Legendary Ryoma

Community Posts with Keyword Legendary Ryoma All
Analysis by CCZeroFire
Legendary Ryoma - Supreme Samurai


Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 41
ATK 34
SPD 39
DEF 28
RES 20

Stat Variations

Level 1 Stat Variation
Low 16 7 10 5 4
Middle 17 8 11 6 5
High 18 9 12 7 6

Level 40 Stat Variations
Low 38 31 36 24 17
Middle 41 34 39 28 20
High 44 37 42 31 23

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.


  • +ATK: With his Speed at neutral already equivalent to a +SPD Elincia, Ryoma may instead get more mileage out of an Attack boon. Especially if being run on a Flier team, after the effects of his A slot, a Hone Fliers boost, potential Goad Fliers, etc., it may be possible for his Speed to get excessively high, veering into the 50s. On the other hand, one can never have too much Attack, and it will also greatly boost his ability to utilize Heavy Blade.

  • +SPD: A Speed boon puts Legendary Ryoma at a stellar 42 Speed before the effects of any skills and is still a fantastic choice. This allows him to double quite effectively on Player Phase and deny most follow-ups on Enemy Phase.

    • As a sidenote, the fact that Ryoma's Speed is so insanely high means that if one is unfortunate to summon a -SPD Ryoma, it is not nearly as crippling a bane as most other units—he will still be quite fast.


  • DEF: Ryoma has a 4-point superbane in Defense. It is fairly insignificant if he is running Firesweep Sword, but for all other sets Ryoma may wish to preserve his physical bulk for dueling.


  • -RES / -HP: Generally, neither of these stats matter all that much on Ryoma's optimal builds. Dropping either one is a great choice. If one can afford to be picky and has both a -RES and -HP Ryoma, -RES may be ever so slightly preferred.

Skill Sets

Samurai of the Skies (Firesweep Sword)

Build by
Firesweep Sword+ A Life and Death 3
Alternate: Swift Sparrow 2
Alternate: Draw Back
B Bushido
Alternate: Hit and Run
Alternate: Glimmer
C Goad Fliers
Alternate: Guidance 3
IVsSHeavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -RES or -HP
  • Weapon: Firesweep Sword+
  • Assist: Reposition / Draw Back
  • Special: Moonbow / Glimmer
  • Passive A: Life and Death / Swift Sparrow / Death Blow
  • Passive B: Bushido / Hit and Run / Chill Spd
  • Passive C: Goad Fliers / Fortify Fliers / Guidance / Flexible
  • Sacred Seal: Heavy Blade / Quickened Pulse

Thanks to his fantastic 34/39 offensive statline and his signature skill Bushido, Legendary Ryoma is arguably the best Firesweep user in the entire game. Among sword fliers specifically, his offensive spread is identical to that of a +SPD Elincia, meaning he will almost always outperform her offensively. Additionally, while it is common for Firesweep users to run a 2-cooldown Special combined with Heavy Blade (or Quickened Pulse), allowing for instant Special activations, Ryoma can do so most reliably by reaching a higher max Attack or Speed with the appropriate boon, and will de facto always hit harder thanks to having an additional 10 damage granted by Bushido. Compared to other sword users like Soleil, his flier mobility also makes initiating (and retreating away) an easier task than any other movement type.

Reposition is the classic choice for assist on fliers, giving his allies fantastic maneuverability and potentially allowing any non-flier allies the ability to pass over mountains or water. On a budget or if one want to prioritize Ryoma's survivability, Draw Back allows him to scoot farther away from enemies when retreating.

As Ryoma wants to use a 2-cooldown Special, Moonbow or Glimmer are his options. Moonbow will help him break through tanks, while Glimer will be stronger when he has lots of Attack boosts and also comes on him by default.

Life and Death is the preferred choice for A skill, giving Ryoma the biggest boost possible at the cost of his defenses which he will almost never be making use of anyway (as he cannot be counterattacked and should ideally never be in enemy range on Enemy Phase). Before any boon, this boosts Ryoma's total offenses to 54/44, and can be boosted to 60/50 with an allied Hone Fliers. An Attack boon brings this to 63/50 and any Goad Fliers buffs can continue to push these numbers to frankly absurd levels, almost guaranteeing he will be activating Heavy Blade and doubling his opponent (barring the effects of skills like Swordbreaker or Wary Fighter). Swift Sparrow is an alternate option if one is uncomfortable dropping his defenses, though is generally harder to get one's hands on, and sometimes the loss of Speed on Enemy Phase may hurt him more than the increase in bulk helps. If one has a +SPD Ryoma, one can use Death Blow as a cheap alternative, granting him a bonus point of Attack at the cost of just two Speed.

His exclusive skill Bushido is essentially a Wo Dao as a skill, granting him 10 additional damage when his Special activates. As a B slot skill, this makes it somewhat comparable to Wrath, which fliers are normally unable to learn. Although unlike Wrath it doesn't grant -1 Special cooldown at the start of his turn, it does not have a HP restriction, which is much appreciated as Ryoma will usually be attacking at full HP. If one is willing to forego Bushido, Hit and Run is the standard pick for Firesweep fliers, allowing them to retreat to safety after combat, and helps keeps him safe on Enemy Phase. Alternatively, Chill Spd allows him to gimp opposing speedy units like Ayra, potentially enabling him to double her even when she is significantly Speed-invested.

Ryoma's C skill will depend on what kind of team he is being run on. Goad Fliers is a great generic pick that gives a huge offensive boost to any flier allies. If his team is running any bulky Enemy Phase fliers or a mage flier with a Blade tome, Ryoma is also a good holder of Fortify Fliers, as he himself will rarely need the defensive stats. If being used on a mixed or tactics team, his default Guidance is already perfect. Many more options can work such as a Threaten or Smoke skill if one wishes.

Heavy Blade is Ryoma's preferred Sacred Seal, as it will enable him to activate Moonbow or Glimmer every time he doubles an opponent so long as his Attack is high enough. If the Seal is unavailable, Quickened Pulse will provide a similar effect, but only on his first initiation.

Feather Dance (Duelist / Special Nuker)

Build by
Slaying Edge+ (+Spd)
Alternate: Wo Dao+ (+Spd)
A Swift Sparrow 2
Alternate: Fury 3
Alternate: Draw Back
B Bushido
Alternate: Desperation 3
Alternate: Glimmer
C Guidance 3
Alternate: Goad Fliers
IVsSQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES or -HP
  • Weapon: Slaying Edge+ (+Spd/Def) / Wo Dao+ (+Spd/Def)
  • Assist: Reposition / Draw Back
  • Special: Moonbow / Glimmer
  • Passive A: Swift Sparrow / Kestrel Stance / Fury / Distant Counter
  • Passive B: Bushido / Desperation / Vantage / Swordbreaker
  • Passive C: Guidance / Goad Fliers / Flexible
  • Sacred Seal: Quickened Pulse / Speed +3 / Attack +3 / Close Def

While Ryoma works great as a Firesweep user, his 34/39 Atk/Spd and his fairly decent 41/28 HP/Def is still some of the greatest among all sword users, allowing him to work perfectly well as a conventional sword duelist. While most fliers would be disadvantaged in this respect due to lack of access to powerful duelist skills like Wrath, Ryoma's exclusive skill Bushido grants him a comparable effect. However, one must beware that his weakness to fliers and low Resistance makes him a slightly worse Distant Counter user, another common skill for similar sword duelists like Ayra, Mia, and Soleil. This is also why it is common to forego his exclusive weapon Raijinto, slightly more suited to Ryoma's non-legendary infantry counterpart.

Ryoma can choose between a Slaying Edge or a Wo Dao for his weapon, the choice depending largely on how one wants to use him. Slaying Edge drops Moonbow or Glimmer's cooldown to 1, and if playing Enemy Phase style, lets him always respond with a counterattack. Quickened Pulse will also allow him to instantly activate his Special for his first combat, potentially taking down a powerful enemy in a single blow. Wo Dao however can be used to combo with Bushido granting him a striking +20 damage on every Special activation (or alternatively continue to grant him some bonus Special damage if one is passing on Bushido). This allows him to better burst through difficult tanks, and may be preferred on a bulkier Ryoma that is more willing to take counterattacks (i.e. a decent choice if one has a Defense boon).

Swift Sparrow is a great skill on such a duelist build, and grants him the biggest boost if he is planning to play on Player Phase. Conversely, his default Kestrel Stance will grant him the same stats on an Enemy Phase style Ryoma. Fury lets him do a mix of the two, and grants him some bonus bulk, at the cost of 6 HP per combat. As a final alternative, while he is not the greatest user of Distant Counter, he will still often have the bulk to take a single mage hit from full HP and OHKO in retaliation, but against particularly tough enemies this may put him low enough that he may be unable to take any more hits for the remainder of the map. If his team lacks any other Distant Counter users it is a viable option, letting him clear out a dangerous ranged enemy. Be careful attempting to combat any opposing archers however. Sitting at 74 Physical Bulk after a weapon refine, Ryoma will be unable to survive archers that initiate with any higher than 49 Attack, which is not all that hard to reach. While it is true Ryoma does have his Raijinto weapon which grants Distant Counter, utilizing a different weapon that can be refined for additional bulk and said weapon's bonus effect will generally be more impactful than running Raijinto alongside another A skill.

Bushido grants Ryoma the greatest nuking power on Special activation. If one is willing to forego it, Desperation is a powerful duelist skill that works great on a Player Phase set comboed with an A slot like Fury. Also Vantage is a great (if slightly antiquated) option that synergizes decently if one opts for Distant Counter. Swordbreaker is a niche option that can be used specifically to shut down units such as Bold Fighter Zelgius, if his team lacks any other reliable counters.

As this is a generalist Ryoma set, he may find himself deployed alongside all types of allies, making him a great user of his natural Guidance skill. A flier buff is preferred though if mainly used with fliers.

Quickened Pulse has some interesting synergy with his two weapon options and allows him to nuke an enemy with Bushido as early as possible. Speed +3 and Attack +3 are absolutely acceptable options that may be more accessible. Close Def is an option on a tankier Ryoma, such as when used with a Defense boon and/or refine, and when expected to Enemy Phase.

Roots of a Simple Samurai (Raijinto / Budget)

Build by
Raijinto A Kestrel Stance 2
Alternate: Fury 3
Alternate: Draw Back
B Vantage 3
Alternate: Bushido
Glimmer C Guidance 3
IVsSIote's Shield

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -RES or -HP
  • Weapon: Raijinto
  • Assist: Reposition / Draw Back
  • Special: Glimmer
  • Passive A: Kestrel Stance / Fury
  • Passive B: Vantage / Bushido
  • Passive C: Guidance / Flexible
  • Sacred Seal: Iote's Shield / Attack +3 / Speed +3 / Defense +3

A low investment set that requires no inherits from heroes unable to be obtained as 3 star units.

A budget set is actually fairly easy to create for Ryoma. He comes with an almost entirely full kit right out of the gate, only really requiring an assist, and all of his skills are fairly powerful and completely usable. The main drawback here is that the playstyle of his base kit is somewhat anti-synergistic with his stats. As a flier with low Resistance, he is a fairly poor user of his base Raijinto, not often wishing to take ranged counterattacks, and much more suited to an offensive style of play. Even so, the set of skills is still powerful enough to be perfectly viable.

Kestral Stance is a great skill and does not necessarily need to be replaced, but Fury can grant him some appreciated bulk that may be needed if he is expected to Enemy Phase.

While Bushido is a fantastic skill, Vantage may be what he needs to allow him to Enemy Phase more than once, and has been a fan favorite skill on Distant Counter users such as the non-legendary Infantry Ryoma ever since Skill Inheritance was added to the game. Combined with enough boosts to his Attack and proper timing of his Special, it can let him cut down an enemy before they can even touch him.

Guidance is already a top tier skill, and likely should not need to be swapped unless one seriously desires another skill, such as a flier buff.

If Ryoma is being expected to Enemy Phase, it may be wise to take the Iote's Shield Sacred Seal. This removes his weakness to Fliers and grants him much better Enemy Phase capability, though he must still watch out for powerful mages. If unavailable, virtually any common budget Seal, such as a basic Stat +3, can be utilized quite effectively.


Ryoma the Supreme Samurai flies his way into Fire Emblem Heroes as the second red and the second flying Legendary Hero. He also carries with him the Legendary Effect of Water. (Is it due to his association with lightning, which is typically related to blue magic in Fire Emblem, or due to his resemblance to a lobster? You decide.) In this incarnation Ryoma rides atop a Kinshi, however, while Kinshi Knights normally wield bows or lances Ryoma sticks to what he knows, keeping his legendary Raijinto sword.

At the time of his release, Ryoma was arguably the strongest Legendary Hero yet. He holds a simply amazing offensive stat spread of 34/39 Atk/Spd, which gives him one of the highest neutral Speed stats in the entire game. This offensive spread synergizes fantastically with his flier class, which is known for it's overwhelming—and in the right hands uncounterable—Player Phase ability. Compared to his most direct competition Elincia, he has the same Attack and an extra 3 Speed, meaning at neutral Ryoma is already offensively equivalent to a +SPD Elincia. He also comes with an exclusive B skill, Bushido, which grants +10 damage every time his Special activates, similar to the skill Wrath which is normally not learnable by fliers. This by far makes him the best user of the Firesweep Sword currently available, and perhaps the best physical red unit for use on a flier team.

There is one caveat to Ryoma's soaring supremacy. While Ryoma does bring with him this potential, he does not display it immediately  When initially summoned, Ryoma has a base skill set that is quite unfitting and rather anti-synergistic with his stats. His unique sword Raijinto allows him to counterattack weapons at a range, though he has an extremely low Resistance and class weakness to bows. Likewise, all three of his base skills, while all top-tier skills in a vacuum, do not do anything to help alleviate this issue. In other words, while all of Ryoma's skills are great, he is a rather poor user of them. This means at the end of the day Ryoma will likely only reach his maximum performance after an almost complete overhaul of his weapon and skills. While Ryoma reaches amazing heights, it can take quite a bit of investment to get there. That being said, rest assured that if one does let Ryoma unleash his power as the offensive threat he desires to be, he will certainly not disappoint.


Outrageously fast

With 39 neutral Speed, Ryoma is one of the fastest units in the game. Notably, compared to his most direct sword flier competitors, he is at least 3 Speed higher than all of them. Even the next fastest (Elincia) utilizing a Speed boon will only tie Ryoma at best.

Exclusive Bushido skill

Ryoma's exclusive B slot skill Bushido grants him +10 damage when his Special activates. This is somewhat comparable to the skill Wrath, which is normally completely unlearnable by fliers, and is another factor that lets him blanket outperform his competition. While Bushido does lack the Wrath's -1 Special charge effect at the start of each turn, Bushido does not have an HP condition tied to it, which is an acceptable tradeoff for Ryoma, as in his strongest builds he generally aims to avoid counterattacks and stay at full HP.

Incredible offensive potential

When deployed on a flier team, it is very possible for Ryoma to reach over 60 attack and over 50 Speed with buffs, which is outstanding. This is paired with his increased mobility as a flier, letting him initiate and retreat over all terrain and giving him unrivaled freedom in planning his angle of attack. Bushido also makes all his Specials deal an extra 10 damage, which with a fairly easy to achieve double and a Heavy Blade skill he can activate every single combat. Not only does Ryoma have no problem getting into combat, but he excels at it it.

Legendary Hero

Ryoma is a Legendary Hero that applies a Legendary Effect of Water. This means that during Water Season, any hero deployed alongside him that has been conferred a Water Blessing gets a free boost to their stats. Specifically, Ryoma grants his allies +3 HP and +4 Defense, a very welcome boost to the physical bulk of any such ally. As a bonus, this effect also grants a small boost to his team's score in Arena.


Weak to most ranged units

Simply put, Ryoma's stat spread is not designed to take hits from ranged enemies. With only 20 Resistance, he takes an extreme amount of damage from most mages. As a flier, Ryoma has a weakness to all bows, who need only initiate with just 46 Attack to kill Ryoma outright in a single shot. While he may be fine with taking hits from a dagger unit, those are very few and far between.

Poor synergy with Raijinto and base skillset

Ryoma's first weakness is especially glaring considering how contradictory it is with his base skillset. Ryoma's exclusive weapon Raijinto grants him the ability to counterattack ranged units, and his A slot skill Kestrel Stance only works on Enemy Phase. Ryoma, however, will generally prefer to avoid fighting on Enemy Phase completely. His B slot skill Bushido is great, but also does nothing to alleviate this problem, nor does his C slot skill Guidance, which grants his allies extra mobility.

Chances are, to function optimally, one is going to have to almost completely replace his entire skill set, which can be quite expensive. If one does not plan to invest too significantly in him, keeping his base kit and mainly utilizing him in Arena Assault, at a range he will probably only reliably Enemy Phase green mages.

Difficult to obtain optimally and to merge

While being a Legendary Hero does mean that he will appear on banners often, it also means that every time he appears he will be sharing his color with two other red units, and the specific chance of obtaining a Legendary Ryoma is only about 0.67%. This means the cost of finding a Ryoma with the right nature can be extremely high, as it will be quite expensive to get multiple copies of him. If one desires to merge up and potentially even create a +10 Legendary Ryoma, it is standard for this to cost well over 1000 orbs, sometimes even over 2000 based on your luck.

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
Silver Sword
Only Inheritable by Sword Units.
200 1 11
RaijintoEnables counterattack regardless of distance if this unit is attacked.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night SkyBoosts damage dealt by 50%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
GlimmerBoosts damage dealt by 50%.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Fierce Stance 1Grants Atk+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Kestrel Stance 1If foe initiates combat, grants Atk/Spd+2 during combat.
Non-inheritable by Staff-wielding units.
Kestrel Stance 2If foe initiates combat, grants Atk/Spd+4 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
BushidoDeals +10 damage when Special triggers.
Non-Inheritable skill.
Unlocks at 5 ★
Guidance 1If unit has 100% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Only inheritable by flier units.
Guidance 2If unit has ≥ 50% HP, infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Only inheritable by flier units.
Guidance 3Infantry and armored allies within 2 spaces can move to a space adjacent to unit.
Only inheritable by flier units.
Unlocks at 5 ★

Other Info

Fire Emblem Fates

Banners Featured In