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Roaming Warrior Leo

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Rarity
Element
Dark
Class
Ranger
Zodiac
Gemini
Max CP15786
A warrior roaming the world to eradicate evil
Self-styled Detective
Self-styled Detective
Dispatch Mission:
Time Limit
Specialty Effect:
Reward Bonus +10%
Grudge
Assassin Cidd
Trust
Leo
Grudge
Crozet
Born to a family of scholars, he dreamed of becoming a warrior from a young age. After his parents disappeared following a raid by the Axe Bandits, he pledged to become stronger and get his revenge. Believing that reforming the rotten world is the only way to become a true warrior, he roams around the world defeating evil.

Table of Contents

Hero Stats

Hero CP: 15786
HP 5016
ATK 1088
SPD 111
DEF 553
Crit Hit Chance Crit Hit DMG Dual Atk Chance
15.00% 150.00% 5.00%
Effectiveness Effect Resist
18.00% 0.00%
Imprint Release

+Dual Attack Chance %
SSS : +2.45% SS : +2.1% S : +1.75% A : +1.4% B : +1.05% C : +0.7%
Imprint Concentration

+Effectiveness %
SSS : +22.8% SS : +20.4% S : +17% A : +13.6% B : +10.2% C : +6.8%
*Red tiles mark the effective area of a Devotion Skill.

Hero Tags

Builds

set up us the bomb

If you're determined to get Bombs to work for you, you're going to need to stack as much Atk% and Effectiveness on Roaming Warrior Leo as you possibly can. Atk determines the damage of the Bomb, and Effectiveness helps you to set them in the first place.

Lots of Spd is important too, so he can act before enemies and hopefully set his Bombs before they take their first turn, making it count towards the Bomb timer. Beyond that, his stats are unimportant -- consider Crit Chance or Crit Damage to fill the remaining substats, but don't stress it too much.

For his Artifact, equip Roaming Warrior Leo with a Cursed Compass. This gives him the maximum chance to set up his Bombs on his first turn.

Equipment

Main
Spd
Atk %
Eff %
Sub
Spd
Eff %
Atk %
Set
Attack
Hit

Artifact

Upgrade Priority

Early Mid Late
0 0 +5
0 +4 +5
+4 +5 +5

Team

Core

The best way to get Bombs off is to keep the enemy team as locked down as possible -- preferably with Stuns, though Silences can work too -- so the Bombs have time to detonate. This full Moonlight team has a lot of lockdown potential between General Purrgis, Wanda, and Roaming Warrior Leo himself (from his S2). Shooting Star Achates can pull out revival or Immortality to help stall things out further if needed.

Keep in mind that one of the few things Bombs can help with is characters who give themselves extra turns to set up nasty combos, such as Karin, Iseria, or Tamarinne. Try to prey on teams using such characters when you can.

Good for What Ails Ya

Considering how difficult Bombs are to use at present, if you're insistent on using Roaming Warrior Leo, you may want to use him instead for his S1 and S2 and just consider his S3 a pleasant surprise when it actually lasts long enough to explode. This strategy relies on how Roaming Warrior Leo's S1 does more damage when the enemy is debuffed. Pair him with allies who can inflict a lot of debuffs and spam his S1 after they've worked their magic.

Spd is still important for this build, but not as important, since it doesn't matter if Roaming Warrior Leo takes the first turn or not. Effectiveness is even more deemphasized -- it's nice if you can fit some in, but it's not really that important anymore. Instead, focus on the DPS stats: Atk%, Crit Chance, and Crit Damage.

His primary gear set should probably be Destruction, but Attack is still better for his Bombs if they go off, so you might decide to go that direction instead. Similarly, his secondary gear set should probably be Critical, but you could also make a case for Hit.

There are two Artifacts that can really benefit Roaming Warrior Leo with this setup: Ambrote and Rosa Hargana. Ambrote simply boosts his S1's damage, while Rosa Hargana works particularly well with his Devotion Aura, increasing his chance of getting pulled into Dual Attacks when it isn't his turn and also increasing his damage.

Since Roaming Warrior Leo doesn't really have much of a role to fill in a party beyond "kind of a DPS," you can also buff up his team utility with choices like the Bloodstone, Sashe Ithanes, Infinity Basket, or Song of Stars.

Equipment

Main
Spd
CritC %
Atk %
Sub
Spd
CritC %
CritD %
Atk %
Set
Destruction
Critical

Artifact

Upgrade Priority

Early Mid Late
+4 +5 +5
0 +4 +5
+3 +4 +5

Team

Core

This team revolves around dragging the enemy to the ground with debuffs and kicking them while they're down.

  • Armin can debuff Hit chance and cause Poison, along with having a lot of damage mitigation and a little healing for the team. Her S1 can Stun and the chance increases on enemies with debuffs.
  • Sigret is the queen of capitalizing on debuffs. She can cause Bleed and Unhealable, and her S3 becomes stronger the more debuffs are stacked on her target.
  • Rin usually isn't a main healer, but if she has Armin's help (and maybe the Celestine Artifact), she can make do. She pulls her weight by dispelling enemy buffs and causing Defense Break.

You could potentially replace Armin with Lilias for guaranteed Dual Attacks and more reliable cleanse. You could also replace Rin with Achates for better healing, cleansing, and team utility at the cost of Defense Break.

Table of Contents

Analysis

Overview

There's no way to sugarcoat it: Roaming Warrior Leo is in serious need of buffs or changes from SmileGate. His gimmick is planting the "Bomb" debuff on enemies, a debuff that "explodes" after the enemy takes 2 turns. The damage from the Bomb is based on Roaming Warrior Leo's Atk and ignores a significant portion of the target's Def, and it also attempts to cause Stun.

On paper, Bomb sounds like a fine gimmick, but in practice, Roaming Warrior Leo's ability to use Bombs is painfully limited by the enormous amount of cleanse and Immunity that exists in Epic Seven. Furthermore, the damage when Bombs are successfully triggered is not very impressive considering the time and effort they take to set up and set off, and their Stun is useless on PvE boss monsters.

If the rest of Roaming Warrior Leo's kit was strong enough to outweigh the weaknesses of the Bomb debuff, this would be okay. However, his S1 causes Attack Break -- which is helpful but by no means essential -- and his S2 is, at best, on par with 3★ Earth-element hero Adlay's S3. Unfortunately, there is little justification to using Roaming Warrior Leo at this point in time.

Strengths

Bombs Ignore (Most) Def

When a Bomb successfully explodes, its damage ignores 80% of the enemy's Def stat. This makes Bombs well-suited to punishing heavily-defended Knight heroes who build lots of Def, such as Pyllis, or cutting through enemies with Def buffs, such as Doris.

Increases Enemy Skill Cooldowns

Roaming Warrior Leo is one of the few heroes who can increase enemy skill cooldowns, potentially delaying their use of a game-ending S3 and giving you time to snatch victory from the jaws of defeat. Furthermore, Roaming Warrior Leo is fairly fast, and his S2 (the skill that increases enemy cooldowns) has only a 3-turn cooldown, making it surprisingly spammable.

Strong and Fast

Roaming Warrior Leo isn't the sturdiest hero, but he has high base Atk and Spd. High Spd helps him set up his Bombs and potentially delay enemy Soul Weavers from cleansing them with his S2, while high Atk is necessary for squeezing more damage out of the blast.

Interesting Devotion Aura

Not many heroes have a Devotion Aura that increases the chance of Dual Attacks occurring. Even at SSS Aura level, the increase is not high, but it's one of the only ways to make Dual Attacks more reliable.

Weaknesses

Bombs Are Weak and Slow

No matter how you slice it, the Bomb debuff is not an efficient source of DPS. The target can get two attacks off before the Bomb detonates, meaning the Bomb basically has to last two full rounds. In PvP, "two rounds" is usually the amount of time it takes for the battle to end. Bombs are a little more likely to work in PvE, but only on bosses -- since trash mobs will also likely die in two rounds or fewer. Even worse, all bosses are immune to the Bombs' Stun and many bosses can also cleanse themselves, removing the Bomb before it can do its job.

Bombs are Easily Countered

Effect Resistance, cleansing, Immunity, Wondrous Potion Vial, debuff transfer... these are just a few of the defenses that can cause Bombs to fizzle out with no effect whatsoever. Since ailments are a key part of PvP, any respectable team is going to have some way to deal with them (either blocking them, cleansing them, or killing so fast that they can't be applied), so Bombs are never going to last long enough to work. To add insult to injury, Roaming Warrior Leo's S3 has a 4-turn cooldown even at maximum Skill Enhancement. If the attempt to plant a Bomb doesn't work, you have to wait 4 turns before you can even try again.

No Useful Niche

Other than plant Bombs, Roaming Warrior Leo can cause Attack Break and increase skill cooldowns for all enemies. This is not bad utility, but it's also not utility that is usually, if ever, necessary. This makes it very difficult to find space for Roaming Warrior Leo in a viable strategy, since there's nothing Roaming Warrior Leo can do that other heroes can't do better.

Table of Contents

Skills

0 Turns
+1 Souls
Attacks with a slingshot, with a 35% chance to decrease Attack for 2 turns.

Awaken
Attacks with a slingshot, with a 35% chance to decrease Attack for 2 turns. Damage dealt is increased when the enemy is debuffed.
Skill Enhance
Effects and Multipliers
3 Turns
+1 Souls
Fires a shockbomb at the enemy, with a 80% chance to increase skill cooldown by 1 turn.
Skill Enhance
Effects and Multipliers
Skill 3: Go, Racoo!
5 Turns
+2 Souls
Attacks all enemies with Racoo, with a 75% chance to plant a bomb for 2 turns.

Soul Burn Effect
-20 Souls

Grants an extra turn.
Skill Enhance
Effects and Multipliers
Self-styled Detective
Dispatch Mission: Time Limit
Specialty Effect: Reward Bonus +10%

Awakening

Lvl
Effectiveness +6% Attack +20 / Health +60
Lvl
Attack +3% Attack +20 / Health +60
Lvl
Attack +6% Attack +30 / Health +80
Lvl
Effectiveness +12% Attack +30 / Health +80
Lvl
Attack +6% Attack +30 / Health +80
Fire Slingshot
Attacks with a slingshot, with a 35% chance to decrease Attack for 2 turns.
Ability Upgrade
Attacks with a slingshot, with a 35% chance to decrease Attack for 2 turns. Damage dealt is increased when the enemy is debuffed.
Stat Increase
Attack +20 / Health +60

Campsite Stats

Campsite Topic

Reality Check
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