Analysis by UmbraCorvus
Galle - Azure Rider

Hero Stats

Max Avg Total Stats at Lvl 40
HP 46
ATK 38
SPD 22
DEF 38
RES 28

Stat Variations

Level 1 Stat Variation
Low 19 9 4 9 5
Middle 20 10 5 10 6
High 21 11 6 11 7

Level 40 Stat Variations
Low 43 35 19 35 24
Middle 46 38 22 38 28
High 49 41 25 41 31

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

Feel the Bern (Defensive)

Build by UmbraCorvus
Courtly Candle+ (+Def)
Alternate: Flowing Lance+ (+Def)
A Sturdy Stance 3
Alternate: Steady Stance 4
Positional Assist B Quick Riposte 3
Bonfire C Atk/Def Rein 3
Alternate: Atk Smoke 3

+ATK or +DEF / -SPD

SAtk/Def Solo 3
Alternate: Sturdy Stance 2

Show Explanation/Analysis

Weapon: Courtly Candle+ (+Def) / Flowing Lance+ (+Def) / Guard Lance+ (+Def)

Assist: Positional Assist

Special: Bonfire

Passive A: Sturdy Stance 3 / Steady Stance 4 / Atk/Def Solo (3 or 4) / Steady Stance 3

Passive B: Quick Riposte

Passive C: Atk/Def Rein / Atk Smoke / Def Smoke

Sacred Seal: Atk/Def Solo / Sturdy Stance

  • Galle primarily focuses on a defensive spread, so bumping his Attack and Defense and running an Enemy Phase centric build is often going to be the best course of action if one desires to run Galle within their teams. While Galle is a Grand Hero Battle unit and will be Neutral by default, if desiring to use Trait Fruit, it is best to change his Asset to Attack or Defense, while keeping his Flaw set to Speed.
  • The choice of weapon more or less comes down to what kind of utility you would like out of Galle in the weapon slot. Courtly Candle rewards keeping him above 50% HP by boosting his Attack and Defense by 5 while also reducing the foe’s first attack by 50% if Galle is to be attacked twice in the matchup which is extremely common due to his poor Speed stat. Flowing Lance will consistently provide an in combat debuff on the opponent of -5 Attack and Defense as well as bypassing their bonuses to their Attack and Defense stats through buffs if Galle is not adjacent to an ally. Guard Lance does not boost any defensive stats, but it is cheap to come by due to Galle coming with it by default, and is a great option to deny enemy Specials if a Tier 4 Stance Skill cannot be utilized.
  • Sturdy Stance 3 and Steady Stance 4 are Tier 4 Stance Skills that are highly prioritized for the A Passive, as the stat boost in the Enemy Phase combined with the Guard effect extremely improves Galle’s survivability along with the ability of negating the opponent’s charging of their Special. Atk/Def Solo on the other hand while not providing a Guard effect, has perfect synergy with a Flowing Lance if that is the weapon of choice. If these expensive A Passives are not an option, Steady Stance 3 is fairly easy to come by and can be used on a tight budget.
  • Due to Galle’s horrible Speed stat, Quick Riposte is near mandatory in order for him to be able to counter attack twice when healthy. As the Sacred Seal can be used for extra stat boosts, and Fliers do not have many options in terms of B Passives, Quick Riposte should be used in the B Passive.
  • Atk/Def Rein is an easy way to give Galle an edge in combat, inflicting -4 Attack/Defense to enemies two spaces or less away from him. However, this C Passive is difficult to come by. With that in mind, options like Def Smoke or Atk Smoke may be considered instead as cheaper alternatives that apply debuffs after combat.
  • The Atk/Def Solo Sacred Seal provides a solid boost to Galle’s Attack and Defense if he is not adjacent to an ally during combat. If desiring a stat boost that can still be used if Galle is adjacent to an ally, consider running the Sturdy Stance Sacred Seal instead.

I am the Gallestorm that is Approaching (Offensive)

Build by UmbraCorvus
Instant Lance+ (+Def)
Alternate: Brave Lance+
A Atk/Def Solo 4
Alternate: Death Blow (3 or 4)
Positional Assist B Drag Back
Alternate: Chill Def 3
Bonfire C Atk/Def Rein 3
Alternate: Def Smoke 3


SAtk/Def Solo 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Instant Lance+ (+Def) / Brave Lance+

Assist: Positional Assist

Special: Bonfire

Passive A: Atk/Def Solo (3 or 4) / Death Blow (3 or 4) / Sturdy Impact

Passive B: Drag Back / Chill Def / Guard

Passive C: Atk/Def Rein / Def Smoke / Flexible

Sacred Seal: Atk/Def Solo / Death Blow / Sturdy Blow

  • Galle’s poor Speed makes him ill suited to aggressive builds compared to other popular Lance Fliers such as Cordelia, Catria, or Est, but he does have strong attack making him a decent option if one really wishes to make Galle an aggressive flier. As this build is focused on dishing out as much damage as possible, an Attack Asset is to be taken if using Trait Fruit on Galle, while his Speed gets dumped per usual.
  • The Instant Lance applies an Attack and Defense boost during combat if Galle initiates, and also prevents his opponent from securing a follow-up attack in most cases unless they have a means to secure their own follow-up through a Skill or bypass follow-up blocking effects. As Galle’s Speed is poor and he will often be follow-up attacked by his opponent should they survive, Instant Lance can at least remedy this to a degree allowing for Galle to be danced and move again to finish the opponent safely. Brave Lance on the other hand allows for Galle to attack twice should he initiate combat, though the low weapon might is a compensation that must be beared with.
  • For the A Passives, boosting Galle’s Attack and Defense with Atk/Def Solo is an excellent option so that he does plenty of damage while also being physically sturdy if he trades blows. This is an especially valuable A Passive when running the Instant Lance. Death Blow on the other hand, particularly Death Blow 4, can achieve higher damage on initiation making it a great alternative. Death Blow 3 is the budget option, being very easy to come by. If Instant Lance is not being used and Brave Lance is used instead, consider Sturdy Impact in the A Passive to replicate the Impact effect found within Instant Lance.
  • Fliers do not have many B Passives to work with, and Galle’s atrocious Speed does him no favours for even Wyvern Flight, so with that in mind there are only so many B Passives he can make use of for this build. Drag Back provides some nice retreating mobility away from danger, as well as the ability to pull back an enemy should they survive and then have an ally finish them off or help Galle receive a dance support and attack again easily. Chill Def can be used to inflict the opponent with the highest Defense stat on the opposing team with a -7 Defense debuff. Guard can help to protect Galle from enemy Special attacks, though it does have a very unforgiving HP condition to work with.
  • Atk/Def Rein is the C Passive of choice like in the previous build, but if that is unobtainable, Def Smoke makes a nice alternative. The C Passive is ultimately not too important to this build, so anything can be used and you may feel free to experiment.
  • For the Sacred Seal Slots, options that boost Attack and maybe Defense as well should be considered. Strong options for this Slot include the Atk/Def Solo Sacred Seal, the Death Blow Sacred Seal, and the Sturdy Blow Sacred Seal.

Galle-force (Joke)

Build by UmbraCorvus
Deft Harpoon+ (+Spd) A Wind Boost 3
Shove B Windsweep 3
Alternate: Blazing Wind
C Air Orders 3


SGale Dance 3

Show Explanation/Analysis

Weapon: Deft Harpoon+ (+Spd)

Assist: Shove

Special: Galeforce / Blazing Wind / Growing Wind

Passive A: Wind Boost

Passive B: Windsweep

Passive C: Air Orders

Sacred Seal: Gale Dance

  • This build is here for those ready to knock the wind out of your opponents! Ever heard of the phrase “As swift as the wind”? With that in mind, we’re going to take a Speed Asset here and drop Resistance this time around. Why are we dropping Resistance you might ask? The last thing we need is wind resistance.
  • Sadly this build is going to remain a suboptimal play until the day that daddy Intelligent Systems releases a wind based inheritable lance weapon for us to play around with. With that in mind, “deft” can often refer to quick, which wind sure as hell can be, so we’ll take a Speed refined Deft Harpoon for this build. Perhaps one day we’ll get the lance that can make this Galle build competent enough to defeat any Reinhardt the game throws at us.
  • I don’t know about you, but where I’m from the wind tends to shove me around, so in order to replicate that, we’ll run Shove as the Assist Skill so that we can blow our allies away.
  • Here it is, the star of the show, the Galeforce Special! This of course is what the name of the build references, and what better user of Galeforce than the character named Galle? If you’re feeling like a bit of a hipster, you could forgo this amazing synergy and instead opt for Blazing Wind or Growing Wind. The idea is similar, but different enough to where you might get some sick reddit upvotes for being unique compared to the plenty of Galeforce Galles that are going to be flying about.
  • Time for a quickfire round of the A through C Passives! Wind Boost will be your A Passive so that you can increase the ferocity of your mighty Gallestorm. Windsweep is your B Passive that you should take because this is going to be one hurricane that will sweep the nation. Finally, Air Orders is your C Passive because… Well, sadly I couldn’t find anything Wind related for the C Passive so this is the best we’re going to get.
  • Finally, the second most important part of the build after Galeforce (unless you’ve chosen to forgo Galeforce), is the Gale Dance Sacred Seal! I wonder if Galle can dance a mighty Gale Dance? Perhaps he’ll finally impress Melady with his fancy footwork. … Wait, what do you mean the Dance Assist Skill isn’t inheritable?


Great Attack and Defense

With values of 38 in both Attack and Defense, Galle should not have much issues with taking physical hits and dishing hard hitting attacks back on his opponents. This can definitely make him quite the workable physical flying bruiser if you can get around his shotty Speed stat.

Resistance isn’t THAT Bad

While nowhere near as spectacular as his 38 Defense, Galle’s Resistance sits at a middling value of 28, making him a bit more likely to survive magical attacks compared to some other high Defense and low Resistance Lance Fliers.


Poor Speed

Gale’s poor Speed value of 22 does not do him any favours, forcing him to take two attacks from an opponent as opposed to one in numerous matchups. While his physical bulk is strong enough, this can easily be a problem when up against magical opponents as his middling Resistance can easily be torn apart by high attack magic nukers. While a weapon such as Courtly Candle exists in order to help out with a bit of damage reduction on the first hit Galle takes in combat if he is to be followed up, this only serves as a bit of a crutch towards the fact that his low Speed is not ideal in many situations.

Unlimited Lance Flier Works

Lance Fliers tend to be rehashed just as commonly as infantry sword units, especially ones without unique weapons to their name. Galle of course, is one of these units. Hardly worth using over more competent Lance Fliers with better stats, unique weapons of their own, or better availability, Galle finds himself doomed to mediocrity among fellow Grail locked Lance Fliers such as Travant, Cormag, and Heath. A fate worse than death, in most cases.

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Lance Users Only
50 1 6
Steel Lance
Lance Users Only
100 1 8
Guard Lance

Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Lance Users Only
200 1 10
Guard Lance+

Inflicts Special cooldown charge -1 on foe per attack during combat. (Only highest value applied. Does not stack.)

Lance Users Only
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Dragon Fang

Boosts damage by 50% of unit's Atk.

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

Passive Skills

Passive Skills SP Slot
Brazen Atk/Def 1

If unit's HP ≤ 80% at the start of combat, grants Atk/Def+3 during combat.

Inheritable by all units.
Unlocks at 3 ★
Brazen Atk/Def 2

If unit's HP ≤ 80% at the start of combat, grants Atk/Def+5 during combat.

Inheritable by all units.
Unlocks at 4 ★
Brazen Atk/Def 3

If unit's HP ≤ 80% at the start of combat, grants Atk/Def+7 during combat.

Inheritable by all units.
Unlocks at 5 ★
Odd Atk Wave 1

At start of odd-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 1 ★
Odd Atk Wave 2

At start of odd-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 2 ★
Odd Atk Wave 3

At start of odd-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn.
(Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 4 ★

Other Info

Fire Emblem: The Binding Blade

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