Table of Contents
- Default
- Attack
- Special
- Injured
| Roy - Young Lion |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 19 | 7 | 8 | 5 | 3 |
| Middle | 20 | 8 | 9 | 6 | 4 |
| High | 21 | 9 | 10 | 7 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Roy’s well-rounded statline means he relies on boons more than other tanks. Attack is his strongest choice, as Roy’s Attack is somewhat low for a tank and he needs it for some key KO’s. Thanks to the effect of his Binding Blade, Roy does not need Speed, and gains little from HP.
Boons
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+ATK: Roy’s best choice of boon, it is great for both of his optimal sets and gives him a much-needed damage boost.
- +DEF: Defense is just as good as Attack on the melee tank set. It powers up his Bonfire/Ignis and also gives him a stat increase of four, bringing his base Defense to 29 from 25.
Neutral
-
RES: Roy needs his Resistance to tank hits from dragons and mages. High Resistance helps him run Ploy skills to support his team. A Resistance bane also makes Roy unable to survive Lilina.
- SPD: He relies more on his defensive stats than his SPD. However, his average speed can be used to avoid doubles that will hurt him/proc enemy specials, so it can be left neutral.
Banes
- -HP: HP is disposable for Roy since he uses both Defense and Resistance and is expected to take multiple hits as a bruiser. Even though losing HP can cause him to lose his skills faster, his other stats are important in preventing that type of heavy damage in the first place.
Skill Sets
Melee! (Melee Enemy Phase)
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Binding Blade (+Eff) | A | Steady Breath Alternate: Fury 3 |
|---|---|---|---|
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Rally Def/Res Alternate: Reciprocal Aid |
B | Swordbreaker 3 |
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Ignis Alternate: Bonfire |
C | Def Ploy 3 Alternate: Hone Atk 3 |
| SP | 1,770 | S | Close Def 3 |
- Preferred IV: +ATK or +DEF / -HP
- Weapon: Binding Blade (+Eff)
- Assist: Rally Def/Res / Rally Atk/Def
- Special: Ignis / Bonfire
- Passive A: Steady Breath / Warding Breath / Fury
- Passive B: Swordbreaker / Guard
- Passive C: Def Ploy / Atk Ploy
- Sacred Seal: Close Def
With the power of his new Binding Blade, Roy has great defensive potential. His well-rounded statline makes him difficult to KO without high-Speed attackers, and is a great anti-dragon unit. This set turns Roy into a generalist melee tank who boasts great Defense and Resistance.
This set attempts to stack as much Defense and Resistance as it can to make Roy extremely difficult to KO. Close Def in his Seal slot and Steady Breath combine with the Binding Blade’s effect to give Roy an effective 39 Defense and 38 Resistance. Such high Defense makes Ignis the strongest choice of Special for Roy. If a Breath skill cannot be obtained, Fury also works well. However, it means that Roy will need to run Bonfire instead.
Having the effects of Quick Riposte help to make up for his low Speed, but he can’t beat faster swords who can double him first. Swordbreaker works very well here and lets Roy beat faster Swords like Ayra, as well as many slower Swordbreakers. Guard is also viable but is generally outclassed by Swordbreaker.
Def Ploy is a great skill option for Roy, boosting his damage against foes with low Resistance. Roy won’t be able to Ploy as many units as others but it helps him with some important matchups, and brings some offensive team support to the table. His choice of Assist comes down to preference. Rally Def/Res is for allies with Distant Counter abilities, while Rally Atk/Def is better for other melee tanks.
Dragonbane! (Anti-Dragon)
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Binding Blade (+Eff) | A | Warding Breath Alternate: Fury 3 |
|---|---|---|---|
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Reposition Alternate: Swap |
B | Cancel Affinity 3 |
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Noontime | C | Atk Smoke 3 Alternate: Threaten Atk 3 |
| SP | 1,545 | S | Close Def 3 |
- Preferred IV: +ATK / -HP
- Weapon: Binding Blade (+Eff)
- Assist: Reposition / Swap
- Special: Noontime / Moonbow / Glimmer
- Passive A: Warding Breath / Close Def / Fury
- Passive B: Cancel Affinity
- Passive C: Attack Smoke / Threaten Atk
- Sacred Seal: Close Def
This set is a specialist one designed to counter and KO dragons. It has worse matchups overall than the other sets, but is the only one capable of beating the Triangle Adept + Swordbreaker sets seen on dragons occasionally. This is a great set to use if you want Roy to be an Arena Assault sub, or otherwise in maps where dragons need to be KO’d.
Warding Breath and Close Def give Roy a significant boost in his Resistance, giving him a total of 38, and enough to survive two hits from even Swordbreaker Nowi. Warding Breath also lets Roy charge a Noontime or Moonbow instantly. Noontime is great for sustaining through multiple foes, especially against teams with numerous defensive threats. Moonbow or Glimmer is better if only one kill is desired. Close Def and Fury are serviceable alternatives to Warding Breath, but both miss out on the Special charge. In these cases, Roy should opt for Moonbow/Glimmer.
Cancel Affinity is an essential skill for negating the effects of Triangle Adept. It is vital in making Roy a counter to specialized dragons. Attack Smoke is the best choice of C slot skill, as it makes Roy significantly tankier. Threaten Atk is a good budget choice that achieves a similar effect. Ploy skills are not a good idea on this set, as Roy does not have enough Resistance to trigger their debuffs on most dragons.
Rangebuster! (Anti-Ranged)
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Binding Blade (+Eff) | A | Distant Counter |
|---|---|---|---|
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Rally Def/Res | B | Wrath 3 |
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Moonbow Alternate: Glimmer |
C | Def Ploy 3 Alternate: Atk Ploy 3 |
| SP | 2,370 | S | Quickened Pulse |
- Preferred IV: +ATK or +DEF / -HP
- Weapon: Binding Blade (+Eff)
- Assist: Rally Def/Res / Rally Atk/Def
- Special: Moonbow / Glimmer
- Passive A: Distant Counter
- Passive B: Wrath
- Passive C: Def Ploy / Atk Ploy
- Sacred Seal: Quickened Pulse
Roy’s good mixed defenses make him a good candidate for a Distant Counter set. The defensive benefits granted by his Binding Blade allow Roy to stack up a strong Defense and Resistance against ranged attackers. However, he will still struggle against blue mages who have the power to OHKO him.
Distant Counter is the key to this set, enabling Roy to counterattack at range. His goal is to OHKO attackers with a combination of Wrath and either Moonbow or Glimmer. Glimmer is stronger vs. mages, but Moonbow is better for handling high-Defense greens such as Hector. Quickened Pulse is required for Roy to charge his Special after one attack. Wrath helps after the first turn by providing a free charge, allowing Roy to consistently fire one-turn Specials throughout the match. The extra damage provided by Wrath is essential, patching up Roy’s otherwise low Attack.
Def Ploy is still the best choice for Roy, although he won’t be able to use it on many of the mages he attempts to beat. It does make him better at slaying green tanks however, a job he will still want to do as the red unit on his team. Roy’s Assist skill depends on the kind of allies he’ll be partnered with. Rally Def/Res is for partners who also run Distant Counter sets. Rally Atk/Def is better if Roy is placed alongside primarily physical or melee tanks.
Introduction
Roy is the main lord from Fire Emblem: Binding Blade, and is the wielder of the game’s namesake weapon. Long considered not viable due to his mediocre statline and weapon, he now has a new lease on life due to the weapon refinery granting him powerful new effects on his Binding Blade.
Roy’s new weapon gives him a slew of new abilities, including the effects of Quick Riposte 2, Steady Stance 2, and Warding Stance 2 as well as effective damage against dragons. These make Roy an effective close-quarters tank capable of soaking both physical and magical damage alike.
Now available at 3-4 stars, Roy is a decent investment candidate being both easy to merge and strong vs. dragons, tough opponents who are commonly seen in the Arena. Although his statline is still not well-optimized, it lends him well against both types of damage and gives him a niche over tanks who specialize in one stat.
Strengths
Great at slaying dragons
Roy has one of the highest base Resistance of any dragon-slaying unit in the game. This makes Roy uniquely talented at slaying dragons compared to his peers. He also comes with the effects of Quick Riposte for free, leaving him open to run Guard on his B slot or Close Def on his Seal slot.
Strong mixed defenses
Roy has a solid 44 HP which he combines with 25 Defense and 28 Resistance. This makes Roy fairly sturdy against physical and magical attackers alike, particularly if he has a Defense boon. Unlike many Defensively-oriented tanks, Roy is much harder to Ploy and can make good use of Ploy skills himself.
Weaknesses
Low Attack and Defense
Roy has only 30 Attack and 25 Defense, making him weak when it comes to dishing out and receiving damage. He can mitigate his low Defense with a Defense boon, Close Def or the effects of his Binding Blade. However, he still has trouble with dealing damage, particularly to high-defense reds who are fast enough to double Roy.
Outclassed by other Dragonslayers
While Roy’s excellent Resistance makes great at taking hits from dragons, there are other units who are stronger in other areas. Alm’s monster offenses and Falchion refine means he can simply initiate into and KO many dragons. Lucina and Masked Marth both have much stronger offenses, and all can provide healing support in addition to their combat prowess. It can be tough for Roy to shine with competition from these units. All red dragon slayers are equally bested by Triangle Adept/Swordbreaker sets run by blue dragon units.
Can’t tank melee and ranged damage in the same set
While Roy has great mixed defenses, he finds it tough to wall both melee and ranged attackers. Due to his middling Speed, Roy is slaughtered by mages unless he can OHKO them. He has to choose between running fast-charging Specials like Moonbow, or slow but strong ones like Ignis. He also cannot run both Distant Counter and Steady Breath at the same time, meaning he must choose to specialize in one or the other.
Team Options
Counters
Roy’s low Speed makes him prey to many mages who can double and KO him. Some can even OHKO him, leaving him helpless against them. He can also be defeated by blue dragons carrying Triangle Adept and Swordbreaker.
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Triangle Adept + Swordbreaker Dragons: Ninian is commonly seen with this build, although it is rarer on Nowi and Corrin-F. Roy beats these units normally, but with the aforementioned skill combination, he stands no chance against them.
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Red and Blue Mages: Blue mages cannot be beaten even with his Distant Counter set. Reinhardt and Olwen tear through his Resistance easily, as do most common blue Blade tome mages such as Ursula, Linde, Tailtiu and Mae. His childhood friend Lilina only needs a minor Attack or Speed boost to KO Roy with his melee tank set.
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Blue Armor: Blue units have the Weapon Triangle advantage over Roy, and with their high physical Defense, they can punch through Roy with ease. Although Roy outspeeds nearly all of them, they carry Bold Fighter to circumvent that and KO him regardless. Hardin, Effie, Valentine Eliwood and Gwendolyn are all armors with the skills to defeat Roy.
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Firesweep Users: Red and Blue Firesweep weapon users can completely skip being counterattacked and punish Roy with heavy physical damage. In particular, he fears Fliers with superior movement options who can corner and KO him. Tana, Cordelia, Est, Shanna, Elincia and NY Camilla are all great Firesweep users who can beat Roy.
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Binding Blade (+Eff) | A | Defiant Atk 3 |
|---|---|---|---|
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Shove | B | Desperation 3 |
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Aether | C | Atk Tactic 3 |
| S | Speed +3 | ||
This Roy can turn from defensive to offensive with the quick reposite effect from the binding blade and when his HP goes lower then desperation takes effect but this roy has low defence so it's best to find a way to put more defence onto Roy(ROY'S OUR BOY)
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Binding Blade (+Eff) | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Dull Close 3 |
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Aether | C | Threaten Atk 3 |
| S | Distant Def 3 | ||
My goal was to make Roy both a strong player phase and a strong enemy phase unit. Aether will compliment the Binding Blade's Quick Ripose refinement and keep his HP above 50% easily. To reduce the staggering 5 special cool down use Steady Breath to -2 special cooldown, Steady breath also will even out his res and def stats which is nice if you ask me. Dull Close is a neat little skill that negates all buffs during combat with Rng 1 weapons(Swords, Axes, etc.) which in the Arena will help immensely against tactic teams. The best part is it has no HP or Phase restrictions and will work for Roy as long as he's alive. Threaten attack is there to help our boi Roy tank more hits, plain and simple. "WHY DISTANT DEF??? IS THIS GUY RETARDED???" You might be wondering, first of all not retarded as far as I know, secondly I find this seal is better, here's why. With a close defense seal you just need Roy to attack first or hit him with a ranged Unit to pick him off before he can fight. Distant def is a great remedy to this because it reduces the odds of the latter from happening, and since a ranged unit, by nature, can only initiate against him he practically has a guaranteed +6 def/res against ranged foes no matter the phase(I say practically because of Close Counter). Therefore he has a better chance of not only surviving enemy phase, but will potentially have an opportunity to strike back.
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Binding Blade (+Eff) | A | Close Def 3 |
|---|---|---|---|
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Swap | B | Guard 3 |
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Bonfire | C | Threaten Atk 3 |
| S | Distant Def 3 | ||
Enemy Phase Anti-Dragon mixed tank build
Preferred IVs: +Def/-HP
Def superboon is taken to round out his defenses, patching up any weak points dragons might exploit. It also adds to Bonfire damage output. Meanwhile Guard prevents easy kills from nasty skills like Bold Fighter and Black Luna.
With this setup, Roy will always get +10 Def/Res when foes initiate combat, regardless of their range, bringing his Def/Res to a beefy 39/38 on enemy initiation. Essentially making him bulkier than your standard armor unit. Put him on defense tiles for added fun!
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Binding Blade (+Eff) | A | Distant Counter |
|---|---|---|---|
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Shove | B | Vantage 3 |
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Aether | C | Infantry Pulse 3 |
| S | Close Def 3 | ||
Mixed Tank Build
35/41 Defenses in Enemy Phase from Melee
29/35 Defenses in Enemy Phase from Ranged
Replace Close Defense with Distant Defense if Mages become problem
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Binding Blade (+Eff) | A | Brazen Def/Res 3 |
|---|---|---|---|
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Ardent Sacrifice | B | Vantage 3 |
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Aether | C | Threaten Atk 3 |
| S | Close Def 3 | ||
This build utilizes the effects of his signature weapon combined with more defensive passives to make him practically untouchable during enemy phase. Having an hp bane doesn’t hurt because the weapon refine brings it back to 44. However, a spd bane is also fine since he doesn’t rely on speed to double his opponents. Ardent Sacrifice allows him to safely reach the hp treshold of Brazen Def/Res. Aether helps him offensively since none of his passives boost his offense. It also keeps him healthy. It should be easy to proc because of his low speed and built-in quick riposte resulting in 4 attacks per combat. Adding to the effects of the Binding Blade, Brazen Def/Res lets Roy have +11 on both defensive stats without the help of any team support. Vantage lets him attack first when he hits the hp mark, potentially allowing him to kill the opponent without being hit or by being hit only once. Threaten Attack is there to give him more survivability but could be replaced with anything else the team needs. Finally, the seal for this build is Close Def to further increase his defenses. If a physical tank is already in the team, it could be replaced with Distant Def. A great partner for him is Male Corrin because his refined Yato boosts his defenses and offenses by 4 more points if they have ally support.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Learns by default at 3 ★ Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
ShovePush adjacent ally 1 space farther away.
Learns by default at 4 ★ Unlocks at 3 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Excludes Colorless Weapon Users.
|
50 | A |
| Unlocks at 3 ★ Excludes Colorless Weapon Users.
|
100 | A |
| Unlocks at 4 ★ Excludes Colorless Weapon Users.
|
200 | A |
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
40 | B |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
80 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
160 | B |
Other Info
| Origin |
Fire Emblem: The Binding Blade
|
|---|

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