Overall Rating
Analysis by milkyytoast
Roy - Young Lion


Obtainable as a 4 - 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 44
ATK 30
SPD 31
DEF 25
RES 28
Stat Variations
Level 1 Stat Variation
Low 19 7 8 5 3
Middle 20 8 9 6 4
High 21 9 10 7 5

Level 40 Stat Variations
Low 41 26 27 22 25
Middle 44 30 31 25 28
High 47 33 34 29 31
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.


  • +SPD: allows Roy to run a Windsweep set more effectively.
  • +ATK: allows Roy to win more matchups when he’s battling mages.


  • DEF: Reducing this stat through a Bane compromises Roy’s ability to check physical Green threats and should be avoided if possible.
  • RES: If Roy is running a Distant Counter build, he needs all the magical bulk he can get.


  • -HP: is the best bane for Roy because his HP is still quite high even when reduced. This is especially true if he is using a refined sword, as it will provide him with an HP bonus.
Skill Sets
Nothing Personal, Kid (Mixed Counter Build)
Binding Blade A Distant Counter
Budget: Reciprocal Aid
B Quick Riposte 3
Budget: Quick Riposte 2
Budget: Draconic Aura
C Threaten Atk 3
Budget: Threaten Def 3
SP1,635SDistant Def 3

Show Explanation/Analysis
  • Preferred IV's: +ATK / -HP
  • Weapon: Binding Blade
  • Assist: Reposition / Swap / Reciprocal Aid
  • Special: Luna / Draconic Aura
  • Passive A: Distant Counter
  • Passive B: Quick Riposte 3 / Budget: Quick Riposte 2
  • Passive C: Threaten Atk 3 / Threaten Def 3
  • Sacred Seal: Distant Def 3

With both mages and armors being a near-constant presence in the current meta, many players likely have struggled with how to check a near-constant variation of green threats with one unit. Roy may be their answer, as his unique statline presents the opportunity to not only battle some of the most common fully-buffed blade mages and win, but to also cut through many physical green units who initiate upon him.

This is done by using Roy’s innate strengths such as the Binding Blade’s effect, which grants him an additional +2 Def / Res when combat is initiated upon him. While this passive isn’t as impressive as more current weaponry effects, it still nicely adds to Roy’s physical and magical bulk, especially when combined with other skills and seals.

The IV choice for this set is +Atk / -HP, since it allows Roy to net some key matchups against common threats such Nino and Cecilia without compromising his ability to defend against melee units. Foregoing +Spd does cause him to be doubled by Speed Boon Amelia and Halloween Henry, but that actually allows Roy to proc his special and KO them in one round of combat.

Distant Counter allows Roy to counterattack regardless of range so that he can safely bait green magical units without having to worry about approaching them. To capitalize on Roy’s ability to bait due to his reasonably high Resistance (for a sword unit), the Distant Def seal is used. Quick Riposte synergizes with the +8 Res and +8 Def Roy is granted on enemy phase if attacked by a unit 2 spaces away, guaranteeing him the best of both worlds: extra bulk and follow-ups when he is initiated upon.

For a C-Slot skill, Roy prefers Threaten Atk due to its accessibility and its ability to easily soften blows from fully buffed green armors like Hector and Amelia. Threaten Def is also an option, however, as it adds to Roy’s firepower, especially when he’s attacking tanky units.

Assists can vary depending on a team’s needs. Reposition allows Roy to ferry an ally away from danger or extend their range, while Swap has a similar effect with the added bonus of extra utility when a team is bunched together. Reciprocal Aid, alternatively, allows Roy to top up his HP from an ally to re-activate Quick Riposte or heal an ally if they’re low on HP. Dual Rallies are also an option for added support.

This build is most effective with a mid-cooldown Special that allows Roy to power through physical walls that he would struggle with otherwise. Luna and Draconic Aura give Roy the damage boost he needs without the large degree of potential variance and lower damage output skills such as Glimmer and Moonbow provide.

The Pherae Bae (Physical Tank Build)
Slaying Edge+ (+Def)
Budget: Binding Blade
A Triangle Adept 3
Budget: Swap
B Swordbreaker 3
Luna C Threaten Atk 3
Budget: Threaten Def 3
SP1,325SClose Def 3

Show Explanation/Analysis
  • Preferred IV's: +ATK / -HP
  • Weapon: Slaying Edge (+Def) / Budget: Binding Blade
  • Assist: Reposition / Swap / Varies
  • Special: Luna
  • Passive A: Triangle Adept 3 / Close Def 3 / Steady Stance 3
  • Passive B: Swordbreaker 3
  • Passive C: Threaten Atk 3 / Threaten Def 3
  • Sacred Seal: Close Def 3

No Hector? No problem! Roy’s native access to one of the best tanking skills in the game grants him the ability to effectively check most green units as well as swords with a bit of accessible SI.

For a weapon, Slaying edge (+Def) actually gives Roy a bit more flexibility, granting him a -1 Cooldown and +4 Def on both enemy and player phase over the Binding Blade’s +2 Mt and passive, which is only active on enemy phase. A +Atk IV offsets this reduction in Mt, and the extra damage output he gains from lowered Cooldown of Luna also mitigates this downside. Binding Blade is a decent alternative, however. Roy will just have to be sure to almost always allow enemies to come to him instead of initiating so that its effect will be active.

The crux of this build is, of course, Roy’s A skill. Triangle Adept magnifies the 0.2x damage multiplier from the weapons triangle into a 0.4x multiplier -- of course, if any blue unit so much as sneezes in Roy’s direction he’ll be KO’d, but very few red units can battle blue units even on equal footing and win. This allows Roy to play to his strengths and tank green units much more effectively, and also grants him the ability to bait green mages and KO on player phase. Close Def or Steady Stance, alternatively, grants Roy the ability to battle other sword units more effectively, and are options if a team already possess a green mage check.

The chosen seal is Close Def, as it grants Roy significantly more bulk against melee units when he’s baiting. Whether Roy is running Triangle Adept, Close Def, or Steady Stance as his A skill, this seal makes it very difficult for green physical walls such as Hector and Amelia to deal significant damage against him, even with their specials charged.

Swordbreaker adds to Roy’s versatility by granting him a large advantage in matchups he would outright lose otherwise. Preventing follow-ups is a priority considering his Speed, and performing follow ups against sword units allows him to either charge his special and KO them or weaken them to the point that they may be KO’d by another ally. As for C Skills, Threaten Atk and Threaten Def add to Roy’s bulk / damage output when active, respectively.

Assists can easily vary. Since the point of this set is to allow Roy to easily bait or initiate, a movement assist is ideal, but any assist would work depending on a team’s composition.

General of Pherae (All-Rounded)
Slaying Edge+ (+Atk)
Budget: Binding Blade
A Fury 3
Reciprocal Aid B Windsweep 3
Budget: Glimmer
C Threaten Atk 3
Budget: Threaten Def 3
SP1,385SPhantom Spd 3

Show Explanation/Analysis
  • Preferred IV's: +SPD / -HP
  • Weapon: Slaying Edge (+Atk) / Budget: Binding Blade
  • Assist: Reciprocal Aid / Varies
  • Special: Moonbow / Glimmer
  • Passive A: Fury 3
  • Passive B: Windsweep 3
  • Passive C: Threaten Atk 3 / Threaten Def 3 / Atk Ploy 3 / Def Ploy 3
  • Sacred Seal: Phantom Speed 3

Roy’s middling Speed (even with a boon) all but guarantees he won’t be performing follow-ups, which combined with his passable Defense makes him a compelling candidate for a Windsweep build. The key to this set is the fully upgraded Phantom Speed seal, as it adds +10 to Roy’s base Speed when calculating if Windsweep will be active. This is enough to prevent counterattacks from units such as +Spd Ayra and Mia.

Slaying Edge (+Atk) -1 cooldown effect gives Roy increased damage output from special procs for no Mt reduction when compared to the Binding Blade. This, when combined with a low-cooldown special like Moonbow or Glimmer, allows Roy to hit back hard when he’s attacked on enemy phase. Alternatively, the Binding Blade can be used to grant Roy additional bulk when he’s baiting.

Fury gives Roy some extra points of Spd, Atk, Def, and Res, adding to his ability to both deal damage take hits, and deny follow-ups. While the recoil damage it causes isn’t ideal, Reciprocal Aid allows Roy to heal up using an ally’s HP pool.

Finally, Threaten Atk / Def offer Roy the most consistent benefits of reducing damage he takes and increasing his damage output. Given Roy’s 31 base Res with Fury, however, Ploy skills are also an option, offering Roy increased range of effect, especially against mages that he does not want to bait.


Poor Roy. Although a fan-favourite character (as evidenced by his placing in the CYL poll and his inclusion in the Smash Bros series), in Fire Emblem Heroes he’s really been given the short end of the figurative stick. Although not as objectively terrible as units such as Navarre, Roy’s status of jack of all trades but master of none quickly pushed him out of a meta where Speed and Attack are key, with other sword units readily outclassing him since his introduction on day one of release.

Roy does, however, present some unique strengths when compared to his sword-wielding contemporaries and counterparts. Although he does not possess the raw power of units such as Ayra and Mia, his access to a Legendary weapon and availability at 4 star rarity (therefore granting him high mergability potential) singles him out as a candidate for a place in an Arena composition that struggles to achieve or stay in higher Tiers. Roy may not be the best at what he does, but he’s certainly far from the worst -- a distinction that may earn him a spot on a team.


Availability and Native Skills

Roy’s availability at 4* and Legendary Weapon grants him high mergability potential if one is looking to stay in high Arena Tiers.

Native access to Triangle Adept means that Roy can easily tank Greens, making him useful in game modes such as Arena Assault.

The Binding Blade

The Binding Blade’s effect, while not exactly stellar, is far from awful, and synergizes well with Roy’s defensive stat spread.

+2 to Defense and Resistance on enemy phase adds to Roy’s baiting abilities quite nicely.


Low Speed

Roy is slow, especially when compared to top-tier sword units.

He will struggle to both perform and deny follow-ups, plus his relatively low Attack prevents him from KOing outright.

Jack of all Trades, Master of None

While in some games his balanced stats would be a strength, in FEH Roy’s statline does not do him any favors. While he’s not terrible, he’s not exactly great at any specialized job either.

Because of this, there are many units that simply do what Roy does better. Even as of release, Lucina outclassed him in practically every way, as did Chrom.

Team Options

Roy performs best when paired with a strong green ally, as he never wants to be battling blues (especially when he’s running Triangle Adept). If he’s not running Swordbreaker, a blue ally with high firepower helps easily win matchups against reds that Roy can’t win outright.

  • Strong Greens: Hector, Valentine Hector, Valentine Lilina, Cecilia, Amelia, Julia, Nino, and Triangle Adept Inigo all beat blues that Roy shouldn’t be fighting.
  • High Firepower Blues: Reinhardt, Nowi, Linde, Effie, Winter Robin, and Delthea power through red threats that Roy struggles with.

Roy’s balanced stats make him vulnerable to any red unit that can perform follow-up attacks on him. He also has difficulty with powering through tanky physical reds -- they all take chip damage from Roy, KOing him once their specials are charged. Roy also struggles with magical blue units, especially those who can attack him twice. Physical blue brave or firesweep units will also deal with him easily.

  • Strong Reds: Ayra, Mia, and Ryoma perform follow-ups and KO Roy with charged specials.
  • Tanky Swords: Sigurd, Black Knight, and Zelgius are all physically bulky enough to easily withstand Roy’s attacks.
  • Magical Blues Who Double: Reinhardt, Linde, and Lute all hit Roy twice, vaporizing him before he can retaliate.
  • Blue Brave Users: Cordelia, Hinoka, Effie target Roy’s lower Defense and hit him hard, KOing him outright.
Weapon Skills
Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Only Inheritable by Sword Units.
200 1 11
Binding BladeGrants Def/Res+2 when this unit is attacked.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Support Skills
Support Skills Rng. SP
ShovePush adjacent ally 1 space farther away.
Learns by default at 4 ★
1 150
Passive Skills
Passive Skills SP Slot
Triangle Adept 1Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.
Excludes Colorless Weapon Users.
Triangle Adept 2Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.
Excludes Colorless Weapon Users.
Triangle Adept 3Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Unlocks at 4 ★
Excludes Colorless Weapon Users.
Seal Def 1After combat, foe suffers Def -3 through its next action.
Non-inheritable by Staff-wielding units.
Seal Def 2After combat, foe suffers Def -5 through its next action.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
Seal Def 3After combat, foe suffers Def -7 through its next action.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
Other Info
Fire Emblem: The Binding Blade

Banners Featured In

Official Hero Artwork

Download (325.23 KB)
Show Comments