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Analysis by Chibi_Chu
Groom Roy - Blazing Bachelors

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 39
ATK 38
SPD 42
DEF 30
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 9 8 7 5
Middle 17 10 9 8 6
High 18 11 10 9 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 35 38 26 22
Middle 39 38 42 30 25
High 42 41 45 33 29

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

Flames of Passion (Galeforce)

Build by Chibi_Chu
Recommended
Blazing Polearms A Atk/Spd Boosting A Slot
Alternate: Fury 4
Positional Assist B Flow Force 3
Alternate: Wings of Mercy 3
Galeforce C Faith in Humanity
IVs

+Atk or +Spd / -Res

SHeavy Blade 3
Alternate: Fury 3

Show Explanation/Analysis

Weapon: Blazing Polearms 

Assist: Positional Assist 

Special: Galeforce 

Passive A: Atk/Spd Boosting A Slot / Fury 4

Passive B: Flow Force / Wings of Mercy 

Passive C: Faith in Humanity 

Sacred Seal: Heavy Blade / Fury

  • The combination of Roy’s personal weapon and personal C slot make him an exceptionally strong and consistent Galeforcer.
    • Blazing Polearms’ -1 Special cooldown and Faith in Humanity’s Tempo effect make Galeforce activations incredibly consistent for Roy, as he is guaranteed to activate it in 1-2 combats with Heavy Blade’s additional Special charge. Additionally, Roy has fantastic damage output and reliable bulk; Blazing Polearms effectively grants +5 to all to Roy and -6 to all on the enemy during combat for free, as the relevant condition for the former is initiating and the condition for the latter is having ≥ 12 total visible bonuses, which Faith in Humanity grants via +6 visible Atk/Spd. The【Canto (2)】effect also helps with mobility, as Roy can move two spaces after his first combat initiation (or second if Galeforce is activated after his first). Finally, Dragon- and Beast-effectiveness secure matchups against prevalent Aether Raids Defense units such as Spring Idunn, Ascendant Idunn, Seiros, Medeus, and Duma.
  • Atk/Spd Boosting A slots are ideal to ensure Roy performs a follow-up attack. Strong options include Atk/Spd Push 4, which grants +7 Atk/Spd during combat in exchange for 5 recoil damage after combat if Roy’s HP at the start of combat is ≥ 25%, and Atk/Spd Catch 4, which grants +7 Atk/Spd if the enemy has a visible debuff or they have full HP or +9 Atk/Spd if both conditions are met.
    • Alternatively, Roy can use Fury 4 in his A slot and Fury 3 in his Sacred Seal to guarantee that he drops to ≤ 50% HP after two combats as long as his maximum HP is ≤ 56. This allows allies with Wings of Mercy to warp to spaces adjacent to Roy, typically either to refresh or activate Galeforce (or variants such as Requiem Dance and Njörun's Zeal) themselves and create a Galeforce chain to sweep enemy teams in one turn. Note, however, that because Roy uses Fury in his Sacred Seal instead of Heavy Blade, he will likely need Special cooldown reduction and/or at least two combats to activate Galeforce. Fury recoil damage is also usually not necessary, as Roy will commonly receive counterattacks.
  • Flow Force neutralizes effects that prevent Roy’s follow-up in addition to neutralizing his visible Atk/Spd debuffs, making it vital for activating Galeforce and maintaining high damage output. If an ally is the one to drop to ≤ 50% HP to act as a Wings of Mercy beacon, Roy can use Wings of Mercy instead.

Wait, Ninian, we can ex- (General Offense / Aether Raids Defense)

Build by Chibi_Chu
Recommended
Blazing Polearms A Sturdy Surge
Alternate: AR-D Atk/Def 3
Positional Assist
Alternate: Assistless
B Flow Force 3
Luna
Alternate: Ruptured Sky
C Faith in Humanity
IVs

+Atk or +Spd / -Res

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Blazing Polearms 

Assist: Positional Assist / Assistless 

Special: Luna / Ruptured Sky / Moonbow

Passive A: Sturdy Surge / AR-D Atk/Def / Atk/Spd Boosting A Slot 

Passive B: Flow Force 

Passive C: Faith in Humanity 

Sacred Seal: Blade Session / Atk/Spd Solo / Atk/Def Form / Atk/Spd Form / Quickened Pulse

  • Roy is an excellent unit for both general Player Phase purposes and Aether Raids Defense purposes thanks to Blazing Polearms, Flow Force, and Faith in Humanity.
    • Blazing Polearms’ myriad of effects all significantly improve Roy’s viability. Its three unconditional effects—【Canto (2)】, -1 Special cooldown, and Dragon- and Beast-effectiveness—allow for higher mobility, more consistent Special activations, and better matchups against common Near Saves such as Fallen Rhea and Ascendant Idunn respectively. Additionally, it grants +5 to all to Roy and -6 to all on the enemy during combat effectively for free, with the latter’s condition of having ≥ 12 total visible bonuses being fulfilled via Faith in Humanity’s +6 Atk/Spd.
    • Faith in Humanity’s Tempo effect makes Special activations even more consistent for Roy, guaranteeing that he activates 3-cooldown Specials such as Luna on his follow-up if the enemy can counterattack and 2-cooldown Specials such as Ruptured Sky if the enemy cannot counterattack or Roy attacks twice via Bridal Catria’s【Triangle Attack】effect.
    • Flow Force is the final part of this trifecta, neutralizing Roy’s visible Atk/Spd debuffs and effects that prevent Roy’s follow-ups.
  • Roy’s native Sturdy Surge is a fantastic choice (particularly for general Player Phase purposes), granting +7 Atk and +10 Def on initiation in addition to healing on Special activation equal to (X * 20 + 10)% damage dealt, with X = maximum Special cooldown. Alternatively, AR-D Atk/Def can be used on Aether Raids Defense, as it can grant more Atk and Sturdy Surge’s healing isn’t particularly important. Atk/Spd Boosting A slots can also be chosen to maximum follow-up consistency.
  • Blade Session and Atk/Spd Solo are strong choices as always. The former grants Atk/Spd depending on how many allies have moved: +3 if no allies, +6 if one, and +9 if ≥ 2. The latter simply grants +6 Atk/Spd if Roy is not adjacent to an ally, synergizing well with his high movement and【Canto (2)】. More niche choices specific for synergizing with Bridal Catria on Aether Raids Defense include Atk/Def Form and Atk/Spd Form, which grant +1 if not within two spaces of any allies, +3 if one, +5 if two, and +7 if three.
    • The combination of a 2-cooldown Special and Quickened Pulse allows Roy to immediately activate his Special. If the enemy counterattacks, his Special will be ready again for his follow-up, resulting in significantly higher total damage.

Strengths

Strong Offenses

With 38 Atk and 42 Spd, Roy often has little trouble dealing high damage and consistently performing follow-up attacks.

Blazing Polearms

Roy and Eliwood team up to make the Blazing Polearms, a powerful personal weapon that:

  • Accelerates Roy’s Special trigger, increasing the frequency and consistency of Special activations for more damage and/or healing.
  • Enables【Canto (2)】, allowing Roy to move two spaces after attacking, using an Assist, or destroying a structure for the first time in the turn. This makes Roy a particularly strong Galeforce and hit-and-run unit.
  • Deals effective damage to Dragon and Beast enemies, boosting Roy’s damage output against prevalent units such as Halloween Myrrh, Spring Idunn, Ascendant Idunn, Seiros, Fallen Rhea, Fallen Edelgard, and Medeus.
  • If Roy initiates combat or is within two spaces of an ally, grants +5 to all stats and inflicts debuffs on the enemy’s stats (up to -6) during combat equal to 50% of Roy’s total visible bonuses. For example, if Roy has visible buffs of +5 Atk and +5 Spd, his total visible bonuses is 10, so Roy inflicts -5 to all stats on the enemy during combat. These stat swings further improve Roy’s already impressive combat.

Faith in Humanity

In addition to Blazing Polearms, Roy also has Faith in Humanity, a powercre- uh, I mean, upgraded version of his Legendary alt’s Human Virtue.

  • At the start of the turn, Roy and non-Dragon and non-Beast allies (sorry Ninian) within three spaces gain +6 Atk/Spd. With Faith of Humanity’s Atk/Spd buffs alone, Roy can inflict Blazing Polearms’ maximum debuffs.
  • Additionally, if two or more non-Dragon and non-Beast allies (sorry again, Ninian) have total bonuses of at least 10, Roy gains a Tempo effect during combat, neutralizing effects that increase the Special charge of enemies or slow Roy’s Special charge. Uninterrupted Specials significantly contribute to Roy’s strengths in Galeforce and hit-and-run roles, as he can consistently get his additional action for the former and can consistently activate damage-increasing Specials for the latter.

Harmonic Hero

With the power of family bonds and showstopping suits, Roy not only enables higher scoring in Resonant Battles and the Duo’s Hindrance structure in Aether Raids but also has a Harmonized Skill that grants Def/Res +6,【Resonance: Shields】, and【Treachery】to himself and allies from The Binding Blade or The Blazing Blade.

  • 【Resonance: Shields】grants +4 Def/Res during combat and follow-up prevention on the unit’s first combat in Player Phase or Enemy Phase, improving team survivability.
  • 【Treachery】grants additional damage equal to the unit’s total visible bonuses. The combination of Faith in Humanity and Roy’s Harmonized Skill can grant +6 to all stats to both Roy and allies, granting them +24 damage during combat.

Also, don’t they look so dapper together?

Cavalry Advantages

Superior movement and access to skills such as Flow Force and Atk/Spd Catch make Roy a premier offensive choice for many teams.

Weaknesses

Questionable Defenses

39 HP and 30 Def are average values, while 25 Res is on the lower end. With no access to damage reduction, Roy may be prone to getting OHKO’d, especially against magical enemies. In particular, he may struggle against some of the aforementioned units he’s supposed to be strong against—not because of poor damage output, but because of a potential inability to survive a counterattack.

Susceptible to Buff Neutralization and Reversal

Blazing Polearms and Faith in Humanity make Roy somewhat buff-centric. If Roy is inflicted with【Panic】or his visible buffs are neutralized during combat, he may not be able to inflict in-combat debuffs on the enemy with Blazing Polearms. Additionally, if his allies are inflicted with【Panic】, he may not be able to get the Tempo effect from Faith in Humanity.

Duo Skill

Grants Def/Res+6,【Resonance: Shields】, and【Treachery】to unit and allies from the same titles as unit for 1 turn.  【Resonance: Shields】 Grants Def/Res+4 during combat and the following effect for 1 turn: "During unit's first combat in player phase or enemy phase, foe cannot make a follow-up attack."  【Treachery】 Unit deals additional damage = total bonuses on unit for 1 turn.

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 2 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Blazing Polearms

Enables【Canto (2)】. 

Effective against dragon and beast foes.

Accelerates Special trigger (cooldown count-1).

If unit initiates combat or is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, and inflicts penalty on foe's Atk/Spd/Def/Res during combat = 50% of total bonuses on unit during combat (max -6). 

【Canto (2)】 After an attack, Assist skill, or structure destruction, unit can move 2 space(s).  (Unit moves according to movement type. Once per turn. Cannot attack or assist. Only highest value applied. Does not stack. After moving, if a skill that grants another action would be triggered (like with Galeforce), Canto will trigger after the granted action. Unit's base movement has no effect on movement granted. Cannot warp (using skills like Wings of Mercy) a distance greater than 2 space(s).)

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

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

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

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Sturdy Blow 1

If unit initiates combat, unit granted Atk/Def+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
A
Sturdy Blow 1

If unit initiates combat, unit granted Atk/Def+2 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Sturdy Blow 2

If unit initiates combat, unit granted Atk/Def+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Sturdy Surge

If unit initiates combat, grants Atk+7, Def+10 to unit during combat, and also, if unit deals damage to foe using a Special, restores HP = X% of unit's max HP (X = unit's max Special cooldown count value × 20, + 10; max 100). (Triggers even if 0 damage is dealt.)

Restricted to melee units.
Unlocks at 5 ★
300
A
Flow Force 1

At the start of combat, if unit's HP = 100% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 1 ★
60
B
Flow Force 2

At start of combat, if unit's HP ≥ 50% and unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 2 ★
120
B
Flow Force 3

If unit initiates combat, neutralizes effects that prevent unit's follow-up attacks and neutralizes unit's penalties to Atk/Spd during combat.

Melee Cavalry & Melee Flying Units Only
Unlocks at 4 ★
240
B
Faith in Humanity

At start of turn, if unit is within 3 spaces of allies other than dragon or beast allies, grants Atk/Spd+6 to unit and those allies for 1 turn. If 2 or more allies on your current team other than dragon or beast allies have total bonuses ≥ 10 (excluding unit), neutralizes effects that grant "Special cooldown charge +X" to foe or inflict "Special cooldown charge -X" on unit.

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Binding Blade
Fire Emblem: The Blazing Blade

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