- Default
- Attack
- Special
- Injured




Gray - Wry Comrade |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 16 | 6 | 5 | 5 | 2 |
Middle | 17 | 7 | 6 | 6 | 3 |
High | 18 | 8 | 7 | 7 | 4 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 40 | 32 | 29 | 27 | 19 |
Middle | 43 | 35 | 32 | 30 | 22 |
High | 46 | 38 | 35 | 33 | 26 |
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 |
---|---|---|---|---|
Skill Sets
Come at me, fools! (Supertank)
![]() |
Laid-Back Blade (+Eff) | A | Distant Counter |
---|---|---|---|
![]() |
Reposition | B | Close Call 3 Alternate: Repel 3 |
![]() |
Noontime Alternate: Sol |
C | Pulse Smoke 3 |
IVs | +SPD / -RES | S | Spd Smoke 3 Alternate: Steady Posture 2 |
Weapon: Laid-Back Blade (+Eff)
Assist: Reposition / Flexible
Special: Noontime / Sol
Passive A: Distant Counter
Passive B: Close Call / Repel
Passive C: Pulse Smoke
Sacred Seal: Spd Smoke / Steady Posture
- Gray can become a fearsome supertank thanks to his Laid-Back Blade. The weapon grants Cavalry-effectiveness and +3 to all stats during combat if his HP is ≥ 50%, along with the +Eff refine granting +3 HP and an additional +5 to all stats if the number of foes within 2 spaces is ≥ the number of allies within 2 spaces. With a potential +8 to all stats, Gray can significantly improve both his offensive capabilities (and thus, his healing from Noontime or Sol) and defensive capabilities.
- The key to making this set work is Close Call (or Repel); for each point of Speed Gray has more of than the enemy, 4% of the enemy’s damage is reduced, with the maximum damage reduction being 40%. While Gray’s middling 32 Speed may make this seem like a pipe dream, +8 Speed from Laid-Back Blade and a +SPD IV can make this much more realistic. Spd Smoke and Steady Posture also help ensure this Speed gap, with the former inflicting -7 Speed on all enemies within 2 spaces of the target and the latter increasing Gray’s Speed and Defense by +4 during Enemy Phase.
- Noontime and Sol are staples of any Close Call / Repel set, granting the unit self-sustainability. However, it’s especially important for Gray to use a healing Special, as Laid-Back Blade’s +3 to all stats is only granted if his HP is ≥ 50%.
- Pulse Smoke completely shuts down Infantry Pulse Aether Raids Defense teams, ensuring that Gray doesn’t fall to a barrage of enemy Specials that grant lots of bonus damage.
Anything for Clair (Offensive Soloist)
![]() |
Laid-Back Blade (+Eff) | A | Swift Sparrow (2 or 3) Alternate: Heavy Blade 4 |
---|---|---|---|
![]() |
Reposition | B | Null Follow-Up 3 Alternate: Mystic Boost 3 |
![]() |
Galeforce Alternate: Luna |
C | Time's Pulse 3 Alternate: Def Smoke 3 |
IVs | +ATK or +SPD / -RES | S | Heavy Blade 3 Alternate: Swift Sparrow 2 |
Weapon: Laid-Back Blade (+Eff)
Assist: Reposition
Special: Galeforce / Luna
Passive A: Swift Sparrow (2 or 3) / Heavy Blade 4 / Atk/Spd Solo
Passive B: Null Follow-Up / Mystic Boost / Desperation
Passive C: Time’s Pulse / Def Smoke
Sacred Seal: Heavy Blade / Swift Sparrow
-
The role of offensive soloist comes naturally to Gray thanks to his Laid-Back Blade. The weapon’s +Eff refine grants Gray +5 to all stats if the number of foes within 2 spaces is ≥ the number of allies within 2 spaces, encouraging Gray to rush into a group of enemies and take them out. Thanks to +5 to all stats along with +3 to all stats if Gray’s HP is ≥ 50%, he can become a strong offensive force that dishes out high amounts of damage and consistently performs follow-up attacks.
-
Skills that grant Gray additional damage (Attack) and/or Speed secure follow-up attacks and raw damage. Given Gray’s offensive playstyle for this set, he’ll be initiating for most of his combat, making Swift Sparrow a fantastic option (granting +4/6 Attack and +4/7 Speed when he initiates). Atk/Spd Solo is another great option, synergizing excellently with Laid-Back Blade’s +Eff refine to grant a total of +11 Attack/Speed if no ally is adjacent to Gray.
-
Which Special Gray uses is player preference. While Galeforce, which grants Gray another action when activated, has more potential, it can be detrimental to Gray’s performance if the enemy has a Guard effect active; as such, Luna is a strong alternative that also helps him break through enemies with particularly high Defense. With Heavy Blade, Time’s Pulse, and no Guard effect active on the enemy, Gray can activate Galeforce after combat (assuming he performs a follow-up attack) or Luna on his follow-up attack.
- Null Follow-Up is a fantastic B slot to ensure that Gray performs a follow-up attack if he is able to. Mystic Boost heals Gray for 6 HP after combat, which can help him stay at ≥ 50% HP so he receives +3 to all stats during combat. While its HP threshold may be difficult to achieve while remaining ≥ 50% HP, Desperation can grant Gray safety when initiating at ≤ 75% HP by allowing him to perform his follow-up attack before the enemy can counterattack.
Strengths
Solid Attack
Thanks to a solid 35 Attack, Gray can deal respectable damage that can be augmented with Attack buffs and Speed buffs to secure follow-up attacks.
Decent physical bulk
The combination of an unusually high 43 HP and 30 Defense adds up to 72 physical bulk. While not spectacular, Gray can consistently survive at least one physical attack. Gray’s physical bulk also allows him to stay at ≥ 50% HP so he can receive +3 to all stats during combat from his Laid-Back Blade.
Laid-Back Blade
Gray’s personal weapon is the Laid-Back Blade, granting Cavalry-effectiveness and +3 to all stats if his HP is ≥ 50%. The +Eff refine grants Gray an additional +5 to all stats if the number of foes within 2 spaces is ≥ the number of allies within 2 spaces. With this, Gray can greatly boost his otherwise mediocre statline, improving his offensive and defensive capabilities.
Infantry advantages
As an Infantry unit, Gray has access to many valuable skills such as Bonus Doubler, Null Follow-Up, and Time’s Pulse. In addition, Gray practically never has to worry about enemies with Infantry-effective weapons, given their rarity and lack of advantages compared to other generic weapons. As a Gen 1 Infantry unit, Gray can also receive 10 Dragonflowers instead of only 5, which post-Gen 2 Infantry units and all other movement types receive.
Weaknesses
Mediocre Speed
Unfortunately, Gray’s downfall is his middling 32 Speed. Even with up to +8 Speed from Laid-Back Blade, he may still struggle to perform/avoid follow-up attacks and take advantage of Close Call and Repel’s damage reduction, which scales based on the Speed gap between Gray and the enemy.
Low magical bulk
While Gray has a respectable 43 HP, 22 Resistance certainly doesn’t do him any favors, adding up to 64 magical bulk. Although Laid-Back Blade’s potential +8 Resistance (along with +3 HP from the +Eff refine) can significantly bolster his survivability, he may struggle to survive more than one magical attack or survive an attack from high-Attack mages.
Still fails to stand out
Even with Laid-Back Blade, Gray fails to stand out due to his statline just being too mediocre. Cavalry-effectiveness is niche at best, and Laid-Back Blade’s potential +8 to all stats (with a +Eff refine) is only granted if Gray’s HP is ≥ 50% and the number of foes within 2 spaces is ≥ the number of allies within 2 spaces. Gray’s Speed poses lots of issues for him, as he can struggle to perform/avoid follow-up attacks and take advantage of damage reduction from Repel and Close Call while other Sword units such as Larcei and Mareeta (and even 3-4* Sword units like Hana) can do so with relative ease.
![]() |
Safeguard+ (+Def) | A | Steady Stance 4 |
---|---|---|---|
![]() |
Swap | B | Chill Atk 3 |
![]() |
Ignis | C | Threaten Spd 3 |
S | Darting Stance 3 |
im entering a build bc i got upset over the pool changes again
don't ask me how that correlates i'm not sure myself
weapon: safeguard+ (+def)
partially bc it's really good to make tanky people tankier, partially bc i got lene off the sword valor banner before him and that was the second time she'd pitybroken me and i'm still sick of her shit
+spd with a boon in def or +def with a boon in speed both work for refines, def refine and spd boon is better bc you get more 1 more defense and the same amount of speed but it doesn't really matter
assist: swap
i'm cheap
special: ignis
def stacking goes a long way
a: ss4
broken, boosts him to +15 def with safeguard when an enemy initiates and gives guard too. also fuck surtr
b: chill atk
i didn't know what else to put here
i'd swap it for chill spd but kliff has that so it'd be a waste since im running all my echoes characters together bc fuck color balance right?
c: threaten spd
also didn't know what to put here, but at least it's very helpful against enemies. bc the ones that survive initiating definitely aren't exclusively armors that are already slow as shit
s: darting stance
speed is fun and helpful
this gray, unmerged, beat a team of four surtrs alone,
all "unique" builds (bold, mystic boost, wary, renewal)
granted he had +6 dragonflowers and summoner support but still impressive ig
can't tank dragons or mages well but ig that's what his really poorly-built bf tobin is for
i gave him barrier blade and just ran with it bc i am a chronic dumbass
k im gonna go be depressed elsewhere now k bye
![]() |
Zanbato+ (+Eff) | A | Steady Posture 2 |
---|---|---|---|
![]() |
Swap | B | Vantage 3 |
![]() |
Glimmer | C | Sword Valor 3 |
S | Fierce Stance 1 |
~Anti-Galehorse~ (merged +1) [WIP]
Theorycrafting in progress for niche for Gray - ended up on killing melee horses before they can Galeforce him. Would love feedback but so far:
+Atk or Def, maybe +Spd/-Res
Null!Zanbato+
Glimmer
Steady Breath / Steady Posture
Vantage / Renewal / Atk+Def Link / Null C-Disrupt
Fierce Stance / Hardy Bearing
AKA Gray tanks first hit and one-shots them back with Glimmer.
Null refine negates Hone Cavalry/Tactics/Atk Opening common on galehorses since overextend away from team spurs.
More Atk = stronger Glimmer hence Fierce Stance, maybe Fierce Breath. Team support preferred to free up seal for Hardy Bearing to deny Desperation.
B slot is in question, but Vantage deals with multiple horses in one turn, Renewal if multiple turns, and Null C-Disrupt also gives utility against Firesweep/Lunge variants.
However L!Ephraim is the biggest threat - +Atk +10 DB4 one shots Gray. This restricts team help to visible buffs (deny Flame Siegmund), but Steady Breath becomes needed over Fierce Breath to survive him or Swordhardt. Atk or Def boon matters more there, and Atk/Def Link on him or ally is needed.
Potential alternative is +Spd with Steady Posture to just hit twice in case the Galehorse has Guard. Would require Fierce Stance seal to make up for damage loss, but extra speed denies Desperation so Hardy Bearing unneeded. Team support switching to Atk/Spd Link and Def Tactic would also be slightly more accessible (thanks to Odin).
Against biggest threats, build banks too much on galehorse not having Dull Close (thankfully not meta yet), but may not still work anyway because in practice galehorses only really show up in AR, and would have ranged horses covering the same area :/
Oh right no idea for C skill. Does Panic Ploy work with Null!Zanbato?
![]() |
Zanbato+ (+Def) | A | Earth Boost 3 |
---|---|---|---|
![]() |
Reciprocal Aid | B | Renewal 3 |
![]() |
Bonfire | C | Atk Smoke 3 |
S | Close Def 3 |
[This build prefers a boon in HP or Def and a bane in Res.]
Gray becomes a speedy tank with this build, allowing him to duel melee threats and often take minimal damage, while striking back harder with Bonfire.
Weapon: Zanbato+ (+Def) is a good choice for Gray. Other weapons with Def refinements, such as Armorslayer+ or Slaying Edge+ are great as well, depending on what you plan to have Gray counter.
Assist: Reciprocal Aid lets Gray borrow HP from his allies to stay healthy in order to gain his Earth Boost bonus. Any movement skill like Reposition or his default Swap are acceptable alternatives.
Special: Bonfire or Ignis are great for Gray, since it can capitalize on his high Def to deal significant damage.
A Skill: Earth Boost 3 is a good budget option for Gray, since his HP is on the higher end, and the cavalry opponents he would usually be fighting against (using his Zanbato+) often won’t have enough HP to disable Earth Boost. Steady Stance or Steady Breath are somewhat more expensive but more reliable options.
B Skill: Renewal 3 is used here for the sake of healing up to trigger Earth Boost. However, Quick Riposte is an excellent option if Earth Boost isn’t being used.
C Skill: Atk Smoke 3 synergizes well with Gray, as it will allow him to tank stronger opponents who would run up to him.
Sacred Seal: Close Def 3 further boosts his defense against physical melee foes. An HP +5 or Def +3 seal can be used instead to improve his performance as well.
![]() |
Zanbato+ (+Def) | A | Steady Breath |
---|---|---|---|
![]() |
Reposition | B | Guard 3 |
![]() |
Aether | C | Atk Smoke 3 |
S | Quick Riposte 3 |
**PERFECT IVs**
W: ALT: Armorsmasher+ (+Def) | Slaying Edge+ (+Def)
Assist: ALT: Swap
Sp: ALT: Ignis | Bonfire
A: ALT: Fury 3
B: ALT: Quick Riposte 3
C: ALT: Threaten Atk 3 | Def Smoke 3 | Spur Def/Res 2
Seal: ALT: Close Def 3
![]() |
Wo Dao+ (+Spd) | A | Fury 3 |
---|---|---|---|
![]() |
Draw Back | B | Desperation 3 |
![]() |
Bonfire | C | Threaten Spd 3 |
S | Attack +3 |
The true MVP of Ram Village, Gray's base kit may be pretty bad, but since he's a Trainee type unit, his BST is insane. This build is basically if you took Nephenee, and traded some Defense for more Attack. Desperation is Budget, but if you want to, Wrath is for sure a viable option, giving you +20 to your 16 Bonfire damage. If wanted, defensive Refinery can be take as well for more Special damage and tanking, but is up to the Player's choice.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
|
50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only Inheritable by Sword Units.
|
100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
|
200 | 1 | 10 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Only Inheritable by Sword Units.
|
300 | 1 | 14 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
---|---|---|
![]() |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Inheritable by all units.
|
50 | A |
![]() Inheritable by all units.
|
100 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | A |
![]() Only Inheritable by Sword Units.
|
30 | C |
![]() Only Inheritable by Sword Units.
|
60 | C |
![]() Only Inheritable by Sword Units.
Unlocks at 5 ★ |
120 | C |
Other Info
Origin |
Fire Emblem Echoes
|
---|