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Table of Contents

Tier Rating

Analysis by Cecil
Gray - Wry Comrade

5 Legacy

Obtainable as a 5 during certain summoning events only.

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 35
SPD 32
DEF 30
RES 22

Stat Variations

Level 1 Stat Variation
Low 16 6 5 5 2
Middle 17 7 6 6 3
High 18 8 7 7 4

Level 40 Stat Variations
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.

Gray is fairly fast for a tank, but he instead prefers Attack to help him punch through enemies. Defense is also a great skill have increased, as it boosts the damage of his Ignis as well and makes it easier for him to keep above various HP thresholds. He does not need his HP or Resistance, making them ideal dump stats for him.


  • +ATK: Attack is one of the best boons for Gray. He appreciates every point of Attack he can get as an Attack boon lets him OHKO Winter Tharja, an important matchup for his Anti-Armor set.

  • +DEF: A Defense boon is also fantastic for him, making Gray more sturdy and his Ignis stronger. It also lets him beat Ayra and Cordelia’s more popular builds.


  • SPD: Gray is not a particularly speedy swordsman and with skills such as Quick Riposte to cover his Speed, it is not an impactful stat for him.


  • -HP: HP does affect Gray’s physical defenses, but since he already has high HP he can afford to lose some. Weapon refines also give Gray additional HP.

  • -RES: Gray does poorly against mages and so Resistance is his best choice of bane.

Skill Sets

Anti-Armor Tank

Armorsmasher+ (+Def) A Steady Breath
Alternate: Fury 3
Alternate: Swap
B Quick Riposte 3
Alternate: Bonfire
C Def Smoke 3
Alternate: Spur Def/Res 2
SP1605SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES

  • Weapon: Armorsmasher+ (+Def)

  • Assist: Reposition / Swap

  • Special: Ignis / Bonfire

  • Passive A: Steady Breath / Fury

  • Passive B: Quick Riposte

  • Passive C: Def Smoke / Spur Def/Res

  • Sacred Seal: Close Def / Atk Smoke

Gray is at his best with Armorsmasher in hand. With his high Attack, decent Speed and solid Defense he can duel them easily with the right skills. This build is designed to have Gray double with the second hit triggering his Ignis Special to utterly decimate foes. Due to Steady Breath and Close Def, this build is defensively inclined and should see Gray choose to have foes initiate onto him.

Ignis is a powerful but slow-charging special, and Gray requires the Steady Breath skill in order to guarantee it firing in any given round. Fury is the next best thing for Gray, due to it’s all-around stat boost. If Fury is chosen over Steady Breath, Gray will not be able to charge the mighty Ignis and should settle for Bonfire instead.

There are many powerful Red and Green Armored units, so Gray should instead ditch his Zanbato in favour of an Armorsmasher. With a Defensive Refine and Close Def, Gray will have the Defense required to survive Bold Fighter assaults. His Assist skill should be either Reposition or Swap, as they let him support allies with low mobility. Both Def Smoke and Spur Def/Res are great choices if you have Gray paired up with tanky allies.

Sustain Tank

Slaying Edge+ (+Def)
Alternate: Zanbato+ (+Def)
A Steady Breath
Alternate: Swap
B Guard 3
Alternate: Quick Riposte 3
Aether C Atk Smoke 3
Alternate: Threaten Atk 3
SP1995SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES

  • Weapon: Slaying Edge+ (+Def) / Zanbato+ (+Def)

  • Assist: Reposition / Swap

  • Special: Aether

  • Passive A: Steady Breath / Warding Breath

  • Passive B: Guard / Quick Riposte / Swordbreaker

  • Passive C: Atk Smoke / Threaten Atk

  • Sacred Seal: Quick Riposte / Quickened Pulse / Close Def

Gray can also wield a Slaying Edge in a sustain tank set. This build lets Gray survive over multiple battles thanks to healing from Aether. He can also use his Zanbato with this set, but he will have to compromise heavily in order to do so. With Aether, he aims to keep above the HP threshold for Guard and Quick Riposte.

The core elements of this set are Steady Breath, Aether and Quick Riposte. This combination allows Gray to charge and fire Aether off within a single round of combat. If Gray uses a Zanbato, he will have to run Quickened Pulse, and he will only be able to perform the single-round Aether once.

Gray needs to use Quick Riposte on this set, but he can use it in either his B slot skill or his Seal slot. It’s recommended to take it in his Seal slot and run Guard. This lets Gray prevent powerful specials that would threaten his life. It is also possible to run Quick Riposte in B slot and opt for Close Def instead. A cheaper choice Swordbreaker, but make sure it is paired with Quick Riposte in his Seal slot.

Once again Gray can make great use of Reposition and Swap, especially if he has low-mobility allies such as armored units. Attack Smoke is excellent, especially if you wish to defeat multiple foes in the same turn. With their Attack debuffed, Gray finds it a lot easier to keep above the HP thresholds he needs to keep Guard and Quick Riposte active.


Gray hails from Fire Emblem Gaiden/Shadows of Valentia and is one of the Ram village members. In Fire Emblem Heroes, he is a stocky swordsman with great Attack and well-rounded stats. Gray is too slow to be a decent offensive swordsman and performs best as a defensive unit.

Although he suffers from a lot of slot competition as a red sword-wielding unit, Gray separates himself by having an extremely well-rounded statline. Few units have his mix of Attack, Speed and Defense. Gray also has excellent HP, solidifying his bulk and making him tough to KO with physical weapons.

For most people however, Gray is both rare and expensive to build. Those looking for a powerful swordsman will find alternatives in free units who arguable outperform the Wry Comrade. However, those with the drive and resources to build Gray will not be disappointed at his peak performance.


Great physical statline.

Gray has a stellar 35 Attack, which he combines with 43 HP and 30 Defense to give him an exceptionally well-rounded statline. It is rare for units to have a strong mix of Attack, Speed and Defense. 35 Attack is particularly good, as it helps Gray cut through the Defense of tough armored units who stand in his way.

Fairly good Speed.

Most units with high Attack and Defense suffer from a low Speed, but Gray is the exception. Although 32 is not exactly high, it is a great defensive tier which saves him from a lot of double attacks. He is even fast enough to double some slower foes in the player phase.


Low Resistance.

Gray’s statline leaves him with one weakness, which is his base 22 Resistance. This makes his matchups against dragons and mages much tougher, as he does not possess enough Speed to protect him from double attacks from faster foes. Gray is also very susceptible to Ploy skills which can greatly reduce his combat effectiveness.

Suffers from heavy slot competition.

It is no secret that red swords are dime a dozen, and many powerful units have been given out for free. Masked Marth and the Black Knight are two units with powerful legendary weapons and stellar statlines who outperform Gray in most situations. Having such a well-rounded statline means that Gray lacks a solid niche compared to other units.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
ZanbatoEffective against cavalry units.
Only Inheritable by Sword Units.
200 1 10
Zanbato+Effective Against Cavalry Units
Learns by default at 5 ★
Only Inheritable by Sword Units.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
SwapSwap places with an adjacent ally. 1 150

Passive Skills

Passive Skills SP Slot
Wind Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.
Inheritable by all units.
Wind Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.
Inheritable by all units.
Wind Boost 3If units has at least 3 more HP than enemy at the start of combat, unit receives Spd +6 during combat.
Inheritable by all units.
Unlocks at 5 ★
Sword Valor 1If unit survives and uses a sword, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)
Only Inheritable by Sword Units.
Sword Valor 2If unit survives, all sword users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)
Only Inheritable by Sword Units.
Sword Valor 3If unit survives, all sword users on team get 2x SP, (if similar skill effects also used, only highest multiplier applied.)
Only Inheritable by Sword Units.
Unlocks at 5 ★

Other Info

Fire Emblem Echoes

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