- Default
- Attack
- Special
- Injured
Gray - Wry Comrade |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 6 | 5 | 5 | 2 |
Middle | 17 | 7 | 6 | 6 | 3 |
High | 18 | 8 | 7 | 7 | 4 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 32 | 29 | 27 | 19 |
Middle | 43 | 35 | 32 | 30 | 22 |
High | 46 | 38 | 35 | 33 | 26 |
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 |
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Skill Sets
Come at me, fools! (Supertank)
Laid-Back Blade (+Eff) | A | Distant Counter | |
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Reposition | B | Close Call 3 Alternate: Repel 3 |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 | |
IVs | +SPD / -RES | S | Spd Smoke 3 Alternate: Steady Posture 2 |
Weapon: Laid-Back Blade (+Eff)
Assist: Reposition / Flexible
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Close Call / Repel
Passive C: Pulse Smoke
Sacred Seal: Spd Smoke / Steady Posture
- Gray can become a fearsome supertank thanks to his Laid-Back Blade. The weapon grants Cavalry-effectiveness and +3 to all stats during combat if his HP is ≥ 50%, along with the +Eff refine granting +3 HP and an additional +5 to all stats if the number of foes within 2 spaces is ≥ the number of allies within 2 spaces. With a potential +8 to all stats, Gray can significantly improve both his offensive capabilities (and thus, his healing from Noontime or Sol) and defensive capabilities.
- The key to making this set work is Close Call (or Repel); for each point of Speed Gray has more of than the enemy, 4% of the enemy’s damage is reduced, with the maximum damage reduction being 40%. While Gray’s middling 32 Speed may make this seem like a pipe dream, +8 Speed from Laid-Back Blade and a +SPD IV can make this much more realistic. Spd Smoke and Steady Posture also help ensure this Speed gap, with the former inflicting -7 Speed on all enemies within 2 spaces of the target and the latter increasing Gray’s Speed and Defense by +4 during Enemy Phase.
- Noontime and Sol are staples of any Close Call / Repel set, granting the unit self-sustainability. However, it’s especially important for Gray to use a healing Special, as Laid-Back Blade’s +3 to all stats is only granted if his HP is ≥ 50%.
- Pulse Smoke completely shuts down Infantry Pulse Aether Raids Defense teams, ensuring that Gray doesn’t fall to a barrage of enemy Specials that grant lots of bonus damage.
Anything for Clair (Offensive Soloist)
Laid-Back Blade (+Eff) | A | Swift Sparrow (2 or 3) Alternate: Heavy Blade 4 |
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Reposition | B | Null Follow-Up 3 Alternate: Mystic Boost 3 |
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Galeforce Alternate: Luna |
C | Time's Pulse 3 Alternate: Def Smoke 3 |
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IVs | +ATK or +SPD / -RES | S | Heavy Blade 3 Alternate: Swift Sparrow 2 |
Weapon: Laid-Back Blade (+Eff)
Assist: Reposition
Special: Galeforce / Luna
Passive A: Swift Sparrow (2 or 3) / Heavy Blade 4 / Atk/Spd Solo
Passive B: Null Follow-Up / Mystic Boost / Desperation
Passive C: Time’s Pulse / Def Smoke
Sacred Seal: Heavy Blade / Swift Sparrow
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The role of offensive soloist comes naturally to Gray thanks to his Laid-Back Blade. The weapon’s +Eff refine grants Gray +5 to all stats if the number of foes within 2 spaces is ≥ the number of allies within 2 spaces, encouraging Gray to rush into a group of enemies and take them out. Thanks to +5 to all stats along with +3 to all stats if Gray’s HP is ≥ 50%, he can become a strong offensive force that dishes out high amounts of damage and consistently performs follow-up attacks.
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Skills that grant Gray additional damage (Attack) and/or Speed secure follow-up attacks and raw damage. Given Gray’s offensive playstyle for this set, he’ll be initiating for most of his combat, making Swift Sparrow a fantastic option (granting +4/6 Attack and +4/7 Speed when he initiates). Atk/Spd Solo is another great option, synergizing excellently with Laid-Back Blade’s +Eff refine to grant a total of +11 Attack/Speed if no ally is adjacent to Gray.
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Which Special Gray uses is player preference. While Galeforce, which grants Gray another action when activated, has more potential, it can be detrimental to Gray’s performance if the enemy has a Guard effect active; as such, Luna is a strong alternative that also helps him break through enemies with particularly high Defense. With Heavy Blade, Time’s Pulse, and no Guard effect active on the enemy, Gray can activate Galeforce after combat (assuming he performs a follow-up attack) or Luna on his follow-up attack.
- Null Follow-Up is a fantastic B slot to ensure that Gray performs a follow-up attack if he is able to. Mystic Boost heals Gray for 6 HP after combat, which can help him stay at ≥ 50% HP so he receives +3 to all stats during combat. While its HP threshold may be difficult to achieve while remaining ≥ 50% HP, Desperation can grant Gray safety when initiating at ≤ 75% HP by allowing him to perform his follow-up attack before the enemy can counterattack.
Strengths
Solid Attack
Thanks to a solid 35 Attack, Gray can deal respectable damage that can be augmented with Attack buffs and Speed buffs to secure follow-up attacks.
Decent physical bulk
The combination of an unusually high 43 HP and 30 Defense adds up to 72 physical bulk. While not spectacular, Gray can consistently survive at least one physical attack. Gray’s physical bulk also allows him to stay at ≥ 50% HP so he can receive +3 to all stats during combat from his Laid-Back Blade.
Laid-Back Blade
Gray’s personal weapon is the Laid-Back Blade, granting Cavalry-effectiveness and +3 to all stats if his HP is ≥ 50%. The +Eff refine grants Gray an additional +5 to all stats if the number of foes within 2 spaces is ≥ the number of allies within 2 spaces. With this, Gray can greatly boost his otherwise mediocre statline, improving his offensive and defensive capabilities.
Infantry advantages
As an Infantry unit, Gray has access to many valuable skills such as Bonus Doubler, Null Follow-Up, and Time’s Pulse. In addition, Gray practically never has to worry about enemies with Infantry-effective weapons, given their rarity and lack of advantages compared to other generic weapons. As a Gen 1 Infantry unit, Gray can also receive 10 Dragonflowers instead of only 5, which post-Gen 2 Infantry units and all other movement types receive.
Weaknesses
Mediocre Speed
Unfortunately, Gray’s downfall is his middling 32 Speed. Even with up to +8 Speed from Laid-Back Blade, he may still struggle to perform/avoid follow-up attacks and take advantage of Close Call and Repel’s damage reduction, which scales based on the Speed gap between Gray and the enemy.
Low magical bulk
While Gray has a respectable 43 HP, 22 Resistance certainly doesn’t do him any favors, adding up to 64 magical bulk. Although Laid-Back Blade’s potential +8 Resistance (along with +3 HP from the +Eff refine) can significantly bolster his survivability, he may struggle to survive more than one magical attack or survive an attack from high-Attack mages.
Still fails to stand out
Even with Laid-Back Blade, Gray fails to stand out due to his statline just being too mediocre. Cavalry-effectiveness is niche at best, and Laid-Back Blade’s potential +8 to all stats (with a +Eff refine) is only granted if Gray’s HP is ≥ 50% and the number of foes within 2 spaces is ≥ the number of allies within 2 spaces. Gray’s Speed poses lots of issues for him, as he can struggle to perform/avoid follow-up attacks and take advantage of damage reduction from Repel and Close Call while other Sword units such as Larcei and Mareeta (and even 3-4* Sword units like Hana) can do so with relative ease.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Sword Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Sword Units.
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50 | 1 | 6 |
Steel Sword Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Sword Units.
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100 | 1 | 8 |
Zanbato Effective against cavalry units. Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Sword Units.
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200 | 1 | 10 |
Zanbato+ Effective Against Cavalry Units Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Sword Units.
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300 | 1 | 14 |
Laid-Back Blade Effective against cavalry foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+3 during combat. Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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Swap Unit and target ally swap spaces. |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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Wind Boost 1 If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.
Inheritable by all units.
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50 | A |
Wind Boost 2 If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.
Inheritable by all units.
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100 | A |
Wind Boost 3 If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat.
Inheritable by all units.
Unlocks at 5 ★ |
200 | A |
Sword Valor 1 If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)
Only Inheritable by Sword Units.
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30 | C |
Sword Valor 2 If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)
Only Inheritable by Sword Units.
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60 | C |
Sword Valor 3 If unit survives, all sword users on team get 2x SP, (if similar skill effects also used, only highest multiplier applied.)
Only Inheritable by Sword Units.
Unlocks at 5 ★ |
120 | C |
Other Info
Origin |
Fire Emblem Echoes
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