Table of Contents
- Default
- Attack
- Special
- Injured
| Roy - Young Lion |
|---|
|
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
-
+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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Slaying Edge+ | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Threaten Atk 3 |
Roy is a unit that is well balanced, and this Roy is able to tank and deliver hits from proccing Aether with Steady Breath bonus. With threaten atk, Roy can survive most attacks and counter while healing.
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Binding Blade | A | Distant Def 3 |
|---|---|---|---|
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Reposition | B | Shield Pulse 3 |
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Escutcheon | C | Threaten Def 3 |
(Seal: attk ploy)
Oriented to be a slightly tanky build with distant defense working with his binding blade and middling stats to keep him alive from ranged threats and escheon to keep him physically viable for the most part.
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Binding Blade | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Aether | C | Threaten Atk 3 |
This build aims to capitalize on Roy's innate potential as an enemy phase unit. Combining the effects of his Binding Blade with Brave Ike's Steady Breath, Roy can reach an impressive enemy phase defense total of 31 and resistance total of 33, all while greatly amplifying his damage output and survivability through what is essentially a 2 charge Aether, provided you equip Roy with a Quickened Pulse Seal. If you choose to give Roy both a summoner and hero support, these totals leap to 35 and 37 without any hone/spur/drive buffs applied.
This Stat Spread allows Roy to survive one round KO's from key opponents in arena such as Nino, while allowing him to turn around and ORKO her on the following player phase.
This version of Roy has surprisingly few counters; aside from blue mages and lance users, few Red units can survive a duel with a properly supported Roy. Min/maxed Roy with this build (hypothetically, both summoner/hero supports without any spurs/hones are all that's needed) Roy will be transformed from a mediocre red unit with notoriously low dueling capability into one of the most powerful enemy phase units in the game with an incredible matchup spread.
The point of this build is to form a core team of Roy/Reinhardt, the combination of which effectively deals with every matchup in the game, while simultaneously allowing them to work independently to cover 2/3rds of the cast each, by themselves.
Or, in other words, this Build turns Roy into Red Brave Ike who doubles not only as a physical tank, but a magical one as well.
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Binding Blade | A | Life and Death 3 |
|---|---|---|---|
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Shove | B | Desperation 3 |
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Aether | C | Threaten Atk 3 |
A +4 Merged Roy with excellent IVs (+Spd/-Res) running a desperation build.
With Binding Blade, he's able to negate 40% of L&D's penalty during enemy phase. With Desperation, he can negate its drawback entirely.
Recommended Seals: Spd +1
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Binding Blade | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Escutcheon | C | Threaten Def 3 |
Since Roy's stats are so middling and his binding blade is geared towards enemy phase, I thought I'd go all out with it. Depending on your preference, short charge dr or lifesteal (noontime, sacred cowl, and eschueon) would be special of choice. Attk ploy over threaten def or as a sacred seal(which is how I use it) seems to be very useful as well, as the debuffs add to his survivability
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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