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Analysis by Chibi_Chu
Gray - Wry Comrade

5 Legacy

Obtainable as a 5 during certain summoning events only.

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 43
ATK 35
SPD 32
DEF 30
RES 22

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 6 5 5 2
Middle 17 7 6 6 3
High 18 8 7 7 4

Level 40 Stat Variations
5★
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.
HPATKSPDDEFRES

Skill Sets

Come at me, fools! (Supertank)

Build by Chibi_Chu
Recommended
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

SSpd Smoke 3
Alternate: Steady Posture 2

Show Explanation/Analysis

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)

Build by Chibi_Chu
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

SHeavy Blade 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

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.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Zanbato

Effective against cavalry units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 10
Zanbato+

Effective Against Cavalry Units

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 14
Laid-Back Blade

Effective against cavalry foes. At start of combat, if unit's HP ≥ 50%, grants Atk/Spd/Def/Res+3 during combat.

Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Swap

Unit and target ally swap spaces.

1 150

Passive Skills

Passive Skills SP Slot
Wind Boost 1

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+2 during combat.

Inheritable by all units.
50
A
Wind Boost 2

If unit has at least 3 more HP than enemy at the start of combat, unit receives Spd+4 during combat.

Inheritable by all units.
100
A
Wind Boost 3

If 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 ★
200
A
Sword Valor 1

If 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.
30
C
Sword Valor 2

If 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.
60
C
Sword Valor 3

If 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 ★
120
C

Other Info

Origin
Fire Emblem Echoes

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Official Hero Artwork