Table of Contents
- Default
- Attack
- Special
- Injured
| Performing Inigo - Indigo Dancer |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 14 | 5 | 6 | 4 | 2 |
| Middle | 15 | 6 | 7 | 5 | 3 |
| High | 16 | 7 | 8 | 6 | 4 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 33 | 24 | 30 | 19 | 17 |
| Middle | 37 | 28 | 33 | 22 | 20 |
| High | 40 | 31 | 36 | 25 | 23 |
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 |
|---|---|---|---|---|
Boons
-
+SPD: A boon in Speed is key for survivability and offensive potential, as it allows Inigo to both perform and avoid follow-up attacks more reliably.
-
+ATK: A boon in Attack is also suitable, as it makes Inigo a stronger combatant by increasing his raw damage output.
Neutral
-
HP: Raising Inigo’s HP is not a priority. However, dropping it is a superbane (-4 reduction rather than the standard -3) and should be avoided, as it can be detrimental to his overall survivability.
-
DEF: Similar to HP, Inigo prefers to keep his Defense intact in order to survive physical attacks more reliably. This is especially important when utilizing a Raven tome.
Banes
-
-RES: Inigo’s low magical bulk of 57 coupled with the fact that most of his opponents will hit for physical damage makes a bane in Resistance the least detrimental to his overall performance.
Skill Sets
Peacock’s Feathers (Type Check/Support)
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Gronnraven+ Alternate: Gronnraven |
A | Triangle Adept 3 Alternate: Triangle Adept 2 |
|---|---|---|---|
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Dance | B | Bowbreaker 3 |
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Moonbow | C | Drive Spd 2 Alternate: Hone Atk 3 |
| SP | 1,710 | S | Distant Def 3 |
-
Preferred IV: +SPD or +DEF / -RES
-
Weapon: Gronnraven+
-
Assist: Dance
-
Special: Moonbow / Luna
-
Passive A: Triangle Adept
-
Passive B: Bowbreaker / Wings of Mercy
-
Passive C: Drive Speed / Hone Attack / Flexible
-
Sacred Seal: Distant Defense / Quick Riposte / Speed +3
In addition to Dance support, this build aims to take advantage of Inigo’s status as both a mage and a green unit in order to give him additional combat utility through Weapon Triangle coverage. Since most combat will take place in the Enemy Phase, Inigo highly appreciates a boon in Speed in order to better avoid follow-up attacks from high-tier Speed opponents. A boon in Defense is also acceptable, as it increases his overall resilience against physical attacks. As for Specials, Moonbow is both potent and consistent in its activation with Inigo’s overall low stats across the board. At the cost of a longer cooldown, Luna makes for another choice of Special with even more power on activation.
The core of this build is running Gronnraven in tandem with Triangle Adept. In addition to the massive Weapon Triangle advantage gained over colorless units, Inigo will also boost his effectiveness against blue units even further. However, this comes at the cost of even weaker matchups against red units. As for B skills, Bowbreaker makes for a fantastic choice by further cementing his favorable matchups against colorless archers. This combination allows him to effectively check prominent arena threats such as Reinhardt, Brave Lyn, Linde, Bridal Cordelia, and even Halloween Jakob. Another great option often seen on melee refreshers is Wings of Mercy, as it provides massive leverage as a team support by allowing him to warp adjacent to allies that are low on health.
Drive Speed is both a cheap and effective team-support option. Otherwise, the C slot can be replaced with whatever is needed to accommodate Inigo’s team. There are several good Sacred Seal options; Distant Defense is a great choice for this set’s Enemy Phase oriented playstyle, as it will reduce damage taken from all ranged opponents when initiated on. Quick Riposte is another great choice that secures him additional ORKOs by ensuring his follow-up attack in the Enemy Phase. Finally, Speed +3 further improves Inigo’s ability to avoid follow-up attacks.
A Dance of Blades (Offensive/Support)
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Gronnblade+ | A | Swift Sparrow 2 Alternate: Fury 3 |
|---|---|---|---|
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Dance | B | Wings of Mercy 3 Alternate: Wings of Mercy 2 |
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Glimmer | C | Drive Spd 2 Alternate: Hone Atk 3 |
| SP | 1,830 | S | Heavy Blade 3 |
-
Preferred IV: +SPD or +ATK / -RES or -DEF
-
Weapon: Gronnblade+
-
Assist: Dance
-
Special: Glimmer / Moonbow
-
Passive A: Swift Sparrow / Fury
-
Passive B: Wings of Mercy / Escape Route / Desperation
-
Passive C: Drive Speed / Hone Atk / Flexible
-
Sacred Seal: Heavy Blade / Speed +3 / Attack +3
This set takes more of an offensive approach with the use of a Blade tome. This once again makes Speed the best boon that Inigo can receive, as it allows him to maximize his damage output by securing additional follow-up attacks. Alternatively, a boon in Attack is also suitable, as it grants him more raw damage. This makes it more effective against slow bulky opponents.
Glimmer is a great choice of Special on any Blade tome user, as it scales with the additional damage received from Hone/Fortify buffs and activates within a reasonable timeframe despite the cooldown penalty tied to Blade tomes. Moonbow is a solid alternative that trades raw power for more consistent damage on activation and makes for a more effective choice against opponents with high Resistance such as Julia and Deirdre.
Moving on to main skills, Swift Sparrow is the premium choice of A skill with this offensive playstyle. Not only does it provide a strong boost to his offensive stats on initiation, it does so without the need to forego anything else. Fury makes for another good option; not only does it improve his bulk at the cost of 1 Atk/Spd, the 6 damage recoil taken after combat synergizes well with skills such as Escape Route and Desperation.
The choice of B skill can vary depending on if one wants to focus more on Inigo’s role as a support or as a combatant. Wings of Mercy is once again a great choice that gives Inigo massive mobility by allowing him to teleport adjacent to allies that are low on health. Similarly, Escape Route allows Inigo to teleport adjacent to any ally when he himself is low on health. This pairs phenomenally with this playstyle, as Inigo will often be in HP range after only a single round of combat. A more combat-centric choice is Desperation. Once in range, Inigo will be able to safely double without the risk of getting KO’d on the counterattack.
Although his base Attack may seem too low to effectively utilize it, the damage scaling property of Blade tomes allows for a consistent activation of the Heavy Blade Sacred Seal. This greatly boosts Inigo’s damage output by allowing him to activate his Specials more frequently. Otherwise, both Speed +3 and Attack +3 make for good picks in order to give Inigo a solid offensive stat boost.
Introduction
As both a refresher and a magic caster, Inigo can provide exceptional support to his team while retaining a respectable combat prowess. This grants him massive utility in battle, as he can take on multiple roles such as a Weapon Triangle check or a Blade tome nuker in addition to his coveted Dance ability.
Inigo is relatively low in every stat. His offensive potential is heavily outclassed by other mages and his overall bulk leaves much to be desired. This is due to his status as both a refresher and a ranged unit bringing his BST down to a meager 140. However, his ability to dance outweighs what he lacks in pure combat ability. Overall, Inigo is unique in the utility that he can provide to his team as a tome-welding refresher. His ability to fulfill multiple support roles at a time means that he can perform well on a variety of team compositions and will always be a strong asset to them.
Strengths
Fantastic Utility
Not only is Inigo able to provide pivotal support by providing his teammates with an additional turn, he can also function as a competent combat unit.
Tome Unit
Thanks to his class type, Inigo can take on a variety of different roles both offensive and defensive by utilizing weapons such as Gronnblade and Gronnraven.
Decent Speed
At a base value of 33, Inigo can reliably avoid getting doubled by most units through minimal team support such as Spur Speed.
Weaknesses
Incredibly Low BST
In addition to taking away from his standalone combat ability due to having overall fewer stats to allocate, Inigo’s 140 BST will serve as a detriment to scoring in Arena.
Poor Overall Bulk
As an extension of his low BST, Inigo’s terrible physical/magical soak of 59/57 makes him highly susceptible to damage from all sources.
Team Options
Counters
Due to his poor overall bulk, strong attackers both physical and magical will be able to make short work of Inigo. This is especially true for red units, as they have the Weapon Triangle advantage over him. In addition to this, units with high magical bulk will easily wall off Inigo’s underwhelming damage output. Finally, Inigo’s Raven tome set can be turned on its head should his opponent run the skill Cancel Affinity.
-
Powerful Attackers: Both physical and magical attackers can make short work of Inigo’s meager overall bulk. Standouts include Ayra, Zelgius, Lilina, Winter Tharja, Elincia, and Soleil.
-
Magically Bulky: Units such as Julia, Deirdre, Sheena, and Winter Lissa can all easily shrug off Inigo’s attacks thanks to their high magical bulk. In addition to this, Julia and Deirdre can mitigate Inigo’s damage output even further by ignoring Hone/Fortify buffs that he receives when utilizing a Blade tome.
- Cancel Affinity: Rather than a specific type of unit, Inigo’s Raven tome set can be completely negated by the skill Cancel Affinity. Common users include Brave Lyn, Bridal Cordelia, and Innes.
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Gronnraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Dance | B | Bowbreaker 3 |
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Moonbow | C | Hone Atk 3 |
| S | Deflect Magic 3 | ||
One of my most useful refreshers is Inigo. His ivs are +def, -res. Which I don’t think is bad. The build aims to turn Inigo into a colorless destroyer.
For his weapon I prefer gronnraven to give him weapon advantage against colorless units.
For his assist skill obviously keep dance. It’s extremely useful. It’s one of Inigo’s strengths. His selling point.
For his special I prefer moonbow just for its short charge time. Luna may deal more damage but in some cases where Inigo wants an enemy to die already moonbow might be more better.
For his A skill I prefer triangle adept to improve damage against blues and grays. As well as take less damage from them. This does however come at a cost of taking more damage from red units, though Inigo is fine as long as he stays away from them.
For his B skill I prefer bowbreaker. The reason why is because it will allow him to deny Brave Lyn’s high spd. Basically i’m building Inigo to be a Reinhardt and Brave Lyn counter. Those two are a pain in the butt to fight in arena.
For his C skill his default hone atk is preferred to maintain some of his supporting capabilities as a dancer.
For the sacred seal I prefer deflect magic for Reinhardt reasons. I thought Earth dance would be good, but other dancers or singers are better than him in terms of dance/sing buffing utility.
Overall I think Inigo can function pretty well as a colorless check. Cancel affinity colorless are the only exception though so be wary for those users. The fact that he can counter both of the annoying horses while also being a dancer to support his team makes it awesome. My Inigo is +def, - res. I don’t think that’s bad so I think Inigo is good. Whenever there’s a Rein or B!Lyn or any colorless I want eliminated who can also dance, PA!Inigo is my man.
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Gronnraven+ | A | Triangle Adept 3 |
|---|---|---|---|
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Dance | B | Bowbreaker 3 |
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Moonbow | C | Drive Atk 2 |
| S | Squad Ace A 3 | ||
My pride and joy, PA!Inigo. I've given him a pretty standard build with a substitution for Hone Atk with Drive Atk. I feel like Drive skills work better on dancers than hone/fortify, especially since he often dances for my Laslow that just attacked and triggered Def Smoke. He can handle pretty much any blue tome or bow unit he comes across which is really useful for a heavily red team.
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Green Egg+ (+Def) | A | Close Counter |
|---|---|---|---|
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Dance | B | Guard 3 |
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Miracle | C | Threaten Atk 3 |
| S | Close Def 3 | ||
Named the FEH: Dancing All Night Inigo this build using Inigo’s fairly good defence stat along with his speed to make him a dancer that is able to support his allies as well as well dance all night so to speak.
First let’s take a look at his base stats:
Hp - 37
Attack - 40
Speed - 33
Defence - 22
Resistance - 20
Not too shabby for a dancer but at a glance doesn’t seem like the unit that can use close counter effectively and he isn’t, well not without inherentance from a surprising but expensive mage.
The Egg. More specifically the green egg+ is a shamefully underrated weapon due to its exclusivity due to it being locked behind a seasonal unit and from a glance not that impressive with all the blade and raven tomes flying around. Now the egg is a weapon that grants +4 hp gained when the unit initiates an attack which isn’t too impressive and very niche but thanks to it getting a refine it now works on both phases. We’ll come back to that later.
Now dance is pretty standard and not special at all for well a dancer but it gives extreme utility on the battlefield due to it giving a unit an extra turn. Not much to say really.
Right now onto one of the more bigger curveballs, miracle. A 5 action cooldown special that allows a unit to live a fatal blow with 1 hp when procked. Now this skill would seem very strange on a unit that has 22/20 defences base but with a couple of skills this can be changed. Now remember when I was talking about The Egg well this Egg is one way of staying healthy on the battlefield but it isn’t just a breakfast break but it is there to synergies with miracle. Since you heal with The Egg on both player and enemy phase, you have some pretty nice survivability paired up with miracle and especially since you can poke from a distance to get some extra healing here and there when you aren’t bulking hits.
Close counter is a very niche skill especially compared to the “slap on anyone” distant counter. First of all a lot of 2 range units don’t have a lot of defence bar a few exceptions which makes it hard to use effectively. However when you build around close counter it can be a exceptionally good skill which can throw opponents for a loop. Close counter also has great synergy with The Egg since you are able to receive healing from The Egg on enemy phase so that means that Inigo will now receive +4 healing from every fight that he takes part in from both 1 and 2 range which also helps his survivability in general and his wins as well.
Guard is there to help counter the likes of quickened pulse Reinhardt and wrath nephnenee which do insane damage for little cost all due to specials. This will increase his survivability in the first few engagements and it will help him live to charge his miracle as well. Although guard is used for a more niche role, skills such as quick riposte to allow guaranteed doubles to help charge miracle, vantage to allow for an extra hit when low which could help him get an extra kill to get a free heal up and the ever popular skill on dancers wings of mercy as a slot filler if guard isn’t available for you or isn’t to your tasting.
I’m going to talk about threaten attack and close defence (seal) together as the both serve the same purpose. To make him bulky enough to use close counter effectively. With the combination of threaten attack and close defence Inigo is able to reach a respectable 36 defence and pair that with his 33 neutral speed he is able to be in the range that he is fast enough to avoid a decent amount of doubles.
With all these skills in place Inigo can definitely hold is one for awhile and at the same time being able to support his allies with his dance.
The recommended IV’s I’d have on him is either +speed or +defence and his preferred stat to drop is resistance.
As well as that he should have a defence refine on his egg as well.
You can honestly put inigo on any team comp as any team could use a dancer if a slot is free but good team mates for inigo would probably be fast sword units like Soleil, Ayra and Hana to help balance out the team comp. Archers like Bridal Cordelia and setsuna are great to cover Inigo’s hatred for red mages. Lastly a bulky lancer or a fast blue mage are also great teammates for inigo but as I said before inigo can fit into almost any team due to him being a dancer.
In conclusion inigo with the right support can become a self sufficient support tank that is able to life hit after hit from blue and green units in 1 range and can add a niche on your team that only one other person can perform which is performing arts shigure but he has lower defence and hp which wouldn’t be ideal for something like this.
So if you are willing to pay a small fortune in inheritance you too can have a none stop show.
Nice moves joker... I mean Inigo.
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Keen Gronnwolf+ | A | Swift Sparrow 2 |
|---|---|---|---|
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Dance | B | Lancebreaker 3 |
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Moonbow | C | Hone Atk 3 |
Inigo’s HP makes up for the three points in DEF lost from -DEF; -HP should not be taken if possible, as it also impedes on his already fragile ability to take a hit from mages.
While Triange Adept + Gronnraven+ is a perfectly good build on Inigo (as it is on any green mage), this build aims to keep his supportive nature while still having him be offensively viable and more flexible than the specific niche of anti colourless. Plus, Triangle Adept + raven tome is shut down by any unit with Cancel Affinity.
Life and Death makes him more lethal, but destroys his already poor bulk, something he needs as a support unit and not a primary attacker unit. Inigo’s job is to survive blue mages and destroy lance units while providing buffs, and extra turns to the team. Keen Gronnwolf helps in his offensive viability and provides a crucial effective bonus against the ever-prevalent cavalry units. His ATK is not high enough to justify Triangle Adept over Swift Sparrow (and it dampens his damage to units like TW!Reinhardt or Sigurd), although it does improve his bulk in matchups against blue mages, should you prefer to use Inigo as a blue unit bait instead.
Lancebreaker helps Inigo finish off faster lance units he wouldn’t have been able to double such as Nephenee and Bride Charlotte. Blue Tomebreaker can be an alternative, but Inigo has fairly fragile RES and doesn’t want to be in mage duels that often. Desperation is a viable alternative, but it’s a perilous situation to not have your dancer at full or near full health, and the combination of Inigo’s HP, SPD, and DEF allow him to survive a surprising amount of melee hits from full HP. Gale Dance is a good budget alternative that further buffs his teammates. Blade tome users love having Inigo as a teammate.
Hone Atk is arguably better for tanks and blade tome users, while melee and fast brave weapon users prefer Hone Spd. It simply falls down to individual team preference.
Moonbow adds an extra bit of oomph to Inigo’s attacks and helps make up for his sub-par ATK.
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Dancer's Ring+ | A | Darting Blow 3 |
|---|---|---|---|
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Dance | B | Gale Dance 3 |
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Moonbow | C | Breath of Life 3 |
| S | Breath of Life 3 | ||
This Inigo is meant to be an all-around support unit. I've given him summoner support since he is my son and I've paired him off with Micaiah. He's a not-so-passive healer since he is able to do some decent damage with his attack, especially when standing next to Micaiah. With Micaiah's Sacrifice, whenever Inigo gets low on HP she heals him up and he returns the favor when attacking.
He heals an amazing 21 HP everytime he attacks.
Moonbow means that his special doesn't take long too charge and Darting Blow helps him almost guarantee doubles during the attack phase.
I've kept Gale Dance even though I could give him his mom's Blaze Dance instead but giving more speed to his allies never hurts and it feels fitting that he provides speed while also being quite speedy himself, despite the speed bane he has.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Green Tome Users Only
|
50 | 2 | 4 |
| Green Tome Users Only
|
100 | 2 | 6 |
| Green Tome Users Only
|
200 | 2 | 8 |
| Learns by default at 5 ★ Green Tome Users Only
|
300 | 2 | 12 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
DanceEnables target to take another action. Cannot be used on units with Sing or Dance
Learns by default at 5 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | B |
| Non-inheritable by Staff-wielding units.
|
100 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 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: Awakening
|
|---|

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