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Analysis by Cecil
Luke - Rowdy Squire

5 Legacy

Obtainable as a 5 during certain summoning events only.

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 34
SPD 28
DEF 30
RES 20

Stat Variations

Level 1 Stat Variation
Low 18 7 5 7 4
Middle 19 8 6 8 5
High 20 9 7 9 6

Level 40 Stat Variations
Low 40 31 24 26 17
Middle 43 34 28 30 20
High 46 37 31 33 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.

Luke’s stat spread gives him great Attack and noteworthy Defense, the two stats he wants most. These are the two most impactful stats for Luke, and are the best choices for a boon. Luke has something of an awkward Speed, while it’s not particularly high, he’d still prefer to avoid reducing it. Resistance and HP are Luke’s two least important stats. This is because he is primarily built to handle physical threats, and already has a large pool of HP.


  • +ATK: Extra Attack is an advantage on all of Luke’s builds. It’s especially good on his Brave (Rowdy Sword) and Armorsmasher sets. Attack is Luke’s best boon and conversely, his worst bane.

  • +DEF: Defense is a great boon on all but the Brave Sword set. It makes Luke more tanky and also strengthens his Bonfire and Ignis Specials.


  • SPD: None of Luke’s sets rely on Speed, but it’s not recommended to drop it, as many enemies sit around the 30 Speed mark, and a bane will cause Luke to be doubled by them. Luke’s Speed is reduced by four with a bane. His Brave Sword set can drop Speed without penalty.


  • -RES: At base 20, Luke already has poor Resistance. It’s the optimal bane for Luke except on the Distant Counter set. Reducing his Resistance does little to affect Luke’s matchups.

  • -HP: HP is the safest overall bane for Luke, who already has great base HP and gets more from weapon refines. HP is the best bane for the Distant Counter set.

Skill Sets

Rowdy Squire (Offensive)

Build by
Rowdy Sword (+Atk) A Death Blow 4
Alternate: Fire Boost 3
Rally Def/Res+
Alternate: Reposition
B Chill Def 3
Alternate: Swordbreaker 3
Alternate: Bonfire
C Hone Cavalry
IVsSQuickened Pulse
Alternate: Attack +3

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

  • Weapon: Rowdy Sword (+Atk)

  • Assist: Rally Def/Res+ / Reposition

  • Special: Moonbow / Bonfire

  • Passive A: Death Blow / Fire Boost

  • Passive B: Chill Defense / Swordbreaker

  • Passive C: Hone Cavalry 

  • Sacred Seal: Quickened Pulse / Attack +3

For those looking to take advantage of Luke’s natural combat abilities, or truly identify with his “Rowdy” personality, the offensive set is for you. Luke is a natural candidate for a pure offense set, largely due to his personal weapon, the Rowdy Sword (which is an upgraded Brave weapon). 

His great movement range and Attack, combined with low Speed, also fit him for the role. This set is also the best on a budget with some effective alternate skill choices, or if Luke has a Defense bane. He should take the Attack refine over the unique refine on his Rowdy Sword, as it has an unreliable condition.

Death Blow and Chill Defense give Luke a significant amount of upfront power, which is doubled thanks to the Rowdy Sword’s double attack property. Swordbreaker and Fire Boost are acceptable alternatives that are easier to obtain.

Moonbow combined with Quickened Pulse lets Luke activate his Special on his first attack, giving him a juicy damage increase. It can be replaced with Attack +3 for more balanced power over multiple engagements, however. In this case, Luke should run Bonfire instead of Moonbow.

This version of Luke is much more reliant on cavalry buffs, so it’s assumed he’s being run as a part of a duo or a full cavalry team. Hone Cavalry is therefore chosen as Luke’s C slot skill choice. Luke should take Rally Def/Res+ or Reposition to support his cavalry teammates. Rally Def/Res is better if Luke is paired with Enemy Phase units or Blade tome users, and Reposition is better for units like Reinhardt and Brave Lyn who can avoid counterattacks.

The Smile Protector (Generalist Tank)

Build by
Slaying Edge+ (+Spd)
Alternate: Wo Dao+ (+Res)
A Distant Counter
Rally Def/Res+
Alternate: Swap
B Guard 3
Alternate: Quick Riposte 3
Glimmer C Atk Tactic 3
Alternate: Hone Cavalry
IVsSQuick Riposte 3
Alternate: Chill Atk 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -HP or -SPD

  • Weapon: Slaying Edge+ (+Res) / Wo Dao+ (+Res)

  • Assist: Rally Def/Res+ / Swap

  • Special: Glimmer

  • Passive A: Distant Counter

  • Passive B: Guard / Quick Riposte

  • Passive C: Atk Tactic / Hone Cavalry

  • Sacred Seal: Quick Riposte / Chill Atk / Quickened Pulse.

Luke can be made into a decent tank if given the right skills. His low Resistance is serviceable under certain conditions, and with some buffs, he can take and dish out respectable damage. This set is great for people who really, really love the Luke and want to use him in many different modes, including the Arena.

Distant Counter is the main theme of this set, giving Luke great matchups against red and green mages. Taking a Resistance refine will help Luke weather assaults from mages. Guard and Quick Riposte form a great defensive skill combination, letting Luke delay enemy Specials and score follow-up attacks. They can be replaced with Quick Riposte in Luke’s B slot and Chill Atk.

Glimmer is chosen for its quick charge time and strong scaling damage against low-defense enemies. As Luke can’t survive more than one round against mages, it is important he has the power to OHKO them. For a slightly different flavor, Luke can use a Wo Dao with Quickened Pulse to get a powerful turn one Special. This makes Luke stronger against mages, but weaker defensively and in subsequent combat encounters. If Luke is being used alongside Legendary Hector, he should always use a Wo Dao.

His C slot skill depends on what kind of team Luke is being used on. Tactic skills are the best for mixed teams, while Hone Cavalry is stronger for pure cavalry squads. Luke’s choices for an Assist skill are typical, Rally Attack being better for offensive allies and Rally Def/Res being better for defensive ones.


Gotta love the Luke! The Rowdy Squire is one of the most fiery units to be released, and comes as a red sword cavalier. With tons of competition for a red unit slot and a sword user, Luke’s got his work cut out from square one.

Compared to his peers, Luke’s got great Attack and like his compatriots Eldigan and Seth, also has a great deal of physical defense. He’s not quite as strong as the mixed phase cavaliers such as Ares and Stahl, and is completely outclassed by (BK)Chrom. However, he runs a mean pure offensive set thanks to his personal weapon, the Rowdy Sword.

Luke’s also one of the rarest units in the game, appearing only on a handful of banners, and only at five star rarity. Being both rare and low-tier has made poor Luke one of the least utilised units in the game. And his lack of Speed and Resistance make him a poor candidate compared to the majority of units. If given a chance, Luke can shine at certain roles and fans of the rowdy squire won’t be disappointed by investing into him.


Great Attack

Luke’s biggest claim to fame is his Attack stat of 34. This is his single greatest strength, and is what makes him a good candidate for Rowdy Sword and Armorsmasher builds. His great Attack helps to offset his low Speed, as Luke often aims to OHKO his opponents.

Solid physical defenses

Luke combines his Attack with a solid physical defense. Base 43 HP when combined with base 30 Defense are enough to make Luke tough to OHKO with Physical damage. With skills like Close Def and Fury or a weapon refine, Luke can become even sturdier.

Is a cavalier

Being a cavalry unit has its own set of pros and cons, but in Luke’s case it is mostly a good thing. This is because as a melee cavalry, Luke can choose to beat foes on the enemy phase, meaning he’s less impaired by trenches. Luke enjoys his extra movement range and buffs from skills like Hone Cavalry, but is not reliant on cavalry allies to give him buffs.


Poor Resistance

At base 20, Luke’s Resistance is quite poor. He takes quite a bit of damage from dragons, and is prone to being hit with Ploy skills. Luke’s low Speed does not help him here at all. With many red units being strong against dragons and having more Resistance, this is one of his worst qualities.

Low Speed for a sword user

Luke’s also got low Speed, and this one is problematic for different reasons. With many sword units being incredibly fast, Luke is easily doubled and KO’d by them without something like Swordbreaker to force the matchup in his favor. It also means that Luke is prone to follow-up attacks from fast mages, who exploit his Resistance and Speed.

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
Brave SwordSpd-5. Attack twice when initiating combat.
Only Inheritable by Sword Units.
200 1 5
Brave Sword+Spd-5. Attack twice when initiating combat.
Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 8
Rowdy SwordInflicts Spd-5. If unit initiates combat, unit attacks twice.
Unlocks at 5 ★
Non-Inheritable skill.
400 1 11
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
BonfireBoosts damage dealt by 50% of unit's Def.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Fire Boost 1If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+2 during combat.
Inheritable by all units.
Fire Boost 2If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+4 during combat.
Inheritable by all units.
Fire Boost 3If unit has at least 3 more HP than enemy at the start of combat, unit receives Atk+6 during combat.
Inheritable by all units.
Panic Ploy 1At start of turn, bonuses become penalties on all foes in cardinal directions with HP 5 or more lower than unit through foe's next action.
Inheritable by all units.
Panic Ploy 2At start of turn, bonuses become penalties on all foes in cardinal directions with HP 3 or more lower than unit through foe's next action.
Inheritable by all units.
Panic Ploy 3At start of turn, bonuses become penalties on all foes in cardinal directions with HP 1 or more lower than unit through foe's next action.
Inheritable by all units.

Other Info

Fire Emblem: New Mystery of the Emblem

Banners Featured In

Official Hero Artwork