Fallen Robin (M)

Analysis by StanTheWoz
Fallen Robin (M) - Fell Reincarnation


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 48
ATK 40
SPD 24
DEF 35
RES 27

Stat Variations

Level 1 Stat Variation
Low 23 9 6 8 4
Middle 24 10 7 9 5
High 25 11 8 10 6

Level 40 Stat Variations
Low 45 37 21 32 23
Middle 48 40 24 35 27
High 51 44 27 38 30

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.

Skill Sets

Grima Offers You His Protection (Near Save Bodyguard)

Build by StanTheWoz
Expiration (+Eff) A Atk/Def Unity
Alternate: Close Def (3 or 4)
Positional Assist B Dragon's Ire 3
Alternate: Vengeful Fighter 3
Alternate: Sol
C A/D Near Save 3
Alternate: D/R Near Save 3

+Atk or +Def / -Spd

SClose Def 3
Alternate: Atk/Def Bond 3

Show Explanation/Analysis


Weapon: Expiration (+Eff)

Assist: Positional Assist / flexible

Special: Bonfire / Sol / Glimmer

IVs: +Atk or +Def / -Spd

Passive A: Atk/Def Unity / Close Def 3 or 4 / Fierce Breath / flexible

Passive B: Dragon’s Ire 3 / Vengeful Fighter 3

Passive C: A/D Near Save 3 / D/R Near Save 3

Sacred Seal: Close Def 3 / Atk/Def Bond / Mystic Boost / flexible

  • Robin’s statline, with great Atk and good Def, allows him to effectively protect allies with Near Save. It can also function as a general anti-melee build without Near Save if it is not available, but this has less utility to most teams. 
  • Despite the fact that the Distant Counter effect of Expiration (+Eff) is not necessary when fighting a melee opponent, the stat boost and Special cooldown charge -1 effect still make it a great choice. 
  • Robin has several great choices of A skill available. Atk/Def Unity is a fantastic option that boosts his Atk and Def by 5 and by double the amount of any penalty he has in those stats, so long as he’s within 2 spaces of an ally (which includes the ally he is protecting with Near Save, so this condition will always be active if Near Save is active). Close Def is another option that boosts his Res as well as Def, at the cost of no extra Atk; Close Def 4 also neutralizes any bonuses a melee foe has during combat. Fierce Breath, or another Breath like Steady Breath, is an option for a Robin that prefers to fire off a 2-cooldown Special such as Glimmer immediately on his first counterattack. Atk/Def Bond is a solid budget option, essentially functioning as Atk/Def Unity without the penalty-reversal effect, so long as he is “adjacent” to an ally via Near Save.
  • The choice of Special is flexible, and depends slightly on other skills. Def-scaling Specials like Bonfire and Ignis are Robin’s best choice for extra damage; he can also opt for a healing Special like Sol or Noontime for better sustainability. If using Dragon’s Ire and not using a Breath A skill, Bonfire will activate on Robin’s second counterattack, provided he gets hit twice, retaliates twice, and the foe does not have any Special-slowing effect such as Guard. If using Vengeful Fighter, he can activate Ignis under those same conditions; it may still be worth using Bonfire on the chance he doesn’t get hit twice. If using Fierce Breath or another Breath A skill, Robin can activate a 2-cooldown Special like Noontime or Glimmer on his first counterattack, after being hit once, so those are also solid choices. 
  • Dragon’s Ire is a great B skill that guarantees a follow-up attack on enemy phase while above 50% HP while disabling all effects that block follow-ups, meaning Robin will be guaranteed to double any foe not using Null Follow-Up or another effect that cancels his guaranteed follow-up, such as Mareeta’s Sword. Vengeful Fighter provides a guaranteed follow-up above 50% HP as well as special acceleration on Robin’s attacks, and it comes in his base kit. Crafty Fighter and Slick Fighter are solid substitutes with a better HP threshold for activation (25%), but the Special cooldown reduction effect of Crafty Fighter is redundant with Expiration (they do not stack), and the penalty-neutralization of Slick Fighter means that the buffs cannot be “reversed” by Atk/Def Unity. If another A skill is used, Slick Fighter is a great option. 
  • The choice of seal is flexible, with options like Atk/Def Bond and Close Def being useful to boost Robin’s Atk and Def, and possibly Res. Mystic Boost is also a solid option for healing after combat, especially if using a non-healing Special. 
  • A boon in Atk or Def is recommended to increase Robin’s power and bulk against melee enemies, most of whom are physical. His Spd is generally not useful and is the best choice of bane in most circumstances. 


Fell Savior (Far Save Bodyguard)

Build by StanTheWoz
Expiration (+Eff) A Distant Def (3 or 4)
Alternate: Atk/Res Unity
Positional Assist B Dragon's Ire 3
Alternate: Vengeful Fighter 3
Alternate: Glimmer
C A/R Far Save 3

+Atk or +Def or +Res / -Spd

SMystic Boost 3
Alternate: Atk/Res Bond 3

Show Explanation/Analysis

Weapon: Expiration (+Eff)

Assist: Positional Assist 

Special: Bonfire / Glimmer / flexible

IVs: +Atk or +Def or +Res / -Spd

Passive A: Distant Def 4 / Atk/Res Unity / Fierce Breath / Atk/Res Bond / flexible

Passive B: Dragon’s Ire / Vengeful Fighter / Dragon Wall

Passive C: A/R Far Save

Sacred Seal: Mystic Boost / Atk/Res Bond / Distant Def / flexible

  • Expiration’s Distant Counter effect and Robin’s great Atk, good Def, and decent Res allow him to function well as a Far Save tank. This can also be used as a more general tank build without Far Save if it is not available. 
  • Robin has several great choice of A skill. Distant Def 4 provides a massive boost of 8 Def and Res against ranged foes, while also nullifying those foes’ buffs. Distant Def 3 is a solid budget choice for +6 Def and Res, but does not nullify buffs, making it significantly weaker against buffed foes. Atk/Res Unity provides 5 Atk and Res while Robin is within 2 spaces of an ally, which includes the ally he protects with Far Save, while also boosting his Atk and Res by an additional amount equal to twice any debuffs he has in those stats. Atk/Res Bond provides the same boost of 5 to Atk and Res without the penalty-reversal effect. Fierce Breath or another Breath provides a much lesser stat boost, +4 Atk for Fierce Breath, but allows him to gain +1 Special charge when a foe attacks, thus potentially activating a 2 cooldown Special like Glimmer immediately on retaliation. 
  • The choice of Special depends on the A skill (and to some extent on other skills). A 3 cooldown special like Bonfire can be activated on Robin’s second counterattack if he gets hit, counters, gets hit again, and retaliates again. Iceberg may be a superior option for damage if enough Res-boosting skills are used such that Robin’s in-combat Res is higher than his Def; this calculation will vary based on factors like boon and skills and is left to the player. If Vengeful Fighter is used in the B slot, a 4-cooldown Special like Ignis or Glacies will activate under the same conditions, and is a significantly larger boost to damage. Alternatively, Glimmer is a great option if using Fierce Breath. And a healing Special such as Sol or Noontime can be used for more healing at the cost of extra damage. 
  • Dragon’s Ire is a great B skill that disables any effects that block Robin’s follow-up attacks on enemy phase while also guaranteeing him a follow-up while he is above 50% HP. This allows him to break through effects like Sturdy Impact and follow-up regardless; however, the follow-up attack is still disabled by effects like Null Follow-Up. Vengeful Fighter is also a great option that provides a guaranteed enemy phase follow-up above 50% HP in addition to Special charge +1 on Robin’s attacks, allowing him to activate a longer-cooldown Special under the same conditions. Slick Fighter is another great option that provides a guaranteed follow-up above 25% HP while neutralizing Robin’s penalties on enemy phase; however, this does not combine well with Atk/Res Unity, as if the penalties are removed the corresponding buff from Atk/Res Unity is as well. 
  • The choice of Seal is flexible, with Mystic Boost being a great option that heals 6 HP after combat, disables the effects of Wrathful Staff and similar skills, thus causing Staff units to deal half damage to Robin, and also disables effects that target the lower of Robin’s Def or Res (which is not relevant against many ranged foes, but the other two effects are great). Otherwise, a stat-boosting seal like Atk/Res Bond or Distant Def is great to boost Robin’s bulk, Atk, or both. 
  • Boons in Atk, Def, or Res all work well to enhance Robin’s power and bulk, with Atk arguably being the best of the three. His Spd is by far the best option for a bane, as it is already rather low. 


Great Atk

Robin had the highest Atk stat of any unit in the game at the time of his release. Years later, 40 base Atk is still quite high and can allow him to one-hit KO many units with the right build, particularly blue units. 

Good bulk

Robin has high HP and Def and decent Res, allowing him to take many hits well. 

Access to armor- and dragon-exclusive skills

Armored units and dragons have many powerful exclusive skill options such as Dragon’s Ire and A/D Near Save, many of which Robin can use well. 

Expiration (+Eff)

Distant Counter is a crucial part of many tanks’ skill sets, and Robin has it built into his unique weapon, allowing him to freely choose another A skill. In addition to the Distant Counter effect, Expiration also boosts all of Robin’s stats by 4 and inflicts Special charge -1 on foe while he is above 25% HP. 


Armor- and Dragon-Effective Weaponry

Effective damage is the downfall of many tanks, and Robin is unfortunately saddled with two separate type weaknesses as an armored dragon. He will take massive damage from most units with armor- or dragon-effective weapons, which there are many of. 

Low Mov

Under normal circumstances armors can only move one tile, which can make some tactical maneuvers with Robin rather difficult; he may find it hard to get into an ideal position, initiate combat on the correct unit, or retreat out of range of a unit that can beat him. This can be mitigated somewhat with team composition and mobility-boosting skills like Armor March or Guidance

Low Spd

Robin’s poor base Spd of 24 means he will be doubled by most units that are even moderately fast, unless it is patched up somehow through skills, team support, or an effect that prevents doubles like Wary Fighter. This can sometimes be a positive in combat with units that do very little damage to Robin, since it can allow him to gain additional charge for his special. 


While Expiration does give Robin a somewhat unique niche, there are other armored units with strong abilities he lacks, and who lack weaknesses he has, such as Fallen Edelgard or Brave Hector. Depending on the other units the player has available, he may be a less appealing option, especially for rare skills like A/R Far Save or Dragon’s Ire

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Only inheritable by Dragon units.
200 1 11

If attacked, unit can counterattack regardless of foe's range. If foe's Range = 2, damage calculated using the lower of foe's Def or Res

Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4

Boosts damage dealt by 80% of unit's Def.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Vengeful Fighter 1

If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Vengeful Fighter 2

If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Vengeful Fighter 3

If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Unlocks at 5 ★
Spur Def 1

Grants Def+2 to adjacent allies during combat.

Inheritable by all units.
Spur Def 2

Grants Def+3 to adjacent allies during combat.

Inheritable by all units.
Ward Dragons

Grants Def/Res+4 to dragon allies within 2 spaces during combat.

Only inheritable by Dragon units.
Unlocks at 5 ★

Other Info

Fire Emblem: Awakening

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