Table of Contents

Tier Rating

Analysis by milkyytoast
Winter Robin - Festive Tactician


Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 45
ATK 35
SPD 34
DEF 35
RES 25

Stat Variations

Level 1 Stat Variation
Low 22 8 7 8 5
Middle 23 9 8 9 6
High 24 10 9 10 7

Level 40 Stat Variations
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.


  • +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.


  • 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)

Slaying Lance+ (+Spd)
Alternate: Tannenboom!+ (+Spd)
A Distant Counter
Reciprocal Aid
Alternate: Swap
B Bold Fighter 3
Alternate: Vantage 3
Ignis C Armor March 3
SP1,350SQuick Riposte 3

Show Explanation/Analysis
  • 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)

Slaying Lance+ (+Spd)
Alternate: Tannenboom!+ (+Spd)
A Brazen Atk/Spd 3
Reciprocal Aid B Vengeful Fighter 3
Alternate: Quick Riposte 2
Ignis C Armor March 3
Alternate: Hone Armor
SP1,140SClose Def 3

Show Explanation/Analysis
  • 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)

Tannenboom!+ (+Def) A Brazen Atk/Spd 3
Reciprocal Aid
Alternate: Swap
B Quick Riposte 2
Bonfire C Threaten Atk 3
Alternate: Threaten Def 3
SP1,020SClose Def 3

Show Explanation/Analysis
  • 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. 


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.


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.


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

  • Armored Allies: Halloween Henry, Black Knight, Zelgius, Winter Tharja, and Halloween Jakob can help boost Winter Robin's offensive and defensive prowess with goads and buffs, and also extend his range due to armor march.
  • Magic Tanks: Julia, Deirdre, Fae, Arvis, Sanaki, and Gunnthra battle magical threats that Winter Robin will struggle with.
  • Strong Swords: Ayra, Mia, Sigurd, Ike, Ryoma, and Soleil can easily dispatch greens that Winter Robin needs to avoid.


  • 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.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Lance Users Only
100 1 8
Tannenboom!Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat.
Lance Users Only
200 1 10
Tannenboom!+Grants Atk/Spd/Def/Res+2 during combat if foe initiates combat.
Learns by default at 5 ★
Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

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
Brazen Atk/Spd 1If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+3 during combat.
Inheritable by all units.
Brazen Atk/Spd 2If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat.
Inheritable by all units.
Brazen Atk/Spd 3If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat.
Unlocks at 5 ★
Inheritable by all units.
Armor March 1If unit has 100% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
Armor March 2If unit has ≥ 50% HP and an adjacent armored ally at start of turn, unit and any such allies can move 1 extra space. (That turn only; does not stack.)
Only inheritable by armor units.
Armor March 3If unit has an adjacent armored ally at the start of turn, unit and any such allies can move 1 extra space. (That turn only, does not stack.)
Unlocks at 5 ★
Only inheritable by armor units.

Other Info

Fire Emblem: Awakening

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