Table of Contents
- Default
- Attack
- Special
- Injured
| Raigh - Dark Child |
|---|
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Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 7 | 6 | 4 | 6 |
| Middle | 17 | 8 | 7 | 5 | 7 |
| High | 18 | 9 | 8 | 6 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 33 | 29 | 25 | 19 | 25 |
| Middle | 36 | 32 | 29 | 22 | 29 |
| High | 40 | 35 | 32 | 25 | 32 |
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
- +ATK: An Attack boon will generally be Raigh’s ideal choice for a boon to capitalize on his decent base Attack stat and increase his overall damage output.
- +SPD: Raigh’s neutral Speed sits at an underwhelming base value of 29, causing him to be dependent on Breaker skills to reliably double his opponent. However, a Speed boon can be useful to raise his defensive Speed tier and deny follow-up attacks.
Neutral
- RES: His Resistance is best left at neutral as raising it is not as important as raising his Attack or Speed. In addition, it makes for an undesirable choice for a bane as its status as a superbane (lowers the stat by 4 as opposed to the typical 3) can leave a significant impact on his magical bulk.
- HP: His HP should also be kept neutral to preserve his respectable magical bulk of 65, though it can be a suitable bane when using refinable weapons.
Banes
- -DEF: Raigh’s Defense can be safely dumped as its low base value of 22 creates some difficulties when facing against physical damage dealing foes. Taking a Defense bane also allows him to preserve all of his other stats which he often finds himself needing.
Skill Sets
It’s Not a Phase, Mom (One-Shot Nuke)
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Rauðrblade+ | A | Death Blow 4 Alternate: Fury 3 |
|---|---|---|---|
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Reposition Alternate: Rally Attack |
B | Chill Res 3 Alternate: Swordbreaker 3 |
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Glimmer Alternate: Moonbow |
C | Odd Atk Wave 3 |
| SP | 2,145 | S | Attack +3 |
- Preferred IV: +ATK / -HP or -DEF
- Weapon: Rauðrblade+
- Assist: Reposition / Rally Attack / Flexible
- Special: Glimmer / Moonbow
- Passive A: Death Blow / Fury / Attack +3
- Passive B: Chill Res / Swordbreaker
- Passive C: Odd Atk Wave / Flexible
- Sacred Seal: Attack +3 / Heavy Blade
This build aims to capitalize on Raigh’s ability to one-shot his opponent through the use of the powerful Rauðrblade tome -- and thanks to his decent Attack stat, he can do so quite reliably. Keep in mind that while this build can indeed yield impressive results, Raigh will be extremely dependent on team support to function to his fullest capacity; usually, this is only but a minor detriment as most team compositions utilize buffing skills such as Hone Attack regardless. For the purposes of this set, it is recommended to run an Attack boon as well as the Attack +3 seal to bolster his OHKO potential as much as possible.
Movement Assists such as Reposition work excellently here but depending on one’s personal preference, something like his native Rally Attack can prove to be a more effective option. On top of boasting a relatively short cooldown, Glimmer scales incredibly well with the additional damage granted by Rauðrblade’s effect, making it a fantastic choice for a Special. Alternatively, one can opt to run Moonbow to have a slightly more consistent Special than Glimmer when facing off against opponents with high Resistance stats.
Death Blow is a fantastic choice for his A slot as its considerable +6 increase to his Attack stat lets him push his damage output to even higher extents. Should it be unavailable, Fury or even Attack +3 can make for acceptable substitutes. Chill Res can also help supplement this OHKO-dependent playstyle further, lowering the Resistance stat of the opponent with the highest Resistance by 7 points. Although stacking his damage output this much may seem excessive, it is somewhat necessary as various factors have made it increasingly more difficult for units like Raigh to flat out one-shot opponents, namely the commonality of the Distant Def seal as well as the advent of weapon refines. On a budget, Swordbreaker is a solid alternative to take as his B slot skill to secure his matchups against the plethora of strong sword users in the current meta.
In addition to letting him be slightly more self-sufficient, Odd Atk Wave allows Raigh to provide team support in the form of a significant +6 Attack buff to adjacent on odd numbered turns. However, Odd Atk Wave is not exactly a necessity for him to operate properly so should it be unavailable, his C slot can be filled with any skill that suits the rest of his team composition. Lastly, aside from the Attack +3 seal, Raigh can make decent use of the Heavy Blade seal when using a Breaker skill to activate his Special more frequently.
Dominion of Darkness (Budget Anti-Cavalry)
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Keen Rauðrwolf+ (+Eff) | A | Fury 3 Alternate: Attack +3 |
|---|---|---|---|
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Reposition Alternate: Rally Attack |
B | Swordbreaker 3 Alternate: Vantage 3 |
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Glimmer Alternate: Iceberg |
C | Hone Spd 3 |
| SP | 1,425 | S | Attack +3 |
- Preferred IV: +ATK or +SPD / -HP or -DEF
- Weapon: Keen Rauðrwolf+ (+Eff)
- Assist: Reposition / Rally Attack / Flexible
- Special: Glimmer / Iceberg
- Passive A: Fury / Attack +3
- Passive B: Swordbreaker / Vantage
- Passive C: Hone Spd / Flexible
- Sacred Seal: Attack +3 / Distant Def 3
A budget-friendly set that revolves around making the most use out of the refinable version of Raigh’s native weapon, the Keen Rauðrwolf. Its effect grants Raigh a significant 50% Attack increase against cavalry foes, allowing him to be an extremely effective counter to such units as most will likely fall to just one of his attacks. It is recommended to take Keen Rauðrwolf’s unique refine of negating buffs to solidify his status as a cavalry counter and ensure that he can effectively strike them down, regardless of whether or not they are buffed.
Glimmer is Raigh’s ideal Special as it scales decently with the effective damage boost from Keen Rauðrwolf; it does, however, perform substantially worse against opponents whom he does not deal effective damage to. Iceberg can also be taken as his chosen Special for a more consistent increase to his damage output -- if assuming neutral Resistance, Iceberg will give him +14 damage each time it activates.
For Raigh’s A slot, Fury is a cheap option that gives him a much-needed boost to all of his stats, increasing both his overall survivability as well as his damage output simultaneously; it also has the advantage of functioning in both phases, which allows Raigh to be an overall more versatile unit. With that being said, should one wish to invest very little in the dark mage, then Attack +3 works perfectly fine as his A slot. Swordbreaker is a suitable choice to use as his B slot skill and is necessary to secure his matchup against arguably the most magically resilient cavalry unit - Sigurd. Vantage is also a good option to consider when running Fury as the two skills synergize with each other and allow him to potentially take down multiple ranged cavalry foes in one sitting.
Similar to the first build, Raigh’s C slot is flexible, with skills such as Hone Spd always being a strong choice to enforce a cohesive team composition. The Attack +3 seal is an excellent option to increase his damage output, though the Distant Def seal can be taken if using Vantage to make him more suited at battling opponents in the Enemy Phase.
Introduction
Raigh is the very first mage a player receives but is often brushed aside quickly, and rightfully so. His base Attack stat of 32 is quite decent but unfortunately for the dark mage, the same cannot be said for the rest of his stats. With an overall underwhelming stat spread, Raigh struggles to find a niche for himself and finds himself consistently outclassed by almost every other red mage currently in the game. Although he usually has enough bulk to at least take one hit from an opposing foe, his low HP can create some issues when faced with sustained offensive pressure. In addition, his Speed stat is middling at best, leaving him reliant on skills such as Swordbreaker to perform follow-up attacks.
His high availability does allow him to circumvent his weaknesses to an extent by making merges something readily available to him -- these merges can come a long way in patching up his otherwise mediocre stat spread and improve his overall performance. Raigh can definitely be a serviceable unit with the proper investment but ultimately, it is rarely a worthwhile endeavor as other units as common as he can take that same investment and achieve far more favorable and impressive results.
Strengths
Decent Attack
Raigh’s Attack is one of his few redeeming qualities -- at a solid base value of 32, Raigh can generally deal a reasonable amount of damage to his opponent.
Great Availability
Raigh is commonly found in the 3-4* red pool, making him one of the more common units around and allows one to easily gather merges and ideal IVs for him. Additionally, Raigh is given out as a free 4* to all new players which provides a good head start for players wishing to invest in the dark mage.
Weaknesses
Unfortunate Stat Distribution
Aside from his Attack stat, none of his other stats are particularly impressive and are rather underwhelming. This leaves him struggling to perform up to par as either an offensive and defensive mage without sufficient investment.
Outclassed
As a result of his disappointing stat distribution, other red mages such as Tharja, Katarina, and Lilina are able to outclass Raigh effortlessly as their more optimized stat spreads let them fulfill their roles much more efficiently.
Team Options
Counters
- Anti-Mages: Raigh’s status as a mage means that he has an inherent weakness to units such as Felicia, Halloween Sakura, and Kaze, whose kits revolve around taking down such units in the most efficient way possible
- Debuffers: As a unit who generally relies heavily on buffs to flourish, debuffers like Sothe, Gaius, and Soren can bring a quick halt to such support and make him much easier target to take out.
- Strong Blues: Strong blues like Ephraim, Reinhardt, and Tana can easily take the young mage down thanks to their strong offensive stats as well as Weapon Triangle advantage.
- Hyper Offense: Thanks to Raigh’s low HP stat, he will crumble quite quickly when faced with sustained offensive pressure. Many units can apply such pressure though some notable examples include Cherche, Elincia, and Karla.
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Rauðrowl+ (+Spd) | A | Fury 3 |
|---|---|---|---|
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Rally Atk/Spd | B | Desperation 3 |
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Aether | C | Spd Ploy 3 |
| S | Res Ploy 3 | ||
Dual phase mage
He can be a good user of ploys, Fury helps him to rise his Atk, his Ploying potential and also his spd, without merge, but with Fury, res refine and +spd nature he has 35 spd and res (enough to SPeed-ploy his enemies, so he have a potential 40 spd) with his uncle Canas' book he can reach 39 spd and res and 50 Atk if he's near his S-support ally, and 43 spd and Res with 54 Attack, if he's adiacent to all allies; which mean 59 Atk with Res Ploy and 48 Spd with Spd Ploy, enough to double almost everyone.
If merged his potential will be even higher, whith 39 spd -> 43 near his S- ally - support and 48 with spd ploy, and 50 atk -> 54 ->59 (without counting any other buff from allies)
His 35 defense is also enough to make him a good mage tank (at least he can take one attack or two, and counter with a double attack)
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Keen Rauðrwolf+ (+Eff) | A | Darting Blow 3 |
|---|---|---|---|
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Harsh Command | B | Bowbreaker 3 |
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Draconic Aura | C | Spd Smoke 3 |
| S | Atk Smoke 3 | ||
4* +10, inherited Keen Raoudwolf from a 5* Raigh. Run alongside Gunnthra, hence the double smokes. Ties with any BLyn build that I've tested that doesn't have R Tomebreaker; whoever strikes first wins.
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Fenrir+ (+Spd) | A | Darting Blow 3 |
|---|---|---|---|
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Draw Back | B | R Tomebreaker 3 |
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Iceberg | C | Threaten Spd 3 |
This build is an attempt at bring in one of the at-launch red tome unit up to speed into the meta. By no means is this game breaking given Raigh's statline. This build is based on a plus 10 merged 4 star Raigh, which is far easier to merge than a plus ten five star merged Raigh. This build allows Raigh to duel with his red tome peers while allowing him to battle green and sword units (without distant counter) more effectively. Additionally, keeping his native weapon and refining to its effect will also suffice in order to add extra utility to him. However, other red tome units with better statlines will perform better with such a tome.
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Keen Rauðrwolf+ (+Atk) | A | Mirror Strike 2 |
|---|---|---|---|
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Reposition | B | G Tomebreaker 3 |
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Iceberg | C | Threaten Res 3 |
| S | Distant Def 3 | ||
This build makes use of Raigh’s tanking capabilities while still being able to counterattack hard. Though not 100% accurate in the description below as my Raigh is +3 so uhhh
Why -HP instead of -DEF? Notice the Distant Def seal. While not completely synergetic with Mirror Strike 3, it allows Raigh to survive more attacks, and get a boost in power from Iceberg. With -HP, Raigh is able to tank a hit from B!Lyn which has Mulagir equipped and kill(even without the Distant Defense 3, though I’m not sure if a -DEF Raigh would survive).
Mirror Strike is simple, adds attack power and survivability. Increases damage output from Iceberg.
G Tomebreaker 3 since green tome units are pretty common and the mostly used green tome units are speedy, like Nino.
Threaten Res is to increase Raigh’s damage output, but a ploy would work too. Any other C Skill would work as well, it just depends on your team composition.
Why Iceberg? I did the math. Iceberg does more damage than Draconic Aura, and would you want to wait to hit and/or be hit 4 times before you nuke? Not me, but then again this is a flexible slot.
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Keen Rauðrwolf+ (+Eff) | A | Fury 3 |
|---|---|---|---|
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Draw Back | B | Desperation 3 |
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Iceberg | C | Res Ploy 3 |
| S | Speed +3 | ||
Raigh becomes the red anti-cavalry mage, with a newly evolution of Keen wolf tomes Raigh deals extra damage while having options to upgrade for a stat or go for a passive that nullifies cavalry buffs.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Learns by default at 2 ★ Red Tome Users Only
|
50 | 2 | 4 |
| Learns by default at 3 ★ Unlocks at 2 ★ Red Tome Users Only
|
100 | 2 | 6 |
| Learns by default at 4 ★ Unlocks at 3 ★ Red Tome Users Only
|
200 | 2 | 6 |
| Unlocks at 5 ★ Red Tome Users Only
|
300 | 2 | 10 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Rally AttackGrants Atk+4 to an adjacent ally until the end of the turn.
Learns by default at 4 ★ Unlocks at 3 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Inheritable by all units.
|
40 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
80 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
160 | A |
| Non-inheritable by Staff-wielding units.
|
40 | B |
| Unlocks at 2 ★ Non-inheritable by Staff-wielding units.
|
80 | B |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
160 | B |
Other Info
| Origin |
Fire Emblem: The Binding Blade
|
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Banners Featured In
None

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IV Calc
Heroes