Table of Contents
- Default
- Attack
- Special
- Injured
| Tobin - The Clueless One |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 18 | 7 | 5 | 5 | 4 |
| High |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | |||||
| Middle | 46 | 31 | 27 | 33 | 26 |
| High |
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 |
|---|---|---|---|---|
This unit has no access to IVs.
Skill Sets
Competitive Spirit (Physical Tank)
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Slaying Edge+ (+Def) | A | Steady Breath Alternate: Steady Stance 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Blue Flame Alternate: Bonfire |
C | Atk Smoke 3 |
| SP | 2,055 | S | Close Def 3 |
- Weapon: Slaying Edge+ (+Def)
- Assist: Reposition / Flexible
- Special: Blue Flame / Bonfire / Ignis / Aether
- Passive A: Steady Breath / Steady Stance
- Passive B: Quick Riposte / Guard / Renewal
- Passive C: Atk Smoke / Def Smoke / Infantry Pulse / Panic Ploy / Flexible
- Sacred Seal: Close Def / Quick Riposte / Quickened Pulse
This set revolves around making the most use of Tobin’s excellent physical bulk and let him specialize as a formidable Enemy Phase defensive tank. A Defense-refined Slaying Edge will be his ideal choice of weapon to utilize with this build, strengthening his physical resilience as well as allowing him to activate his Special faster -- this is vitally important as his Special activations are his most significant source of damage.
Tobin has several options for his Special, though the choice between which one to use essentially boils down to two main factors: personal preference and the A slot he is utilizing. If using Steady Breath, Blue Flame is a fantastic option as it will consistently add 25 points of damage upon activation if Tobin has an adjacent ally and thanks to the accelerated cooldown from both his weapon and A slot, Tobin will be able to activate it after getting hit just once. On a budget, Bonfire can also be used as it scales well his good Defense stat. Alternatively, one can use Ignis and Quickened Pulse to ensure its activation on Tobin’s first counterattack.
The Slaying Edge + Steady Breath combination also makes Tobin a decent user of Aether, granting him simultaneous sustain and damage output increase. However, if using any other A slot such as Steady Stance, Ignis will be his best choice for a Special to circumvent the loss of accelerated cooldown; although using Ignis does mean that Tobin will have to be doubled in order for it to activate, his low Speed means that he will usually find little trouble in meeting this requirement.
For his B slot, Quick Riposte is essential in order to ensure Tobin’s follow-up in the Enemy Phase, as his Speed is far too low for him to be able to naturally perform them. However, one can also use it as his seal to open up his B slot to other strong skills such as Guard and Renewal. Guard allows Tobin to minimize the damage he takes from units who rely on fast and powerful Special activations, such as Zelgius and Ayra, while Renewal is a good option to grant him additional sustain.
Atk and Def Smoke are both great C slot skills to strengthen Tobin’s ability to confidently take on multiple opponents in the Enemy Phase, with Atk Smoke increasing his overall survivability while Def Smoke helps increase his own damage output. Tobin’s good HP pool also makes him a fantastic user of skills such as Infantry Pulse and Panic Ploy. Otherwise, any available C slot that best supports the rest of his team composition can be used. Lastly, if using Quick Riposte in his B slot, the Close Def seal can be used to strengthen his ability to take physical hits further.
Villager’s Tact (Budget Anti-Armor)
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Armorsmasher+ (+Def) | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 |
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Glimmer | C | Hone Atk 3 |
| SP | 1,425 | S | Close Def 3 |
- Weapon: Armorsmasher (+Def) / Armorsmasher (+Atk)
- Assist: Reposition / Flexible
- Special: Glimmer / Bonfire
- Passive A: Fury / Triangle Adept / Attack +3
- Passive B: Swordbreaker / Axebreaker / Vantage
- Passive C: Hone Atk / Flexible
- Sacred Seal: Close Def / Atk/Def 2 / Attack +3 / Defense +3
A budget-friendly set for those who wish to make as minimal of an investment as possible in the young villager, revolving around the refinable version of his default weapon, Armorsmasher. This weapon grants him a sizeable 50% Attack increase when fighting against armored foes and although niche, this effect allows him to be an easy pick in modes such as Arena Assault to quickly take down such foes. Due to the fact that armor teams usually carry in-combat buffs such as Ward Armor as opposed to field buffs, it is recommended to take either a Defense or Attack refine on his weapon to strengthen his ability to take physical hits or his damage output respectively.
Glimmer scales well with the effective bonus damage granted by Armorsmasher’s effect and possesses a low cooldown to boot, making it a good choice for his Special. Should consistent damage output be favored instead, Bonfire makes for a decent alternative thanks to Tobin’s solid Defense stat. His A slot is largely up to personal preference, with Fury giving him coverage in all of his matchups while Triangle Adept can be taken to solidify his matchups against green armors in particular. On an extreme budget, Tobin’s native Attack +3 is also a suitable alternative.
Breaker skills like Swordbreaker and Axebreaker work excellently with this set to help Tobin establish himself further as competent armor counter; Swordbreaker, in particular, has fantastic synergy with Triangle Adept to allow him to take on and defeat most, if not all, red and green armored units alike. Vantage can also work relatively well when running Fury to potentially take down multiple armored foes in one Enemy Phase. Tobin has no particular attachment to any given C slot so feel free to use any skill that best supports his teammates. Close Def is his best option for a seal to heighten his physical damage soak in the Enemy Phase though if it is unavailable, either the Attack +3, Defense +3, or Atk/Def 2 seal can be taken instead.
Introduction
Commonly known as the villager whom you should never count out, Tobin enters the fray as a Tempest Trials reward unit. Like many of his fellow villagers, Tobin is in possession of boosted BST but despite having these few extra stats over his competition, he finds himself consistently outclassed by almost every other sword user in the game thanks to his relatively lackluster stat spread, which prevents him from being able to excel in any given role. Moreover, his status as a reward unit limits his potential further, as his lack of IVs and conventional merges renders him heavily dependent on team support to perform up to par with the rest of the cast.
He does, however, have one silver lining: his excellent mixed bulk. If accounting for the +5 HP granted to him by refining his weapon, Tobin has a respective physical and magical bulk of 84 and 77, allowing him to take large amounts of damage with ease; while his low Speed does put a damper on his ability to tank too many hits, many foes will still face trouble ORKOing the young villager outright. In addition, his status as an infantry unit allows him to capitalize on his physical bulk by giving him access to Steady Breath -- one of the best skills in the game -- which can help greatly improve his overall performance. All in all, as is the case with most other units in the game, Tobin can be a serviceable unit for those looking for a competent defensive tank, provided that he is given the proper support and investment. Otherwise, he is best left as a simple armor counter to use in modes such as Arena Assault or at the very least, as a commemoration of one’s participation in the Tempest Trials.
Strengths
Excellent Mixed Bulk
Thanks to his combination of high HP, good Defense, and decent Resistance, Tobin is easily capable of taking on significant amounts of damage, both physical and magical alike.
Boosted BST
Tobin naturally falls in the 160-164 BST bin in Arena as opposed to the typical melee infantry bin of 155-159, allowing him to garner more points in Arena in comparison to the majority of other similar units.
Infantry
Tobin’s status as an infantry unit gives him access to Steady Breath, allowing him to considerably bolster his performance as a physical tank.
Weaknesses
Too Balanced
Though having a balanced stat spread does mean that Tobin doesn’t have a particularly “worthless” stat, it does make it extremely difficult for him to specialize and stand out from the rest of his competition.
Lack of Merges and IVs
Due to his status as a reward unit, Tobin lacks access to both consistent merges and IVs, severely hindering his potential as these two factors could have come an extremely long way in patching up his otherwise unimpressive performance.
High Investment
In order for Tobin to reach his full potential, one is required to completely overhaul his entire kit and invest in multiple rare skills, the most notable of which being Steady Breath, a skill locked to a single 5* exclusive character.
Outclassed
As a result of his unfortunate stat spread and status as a reward unit, Tobin falls flat in comparison to nearly every other sword user and struggles to excel in any particular role.
Team Options
Counters
- Strong Blues: Strong blues like Fallen Hardin, Tana, and Cordelia can utilize their combination of strong offenses and Weapon Triangle advantage to swiftly take him down.
- High Defense Tanks: High Defense tanks such as Shiro, Lukas, and Zephiel can take advantage of Tobin’s poor performance in the Player Phase and easily take him down thanks to their own Enemy Phase prowess.
- Offensive Mages: Although Tobin has rather good magical bulk, the majority of it lies in his HP pool. This in tandem with his low Speed means that offensive mages like Linde, Summer Tana, and Bridal Tharja can deal devastating amounts of damage and promptly defeat the Ram villager despite his above average magical resilience.
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Armorsmasher+ (+Def) | A | Fury 3 |
|---|---|---|---|
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Pivot | B | Vantage 3 |
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Bonfire | C | Threaten Def 3 |
| S | Close Def 3 | ||
Armoursmasher+ (+Def)
His weapon is optional as long as I change it but i stayed budget to keep his weapon. Def+ Pushes Tobin Def further to make him a very tanky so that he can tank some blue units and other physical units and also some dragons and that brings me to Fury.
Fury 3- Boosts his Spd Res and all his stats and all of them can be good. He can deal with Green Dragons like Myrrh and Fae. and also avoid doubles units with 34 Spd.
Vantage 3 -Fury and vantage is a great combo so if Tobin is under 75% he might be able to defeat enemy he attacked recently
Threaten Def 3- He will deal more damage to other enemies and makes sure to deal as much damage he can after combat.
Close Def 3 Seal- He will tank a lot of green units and be able to take some physical units that are blue and red which makes him more tanky
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Wo Dao+ | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Threaten Def 3 |
| S | Panic Ploy 3 | ||
Possessing a stat spread strikingly similar to Brave Ike himself, this build basically aims to build Tobin in a very similar fashion, just without a fatherly axe to speak of.
With a solid 33 defense, Tobin reaches 37 defending, giving him a considerable bulk of 46/37 unbuffed, allowing him to shrug off numerous attacks, especially from green units. His resistance also sits at 26, which while unideal, is certainly not too low to take one magical attack, given his 46 HP. His main hinderances are his mediocre 31 Attack and most especially his measly 27 Speed, but both of these are simultaneously rectified in this setup.
By using Quick Riposte, Tobin becomes a surprising tank, as Steady Breath allows him to quickly charge up Aether, especially when being doubled, and deal massive damage in retaliation with Wo Dao, while recovering HP in the process and helping to keep himself in Quick Riposte range. This makes Tobin a red tank akin to Xander, but with Steady Breath working with Wo Dao to boost his damage output while tanking significantly.
While C slot is flexible, Threaten Def gives him the option to finish off opponents that survive his Wo Dao boosted Aether, though anything that his team needs can be run instead. His assist skill is also flexible, although Reposition is the most common and versatile one to use. Seals are also flexible, but Panic Ploy is ideal to help take advantage of Tobin's stellar 46 HP, while in the process allowing the clueless villager to take on buffed opponents easily.
For weapon refinery, Tobin has several options. While he'll always get a flat boost of 5 HP, Tobin may choose between a boost to his Attack or Defense, both of which he appreciates. The +3 boost to his Attack will help Tobin patch up his otherwise lackluster kill potential when counter, though +4 defense will increase his tanking capabilities substantially.
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Wo Dao+ | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Bonfire | C | Threaten Atk 3 |
| S | Resistance +3 | ||
This Tobin is a somewhat unique build that capitalizes on his underrated defenses, and makes him a mixed tank. He isn't the strongest, but he sure is durable. And when his bonfire activates: watch out!
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Wo Dao+ | A | Steady Breath |
|---|---|---|---|
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Swap | B | Swordbreaker 3 |
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Bonfire | C | Threaten Def 3 |
| S | Defense +1 | ||
With Steady Breath, Tobin can fully charge his Bonfire when attacked by an enemy in a single round of combat. If Tobin or the enemy double, then Bonfire will activate in that same round of combat, and with Wo Dao+ adding 10 damage to Bonfire, he can do extensive damage to any attackers. If Tobin or the enemy do not double, then Tobin will have a fully charged Bonfire to use on an enemy of his choice.
Swordbreaker allows him to duel fast sword units and activate Bonfire to either kill or seriously injure them, provided they initiate. Alternatively, Quick Reposte serves the same function as swordbreaker, but will secure double attacks on all types of enemies, not just sword units. Depending on your preference and how well Tobin tanks hits, you might be inclined one way or the other.
C Skill is flexible, I use Threaten Def to either secure kills on tankier enemies or set up easier kills for his teammates.
Support Skill is also flexible, though I recommend a movement skill.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Learns by default at 4 ★ Only Inheritable by Sword Units.
|
200 | 1 | 8 |
| Learns by default at 5 ★ Only Inheritable by Sword Units.
|
300 | 1 | 12 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
PivotUnit moves to opposite side of adjacent ally.
Learns by default at 4 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
30 | A |
| Inheritable by all units.
|
60 | A |
| Unlocks at 4 ★ Inheritable by all units.
|
120 | A |
| 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 Echoes
|
|---|
Banners Featured In
None

Fate Grand Order
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IV Calc
Heroes