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Halloween Robin (M)

Analysis by StanTheWoz
Halloween Robin (M) - Fall Reincarnation

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
190
HP 46
ATK 43
SPD 21
DEF 43
RES 37

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 19 9 3 12 10
Middle 20 10 4 13 11
High 21 11 5 14 12

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 43 39 18 40 34
Middle 46 43 21 43 37
High 49 46 24 47 40

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

Grima Walks With Me (Near Savior)

Build by StanTheWoz
Recommended
Moonstrike Breath A Sturdy Stance 3
Positional Assist B Slick Fighter 3
Alternate: Dragon's Wrath 3
Bonfire
Alternate: Glimmer
C A/R Near Save 3
Alternate: A/D Near Save 3
IVs

+Atk or +Def / -Spd

SSteady Breath
Alternate: Atk/Def Bond 3

Show Explanation/Analysis

Weapon: Moonstrike Breath

Assist: Positional Assist / flexible

Special: Bonfire / Glimmer

IVs: +Atk or +Def / -Spd

Passive A: Sturdy Stance / flexible

Passive B: Slick Fighter / Dragon’s Wrath / Dragon Wall / flexible 

Passive C: A/R Near Save / A/D Near Save

Sacred Seal: Steady Breath / Atk/Def Bond / flexible

  • Robin’s stats, movement type, and weapon lend him well to a Near Save build. 
  • With Steady Breath seal, Robin can take one hit and then immediately charge a 3-cooldown Special like Bonfire to activate on the counterattack, which will also heal 30% of his maximum HP when it hits from Moonstrike Breath. This can KO a huge percentage of units in a single hit, barring those with extremely high defensive stats or some kind of percentage-based damage reduction such as Fallen Star, or those that slow Special charge with skills like Guard. He can also opt for a stat-boosting seal like Atk/Def Bond or Atk/Def Form and a 2-cooldown special like Glimmer to a similar effect, but the damage is less reliable compared to Bonfire. Robin can also opt for a healing Special such as Noontime or Sol, but this extra healing is often less useful than the extra damage from one of the aforementioned Specials. 
  • The two most important stats for a Near Save unit are Atk and Def; Def to survive attacks from physical units, which make up the vast majority of threatening melee units, and Atk to KO on the counterattack. As such, his best boon is one of those two stats. -Spd is a safe choice of bane in general, as Robin’s Spd is terrible and generally not of use. 
  • Sturdy Stance 3 is a great choice of A slot that boosts Robin’s Atk and Def by 6 and reduces his foe’s Special charge gain by 1 when the foe initiates combat. This Guard-type effect is very useful for preventing the activation of enemy specials, but the skill can be substituted out for another if more stats or another effect are desired, such as Close Def 4 for its enemy buff nullification. 
  • Slick Fighter is a great B slot, which neutralizes Robin’s penalties and guarantees his follow-up attack if a foe initiates on Robin while he is above 25% HP. He also has other good options such as Dragon’s Wrath, which both reduces the damage Robin takes from an initiating foe’s first Atk by 20% as well as increasing his damage by 20% of the advantage his Atk has over his foe’s Res, increasing his ability to one-shot many units but leaving him vulnerable to a second hit if he fails to KO in one hit. Dragon Wall provides a larger potential damage reduction at 40%, but it depends on Robin having higher Res than his foe, up to the full 40% damage reduction if his Res is 10 higher than his foe’s. 
  • Near Save is the crux of this build, allowing Robin to protect allies within two spaces when melee enemies initiate combat against them. His base A/R Near Save works well, while A/D Near Save gives arguably a better combination of stats against most melee units (with the exception of dragons), though it is not a huge difference in effectiveness. 

Fallen Aegis (Far Savior)

Build by StanTheWoz
Moonstrike Breath A Distant Counter
Positional Assist B Slick Fighter 3
Alternate: Dragon's Wrath 3
Bonfire
Alternate: Glimmer
C A/R Far Save 3
IVs

+Atk or +Def or +Res / -Spd

SSteady Breath
Alternate: Atk/Def Bond 3

Show Explanation/Analysis

Weapon: Moonstrike Breath

Assist: Positional Assist / flexible

Special: Bonfire / Glimmer

IVs: +Atk or +Def or +Res / -Spd

Passive A: Distant Counter

Passive B: Slick Fighter / Dragon’s Wrath / Dragon Wall / flexible 

Passive C: A/R Far Save

Sacred Seal: Steady Breath / Atk/Def Bond / Mystic Boost / flexible

  • Robin can also effectively use A/R Far Save to protect allies from ranged units. The specifics of this build are very similar to the Near Save build, except that it also requires Distant Counter for Robin to counterattack ranged units, and Res-boosting skills like Atk/Res Bond are more useful. Mystic Boost seal is also a solid choice for providing after-combat healing and disabling the Wrathful effect of Staves and adaptive damage.

Strengths

Moonstrike Breath

Moonstrike Breath is a fantastic weapon, with the combination of accelerating Special trigger, granting Atk +6 to Robin and debuffing enemy Atk by 6 if he’s within 2 spaces of an ally, restoring 30% of his max HP when he damages an enemy with a Special, as well as having the standard “adaptive damage” effect of all modern breaths, targeting the lower of ranged foes’ Def or Res. 

Colorless Dragon

Robin’s status as a colorless dragon gives him neutral matchups against all units other than those using weapons with triangle advantage over colorless units, such as Gronnraven+, while allowing him to use great skills like Dragon’s Wrath and Dragon Wall

Armor

Robin’s status as an armored unit allows him to use great skills like Slick Fighter and A/R Near Save. Save skills in particular allow him to perform a protective role that no other movement type can. 

Fantastic Atk, Def, great HP and Res

Robin’s base 43 Atk and Def are fantastic and allow him to deal amazing damage while taking little damage from many foes. His base 46 HP and 37 Res are also great and give him good survivability against both physical and magical attacks. 

Weaknesses

Bad Spd

Robin’s base 21 Spd is low, meaning he will be attacked twice by most foes he does not KO on the first counterattack, or any foes with a Desperation-style effect. He is also reliant on skills like Slick Fighter or Dragon’s Ire to follow-up attack, though he can KO many foes on the first hit. 

Bad Mov

Robin’s status as an armored unit means he can only move 1 tile per turn unless under the effect of skills like Armor March, making it difficult for him to initiate combat against many foes or escape from the range of foes with high range.  

Anti-Healing Skills

Fatal Smoke disables the healing effect of Moonstrike Breath, rendering Robin much more vulnerable to repeated hits. However, this will not stop him from KOing many common Fatal Smoke users like Valentine’s Lif in one hit in many cases.

Armor- and Dragon-Effective Weaponry

Any unit with an armor- or dragon-effective weapon, such as Armorsmasher+, gains an extra 50% Atk when attacking Robin, increasing their damage massively. Robin can remove the armor weakness with Svalinn Shield, but this comes at the cost of other, more generally useful A skills such as Sturdy Stance 3

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 2 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Moonstrike Breath

Accelerates Special trigger (cooldown count-1). If unit is within 2 spaces of an ally, grants Atk+6 to unit and inflicts Atk-6 on foe during combat, and also, if unit deals damage to foe using a Special, restores 30% of unit's maximum HP. (Triggers even if 0 damage is dealt.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

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
Daylight

Restores HP = 30% of damage dealt.

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

Restores HP = 30% of damage dealt.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Fierce Stance 1

If foe initiates combat, grants Atk+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Sturdy Stance 1

If foe initiates combat, grants Atk/Def+2 during combat.

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

If foe initiates combat, grants Atk/Def+4 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Sturdy Stance 3

If foe initiates combat, grants Atk/Def +6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Slick Fighter 1

If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

Only inheritable by armor units.
Unlocks at 1 ★
60
B
Slick Fighter 2

If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

Only inheritable by armor units.
Unlocks at 2 ★
120
B
Slick Fighter 3

If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

Only inheritable by armor units.
Unlocks at 4 ★
240
B
A/R Near Save 1

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally adjacent to unit, triggers【Savior】on unit.  If unit triggers Savior, grants Atk/Res+1 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

Only inheritable by armor units.
Unlocks at 3 ★
100
C
A/R Near Save 2

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Atk/Res+2 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

Only inheritable by armor units.
Unlocks at 4 ★
200
C
A/R Near Save 3

If a foe uses sword, lance, axe, dragonstone, or beast damage and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit.  If unit triggers Savior, grants Atk/Res+4 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

Only inheritable by armor units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Awakening

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