Community Posts with Keyword Boey All
Analysis by Chibi_Chu
Boey - Skillful Survivor


Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 29
SPD 27
DEF 32
RES 18

Stat Variations

Level 1 Stat Variation
Low 18 6 4 7 4
Middle 19 7 5 8 5
High 20 8 6 9 6

Level 40 Stat Variations
Low 40 25 23 29 14
Middle 43 29 27 32 18
High 46 32 30 35 21

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.


  • +ATK: Boey’s base Attack sits at a poor 29. While Attack is a great stat for nearly any unit to increase, it’s especially important for Boey because his is low to begin with. While 32 Attack with an Attack asset still isn’t that great, it helps him dish out more much needed damage, which can translate to an extra 3 damage per hit.
  • +DEF: Boey’s niche in the meta is thanks to his base 32 Defense, which is an unusually high value for a mage. Due to his middling Speed, mediocre at best Attack, and his new Inscribed Tome’s +Eff refine, he’s simply begging to be used as an enemy phase unit, so raising his Defense with a Defense asset to 35 helps him perform that niche more efficiently. However, an Attack boon is generally preferred because it helps him with his damage, something that needs more help than his bulk.


  • RES: Boey’s Resistance is best kept neutral, as while his base Resistance is a pathetic 18, it’s necessary to prevent it from going any lower so he has a shot at tanking against Mages and Staff units. If choosing to run Inscribed Tome without its +Eff refine and instead with Close Counter in the A slot to counter Dragons, then keeping his Resistance neutral is also beneficial so he can tank them on enemy phase. Boey also has a Resistance superflaw, which would drop his Resistance to an abysmal 14 if chosen as a flaw.
  • HP: Because Boey is an enemy phase unit and relies on Quick Riposte, a skill with an HP threshold to double, he definitely doesn’t want to decrease his HP. However, an HP asset generally won’t be as beneficial as an Attack or Defense asset because they both benefit an Enemy-Phase playstyle more than +3 HP.


  • -SPD: If merging Boey isn’t possible or desired, then Speed should be taken as his flaw. Although it is a superflaw, which would decrease his Speed from 27 to 23, he relies on QR to double anyways, since 27 Speed just isn’t enough to reliably double even with some Speed buffs. While it’s worth mentioning that Boey can avoid doubles with support and Bonus Doubler, it’s generally his least significant stat.

Skill Sets

I'll take on anything! ...except Dragons (Enemy-Phase Generalist)

Build by
Inscribed Tome (+Eff) A Steady Stance 4
Alternate: Warding Stance 4
Reposition B Quick Riposte 3
Alternate: Null C-Disrupt 3
Bonfire C Pulse Smoke 3
Alternate: Atk Smoke 3
IVsSFierce Stance 3
Alternate: Renewal 3

Show Explanation/Analysis

Preferred IV: +ATK or +DEF / -SPD

  • For a general defensive set, an asset in Attack or a defensive stat is nearly always favored to help the unit tank better and deal more damage on enemy phase, and Boey is no exception. In this case, since Boey focuses much more on Defense than Resistance, +DEF is chosen over +RES. However, if the player wants to turn Boey into a mixed tank with Warding Stance 4 and Bond skills that increase Resistance, then +RES can be a nice alternative. -Speed is chosen because Boey will be unable to double most enemies due to his mediocre 27 base Speed, along with his reliance on Quick Riposte to double on Enemy-Phase anyways.

Weapon: Inscribed Tome (+Eff) 

  • As the name suggests, this set capitalizes on Inscribed Tome’s unique refine to counter every weapon type in the game except Dragons (Null C-Disrupt can be used to counter Dazzling Staff healers). Gaining Close Counter against most melee weapons is incredibly beneficial to Boey. Since his Defense and HP are both pretty solid, he performs well as a physical tank on Enemy-Phase. Gaining Weapon Triangle advantage against Colorless units is also nice for Boey, as it allows him to deal more damage to more enemies.

Assist: Reposition / Flexible 

Special: Bonfire 

  • Without any buffs or a Defense asset, Boey is already dealing an extra 16 damage every time Bonfire is activated. This can reach even more impressive values with the help of Defense-increasing skills such as Sturdy/Steady Stance and Atk/Def Bond, and it can be activated in one combat if no Guard or Special Fighter is active on the enemy and both the enemy and Boey double (Quick Riposte).

Passive A: Steady Stance 4 / Warding Stance 4 / Bonus Doubler / Sturdy Stance / Triangle Adept

  • While Steady/Warding Stance 4 are extremely expensive and rare, they’re excellent for Boey, as they increase his Defense/Resistance by 8 and grant him the Guard effect if the enemy initiates combat against him. The best way for physical units to rip through Boey’s Defense is with specials (especially Moonbow and Luna), but that can be slowed with Steady/Warding Stance 4. Which one to use is the player’s choice based on skill availability and whether they want Boey to focus solely on Defense or become a mixed tank.

  • Bonus Doubler can increase Boey’s stats to very respectable amounts depending on his buffs. If Bonus Doubler is being used, Boey can avoid being doubled, so -SPD can be replaced by -RES or -HP.

  • Sturdy Stance increases Boey’s Attack and Defense by 4 if the enemy initiates against him, allowing him to have a stronger Enemy-Phase.

  • The Triangle Adept + Gronnraven+ combination can counter many of the most prevalent Aether Raids units such as Brave Veronica, Reinhardt, Brave Lyn, Legendary Azura, and Legendary Alm. Triangle Adept not only allows him to score more kills since his Attack is so middling, but also allows him to tank units that he might not be able to tank normally even with color advantage, such as Reinhardt.

Passive B: Quick Riposte / Null C-Disrupt / Guard

  • Due to his poor base Speed, Quick Riposte is nearly always necessary to double on Enemy-Phase. Doubling on Enemy-Phase allows him to dish out more damage and activate Bonfire if his enemy doubles and they don’t have Guard or Special Fighter.

  • Alternatively, Null C-Disrupt allows Boey to take advantage of his Inscribed Tome’s Raven effect against Dazzling Staff healers, Firesweep weapons, and Watersweep. However, this does mean Boey must run Quick Riposte as his Sacred Seal. 

  • While not as consistent or versatile and completely useless if running Steady/Warding Stance 4, Guard can be nice to slow the charge of enemies’ specials, since he’ll be enemy-phasing a lot of enemies.

Passive C: Attack Smoke / Pulse Smoke / Odd/Even Attack Wave / Odd/Even Defense Wave

  • C skills are usually flexible and dependent on Boey’s teammates. However, Attack Smoke and Pulse Smoke are universally beneficial and are most useful for Boey in order to tank better on Enemy-Phase.

Sacred Seal: Fierce Stance / Renewal / Quick Riposte

  • Because Boey’s Attack is so middling and he wants to increase his damage output as much as he can, Fierce Stance is chosen to increase damage by 6 per hit on Enemy-Phase.

  • If the player is concerned about Boey dropping out of the 70% HP threshold for Quick Riposte, Renewal can be run to give him some sustainability and if necessary, flee/stall so he can restore enough HP to be in Quick Riposte range again.

  • Finally, if Null C-Disrupt or Guard is run as his B slot, Boey needs to run Quick Riposte as his Sacred Seal so he can double on Enemy-Phase. Doubling on Enemy-Phase is absolutely vital for Boey’s damage output.

The Priory's Communal Strength (Bond Build)

Build by
Gronnowl+ (+Def)
Alternate: Gronnowl+ (+Spd)
A Close Counter
Alternate: Atk/Def Bond 3
Reposition B Quick Riposte 3
Alternate: Null C-Disrupt 3
Blue Flame
Alternate: Bonfire
C Atk Smoke 3
Alternate: Pulse Smoke 3
IVsSAtk/Def Bond 3
Alternate: Atk/Spd Bond 3

Show Explanation/Analysis

Preferred IV: +ATK or +DEF or +RES / -HP

  • As usual, Boey appreciates +ATK and +DEF to bolster his stats and strengthen his Enemy-Phase. However, because of how high Owl tomes and Bond skills can stack, Boey’s Resistance and Speed can actually reach solid levels allowing him to perform as a mixed ranged Enemy-Phase tank and drop Quick Riposte.

Weapon: Gronnowl+ (+SPD or +DEF or +RES)

  • Since this build focuses on stacking Boey’s stats with Bond skills, Boey can actually keep his base kit weapon: Gronnowl+. The stat refine depends on whether the player wants to focus just on Defense, focus on both Defense and Resistance, or focus on doubling naturally.

Assist: Reposition / Flexible

Special: Blue Flame / Bonfire

  • Because the set is already so reliant on having teammates next to him, Boey greatly appreciates Blue Flame. Dealing a true, additional 25 damage per special activation if an ally is adjacent to him dramatically helps Boey’s damage output, allowing him to take out enemies he usually won’t be able to, such as most Sword units and Red Mages. 

  • If Blue Flame isn’t available, then the best alternative is Bonfire, allowing Boey to dish out 16 damage before buffs and asset per special activation. Bonfire can actually deal more damage than Blue Flame depending on how high Boey’s Defense gets stacked, though it’s less consistent than Blue Flame.

Passive A: Close Counter / Atk/Def Bond / Atk/Spd Bond / Atk/Res Bond

  • Because Boey’s Defense and HP are both good, Boey can run Close Counter to counter against melee enemies. Gronnowl+ and normal buffs can raise his Defense and Resistance further to help with Enemy-Phase tanking.

  • Atk/Def Bond is a great alternative for Boey’s A slot, as he’ll need to be next to an ally to do much of anything with this set. As always, the stat being buffed alongside Attack depends on what the player wants Boey to do.

Passive B: Quick Riposte / Null C-Disrupt

  • If the player is choosing not to invest into Boey’s Speed, Quick Riposte is necessary for Boey to double on Enemy-Phase.

  • If the player is choosing to invest into Boey’s Speed, Null C-Disrupt can instead be used to counter against Dazzling Staff, Watersweep, and Firesweep weapons.

Passive C: Pulse Smoke / Attack Smoke / Odd/Even Attack Wave 

  • Pulse and Attack Smoke are great options for Boey since they’ll decrease the amount of damage enemies deal to him via slowing special charges or decreasing Attack. 

  • Any Wave skill will greatly help Boey in his Enemy-Phase tanking. Boey will also always be next to a teammate since he’s so reliant on their being adjacent, so his Wave skill will usually benefit at least one other teammate. As always, the C slot can be adjusted depending on teammates.

Sacred Seal: Atk/Def Bond / Atk/Spd Bond / Atk/Res Bond

  • Bond Sacred Seals have great synergy with Gronnowl+ and stack Boey’s stats further. Which Bond to use depends on the amount of focus the player has in a particular stat.


Alongside his friends Celica, Mae, and Genny from one of Zofia’s priories, Boey makes his appearance in Fire Emblem Heroes as an infantry Green Mage! While he was initially arguably irrelevant and has been for the past couple of years, in update 3.8.0, he received his own refine called the Inscribed Tome, breathing new life into his viability and flexibility. 

Boey’s statline is, quite frankly, pretty unusual for a mage. He boasts unusually high HP and Defense, with those stats being 43 and 32 at neutral respectively, but at the extremely expensive cost of middling Attack (29) and Speed (27), along with pathetic Resistance (18). His stats alone force him into an Enemy-Phase playstyle in which he relies on Quick Riposte to double and lots of buff/stat stacking via Stance/Bond skills and teammate assistance. Thankfully, being an Infantry unit has its perks, as he’s able to take advantage of his flying teammates’ Guidance and Ground Orders, along with powerful skills such as Bonus Doubler and Null Follow-Up.

All is not lost for Boey, however, as his Inscribed Tome takes advantage of his solid HP and Defense stats and bolsters his Enemy-Phase drastically, allowing him to counter against all melee weapons except Dragons (befitting for his character, of course). This not only gives him a unique niche in having the only “Close Counter” tome in the game, but also grants him the Raven effect and frees up his A slot, allowing him to run skills such as Steady/Warding Stance 4, Sturdy Stance, and Fierce Stance to really shine on Enemy-Phase. With Null Counter-Disrupt, he’ll be able to counter every unit except Dragons on Enemy-Phase. While it’s not good enough to let Boey truly shine amongst his Green Mage peers and it’s unfortunate that he can’t counter against Dragons, it grants him an Enemy-Phase niche more impressive than most mages’, since they need to sacrifice their A slot for Close Counter.

Overall, while Boey isn’t the most spectacular mage out there, he still manages to carve himself a niche. While he will struggle against magical enemies and his offenses are very middling, his Inscribed Tome allows him to at least attempt to salvage his stats, and his physical bulk may just be able to carry the day for you at some point.


Solid physical bulk

With 43 neutral HP and 32 neutral Defense, Boey has a surprisingly high 74 physical bulk. Of course, with his neutral Speed of 27, he’ll be getting doubled often (dropping his physical bulk to 53), but he’s very easily able to stack his Defense to sky-high heights with the help of Stance/Bond skills and Gronnowl+.

Inscribed Tome

Boey’s Inscribed Tome allows him to counter against all melee units with the exception of Dragons. With what’s practically Close Counter and a Raven effect built into his weapon, he can use his A slot to gain some much needed stat increases. Inscribed Tome also synergizes really nicely with his high Defense and HP, allowing Boey to be a fantastic physical tank both up close and at range.


Extremely middling offenses

Boey’s Attack and Speed are laughably mediocre at 29 and 27 at neutral respectively. Due to this, he practically can’t run a player-phase set, since he just won’t have the damage and doubling ability to pull it off. While his low Speed can be somewhat worked around with the help of Quick Riposte, his low Attack severely damages his viability, since he’ll need it regardless of what type of set he’ll be using.

Low magical bulk

While Boey’s HP is quite high for a mage at 43 at neutral, his Resistance is the opposite, sitting at a puny 18 at neutral. Since he’ll be getting doubled frequently, his magical bulk drops to a pitiful 39, although it can be increased with Speed and Resistance buffs.

Weapon Skills

Weapons SP Rng. Mt.
Green Tome Users Only
50 2 4
Learns by default at 3 ★
Green Tome Users Only
100 2 6
GronnowlDuring combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2.
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 6
Gronnowl+During combat, unit's Atk/Spd/Def/Res boosted by number of adjacent allies x 2.
Learns by default at 5 ★
Unlocks at 5 ★
Green Tome Users Only
300 2 10
Inscribed TomeGrants 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
IgnisBoosts damage dealt by 80% of unit's Def.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Earth Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+2 during combat.
Inheritable by all units.
Earth Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Def+4 during combat.
Inheritable by all units.
Unlocks at 3 ★
Earth Boost 3If unit has at least 3 more HP than enemy at the start of combat, unit receives def+6 during combat.
Inheritable by all units.
Unlocks at 4 ★
Renewal 1At the start of every fourth turn, restores 10 HP.
Inheritable by all units.
Unlocks at 3 ★
Renewal 2At the start of every third turn, restores 10 HP.
Inheritable by all units.
Unlocks at 4 ★
Renewal 3At the start of every second turn, restores 10 HP.
Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem Echoes
Fire Emblem Heroes

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