- Default
- Attack
- Special
- Injured




Gerome - Masked Rider |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 9 | 5 | 7 | 3 |
Middle | 19 | 10 | 6 | 8 | 4 |
High | 20 | 11 | 7 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 42 | 35 | 22 | 31 | 16 |
Middle | 45 | 38 | 25 | 34 | 19 |
High | 48 | 41 | 29 | 37 | 22 |
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. |
HP | ATK | SPD | DEF | RES |
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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Under The Hood (Anti Cavalry)
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Masking Axe (+Eff) Alternate: Brave Axe+ |
A | Sturdy Impact Alternate: Death Blow (3 or 4) |
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Positional Assist | B | A/D Near Trace 3 Alternate: Guard Bearing 3 |
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Bonfire Alternate: Glimmer |
C | Atk/Def Rein 3 Alternate: Atk Smoke 3 |
IVs | +ATK -SPD | S | Atk/Def Solo 3 Alternate: Death Blow 3 |
Weapon: Masking Axe (+EFF) / Brave Axe
Assist: Positional Assist
Special: Bonfire / Glimmer
Passive A: Sturdy Impact / Mirror Impact / Death Blow
Passive B: A/D Far Trace / Guard Bearing
Passive C: Atk/Def Rein / Atk Smoke
Sacred Seal: Atk/Def Solo / Atk/Res Solo / Death Blow / Heavy Blade
- This set can be run with Gerome's native Masking Axe or a Brave Axe, and focuses on upfront damage by pumping Gerome's Attack as high as possible for a hopeful oneshot.
- Sturdy Impact and Mirror Impact both serve to protect him from his foe's retaliation if he fails to KO them - however, if you want just a little bit more Attack, then Death Blow 4 is always an option to squeeze out every last point of Attack you can get.
- A/D Far Trace is a new skill that gives units like Gerome new life, updating his old Hit and Run with Canto and a stat debuff, which further optimizes Gerome's chances of getting that oneshot.
- The same goes for Atk/Def Rein, which is another high-value inherit. Coupled with Atk/Def Solo in his Seal slot, this build with Sturdy Impact functionally gives Gerome 89 Attack for his first initiation - enough to kill most cavalry in the game, including headache-inducing cavs like Duessel and Legendary Sigurd (if Gerome has an +Atk boon).
The Killing Joke (Defensive)
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Masking Axe (+Eff) | A | Def/Res Solo 4 Alternate: Bracing Stance (2 or 3) |
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Positional Assist | B | Quick Riposte 3 Alternate: A/D Near Trace 3 |
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Noontime | C | Atk/Def Rein 3 |
IVs | +DEF / -SPD | S | Def/Res Solo 3 |
Weapon: Masking Axe (+EFF)
Assist: Positional Assist
Special: Noontime / Glimmer
Passive A: Def/Res Solo / Bracing Stance / Mirror Impact / Distant Counter
Passive B: Quick Riposte / A/D Near Trace
Passive C: Atk/Def Rein
Sacred Seal: Def/Res Solo / Atk/Res Solo
- Because Masking Axe buffs Gerome's Defense so significantly, one can turn him into a fairly effective tank by subsequently buffing his Resistance. This can be done through Solo skills like Def/Res Solo or Atk/Res Solo, or through phase-specific skills like Bracing Stance or Mirror Impact.
- This grants Gerome significantly more survivability, particularly when it comes to baiting cav mages or attacking into dragons.
- Debuffing his foe's Attack is another crucial survival skill - with his Masking Axe, Atk/Def Rein, and A/D Near Trace, Gerome debuffs his opponent's Attack by 12, which allows him to survive quite a lot.
- You can choose to equip Gerome with an A slot like Distant Counter or Distant Ward to handle ranged threats, particularly ranged cavaliers. Alternatively, if he partners up with a unit who has Far Save, he can shine as a melee specialist and tank hard for your team while also dishing out plenty of damage.
Strengths
Accessibility
Gerome was a free unit during the first year of the game and is accessible to every player with the grails for him.
Prf Refine Weapon
Gerome's Masking Axe gives him essentially +16 Attack and raises his Defense significantly and helps to patch up his lower Resistance. This, coupled with his already-high 38 base Attack, makes him a good option for oneshotting enemy cavaliers. Even if not facing cavaliers Gerome can pack a punch, although he lacks the Speed to follow-up, making him very reliant on getting that oneshot.
Weaknesses
Unit Competition
While axe fliers are not the most saturated unit pool in the game, Gerome is still relatively outclassed when it comes to deciding to invest in another axe flier unit. Surprisingly, he still has one of the highest Attack stats for Axe fliers (tying with his mother, Cherche), but that's just about all anyone can say for him. His Speed and Resistance are near the bottom of the bunch, with Defense that is good, but not amazing.
His niche seems to be oneshotting foes, particularly cav units, but if he can't pull off the oneshot then he's essentially a sitting duck and vs non-cavs, he's still reliant on his outdated statline.
That isn't to say that his refine is bad - it places Gerome solidly above units like Haar - but... well, being better than Haar isn't much of a compliment.
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Poleaxe+ (+Atk) | A | Death Blow 2 |
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Rally Atk/Def | B | Hit and Run |
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Draconic Aura | C | Threaten Def 3 |
Offensive/Tank Role. Even though he would benefit from a Brave Axe+ build, I prefer to have him have at least compete with cavaliers while maintaining at least some semblance of SPD.
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Poleaxe+ (+Eff) | A | Steady Stance 3 |
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Reposition | B | Seal Atk Def 2 |
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Bonfire | C | Threaten Spd 3 |
S | Iote's Shield |
With this build suited for mixed teams, utilizing Gerome's movement advantages and the current meta, can effectively tank non magic users without buffs and debuff speed, defense, and attack. Iote's shield negates the bow disadvantage. Bonfire can help clear the majority of non-magical red units. Reposition is generally useful for getting best match ups. Poleaxe + Eff ensures maximum benefit against horse emblem meta. Flying teams can substitute whatever buff in the C-Slot that fits their line up best.
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Poleaxe+ (+Def) | A | Brazen Atk/Def 3 |
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Reposition | B | Escape Route 3 |
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Bonfire | C | Guidance 3 |
S | Iote's Shield |
With this build, Gerome can truly become Batman. Poleaxe+ with a defense refine puts him up to a nice 38 defense, which, with the help of Iote's Shield, makes it so that he doesn't have to worry about physical damage from anything except particularly nasty reds.
Once his tanking job is done, though, that's when his work truly starts; with Escape Route and Brazen Atk/Def, he can fly to any adjacent ally and if they just so happen to be in front of a pesky enemy, he can utilize his Brazen skill to make them regret everything. Guidance is really just filler and could be swapped out with a Hone/Spur, but in a flier emblem team, I'd go with Hone Fliers so the others can give him Fortify.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 10 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
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300 | 1 | 14 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
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1 | 300 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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40 | A |
![]() Inheritable by all units.
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80 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
160 | A |
![]() Restricted to melee units.
Unlocks at 4 ★ |
150 | B |
Other Info
Origin |
Fire Emblem: Awakening
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Banners Featured In
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