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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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 | Distant Def 3 | ||
The main set every lance armor knight generally runs. Since Robin is really fast however he'll need to swap Ignis for Bonfire as his speed will prevent enemies from doubling him which can cause Ignis to not proc every battle.
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Tannenboom!+ (+Def) | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Armor March 3 |
| S | Speed +3 | ||
u may be -spd but thats ok, im just happy u came home after i spent like 230 orbs or something :')
+3 spd seal, haha, its ok robin, u cant help it that ur a little slow.
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Tannenboom!+ (+Res) | A | Distant Counter |
|---|---|---|---|
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Swap | B | Vengeful Fighter 3 |
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Bonfire | C | Savage Blow 3 |
| S | Distant Def 3 | ||
IVs: +HP/-SPD
Weapon: Tannenboom! (+Spd)
Assist: Swap
Special: Bonfire
A Slot: Distant Counter
B Slot: Vengeful Fighter 3
C Slot: Savage Blow, Flexible
Seal: Distant Def 3, Deflect Magic 3
Robin's skill stats for an armoured unit allow him to be very flexible depending on his IVs for the build you'd like to run on him. This build allows him to be used as a bait and switch character, being able to tank hits from units like Reinhardt, Hector, Brave Lyn, etc. A +HP boon is important for this to work so he can survive longer while dealing with a strong unit. Since he'll end up with low health quickly, Vengeful Fighter activates allowing automatic follow-up attacks, which is why his (already above average) speed stat is not important. It also gives his special (Bonfire) a cool down charge making it activate every time he gets doubled whilst in Vengeful Fighter's range. His Passive C skill is flexible depending on whether or not you're using Armour Emblem (which I'm not), so go with whatever compliments your team. Another important attribute to this build is the sacred seal, Distant Defense which allows him to deal with mages with ease because of his passive A skill Distant Counter.
Swap makes him able to swap with an ally, allowing him to, as said earlier, be used a bait for strong units because he will survive 9/10 times. He's a very enemy-phase based unit due to Tannenboom!+'s effects.
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Tannenboom!+ (+Atk) | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Pivot | B | Lancebreaker 3 |
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Galeforce | C | Armor March 3 |
| S | Atk Ploy 3 | ||
The Galeforce Awakens
This helped me defeat Lucius and Raven’s BhB.
Moving three times with a dancer and with Armor March is beautiful.
May the Galeforce be with you, for the winters to come.
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Firesweep Lance+ | A | Brazen Atk/Spd 3 |
|---|---|---|---|
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Reciprocal Aid | B | Escape Route 3 |
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Vengeance | C | Armor March 3 |
| S | Attack +3 | ||
Roses are red
My table is from Ikea
Why can't I stop
Coming up with awful ideas?
This build is just some dumb idea I came up with while I was building my Winter Robin. The basic idea is to get yourself knocked down to 50% health or less and go crazy with Escape Route.
Firesweep Lance+ is taken in order to assure that you cannot be counterattacked, effectively giving you a better version of Desperation during Player Phase while still keeping your B slot free. If you wish to be able to counterattack, the likes of Tannenboom+ or possibly a Slaying Lance+ would almost definitely suit you better, you just have to be sure to pick and choose your battles in that case.
Reciprocal Aid helps to reduce your health to 50%.
Vengeance is a pretty powerful skill for this build, as it deals 11-22 damage once you hit the Escape Route threshold.
Brazen Atk/Spd 3 is a no-brainer. Native to Winter Robin and is even stronger than Life and Death 9 times out of 10? Yes please.
Escape Route 3 is vital for circumventing your low mobility, particularly on non-armor teams.
As usual, C-slot is versatile.
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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