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Analysis by Adonyx
Ross - His Father's Son

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 47
ATK 38
SPD 31
DEF 32
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 16 7 6 3 4
Middle 17 8 7 4 5
High 18 9 8 5 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 44 35 28 29 21
Middle 47 38 31 32 24
High 51 42 34 35 28

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.
HPATKSPDDEFRES

Ross’s availability as a 3-4 star summon means that obtaining optimal IV’s for him is significantly easier compared to 5 star exclusives. Moreover, this also means that he’s pretty easy to merge, making his Flaw not particularly important - even a single merge will get rid of it. 

Assets

  • +ATK: Ross’s powerful Attack stat is a clear winner for an Asset, especially because he gets +4 instead of +3 with an Asset.

  • +RES: Ross’s high BST and status as an infantry unit make him a great candidate for an Aether Raids tank. A +RES Asset will be extremely helpful for this role to help mitigate heavy magic damage, particularly since he gets +4 instead of +3 with an Asset.

  • +SPD: While +ATK or +RES generally get a bit more mileage for Ross, a +SPD Asset can help prevent Ross from getting doubled and potentially allow him to double his enemies with enough investment.

Flaws

  • -HP/-DEF: Since Ross can be summoned as a 3-4 star unit, it’s pretty easy to merge him at least once to remove any Flaw he may have. However, if this is not an option, then either a -HP or -DEF Flaw is acceptable.

Skill Sets

Raw Potential (Defensive Tank)

Build by
Recommended
Slaying Axe+ (+Res) A Distant Counter
Reposition B Null C-Disrupt 3
Alternate: Null Follow-Up 3
Noontime C Pulse Smoke 3
Alternate: Atk Smoke 3
IVsSSwift Stance 2
Alternate: Quick Riposte 3

Show Explanation/Analysis

Preferred IV: +RES / -HP

  • As this build is intended for usage in Aether Raids, increasing Ross’s overall magical bulk is ideal. Ideally Ross would get some merges to eliminate his Flaw, but -HP is the next best scenario.

Weapon: Slaying Axe (+Res)

  • A Slaying Axe allows Ross to activate Noontime after every enemy attack, which greatly increases his longevity. The +Res refine is ideal for helping him survive heavy magical damage, particularly from AoE Specials which check visible Resistance stats.

Assist: Reposition

Special: Noontime

  • Noontime’s low cooldown makes it an ideal choice for Aether Raids, as combining it with a Slaying Axe allows Ross to heal himself on counterattacks.

Passive A: Distant Counter

  • Being able to counter ranged threats is vitally important in Aether Raids, where the majority of huge threats are ranged.

Passive B: Null C-Disrupt / Null Follow-Up

  • Both Null C-Disrupt and Null Follow-Up are incredibly powerful skills that allow infantry units to completely shut down otherwise dangerous threats. The choice between the two is entirely up to player preference and availability.

Passive C: Pulse Smoke / Atk Smoke

  • Pulse Smoke is an incredibly powerful skill as it can single-handedly shut down Infantry Pulse-based defense teams in Aether Raids.

  • If Pulse Smoke is unavailable, then Atk Smoke is a good budget option for increasing Ross’s overall survivability.

Sacred Seal: Swift Stance / Atk Smoke / Quick Riposte

  • Swift Stance is a fantastic Seal, as Speed and Resistance are both key stats that Ross needs, particularly for Aether Raids.

  • Atk Smoke is a decent alternative if not using it as a C skill.

  • Quick Riposte isn’t particularly necessary with the right team support, but can be useful to help Ross secure doubles against faster enemies.

Journeyman’s Path (Offensive Nuke)

Build by
Brave Axe+
Alternate: Firesweep Axe+
A Death Blow (3 or 4)
Alternate: Swift Sparrow (2 or 3)
Reposition B Lull Spd/Def 3
Alternate: Null Follow-Up 3
Luna
Alternate: Moonbow
C Even Atk Wave 3
Alternate: Threaten Def 3
IVsSSturdy Blow 2
Alternate: Darting Blow 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP

  • Ross is primarily geared toward offense, so maximizing his powerful Attack stat will support his damage output.

  • Alternatively, Ross can focus on increasing his Speed for more traditional offensive sets, though generally there are other units who are better at this.

Weapon: Brave Axe+ / Firesweep Axe+

  • Ross’s base Brave Axe is a fantastic way to leverage his Attack stat for maximum damage. This can also be replaced by niche weapons like Slaying Hammer to allow Ross to excel against particular enemies as well.

  • Firesweep Axe is a decent option for Ross if he goes for maximum Speed investment.

Assist: Reposition

Special: Luna / Moonbow

  • Since this set works primarily by getting Ross to double his opponent (either via Brave Axe or naturally with Speed), Luna is ideal to activate his Special every other combat.

  • Moonbow is also an acceptable alternative if utilizing the Quickened Pulse Seal or the Heavy Blade Seal with a Firesweep Axe.

Passive A: Death Blow (3 or 4) / Swift Sparrow (2 or 3)

  • Ross needs to maximize his offensive stats, making skills like Death Blow or Swift Sparrow ideal choices. There are many other alternative A skills that can also work here, as long as they boost his offensive stats.

Passive B: Lull Spd/Def / Lull Atk/Def / Null Follow-Up / Hit and Run

  • Lull Spd/Def or Lull Atk/Def are both good options for increasing Ross’s damage output, regardless of weapon.

  • Null Follow-Up is a good option if utilizing a Firesweep Axe, as it ensures that Ross can double his opponent as long as he has enough Speed to naturally double.

  • Finally, Hit and Run is a decent budget option that helps keep Ross safe after attacking by pulling him back a space.

Passive C: Even Atk Wave / Threaten Def / Flexible

  • Ross’s C slot isn’t particularly important for this build, but a self-buff like Even Atk Wave or a debuff like his base Threaten Def can help supplement his damage output.

Sacred Seal: Sturdy Blow / Darting Blow / Heavy Blade / Quickened Pulse

  • Sturdy Blow works best with a Brave Axe to maximize Ross’s damage output.

  • If using a Firesweep Axe, then Darting Blow, Heavy Blade, and Quickened Pulse are all good Seal options to either help ensure he can double his opponent or make it easier for him to activate his Special. Using either Heavy Blade or Quickened Pulse can allow Ross to easily activate Moonbow.

Introduction

Ross is a fantastic addition to the summoning pool as a 3-4 star summon unit due to his sky high BST of 172, allowing him to easily reach the 175 BST bin with a merge. This makes him a fantastic budget option for modes like Arena. 

As a unit, Ross is pretty solid - his defining trait is his powerful Attack stat, which even has the benefit of getting +4 instead of +3 with an Asset. Combining this with his status as an infantry unit granting him access to powerful skills like Null Follow-Up or Null C-Disrupt give him a lot of options to take on his enemies. 

Ross has no particularly extreme weaknesses, but his main downfall is that he struggles to keep up with other units who have the benefit of unique weapons to set them apart. Overall, Ross is definitely worth investing in for any gamemode due to his excellent potential.

Strengths

High BST

Ross’s most notable feature is his high BST of 172, putting him on par with many armored units. His high BST gives him excellent stats across the board, and also makes him a fantastic choice for competitive modes like Arena due to his scoring potential.

Infantry

As an infantry unit, Ross can supplement his strong stats with powerful infantry-exclusive skills like Null Follow-Up or Null C-Disrupt.

Good Availability

As a 3-4 star summon, Ross is relatively easy to obtain multiple copies of for merging and obtaining optimal IVs.

Weaknesses

Generic

Despite Ross’s raw stats, his lack of access to a unique weapon makes it rather difficult for him to keep up with many other units whose weapons give them powerful and unique capabilities.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Brave Axe

Spd-5. Attack twice when initiating combat.

Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 5
Brave Axe+

Spd-5. Attack twice when initiating combat.

Learns by default at 5 ★
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 8
Father's-Son Axe

Inflicts Spd-5. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.)

Unlocks at 5 ★
Non-Inheritable skill.
400 1 10
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Smite

Push adjacent ally 2 spaces farther away.

Learns by default at 3 ★
1 150

Passive Skills

Passive Skills SP Slot
Fire Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.

Inheritable by all units.
Unlocks at 1 ★
50
A
Fire Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.

Inheritable by all units.
Unlocks at 2 ★
100
A
Fire Boost 3

If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
200
A
Threaten Def 1

At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
50
C
Threaten Def 2

At start of turn, inflicts Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
100
C
Threaten Def 3

At start of turn, inflicts Def-5 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem: The Sacred Stones

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