Table of Contents
- Default
- Attack
- Special
- Injured
| Winter Robin - Festive Tactician |
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 22 | 8 | 7 | 8 | 5 |
| Middle | 23 | 9 | 8 | 9 | 6 |
| High | 24 | 10 | 9 | 10 | 7 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 41 | 32 | 31 | 32 | 22 |
| Middle | 45 | 35 | 34 | 35 | 25 |
| High | 48 | 38 | 37 | 38 | 29 |
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 |
|---|---|---|---|---|
Boons
- +ATK / +SPD: Since Winter Robin’s Attack and Speed give him a considerable offensive presence, he benefits from any chance to boost them as much as possible.
- +DEF: Winter Robin with a Defense boon is quite bulky, and allows him to perform a more mixed offensive / defensive role.
Banes
- HP: Whether this stat has a boon, bane, or is neutral, it’s perfectly viable. It makes for a good bane, though, especially if Winter Robin is running a Distant Counter set.
- -RES: Winter Robin’s Resistance isn’t bad (especially when factoring in armor buffs), but since it’s his weakest stat it can be safely reduced through a bane.
Skill Sets
Merry Mayhem (DC Enemy Phase Build)
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Slaying Lance+ (+Spd) Alternate: Tannenboom!+ (+Spd) |
A | Distant Counter |
|---|---|---|---|
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Reciprocal Aid Alternate: Swap |
B | Bold Fighter 3 Alternate: Vantage 3 |
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Ignis | C | Armor March 3 |
| SP | 1,350 | S | Quick Riposte 3 |
- Preferred IVs: +SPD or +ATK / -HP
- Weapon: Slaying Lance+ (+Spd) / Tannenboom!+ (+Spd)
- Assist: Reciprocal Aid / Swap / Reposition
- Special: Ignis
- Passive A: Distant Counter
- Passive B: Bold Fighter / Vantage
- Passive C: Armor March
- Sacred Seal: Quick Riposte
Because he has a very similar stat spread to Amelia, Winter Robin can easily run a Distant Counter build. Although this is slightly less effective by virtue of him being blue (and therefore not as threatening to common blue magical threats like Delthea, Linde, and Reinhardt), the release of Winter Tharja and Winter Robin’s additional utility as a speedy blue armor unit makes this set an interesting investment opportunity.
The preferred IV for this set is +Spd -HP so that Winter Robin can avoid getting doubled, especially from speedy magic users. With Slaying Lance (+Spd), this allows him to reach 40 Speed, denying follow-ups from mages and reducing Ignis’ Cooldown. Tannenboom!’s additional 2 mt and the fact that it grants +2 to all stats for no downside on enemy phase, however, makes it a good choice if one is building on a budget. +Atk is also a potential option, as it allows Winter Robin to hit harder while initiating and counterattacking. A -HP bane prevents Winter Robin from having to compromise any of his offensive or defensive stats.
With the release of the Quick Riposte Seal, Winter Robin can run Bold Fighter so that he is able to perform follow-ups on player phase, as well as double on enemy phase if he's above the prerequisite HP threshold. Alternatively, Winter Robin is now able to run the same QR / Vantage build that was previously exclusive to Hector. This is even more effective on Winter Robin because of his high Speed -- most green units who threaten him will not double him, allowing him to survive initiations that slower blues would not.
Armor March requires no investment and enables Winter Robin to quickly advance when he is next to another Armor unit, allowing him greater flexibility on player phase and greater offensive presence on enemy phase.
Reciprocal Aid allows Winter Robin to use another allies’ HP pool to heal if his health gets too low, while Swap allows him to readjust his positioning, get into baiting range, or move an ally out of danger. Reposition is also an option that has a similar function.
Deck the Halls (Melee Enemy Phase Build)
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Slaying Lance+ (+Spd) Alternate: Tannenboom!+ (+Spd) |
A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Reciprocal Aid | B | Vengeful Fighter 3 Alternate: Quick Riposte 2 |
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Ignis | C | Armor March 3 Alternate: Hone Armor |
| SP | 1,140 | S | Close Def 3 |
- Preferred IVs: +SPD or +ATK / -RES
- Weapon: Slaying Lance+ (+Spd) / Tannenboom!+ (+Spd)
- Assist: Reciprocal Aid
- Special: Ignis
- Passive A: Brazen Atk/Spd
- Passive B: Vengeful Fighter / Quick Riposte
- Passive C: Armor March / Hone Armor / Fortify Armor
- Sacred Seal: Close Def / Attack +3
Since Winter’s Robin’s base kit is quite solid, he can run an excellent enemy phase-centric build even with minimal investment.
-Res is the preferred bane because Winter Robin should not be tanking mages with this build. Magic damage will push down his HP, deactivating Brazen Atk/ Spd and compromising his ability to KO magical foes in return. As for boon, both +Spd and +Atk aid his damage output – +Spd helps him perform follow-ups on player phase when Brazen Atk / Spd is active, while +Atk improves his firepower.
Slaying Lance with the +Spd refinement adds to Winter Robin’s follow-up ability on player phase and reduces his cooldown. In conjunction with Vengeful Fighter granting him guaranteed follow-ups on enemy phase, this amounts to a quick and incredibly painful special activation for Winter Robin's foes. Alternatively, +Spd refined Tannenboom's 14 mt and effect is excellent, giving Winter Robin a free +2 increase to all his stats on enemy phase – the equivalent of Fury 2 without the drawback of taking damage after combat.
Brazen Atk / Spd’s in-combat bonus to Winter Robin is considerable, enabling him to hit 44 Speed and 56 Attack with a neutral IV, refined lance, and no seal when it’s active (46 Speed and 58 Attack on enemy phase with Tannenboom!). This allows Winter Robin to hit hard whether he initiates or is initiated on. When combined with Armor March, Winter Robin is able to advance along with his armored allies while ignoring terrain movement penalties, quickly threatening low-def enemy units and moving into range to bait melee foes to attack him on enemy phase.
Winter Robin’s offensive and defensive capabilities are added to by Vengeful Fighter, which allows Winter Robin to perform a follow-up attack when he is attacked if he is above 50% HP. This skill is superior to Quick Riposte because of the improved HP threshold and built-in cooldown reduction effect, allowing Winter Robin to proc Bonfire much more quickly. Quick Riposte 2, however, requires much less investment and also allows Winter Robin to hit the foe twice when he is attacked. The Close Defense seal allows Winter Robin to tank these hits better, while Attack +3 enables him to hit back harder.
Since he is most effective at various HP thresholds, Reciprocal Aid is Winter Robin’s ideal Assist skill, allowing him to partake in HP management. It grants him the ability to swap his HP with one of his allies, so it has a dual function of allowing Winter Robin to heal and re-activate Quick Riposte / Vengeful Fighter and enabling him to swap HP with an ally who has a lower HP pool to activate Brazen Atk / Spd’s effect.
For He’s A Jolly Good Fellow (Low Budget Physical Tank)
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Tannenboom!+ (+Def) | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Reciprocal Aid Alternate: Swap |
B | Quick Riposte 2 |
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Bonfire | C | Threaten Atk 3 Alternate: Threaten Def 3 |
| SP | 1,020 | S | Close Def 3 |
- Preferred IVs: +DEF / -RES
- Weapon: Tannenboom!+ (+Def)
- Assist: Reciprocal Aid / Swap / Reposition
- Special: Bonfire
- Passive A: Brazen Atk/Spd
- Passive B: Quick Riposte
- Passive C: Threaten Atk / Threaten Def
- Sacred Seal: Close Def
The goal of this build is to take advantage of Winter Robin’s excellent base kit, applying a few readily available skills to increase his tanking capabilities.
+Def is the ideal boon for this build because it pumps Winter Robin’s Defense up to 38 and boosts his damage output from Bonfire. In combination with a forged lance and the Close Defense seal, this brings him to 47 effective Defense against melee units on player phase and 49 effective Defense on enemy phase – a number that proves astronomical when combined with armour buffs
Tannenboom isn’t quite as excellent as a Slaying Lance but offers Winter Robin the opportunity to receive a free combat bonus during enemy phase. Brazen Atk / Spd is just ridiculously good, denying follow-ups and adding to Winter Robin’s firepower when he’s below the 80% HP threshold. Quick Riposte allows Winter Robin to boost his damage output by attacking twice on enemy phase when Brazen Atk / Spd is not yet active.
Reciprocal Aid allows him to heal and re-activate Quick Riposte, or swap HP with weakened or low base HP ally to activate Brazen Atk / Spd. Swap or Reposition gives Winter Robin a wider scope of movement options. Threaten Atk helps soften blows and adds to Winter Robin’s defensive bulk, while Threaten Def allows him to deal more damage to debuffed foes.
Introduction
As one of the Winter units whose art assets have been in the game for a long while (the other being Winter Tharja), Winter Robin has been heavily anticipated for months. Now that he’s finally here, we’ve been gifted a blue armored lance – something we haven’t gotten since launch – with a stat spread almost identical to Amelia’s, who is widely considered to be one of the strongest armor units.
The trait that makes Winter Robin particularly stand out is his relative speediness (for an armor unit), which, when combined with his natural A skill, Brazen Atk / Spd, pumps his Speed up to 41 at neutral. This is absurdly fast for an armor unit and allows Winter Robin to deny follow-ups that would normally cause him to be KO’d right away. Although he does not generally want to be battling greens, it cannot be denied that with Brazen Atk / Spd active, Winter Robin could take a hit from an unfavorable matchup if necessary.
Winter Robin’s versatility, however, is only added to by his generally balanced stats. Even his Resistance is passable, clocking in at 25 at neutral. If he is attacked while using his native lance, Tannenboom!, then it is pumped up to 27. When combined with his good Defense (35 at neutral, 37 on enemy phase with Tannenboom!) Winter Robin has impressive mixed bulk.
Winter Robin also boasts native access to Armor March, which greatly adds to his and his allies offensive capabilities when he’s within an armor team. Since it extends his movement with no regard for terrain movement penalties, with Armor March Winter Robin can easily move within the range of foes to bait or bring the battle to them, initiating to deal heavy damage or KO.
Strengths
Innate Strength in Being Blue
Winter Robin’s color is a major advantage. Due to him being blue, the damage he takes from Armorslayers is greatly reduced, especially when compared with top-tier armor units like Amelia and Hector.
He also innately threatens some of the biggest threats in the current metagame by virtue of being blue. Mia and Ayra naturally fear Winter Robin as they are unable to double him if he has neutral speed and Brazen Atk / Spd is active.
Good Base Kit and Unit Type
Many mid-to-high Speed units fear initiating on Winter Robin, as their ability to follow-up is compromised by Tannenboom!’s effect.
Winter Robin’s offensive presence and ability to wall is greatly increased by armor buffs and goads. +6 to every stat (+8 with Tannenboom! on Enemy Phase) makes him a force to be reckoned with.
Weaknesses
Mid-level Speed Tier
With a neutral IV, when Brazen Atk/Spd is not active and he’s not using Tannenboom!, Winter Robin only has 34 Speed.
This isn’t bad for an armor unit, but since he generally does not want to run Wary Fighter, this puts him in the position to be doubled by any unit with 39 Speed or more.
Stat Distribution Limits His Roles
Although Winter Robin’s physical and magical bulk is also quite good, he’s not particularly defensively specialized.
This can be mitigated with IVs, but he’s better off being built as an offensive unit.
Team Options
Counters
- Powerful Mages: Nino, S!Camilla, Julia, Deirdre, Micaiah, and Linde power through Winter Robin's lower Resistance with Weapon Triangle advantage or effective damage.
- Brave or Blade Tome Users: Reinhardt, Olwen, Cecilia, and Valentine Lilina dispose of Winter Robin with a Brave or Blade tome, respectively.
- High Firepower Melee Greens: Hector, Amelia, Winter Lissa, Winter Chrom, and Cherche can easily use their color advantage to wall Winter Robin out and hit him hard with a Special.
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Harmonic Lance+ (+Spd) | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Rally Def/Res | B | Wrath 3 |
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Bonfire | C | Armor March 3 |
| S | Heavy Blade 3 | ||
Winter Robin
Double Wrath Player Phase Offense
This set looks to use the combined additional damage of the Harmonic Lance and Wrath to decimate enemies.
At a base 37 SPD with a +SPD IV, Robin has a very balanced stat spread, which is good in this case (unlike as a first generation infantry mage) due to his being an armor unit. A +ATK IV can also be chosen to boost his damage output, but isn't quite as useful because it weakens his ability to proc doubles as well as prevent them. Though it's his weakest stat (but certainly not terrible), it should be noted that W!Robin does have a super boon in RES, which puts him in the next highest bin for Arena Scoring. However, if one were to decide to use a RES boon, Robin would likely be better built as a Mixed Tank (having 45/35/29 base defenses).
The Harmonic Lance is used as the first part of the double wrath set, and is SPD refined to get Robin's SPD to 43. This has the potential to double much of the cast, as well as deny follow-ups from many of the faster units.
Robin's assist is Rally DEF/RES for better scoring. His native Reciprocal Aid can be useful for getting him into Brazen/Wrath range. Movement assists such as swap are also good on armors.
Bonfire is taken as Robin's special, as it hits the hardest of stat based specials. Glimmer can be used for a quicker special, and is also boosted by the damage increase from the Harmonic Lance as well as Wrath. For Arena Scoring, Aether can also be used but doesn't synergize well with the damage requirements of Wrath and Brazen ATK/SPD.
Robin's A-slot is his native Brazen ATK/SPD. When activated, Robin gets up to 50 SPD, which is certainly no joke. His ATK also becomes substantial at 56. These boosts are invisible, so they don't include possible field buffs.
Robin's B-slot is Wrath. Wrath works well with Brazen ATK/SPD as both proc when Robin has lowered health. Wrath synergize with the Harmonic Lance as well as the boosted damage from his Brazen skill, making it very difficult for any enemy unit to survive a Bonfire.
Robin's C-slot is fairly open. In armor teams, Armor March helps Robin move and attack. Even or Odd ATK or SPD wave skills can also be useful in boosting Robin's offensive presence. Beyond these options, the C-slot is very flexible.
For the SS, Flashing Blade is preferred, though Heavy Blade is displayed above (the Flashing Blade option wasn't available). While Heavy Blade is viable, it isn't nearly as consistent as Flashing Blade. Both options look to allow for Bonfire to proc in one round of combat so long as Robin can double. This can be a bit of overkill considering Wrath decreases special cooldown count by one when in range every turn. A basic ATK or SPD +3 can be useful. ATK/SPD 2 was just recently released as a Tempest Trails reward and could also work. Darting Stance can boost Robin's enemy phase who would otherwise out speed him with Darting Blow/Swift Sparrow. Robin's health is high enough to run Panic Ploy, but won't work well after the set is in effect. ATK/DEF bond works well in armor teams.
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Tannenboom!+ (+Def) | A | Distant Counter |
|---|---|---|---|
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Swap | B | Renewal 3 |
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Bonfire | C | Armor March 3 |
| S | Distant Def 3 | ||
This build allows W!Robbin to tank any physical melee threat. His ideal boon/bane is +DEF/-RES. His default weapon is perfect for this build as it allows him to be a stronger threat on enemy phase with +2 to each stat. His assist skill is up to player preference but I prefer Swap as it works best with Armor units. His special is Bonfire but he can also run Ignis if he has Vengeful Fighter as his defence stat is enormous and these specials will allow him to ORKO many of his enemies.
His A skill can probably be swapped for Distant Counter if you want to make him a better enemy phase unit, otherwise Brazen Atk/Spd works great as he gets lower in HP he can hit the enemy harder.
His B skill is renewal here as it allows him to recover from mages and give him a greater survivability. This skill can be replaced with Desperation, Chill Defence, Vengeful Fighter, or any other preferred B skill that helps him destroy enemies on the battlefield.
His C skill is entirely dependent on player preference but keep in mind that he works best in an armor emblem team giving him defensive buffs to keep him alive to activate his special.
His seal is Close Defence as it helps him tank close attackers and gives him more defence from adjacent enemies.
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Berkut’s Lance+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Guard 3 |
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Miracle | C | Armor March 3 |
| S | Quick Riposte 3 | ||
Res Superboon gave me the idea to give him Berkut's Lance.
40 Res and 35 Def make him a pretty solid mixed tank, more magical than physical obviously. Guard helps his tanking by disabling enemy specials. His above average speed allows him to avoid doubles while the QR seal allows him to double regardless. Mainly used in Armor Emblem, he is Ally Supported with BK, and can protect him from the magical threats that BK can't take.
Why Miracle...? Originally it was for a GHB clear (I think Infernal Xander) and I forgot it there... But ever since it saved my Arena run once or twice I never took it off.
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Berkut’s Lance+ (+Spd) | A | Distant Counter |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Bonfire | C | Armor March 3 |
| S | Close Def 3 | ||
Quite considerably my most expensive build but by God if it wasn't worth it. Not only has his Armor March made my armor emblem a lot more fun and effective, but he is quite the devastating ranged check.
Even without Distant Def seal, his lance and armor buffs allow him to shrug off many a mage, and his speed makes it very easy to avoid doubles, which quickly allows him to ravage anyone with a guaranteed Bonfire proc. Distant Def is on lockdown to my Black Knight, but Close Def has been very helpful into making Robin an insane Dragon check. Even Green Dragons can hardly bring him below half HP! And he can still never be doubled (Bold Fighter M!Grima don't interact).
I don't know what else to say except I'm bummed the second to last legendary banner only gave me one to merge into him
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Tannenboom!+ (+Spd) | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Reciprocal Aid | B | Desperation 3 |
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Bonfire | C | Armor March 3 |
Player phase Winter Robin, I'm not going to waste a Bold Fighter on him when he should double a lot of units already with a speed boon and speed refined lance. Ideally this build takes a hit to drop to desperation range, which also activates brazen to push his speed to 47, and Winter Robin proceeds to double a unit and hopefully killing them.
Seals to use would be Atk+3, Spd+3, Quick Riposte 3, Speed Smoke 3.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Lance Users Only
|
50 | 1 | 6 |
| Lance Users Only
|
100 | 1 | 8 |
| Lance Users Only
|
200 | 1 | 10 |
| Learns by default at 5 ★ Lance Users Only
|
300 | 1 | 14 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Reciprocal AidSwap HP with adjacent ally (neither unit can go above their max HP).
Learns by default at 5 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
|
120 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | A |
| Only inheritable by armor units.
|
60 | C |
| Only inheritable by armor units.
|
120 | C |
| Unlocks at 5 ★ Only inheritable by armor units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Awakening
|
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