- Default
- Attack
- Special
- Injured




Robin (F) - Mystery Tactician |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 17 | 6 | 6 | 6 | 4 |
Middle | 18 | 7 | 7 | 7 | 5 |
High | 19 | 8 | 8 | 8 | 6 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 36 | 25 | 25 | 25 | 19 |
Middle | 40 | 29 | 29 | 29 | 22 |
High | 43 | 32 | 32 | 32 | 25 |
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 |
---|---|---|---|---|
This unit requires use of Trait Fruits to get access to IVs
Skill Sets
Polarized Tactics (Tactical Gale)
![]() |
Tactical Gale (+Eff) | A | Triangle Adept 3 Alternate: Distant Def 3 |
---|---|---|---|
![]() |
Draw Back Alternate: Reposition |
B | Quick Riposte 3 Alternate: Guard 3 |
![]() |
Ignis Alternate: Bonfire |
C | Drive Spd 2 Alternate: Drive Def 2 |
IVs | +ATK or +DEF / -RES | S | Drive Atk 2 |
- Weapon: Tactical Gale (+Eff)
- Assist: Draw Back / Reposition
- Special: Ignis / Bonfire
- Passive A: Triangle Adept / Distant Def
- Passive B: Quick Riposte / Guard / Bowbreaker
- Passive C: Drive Spd / Drive Def / Flexible
- Sacred Seal: Drive Atk / Quick Riposte / Distant Def / Atk Smoke
Taking advantage of her higher than average physical bulk, Robin can make excellent use of her Tactical Gale tome to act as a dedicated counter to many popular blue and colorless threats such as Reinhardt and Brave Lyn. Tactical Gale’s unique refine, granting a full spectrum Tactics buff, is also one of the best single-skill buffing abilities in the game and grants her top-tier support ability.
Ignis is Robin's Special of choice here. Whenever she is baiting a blue or colorless unit on Enemy Phase, she is generally going to be both taking as well as returning two hits. However, thanks to the 40% damage boost from Triangle Adept, Robin will often be successful in taking down her opponent with her second attack without the help of a Special. As such, Ignis' 4 cooldown lets her instead have her Special charged and ready for the following Player Phase, allowing her to initiate onto and nuke a second foe. Of course if one would rather prioritize being absolutely sure she scores her kill rather than her follow-up combat, or if one expects her to be fighting mages that don't double her, Bonfire can be used instead.
Triangle Adept is the crux of this build. The 40% boost granted by it is used to both bolster Robin's rather mediocre natural Attack, as well as reduce the damage she takes to equally mediocre levels, even when she cannot retaliate such as against Brave Veronica or a Firesweep Bow user. While it is by far the most impactful skill she can use, it does come with the caveat that she will be relatively vulnerable to enemy units running Cancel Affinity. While this is an avoidable issue if one primarily intends to use Robin as a counterpick unit or non-core team member for modes such as Arena Assault, a Robin being built as an Arena core may instead prefer to use Distant Def. Especially when stacked with the Distant Def Sacred Seal, this will make Robin quite reasonably durable, however, beware that due to the loss of Triangle Adept’s offensive component her ability to successfully achieve kills may be cut close or sometimes fall short against higher-resistance enemies, possibly necessitating the use of Bonfire.
Quick Riposte is used to ensure that Robin makes two attacks when initiated upon, crucial due to her low Speed. Guard is an alternative if one wishes to keep Robin safe from enemy Specials, in which case Quick Riposte can instead be switched to her Sacred Seal. As a final alternative, if one fears Firesweep Bow Brave Lyn, Bowbreaker can be used to make sure she isn't ever forced to take multiple hits and can double on Player Phase.
Robin's C slot and Sacred Seal choice are relatively flexible, able to be outfitted into whatever support skill her team may desire. Because Tactical Gale has two range and already applies buffs to her allies, it is a good idea to utilize combat boosts such as Drive Spd and Drive Atk in these slots due to their similar range and the fact that they will stack with Tactical Gale’s buffs. If one wants to boost Robin’s own combat and tanking ability, she can also make great use of Distant Def or a Smoke skill such as Atk Smoke.
Three Steps Ahead (Anti-Cavalry + Budget)
![]() |
Keen Gronnwolf+ (+Eff) Alternate: Gronnwolf+ |
A | Fury 3 |
---|---|---|---|
![]() |
Draw Back Alternate: Reposition |
B | Vantage 3 Alternate: Bowbreaker 3 |
![]() |
Bonfire Alternate: Ignis |
C | Drive Spd 2 Alternate: Hone Spd 3 |
IVs | +ATK / -RES | S | Atk/Def Bond 3 |
- Weapon: Keen Gronnwolf+ (+Eff) / Gronnwolf+
- Assist: Draw Back / Reposition
- Special: Bonfire / Ignis
- Passive A: Fury
- Passive B: Vantage / Bowbreaker
- Passive C: Drive Spd / Hone Spd / Flexible
- Sacred Seal: Atk/Def Bond / Attack +3 / Deflect Magic / Deflect Missile
Robin can also utilize her original base weapon, the Gronnwolf tome, to act as a dedicated cavalry counter. This set is a decent budget set, requiring no inherits from heroes unable to be obtained as 3 star units. For her refine, Keen Gronnwolf's unique effect is chosen to ensure she can shrug off any cavalry buffs that might otherwise cause her trouble or prevent her one-shot-KOs, as well as brush off any Blade tome cavalry, though it can also be kept as a simple Gronnwolf+ without changing much.
Unfortunately, Robin's matchup versus Brave Lyn is rather touchy. In a completely neutral matchup, Robin is just a single Attack point short of taking her down in one hit, though this can get extremely hazy when faced with a Brave Lyn with a varying merge advantage or a boon in HP or Res, and much of the same goes for popular cavalry team units like Cecilia and Gunnthrá as well. Thus, it is a good idea to solidify these matchups by investing in skills that boost Robin's Attack.
Fury is fantastic as well as relatively cheap choice that gives Robin an appreciated all around stat boost, and also helps ensure she is able to survive an opening Moonbow from an opposing Reinhardt.
Vantage gives Robin the ability to safely bait multiple cavalry units in a single turn as she will likely only be forced to take a hit one time before reaching Vantage range, and synergizes well with the ability to one-shot enemies thanks to Keen Gronnwolf. Robin must beware Firesweep users that are unable to be counterattacked, however. If Firesweep Bow is expected to be a problem, Bowbreaker can ensure she doesn't get hit more than once, which would quite likely kill her unlike when using Tactical Gale.
Robin is quite independent of her C slot here, any decent supportive skill such as Drive Spd working perfectly well based on whatever her teammates need.
For her Sacred Seal, Atk/Def Bond is firmly the best choice and acts as another welcome Attack boost for making sure she is able to without issue take down as many enemy cavalry in one blow as possible. Alternatively, Attack +3 is a good option that may be more readily available. If her ability to take her first hit is a huge concern, Deflect Magic or Deflect Missile can guarantee her ability to survive an opening Dire Thunder, Brave Bow, or Firesweep Bow.
Strengths
High Physical Bulk
She has a fairly high Defense stat of 29, some of the highest among mages. This makes her a great candidate for acting as an Enemy Phase counter to threats such as archers, whom she can grant herself a color advantage against with her Tactical Gale tome.
Useful Against Common Arena Threats
As a defensive green mage, Robin manages to carve herself a solid niche as a counter to units that commonly make up the core of Arena teams such as Reinhardt and Brave Lyn. This makes her a fantastic character to have in the right situation.
Weaknesses
Flat Offensive Statline
Robin's Attack and Speed both sit at an unimpressive 29, and even with her finished build her Attack is rarely if ever going to reach 50 without exceptional investment. This means she is usually going to have difficulty in most matchups without the use of specialist weapons and skills that restrict her effectiveness to a rather limited set of units.
Low Magical Bulk
With just 22 Resistance, Robin is often going to have difficulty fighting mages, sometimes including those she has a color advantage against. G Tomebreaker is also a relatively common skill, especially among fellow green mages, that she will have very little ability to fend off.
![]() |
Tactical Gale (+Eff) | A | Triangle Adept 3 |
---|---|---|---|
![]() |
Draw Back | B | G Tomebreaker 3 |
![]() |
Bonfire | C | Drive Spd 2 |
S | Atk/Spd Bond 3 |
SS: Atk/Spd Bond
5*+3 • Dragonflower +6
Used as a buffer + colorless defense. B skill rotates between G Tomebreaker and Daggerbreaker.
--
Part of my fun-yet-oddly-effective Chrobin Family team:
Lucina - the obligatory speedy sword lord
F!Robin - the family buffer and colorless defense
F!Morgan - terrifying teleporting blade mage. Gets buffs from Robin, then teleports herself and her family around with Guidance and Aerobatics. Also an excellent magic tank.
W!Chrom - armored distant counter tank
Works best when you keep everyone close to each other. Their bonds give them strength.
![]() |
Tactical Gale (+Def) | A | Close Counter |
---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 |
![]() |
Bonfire | C | Res Smoke 3 |
S | Atk/Def Bond 3 |
【 FRONTLINE GENERAL 】
Robin wants to do more than just yell orders across the battlefield with this build, which capitalizes on her Def stat to try to make her useful as a damage dealer — though you'll likely have to significantly invest in merges and Dragonflowers to make her truly viable. Ultimately, there are a lot more units who can do this kind of build better, but if Robin's a favourite of yours, you can now let her loose on the front lines.
【 Weapon 】
• Tactical Gale (+Def) is still Robin's best weapon, but now with a Def refine to boost her Def from okay-ish to decent, giving her greater sustain and a stronger Bonfire.
• Tactical Gale (+Eff) is also an option if you want Robin to still be able to support her teammates, though she takes a hit to her potential Def for it.
【 Assist 】
• Reposition is Robin's assist of choice, as she doesn't need to worry about falling in the path of melee units; in fact, she'd prefer it that way.
【 Special 】
• Bonfire makes use of Robin's Def, scaling on it to hopefully inflict enough damage to make up for her low Atk.
• Moonbow has a shorter cooldown than Bonfire and scales off the enemy's Def/Res, which could make it a more potent option against bulkier enemies that Robin would otherwise struggle to significantly damage.
【 A Skill 】
• Close Foil is Robin's best choice for her A skill (although the build page doesn't have it as an option yet). Robin certainly needs to retaliate against melee enemies as her build is based around her Def stat, which all but one type of melee attacks, and Close Foil grants her Atk/Def+5 against all physical attackers.
• Close Counter is easier to come by, so it's the optimal second choice if you don't have the fodder for the much rarer Close Foil.
【 B Skill 】
• Quick Riposte 3 is Robin's first choice of B skill due to her middling speed, and with her low attack she'll need two strikes to cause significant damage or score a KO.
• Lull Atk/Res 3 is an option if you feel like you haven't foddered enough rare units to her — and to be fair, it will help her damage-dealing potential. Just usually not as much as Quick Riposte, although with the number of skills/weapons popping up that negate guaranteed follow up skills, Lull Atk/Res might be better in some situations. It also doesn't require a certain health threshold to work, so in longer engagements Robin will get more use out of it than Quick Riposte.
【 C Skill 】
• Res Smoke 3 cuts the Res of any nearby enemies after one round of combat against one of their buddies, which is a boost to Robin's damage potential that she sorely needs.
• Rouse Atk/Def 3 allows Robin to achieve a visible boost to her Atk/Def so long as she starts the turn non-adjacent to her allies, which synergizes well with Atk/Def Solo as her Seal.
• Even Atk Wave 3 or Odd Atk Wave 3 are inexpensive and are just a straight boost to Robin's Atk every other turn, which she'll find very helpful when attempting to take down foes.
【 Sacred Seal 】
• Atk/Def Solo 3 is Robin's best choice of Seal, although it too is not available on the build page yet. Atk/Def Solo gives her Atk/Def+6 as long as she's not adjacent to her allies, but she can still give them her Tactical Gale (+Eff) boost should you be using that refine as long as she remains no more than one space away, giving the best of both worlds. And if you're not using that refine, then she can go wherever she wants. Well, as long as she doesn't want to be right next to someone.
![]() |
Tactical Gale (+Eff) | A | Triangle Adept 3 |
---|---|---|---|
![]() |
Harsh Command | B | G Tomebreaker 3 |
![]() |
Ignis | C | Drive Spd 2 |
S | Drive Spd 1 |
Pretty much just a spectrum-Tactic-buffer, with extra speed-granting XD
Tactical Gale itself is a Raven-effect tome, making her in this manner be super effective against Colorless and Blue, and be good at combatting Green tomes like herself (whom would target her lower resistance)... Harsh Command is just there because I like the stat-swapping feeling very tactical, and Ignis because it's cheap.
![]() |
Madness Flask+ (+Res) | A | Close Counter |
---|---|---|---|
![]() |
Draw Back | B | Vantage 3 |
![]() |
Bonfire | C | Atk Smoke 3 |
S | Brazen Atk/Def 3 |
This build exists solely for those who want to invest in Female Robin as a favourite and use her in more than just one mode. The Tactical Gale is nice if you play Aether Raids, but there's a whole game outside of it, and with the addition of the lifesaver that is the Madness Flask, Robin can finally break out of her niche and be more self sufficient as a unit.
The Madness Flask is great, giving Robin Fury 3, playing into her jack-of-all-trades statline, and with a Res refine, giving her respectable bulk to engage enemies both up close and from afar. It also helps salvage her lower attack and speed, so, with a little team support, she can go toe-to-toe with a wider array of units, or, use her newfound power to fight back against units with middling speed she once had as well. The HP loss allows her to capitalise on lower HP dependant effects to bring out the power.
Draw Back is just a reliable and handy skill for most ranged units, and can be substituted for anything you personally like.
Bonfire plays into Robin's higher Defence, and has a lower cooldown than her native Ignis, which can be kept if desired, or if you have a skill like Infantry/Ostia's pulse active on her.
Close Counter is very self explanatory, Robin has good Defence for a mage, and with this new weapon for her, her Res won't be too bad either, letting her counter melee enemies of all stripes as well as ranged ones, expanding her options in battle for how to use her.
Vantage has great Synergy with her weapon and Close Counter, letting her strike back with lower health first, able to get the drop on initiators, especially ones she's weakened from afar already. When her special is ready, Vantage can make for a deadly get out of jail free card when used in conjunction with it.
Attack Smoke is a simple skill, helping Robin's bulk and survivability by having her debuff enemies around her after attacking an enemy, which can be great if she's engaging multiple enemies at once and doing a bit of tanking. Her C-Slot is flexible, but Smokes tend to work nicely for Close Counter ranged units overall.
The Brazen Attack/Defence Seal is more or less perfect for Robin, but can be swapped for any Brazen seal in the game you personally prefer, this one simply exists to make her a stronger physical damage tank, give her solid attack, and strengthen the power of Bonfire. It activates in a similar range to Vantage, and her weapon effect means she can reach the HP threshold with greater ease.
Overall this build is there to get the most out of Robin's mixed stats with a weapon and setup that goes all in on it. This is more of a mixed phase/tankier setup for that particular playstyle, but can also be tweaked into an offensive one. Fury weapons can breathe new life into all kinds of units and open up greater possibilities for them, and Robin is a great example of that, going from a Raven Tome unit that only sees most of her use in Aether Raids, to a generalist who can be used in all kinds of PvE and PvP modes alike. Good for fans of the character like myself who enjoy using her.
![]() |
Tactical Gale | A | Close Counter |
---|---|---|---|
![]() |
Draw Back | B | Quick Riposte 3 |
![]() |
Bonfire | C | Even Def Wave 3 |
S | Atk/Def Bond 3 |
The aim of this build is for people doing high merge and Dragonflower investment into Robin. Tactical Gale's support powers are great for mixed teams, which you may find yourself running in modes like Aether Raids, and the flat +4 buff to all four stats also helps units like her, jack-of-all trades types, mixed tanks, and more duelist type units. It's also handy in Grand Conquest maps as well if you like using a wide variety of movement types from your friends and the Raven tome power lets her easily clean up bow and dagger units, and initiate strongly onto staff units as well. Draw Back is fairly standard for mages, though Swap and Reposition can work depending on preferences. Bonfire works nicely off of her decent defence stat, and is quicker to activate than her native Ignis, though this is a matter of preference. Close Defence lets Robin tap into her defence stat to bait in and punish melee units, though red units may give her trouble and are some of the most prevalent melee threats, you can still use this to bait in lance and axe units with low resistance, largely playing on Robin's utility to weaken them or even secure a kill. Quick Riposte is how Robin secures her doubles as the speed ceiling ever increases, even at full merge and flowers her speed sits to an average, so this lets her use her decent defence to bait in units. Even Defence Wave was largely chosen due to how it's readily available from Silas, though now the Odd counterpart can be gotten from Haar, it's down to preference really, and helps give her the defensive push to tank with. Eventually when they make Joint Hone Defence that will be better for her. Finally the Attack Defence Bond Seal lets her remain close to allies she's buffed, and gives her some attack power and more defenses to better tank and punish with, however Attack Speed Bond can work as well at higher merge levels if you want a better chance warding off doubles or securing some of your own on the player phase. All in all Robin can be a decent ranged attacker, can deal with colourless units fairly well, handle some physical melee and buff up the as well. Decent all-rounder, useful moreso in PvE than PvP, but can be a helpful tagalong in Aether raids.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Learns by default at 2 ★ Green Tome Users Only
|
50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Green Tome Users Only
|
100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Green Tome Users Only
|
200 | 2 | 6 |
![]() Unlocks at 5 ★ Green Tome Users Only
|
300 | 2 | 10 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
|
400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Inheritable by all units.
Unlocks at 3 ★ |
40 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
80 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
160 | A |
![]() Non-Inheritable by red units.
Unlocks at 2 ★ |
50 | B |
![]() Non-Inheritable by red units.
Unlocks at 3 ★ |
100 | B |
![]() Non-Inheritable by red units.
Unlocks at 4 ★ |
200 | B |
Other Info
Origin |
Fire Emblem: Awakening
|
---|
Banners Featured In
None