | Life and Death 3 |
|---|---|---|---|
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Reposition | B | Windsweep 3 |
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Dragon Fang | C | Hone Cavalry |
My Leo has a +Spd/-Def IV spread which is perhaps the optimal spread for this build.
Leo's default weapon, Brynhildr, restricts the target's movement down to 1 after it hits and with windsweep 3 (WS) so long as Leo's speed is at least 1 more higher than the target's and is using a physical weapon, than the target won't counter attack (Use the phantom speed sacred seal for an extra speed bonus). Then use another unit to reposition or draw back Leo and the target wont be able to move close enough to attack Leo on their turn. This build is mainly for avoiding strong vantage builds (ex. Ryoma and Hector)
Life and Death 3 (LnD) is used to mainly boost Leo's speed, of course you can always use darting blow for more speed; however, you won't get the +5 Atk LnD gives you. Leo is not going to get hit with a physical weapon thanks to WS which is why -Def is Leo's optimal bane. Leo would still have enough Res to tank some red mages and all green mages. Leo will at least have 36 Spd in a cavalry team which is fast enough to double on a +Spd Julia (with no Spd buffs) (Leo can still do follow-up attacks so long as he is the one being attacked) and avoid being doubled by +Atk Nino (with no Spd buffs) and as long as Nino does not have a +4 in her Res, Leo will one shot her.
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Brynhildr | A | Speed +3 |
|---|---|---|---|
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Pivot | B | Quick Riposte 3 |
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Moonbow | C | Savage Blow 3 |
+Spd -Res
My Leo had bad iv's so I worked with what I had. While not being quite as resistant as a typical Leo mine can now avoid being doubled by much more people than he could normally. So by investing in Spd + 3 his speed is brought to an average amount which also allows him to double himself with neutral Spd. His weapon can be used to keep himself safe with a teammates draw back and his B and C skills are great by default. Moonbow allows him to hit people who hit him first back harder providing quick riposte activates and his Assist doesn't really matter.
Overall my Leo is all-around unit that can take a few hits and dish out good magical damage. While he doesn't hit as hard as Linde or Nino, he has better sustain and the ability to toy with his enemies and control the battlefield.
(Plus his Crit/Special lines are great :D)
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Brynhildr | A | Death Blow 3 |
|---|---|---|---|
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Draw Back | B | Swordbreaker 1 |
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Glacies | C | Savage Blow 3 |
Because his defenses really stink due to being -Res, I thought I'd take advantage of his +Atk boon and make him a versatile nuke. Since R Tomebreaker is a very uncommon skill, he shines quite a bit when called for a specific job.
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.
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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