- Default
- Attack
- Special
- Injured




Rearmed Robin (F) - Fell Tactician |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 10 | 10 | 8 | 10 |
Middle | 17 | 11 | 11 | 9 | 11 |
High | 18 | 12 | 12 | 10 | 12 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 38 | 40 | 32 | 29 |
Middle | 43 | 41 | 44 | 35 | 33 |
High | 46 | 45 | 47 | 38 | 36 |
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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
Oh? You’re approaching me? (Near Save)
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Arcane Grima (+Spd) | A | Dragonhide |
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Positional Assist | B | Hardy Fighter 3 |
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Pavise | C | A/S Near Save 3 |
IVs | +Spd / -Res | S | Atk/Spd Form 3 Alternate: Mystic Boost 3 |
Weapon: Arcane Grima (+Spd)
Assist: Positional Assist / Flexible
Special: Pavise
IVs: +Spd / -Res
Passive A: Dragonhide
Passive B: Hardy Fighter 3
Passive C: A/S Near Save 3
Sacred Seal: Atk/Spd Form / Atk/Spd Bond / Mystic Boost / Flexible
- Even with her base kit, Robin is already one of the best Near Saves available at the time of writing. Her high Spd, neutralization of armor-effectiveness, and ability to run Hardy Fighter with Pavise allow her to easily tank strong hits from units like Brave Seliph and Brave Chrom and KO back by hitting their low Res.
- Arcane Grima lowers Pavise’s cooldown to 2, and Hardy Fighter fully charges it at the start of Robin’s first turn, reducing the damage taken from her first hit in combat by 75% and an additional 5 damage.
- +Spd is the best choice of boon for Near Save, as it improves Robin’s ability to avoid follow-ups and follow-up herself against fast threats like Brave Seliph and Brave Eirika. -Res is generally the best bane since few melee foes target Res.
- A/S Near Save allows Robin to protect her allies within 2 spaces if they are attacked by melee foes. It is the optimal C skill and there is no reason to replace it.
- The seal is flexible. Atk/Spd Form is also a great choice to boost her stats further and allow her to KO enemies more reliably. It provides up to a +7 boost if three allies are within two spaces. Atk/Spd Bond is a similar option that boosts Atk and Spd by 5 if an ally is adjacent. Mystic Boost gives her some extra healing after combat but is generally weaker than the prior two options.
The Exact Same (Far Save)
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Arcane Grima (+Spd) Alternate: Arcane Grima (+Atk) |
A | Dragonhide |
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Positional Assist | B | Hardy Fighter 3 |
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Aegis | C | A/R Far Save 3 Alternate: A/D Far Save 3 |
IVs | +Spd or +Atk / -Def or -Res | S | Dist. Counter (D) |
Weapon: Arcane Grima (+Spd or +Atk)
Assist: Positional Assist / Flexible
Special: Aegis
IVs: +Spd or +Atk / -Def or -Res
Passive A: Dragonhide
Passive B: Hardy Fighter 3
Passive C: A/R Far Save 3 / A/D Far Save 3 / Any Far Save
Sacred Seal: Dist. Counter (D)
- This set is similar to the Near Save set, with the exception that some skills must be swapped out to use with Far Save.
- Aegis allows Robin to reduce damage from ranged units by 75% plus an additional 5 damage, same as Pavise for melee units.
- Dist. Counter (D) seal allows Robin to counterattack against ranged foes. It is generally necessary for this set to work, and usually a better choice than using a Distant Countering A Skill with a different seal, due to the multitude of effects provided by Dragonhide.
- The boon and bane are flexible. +Spd is still a great choice, but less necessary than it is for the Near Save build, as there are fewer ranged units that rely on their Spd to follow-up or deny Robin’s follow-ups, and many ranged units are easier for Robin to KO in one counterattack. +Atk is also a good choice to go for those one-shot KOs. The bane is flexible; there is no great option but -Def and -Res are generally preferred over -HP; Robin’s 75% damage reduction with Aegis means that each point of Def or Res is only reducing her damage taken by .25 when Aegis activates. -Def is arguably the better option due to the fact that there are more common tome units that strike twice when initiating compared to bows and daggers, units such as Ninja Corrin, Winter Lysithea, and Summer Micaiah. However, either is a fine choice.
Strengths
Arcane Grima
While it is inheritable by all dragons, Arcane Grima is an incredibly powerful weapon with a variety of effects that are well-suited to Robin’s best builds. It accelerates her Special trigger, allowing her to use Aegis or Pavise in conjunction with Hardy Fighter for extreme amounts of damage reduction. It also provides several effects if her HP is at least 25% at the start of combat, including boosting all her stats, guaranteeing a follow-up attack, dealing extra damage equal to 15% of her Atk, and restoring 7 HP after combat. These effects make Robin powerful, durable, and consistent.
Dragonhide
Robin’s unique A skill Dragonhide sets her apart from other dragons and armors. In addition to the excellent Svalinn Shield effect of neutralizing her armor weakness, it also debuffs all her foe’s stats by 8 and grants Robin extra Special charge gain on every attack as long as her foe initiates combat, or has at least 75% HP. This removes the weakness to armor-effective weapons such as those wielded by Brave Chrom and Valentine’s Chrom and allows her to charge up her Special in one attack in most cases.
Colorless Armor Dragon
Robin’s status as a colorless armored dragon allows her to use great skills like Hardy Fighter, A/S Near Save, and Dragon’s Wrath 4.
Incredible Atk and Spd
Robin’s base 44 Spd is crazy and her base 41 Atk is great. These stats allow her to follow-up and avoid follow-ups against most foes while dealing high damage.
Good HP, Def, and Res
Robin’s base 43 HP, 35 Def, and 33 Res are all solid and allow her to survive many attacks.
Weaknesses
Dragon Weakness
Robin has no easily accessible way to remove her weakness to dragon-effective weapons such as Falchion or the effectiveness conferred by Naga’s Divine Fang, meaning she takes extra damage from them.
Weapons that Strike Twice
When using a Hardy Fighter build with a charged Special like Aegis or Pavise, Robin reduces the damage of the first hit she takes in combat massively. However, she has no damage reduction against any hit that follows it before she can counterattack, unless she opts for a seal like Deflect Magic. This means she is more easily threatened by units like Winter Lysithea and Ninja Corrin that strike twice when initiating combat. At the time of writing, these effects are much more common on ranged threats than melee, so this is more of a weakness for the Far Save build and not a big deal for Near Save.
Legendary Nanna
Legendary Nanna has the almost-unique ability to ignore damage reduction from Specials like Pavise and deal full damage. While she generally will not KO Robin in a single hit due to Robin’s solid HP and Def, she can deal much higher damage than most other melee threats and potentially set another unit up for the KO.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Learns by default at 2 ★ Unlocks at 2 ★ Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Accelerates Special trigger (cooldown count-1). At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, deals damage = 15% of unit's Atk (including when dealing damage with a Special triggered before combat), and restores 7 HP to unit after combat. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. Learns by default at 5 ★ Unlocks at 5 ★ Only inheritable by Dragon units.
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300 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Dragonhide Neutralizes "effective against armored" bonuses. If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Def/Res-8 on foe and grants Special cooldown charge +1 to unit per attack during combat. (Only highest value applied. Does not stack.) Non-Inheritable skill.
Unlocks at 5 ★ |
300 | A |
Hardy Fighter 1 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%.) Each Special trigger is calculated as a separate activation. Only inheritable by armor units.
Unlocks at 3 ★ |
60 | B |
Hardy Fighter 2 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-1. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. Only inheritable by armor units.
Unlocks at 4 ★ |
120 | B |
Hardy Fighter 3 Neutralizes effects that guarantee foe's follow-up attacks during combat. At the start of turn 1, if foe's attack triggers Special, grants Special cooldown count-2. If foe's attack triggers Special and Special has the "reduces damage by X%" effect, Special triggers twice, then reduces damage by 5. (Example: if Special has the "reduces damage by 50%" effect and no other damage reduction effects trigger, reduces initial damage by 50%, then reduces remaining damage by 50% for a total damage reduction of 75%. Remaining damage is then reduced further by 5.) Each Special trigger is calculated as a separate activation. Only inheritable by Armored Sword, Lance, Axe & Beast units.
Unlocks at 5 ★ |
240 | B |
![]() 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/Spd+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 1 ★ |
100 | C |
![]() 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/Spd+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 2 ★ |
200 | C |
![]() 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/Spd+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 4 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Awakening
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