Community Posts with Keyword Robin (M) All
Analysis by Cecil
Robin (M) - High Deliverer


Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 29
SPD 29
DEF 29
RES 22

Stat Variations

Level 1 Stat Variation
Low 17 6 6 6 4
Middle 18 7 7 7 5
High 19 8 8 8 6

Level 40 Stat Variations
Low 36 25 25 25 19
Middle 40 29 29 29 22
High 43 32 32 32 25

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.

Robin’s statline is what makes him unique compared to other mages (excepting perhaps, his female counterpart). Boasting good Defense, Robin can adopt defensive sets well, allowing him to be useful with a larger range of Asset/Flaw sets. 29 base Attack leaves him desperate for an increase, and while Robin’s got decent physical defenses, his low Resistance is often a good choice for a flaw. Unfortunately, many of Robin’s stats fall in a zone where they aren’t dumpable, but also not worth increasing, and most give a -4 reduction from a flaw. However, merging Robin even once will completely remove his flaw.


  • +ATK: At only base 29 Attack, Robin needs the boost more than most units. He can’t threaten OHKO’s on many units but will secure 2HKO’s with some investment.


  • SPD: Speed is one of the more important stats, particularly for the defensive set. It’s not worth increasing, but best kept neutral as this stat drops to 25 when chosen as Robin’s flaw.

  • DEF: Robin’s Defense is treated similarly to his Speed. Although it’s not worth boosting, dropping it will hurt Robin’s unique niche, and be reduced down to 25 from 29.

  • HP: Because Robin suffers a -4 reduction to HP when chosen as his flaw, he is advised to keep it as neutral.


  • -RES: Robin’s Resistance is his lowest stat and his safest choice of flaw for most sets. Robin’s statline makes him better against physical threats, but he lacks the power to muscle through dragons and mage tanks. Reducing his Resistance is the least impactful to his role on the field.

Skill Sets

Scales Tipper (Supportive Counter)

Build by
Tactical Bolt (+Eff) A Triangle Adept 3
Alternate: Reciprocal Aid
B Chill Atk 3
Alternate: Chill Spd 3
Alternate: Bonfire
C Drive Atk 2
Alternate: Distant Guard 3
IVsSQuick Riposte 3
Alternate: Drive Atk 2

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK / -RES 

  • Weapon: Tactical Bolt (+Eff)

  • Assist: Reposition / Reciprocal Aid / Ardent Sacrifice

  • Special: Moonbow / Bonfire

  • Passive A: Triangle Adept

  • Passive B: Chill Atk / Chill Spd / Quick Riposte

  • Passive C: Drive Atk / Distant Guard / Spur Def/Res

  • Sacred Seal: Quick Riposte / Drive Atk

This build does as advertised, tipping the scales of battle in his team’s favor (and against his opponents). In it, he combines his anti-physical ranged set with team support abilities. Although it compromises slightly on his combat potential the trade-off is well worth it, making this the best overall set for Robin. If Quick Riposte is taken in his B slot and Spur Def/Res is chosen, this build is very cheap to run.

The core of this set is Robin’s Tactical Bolt, which is effectively a 14mt Raven tome when unrefined. Refined, it allows Robin to grant significant advantages to his team through buffs. Triangle Adept is required to overcome Robin’s statistical disadvantage and makes him very reliable against his chosen enemies (ranged colorless and red units).

Because Robin is already providing tangible buffs, the next best way to support his allies is through debuffs and combat boosts. He should take a Chill skill in his B slot (Attack and Speed are preferred). He can also take Quick Riposte here, as he will need it in either his B or seal slots. Drive Atk is great in Robins C or seal slot (or both), with Distant Guard being a good defensive replacement. Spur Def/Res is another defensive choice, being cheaper than Distant Guard.

Moonbow is the best choice of Special due to its quick charge and good scaling on low Attack. Bonfire is the budget option and does a decent job thanks to his decent Defense. Robin has a hard time picking an Assist skill, as many of the best choices conflict with his Tactical Bolt refine. Reposition and Reciprocal Aid are the next best things.

Owl's well that ends well (Physical Tank)

Build by
Blárowl+ (+Res) A Close Counter
Rally Up Atk+
Alternate: Rally Def/Res+
B Guard 3
Alternate: Quick Riposte 3
Bonfire C Even Def Wave 3
Alternate: Odd Def Wave 3
IVsSQuick Riposte 3
Alternate: Close Def 3

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK / -SPD

  • Weapon: Blarowl+ (+Res)

  • Assist: Rally Up Atk+ / Rally Def/Res

  • Special: Bonfire

  • Passive A: Close Counter

  • Passive B: Guard / Quick Riposte

  • Passive C: Even Def Wave / Odd Def Wave / Drive Atk

  • Sacred Seal: Quick Riposte / Close Def

A set that sees Robin maximize his own combat potential, and unlike the first build, makes him the star of the show. Robin is a good physical tank capable of walling many red and blue physical threats, although it requires more expensive Skill Inheritance to make him work this way.

Firstly, Robin needs to be able to retaliate against melee attackers-- Close Counter is the only skill for the job. In order to maximize his defensive bulk, an Owl tome is chosen, with a Resistance-boosting refine to help Robin against dragons (many of which can get follow-up attacks on him due to his low Speed).

Quick Riposte is required, but it can be chosen in the B or seal slots. Guard is better in the B slot, helping Robin survive many Wrath-boosted units. Alternatively, Robin can choose Close Def in his seal slot. This powers up his Bonfire activations and gives him much better Defense (once again, helping greatly against dragons)

Def Wave Skills are another great way for Robin to boost his Defense. The choice between odd and even is entirely up to player preference. Rally Up Atk+ is an excellent Assist skill which lets Robin support his teammates when he has a spare turn. If you instead use Rally Def/Res, I recommend switching his C slot skill for an Attack-boosting one (Drive Atk is recommended due to its ease of use).


Hailing from Fire Emblem Awakening, Robin is a tactician and one of the game’s main characters. He’s a popular character, and more interestingly lacks a canon gender, as either a male and female version can be chosen. In Fire Emblem Heroes, his male form is a blue tome wielding infantry mage. 

Robin is best known for his great availability, reliability against specific threats, and high Defense for a mage. While mages traditionally boast high Attack and Speed coupled with low HP and Defense, Robin has great Defense, solid HP and lacks both Attack and Speed. His statline is very evenly spread, which means his best build options are very different from other mages.

Having low Attack and Speed hurts his viability as an attacker compared to other mages. Instead, he’s best used as a defensive anti-ranged threat, a physical tank, or a team supporter. Because of his stats, Robin is considered one of the least viable mages in the game. But his excellent weapon refine allows him to perform specialist roles very effectively, and he’s easy to obtain and cheap to build.


Excels at supporting his teammates

Robin’s biggest draw is arguably his Tactical Bolt, which when refined, grants a +4 Attack, Speed, Defense, and Resistance boost to allies within two spaces. Few units can boast such incredible buffing abilities, making Robin a huge indirect threat. He’s right at home in Tactics teams, or with units wielding Blade tomes. Keep in mind that this effect has a condition (identical to Tactics skills), and although it’s easy to meet, it can disqualify Robin from certain team compositions.

Differs greatly from other mages

Robin’s deviant stat spread makes him a unique and rare sight in the Arena, Aether Raids, and Arena Assault. Enemy teams (particularly in the Arena) are often not prepared for Robin, and can sometimes be badly ambushed. Robin’s capable of performing a physically defensive tank role, something done well by few mages (and even fewer blue ones).


Low offensive stats

His most straightforward weakness is his base 29 Attack. With other mages mostly having 32+ Attack (and commonly, 36+) Robin is far weaker than his counterparts. His Tactical Bolt helps to alleviate this, but only against red/colorless enemies, ones he should be defeating regardless. His Speed also clocks in at 29, far too slow to score follow-up attacks on most enemies, and means he is prone to be attacked twice himself.

Is mostly limited to specific scenarios

Thanks to his unusual stat distribution, Robin’s not a great unit in general combat scenarios. This makes him hard to use in “blind” maps (such as Arena). He is very effective on a small subset of units, but weak outside of that. For most combat scenarios, there are far better choices of unit than Robin.

Weapon Skills

Weapons SP Rng. Mt.
Blue Tome Users Only
50 2 4
Learns by default at 3 ★
Blue Tome Users Only
100 2 6
BlárravenGrants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Learns by default at 4 ★
Unlocks at 3 ★
Blue Tome Users Only
200 2 7
Blárraven+Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Learns by default at 5 ★
Unlocks at 5 ★
Blue Tome Users Only
300 2 11
Tactical BoltGrants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
BonfireBoosts damage dealt by 50% of unit's Def.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Defiant Spd 1Grants Spd+3 at start of turn if unit's HP ≤ 50%.
Inheritable by all units.
Unlocks at 3 ★
Defiant Spd 2Grants Spd+5 at start of turn if unit's HP ≤ 50%.
Inheritable by all units.
Unlocks at 4 ★
Defiant Spd 3Grants Spd+7 at start of turn if unit's HP ≤ 50%.
Inheritable by all units.
Unlocks at 5 ★
Spur Def 1Grants adjacent allies Def+2 during combat.
Inheritable by all units.
Spur Def 2Grants adjacent allies Def+3 during combat.
Inheritable by all units.
Unlocks at 3 ★
Spur Def 3Grants adjacent allies Def+4 during combat.
Inheritable by all units.
Unlocks at 4 ★

Other Info

Fire Emblem: Awakening

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