Overall Rating
Analysis by ImpulseC
Roderick - Steady Squire


Obtainable as a 4 - 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 40
ATK 31
SPD 34
DEF 25
RES 24
Stat Variations
Level 1 Stat Variation
Low 17 6 7 5 6
Middle 18 7 8 6 7
High 19 8 9 7 8

Level 40 Stat Variations
Low 36 28 31 22 21
Middle 40 31 34 25 24
High 43 34 37 29 27
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.


  • Roderick will want a +Speed boon because it's his most distinguishing stat. He needs it to abuse Firesweep Lance+ to its fullest.

  • +Attack is less preferred, but viable, and ideal for Brave Lance builds.


  • -Res is preferred because he should be able to avoid OHKO's from Blue tomes with proper placing and he can easily eliminate Red tomes on the player phase.

  • -HP is also alright, but he loses 4 points in HP versus Resistance.

  • -Def can be taken if mages are very common and he needs all the magical bulk he can get.

Skill Sets
Pierce and Expose (Offensive Drag Back)
Firesweep Lance+ A Swift Sparrow 2
Swap B Drag Back
Luna C Savage Blow 3
SP1,235SSpeed +3

Show Explanation/Analysis
  • Preferred Nature: +Speed / -Res
  • Weapon: Firesweep Lance+
  • Assist: Swap / Flexible
  • Special: Luna
  • A Slot: Swift Sparrow
  • B Slot: Drag Back
  • C Slot: Savage Blow / Flexible
  • Sacred Seal: Speed +3

This set seeks to abuse Firesweep Lance+ to get free damage on an enemy and Drag them Back to your team, where they can be finished off while having Roderick retreat from danger. Maximizing speed is recommended to guarantee Firesweep Lance+'s double: with a single Hone Speed buff, it gives +Spd Roderick the ability to reach 46 Speed on initiation (48 with Darting Blow). His resilience to doubles and passable defenses help him survive any retaliatory attacks and Savage Blow will weaken enemies for the remainder of the map. Moonbow is chosen since he should be frequently doubling, and the enemy cannot counter attack meaning Moonbow will not activate in a single round of combat. This Roderick hits respectably hard, as well, since he has 50 Attack on initiation prior to any buffs.

Swift Sparrow is chosen over Darting Blow since he greatly appreciates the increase in damage, but if your team has issues with very fast, frail units like Lucina, Darting Blow may be preferable. His Assist is flexible, but positioning skills are also recommended since he has the mobility to use skills such as Swap or Reposition well. If he is being used on a Horse Emblem team, the appropriate Cavalry buff for his C Slot is recommended.

All-around Good Guy (Hybrid Support/Offense)
Firesweep Lance+ A Darting Blow 3
Rally Def/Res B Drag Back
Luna C Drive Def 2
SP1,010SSpeed +3

Show Explanation/Analysis
  • Preferred Nature: +Speed / -Res
  • Weapon: Firesweep Lance+
  • Assist: Rally Defense Resistance / Flexible
  • Special: Luna
  • A Slot: Darting Blow
  • B Slot: Drag Back
  • C Slot: Drive Def / Flexible
  • Sacred Seal: Speed +3

This set keeps most of Roderick's default set and adds on complementary skills. Luna will allow him to do bursts of damage and activates frequently due to his high speed. Darting Blow is recommended since all of his combat is on initiation, and he needs all the speed he can get; Firesweep Lance already hits pretty hard.

Drive Defense does not have particularly great synergy with Drag Back, but it may come in use now and then if he is not on the front lines. Moving an ally to the front line and then using Rally Defense Resistance on them alongside Drive Defense will grant them a large defensive boost. This may be helpful if he is not immediately needed to be in combat. His ability to be where he needs to be is augmented by his high mobility.

Charging Head-on (Brave Lance)
Brave Lance+ A Life and Death 3
Rally Def/Res B Lancebreaker 3
Luna C Goad Cavalry
SP1,650SAttack +3

Show Explanation/Analysis
  • Preferred Nature: +Atk / -Res
  • Weapon: Brave Lance+
  • Assist: Rally Defense Resistance / Flexible
  • Special: Luna
  • A Slot: Life and Death 3 / Death Blow 3
  • B Slot: Lancebreaker 3
  • C Slot: Goad Cavalry / Flexible
  • Sacred Seal: Attack +3

This set changes Roderick into an offensive powerhouse. He sits at 50 Attack and 34 Speed prior to any cavalry buffs, meaning any buffs on him will help him hit for incredible damage. His heightened movement range also helps him in this role of picking off enemies. He prefers Lancebreaker 3 so that he can break through units like Effie and Camus.



  • No glaring weaknesses
  • Very fast for a mounted unit
  • Resilient to ORKO's


  • Unextraordinary in every stat besides speed
  • OHKO'd by common Green threats

Roderick is a Lance Cavalry unit that boasts superb speed for a mounted unit alongside respectable attack and passable defenses. He excels at using his great mobility to attack exposed enemies and soften them up for his team to finish them off. However, he is not notably durable when under attack and lacks the raw killing power of his fellow mounted Blues Olwen/Reinhardt or the speedy flier Cordelia. Regardless, his stat distribution is solid, and he performs his role admirably while being very cheap to SI and use on both mounted teams and mixed teams.

  • Very good speed for a Cavalry unit
    • This sends him to a very high 40 when under Hone Cavalry, or 43 if he has a +Spd IV.
    • This allows him to use Firesweep Lance+ to great effect.
  • Surprisingly durable against non-greens
    • Because of his good speed, it is very difficult to ORKO him without using Lancebreaker.
    • Fellow blues need to have over 64 Attack to OHKO him.
  • Brave Weapons
    • His low defense means that Brave Weapons/Lancebreaker units only require 50 Attack to ORKO him.
  • Greens
    • He is particularly susceptible to both physical and magical Green units, since his defenses are not very high.
    • Common threats such as Hector or even Fury Julia can OHKO him.
Team Options

Roderick, being a mounted blue unit, greatly enjoys having a powerful Red ally to deal with the greens that he cannot face. Since he cannot battle with most Greens at all, a Red unit that can deal with Greens universally is recommended.

Since he is also able to get rid of common red threats easily or at least soften them up, he pairs well with fragile Green units that need those threats removed to sweep.

It should also be noted that as a cavalry unit, he goes very well into full Cavalry teams as a high Speed Lance unit, as opposed to Olwen/Reinhardt's magical damage and Camus' slower but tankier presence.


Being a Blue unit with lower than average defenses, any powerful Green unit such as Hector, Nino, or Minerva will easily OHKO him. He also struggles to break through walls such as Effie or F!Corrin and will take tremendous damage against bulky Reds like Zephiel.

Weapon Skills
Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Lance Users Only
100 1 8
Firesweep LanceUnit and enemies cannot use counterattacks.
Learns by default at 4 ★
Lance Users Only
200 1 11
Firesweep Lance+Unit and enemies cannot use counterattacks.
Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 15
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Support Skills
Support Skills Rng. SP
Rally DefenseGrants Def+4 to an adjacent ally until the end of the turn.
Learns by default at 4 ★
1 150
Rally Def/ResGrants Def/Res+3 to an adjacent ally until the end of the turn.
Unlocks at 4 ★
1 300
Passive Skills
Passive Skills SP Slot
Drag BackIf unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space.
Unlocks at 4 ★
Non-Inheritable by Mages and Ranged units.
Spur Def 1Grants adjacent allies Def+2 during combat.
Inheritable by all units.
Drive Def 1Grants allies within 2 spaces Def+2 during combat.
Unlocks at 4 ★
Inheritable by all units.
Drive Def 2Grants allies within 2 spaces Def+3 during combat.
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem: New Mystery of the Emblem

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