Analysis by lordhelpme
Roderick - Steady Squire


Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 31
SPD 34
DEF 25
RES 24

Stat Variations

Level 1 Stat Variation
Low 17 6 7 5 6
Middle 18 7 8 6 7
High 19 8 9 7 8

Level 40 Stat Variations
Low 36 28 31 22 21
Middle 40 31 34 25 24
High 43 34 37 29 27

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: Likely Roderick’s ideal choice of IVs, an Attack Asset makes for an excellent option to elevate the stat from its mediocre base value of 31 and bolster his raw damage potential; combined with the +6 Speed boost he can gain upon initiation from his PRF’s unique weapon refine, this allows him to both hit respectably hard and perform follow-up attacks against opposing foes with relative ease. 

  • +SPD: A +SPD IV makes for a good alternative option should a +ATK IV be unavailable to heighten his proficiency at performing follow-up attacks even further. Do keep in mind, however, that Roderick can quickly reach excessive levels of Speed (especially when taking his PRF’s built-in Darting Blow effect into consideration and equipped with skills such as Atk/Spd Solo), which can make a +SPD IV somewhat overkill and unnecessary. 


  • -HP / DEF / RES: Thanks to Steady Lance’s counterattack-preventing properties, Roderick can safely take a Flaw in any of his stats barring his offensive ones as he should rarely (if ever) be taking damage, rendering the reduction to his bulk negligible at most. 

Skill Sets

Reckoning Day (Offensive Nuke)

Build by
Steady Lance (+Eff) A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Solo 3
Reposition B Chill Def 3
Alternate: Luna
C Odd Atk Wave 3
Alternate: Def Smoke 3
IVsSHeavy Blade 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP or -DEF or -RES

Roderick’s good offensive statline, access to class-exclusive buffs, and exceptional mobility combined with the power of Steady Lance enables him to excel when delegated to the role of an offensive nuke. Since his PRF’s unique weapon refine already grants him a rather substantial boost to his Speed upon initiation, a +ATK IV is ideal to maximize his damage output and let him make greater use of the Heavy Blade seal, but a +SPD IV can still be a decent option if the former is not available. 

Weapon: Steady Lance (+Eff)

  • Steady Lance is a strong personal weapon that allows Roderick to possess quite formidable offensive capabilities. In addition to retaining the counterattack-negating property of his native Firesweep Lance, it can be refined further to grant him a significant +6 Speed boost upon initiation, bumping him up to an effective 31/40 offensive statline in the Player Phase. Overall, this makes him a very safe and solid source of damage output. 

Assist: Reposition / Flexible

Special: Moonbow / Luna / Galeforce 

  • Since none of Roderick’s stats nor his damage output are consistently high enough to merit the use of Specials that scale off of them, those that are based off his opponent’s defensive stats instead will be his best options to let him pierce through particularly bulky foes. 

  • Of those available to him, Moonbow is ideal if utilizing the Heavy Blade seal since combined with Steady Lance, Roderick will be able to activate it in every round of combat provided that he performs a follow-up attack and that Heavy Blade activates; it can also be paired with the Quickened Pulse seal to similarly ensure its activation in his first round of combat. Luna can be considered as well should one favor stronger Special activations over quicker ones and is preferred over Moonbow if using any other seal.

  • Alternatively, Galeforce can make for a worthwhile consideration to grant him an exceptional amount of additional maneuverability, functioning essentially as a self-refreshing Special that allows him to take another turn after combat once per turn upon activation. However, in order to circumvent its long cooldown, Roderick must be equipped with the Heavy Blade seal, though this has its own issues of occasionally wasting Special charges. 

Passive A: Swift Sparrow / Atk/Spd Solo / Death Blow 

  • Most offensive A slot skills will work here, with Swift Sparrow 3 and Atk/Spd Solo being by far the most effective candidates available to him. From a purely statistical standpoint, Swift Sparrow 3 is objectively better than Atk/Spd Solo (though admittedly not by much), granting a slightly higher Speed boost in addition to having no accompanying positioning requirement. 

  • In contrast, Atk/Spd Solo has the advantage of not being restricted to a specific phase and can grant Roderick some much-needed survivability in the Enemy Phase if necessary, so ultimately the choice between which to utilize will be entirely up to personal preference. That being said, should either of them not be available, Swift Sparrow 2 can make for a suitable substitute. 

  • Given the facility with which Roderick can bolster his Speed stat thanks to Steady Lance, it is entirely plausible to elevate it to high enough levels with outside support alone such that it may be unnecessary to utilize a standard Speed-boosting A slot skill to secure follow-up attacks. In such instances, Death Blow can prove to be a fantastic option to focus solely on maximizing his raw damage output. 

Passive B: Chill Def / Chill Spd 

  • Chill skills are Roderick’s most notable options for his B slot, augmenting his combat prowess via their various debilitating debuffs. Chill Def and Chill Spd are two particular  standouts that serve to supplement his damage output through increased damage output and more reliable follow-up attacks respectively. Do keep in mind, however, that they can be somewhat inconsistent in that they may target an opponent who Roderick would not want to initiate combat against regardless, such as a green tank. 

Passive C: Odd Atk Wave / Def Smoke / Spd Smoke / Hone Cavalry / Flexible

  • Odd Atk Wave and other offensive stat-boosting Wave skills are a standard choice of C slot skill to increase Roderick’s self-sufficiency and make him less reliant on team support. Smoke skills such as Def Smoke and Spd Smoke can fulfill a similar purpose, though they require the use of a refresher or Galeforce to truly be effective. 

  • Otherwise, feel free to make use of any C slot skill that best compliments his chosen team composition. If using him alongside other cavalry allies, class-exclusive buffs like Hone Cavalry are wonderful options.

Sacred Seal: Heavy Blade / Quickened Pulse / Darting Blow 

  • The Heavy Blade and Quickened Pulse seals are both highly recommended choices to heighten Roderick’s damage output through faster Special activations, pairing quite well with those that possess low cooldowns though the Heavy Blade seal can also be put to good use with Galeforce for improved mobility in the Player Phase if so desired.

  • The Darting Blow seal can be considered also to build upon Steady Lance’s in-combat boosts and grant him a massive +12 Speed upon initiation collectively, allowing him to perform follow-up attacks against all but the fastest of foes. 

Mirage Raid (Budget Offensive)

Build by
Steady Lance (+Eff) A Life and Death 3
Alternate: Fury 3
Reposition B Drag Back
Alternate: Luna
C Hone Cavalry
Alternate: Drive Def 2
IVsSQuickened Pulse
Alternate: Atk/Spd 2

Show Explanation/Analysis

Preferred IV: +ATK or +SPD / -HP or -DEF or -RES

A budget-friendly set that aims to maximize Roderick’s offensive potential as much as possible with minimal investment. Given that the intended playstyle between this build and the first remain exactly the same, an Asset to either one of his offensive stats is recommended once again, with a +ATK IV being preferred if available. 

Weapon: Steady Lance (+Eff)

Assist: Reposition / Flexible

Special: Moonbow / Luna

  • Specials that scale off of his defensive stats remain his best options, with the choice of which to utilize depending entirely on his seal. If making use of the Quickened Pulse seal, Moonbow will ideal as this combination allows Roderick to ensure its activation in his first round of combat, provided that he performs a follow-up attack against his opponent. Otherwise, however, Luna is preferred as the two will both activate in every other round of combat. 

Passive A: Life and Death / Fury 

  • Life and Death’s +5 boost to both of his offensive stats combined with its relatively good availability makes it a prime choice for Roderick’s A slot. Although it does come at the cost of simultaneously lowering his defensive stats quite significantly, Steady Lance’s ability to negate his opponent’s counterattack renders this bulk reduction inconsequential. 

  • Should one wish to preserve his bulk to grant him the flexibility of taking a hit in the Enemy Phase if necessary, Fury can be taken instead, offering a similar (albeit lesser) improvement to his offensive potential and overall bulk at the cost of incurring 6 chip damage after every round of combat. 

Passive B: Drag Back / Hit and Run 

  • Roderick’s native Drag Back as well as Hit and Run are both fine choices of B slot skill to impart him with some defensive options and increase his likelihood of escaping his opponent’s reach after initiating combat, both of which being especially effective when utilizing him alongside a refresher. 

Passive C: Hone Cavalry / Drive Def / Flexible

Sacred Seal: Quickened Pulse / Atk/Spd 2 / Speed +3 / Attack +3

  • Aside from the Quickened Pulse seal, the standard Atk/Spd 2, Speed +3, and Attack +3 seals (or any of their variants) can be used here to provide him with a solid bump to his offensive potential


A member of the 7th platoon and longtime friend to Luke, Roderick: Steady Squire presents himself as a standard offensive lance cavalier, though a pretty good one at that. His offensive statline of 31/34, while perhaps not exceptional in comparison to some of the more newly released heroes, is still decent and allows him to perform respectably well as an offensive frontliner, a strength that is only bolstered further when taking his exceptional mobility and access to class-exclusive buffs into account. 

Roderick’s most defining feature, however, is his unique personal weapon, Steady Lance. Proving to be a welcome addition to his kit, Steady Lance retains the counterattack-negating property of his default Firesweep Lance and can be refined even further to grant him a significant +6 Speed boost upon initiating combat. While relatively straightforward, this weapon translates to a considerable improvement to Roderick’s performance in the Player Phase and builds upon his strengths as an offensive cavalier — all the while simultaneously guaranteeing his ability to safely engage in extended rounds of combat by making it so that he rarely (if ever) takes damage. 

However, some of Roderick’s issues prior to receiving access to his PRF still remain highly prevalent and detrimental to his overall potential. Most notably, while his status as a cavalry unit is mostly beneficial to him, it also comes attached to several downfalls, such as being unable to benefit from access to powerful skills such as Null Follow-Up or traverse certain terrain; cavalry effective weaponry also present an issue for him, especially given their prominence in certain game modes. Furthermore, his inability to function at all in the Enemy Phase due to Steady Lance’s effect greatly limits his flexibility as a character, restricting him to a singular role unless one takes off his PRF (though that has its own demerits of detracting from his offensive capabilities considerably). 

Overall, Roderick’s strong personal weapon in Steady Lance, good offensive statline, and access to cavalry strengths allows him to stand tall amongst his peers and makes him a good choice for any teams looking for an effective offensive cavalier. 


Steady Lance

Roderick’s unique personal weapon, Steady Lance, enables him to possess relatively good offensive capabilities, negating all enemy counterattacks (provided that they are not equipped with Null C-Disrupt) on top of sporting a built-in Darting Blow effect through its unique refinement option for more reliable follow-up attacks. 

Good Offenses

Roderick’s reasonable offensive statline of 31/34 allows him to make solid use of his PRF and establish himself as a solid source of damage output when properly invested in and supported. 


As a cavalry unit, Roderick benefits from access to class-exclusive buffs and flexible mobility, both of which can prove to be key strengths in bolstering his combat prowess in the Player Phase further. 



Roderick suffers from the same weaknesses that plague all other cavalry units, namely limited skill availability, a debilitating weakness to cavalry-effective weaponry (which may be of particularly high prevalence depending on the game mode in which he is deployed), and an inability to traverse certain terrain like trenches and forests. 

Poor Enemy Phase 

Although Steady Lance allows Roderick to be quite adept at offensive play, it conversely renders him horribly ineffective at combat in the Enemy Phase and makes him somewhat inflexible as a unit. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Lance
Learns by default at 1 ★
Unlocks at 1 ★
Lance Users Only
50 1 6
Steel Lance
Learns by default at 3 ★
Lance Users Only
100 1 8
Firesweep Lance

Unit and enemies cannot use counterattacks.

Learns by default at 4 ★
Unlocks at 3 ★
Lance Users Only
200 1 11
Firesweep Lance+

Unit and enemies cannot use counterattacks.

Learns by default at 5 ★
Unlocks at 5 ★
Lance Users Only
300 1 15
Steady Lance

Unit and foe cannot counterattack.

Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Defense

Grants Def+4 to an adjacent ally until the end of the turn.

Learns by default at 4 ★
1 150
Rally Def/Res

Grants Def/Res+3 to an adjacent ally until the end of the turn.

1 300

Passive Skills

Passive Skills SP Slot
Drag Back

If unit initiates attack, the unit moves 1 space away after combat. Foe moves into unit's previous space.

Non-Inheritable by Mages and Ranged units.
Unlocks at 4 ★
Spur Def 1

Grants adjacent allies Def+2 during combat.

Inheritable by all units.
Unlocks at 3 ★
Drive Def 1

Grants allies within 2 spaces Def+2 during combat.

Inheritable by all units.
Unlocks at 4 ★
Drive Def 2

Grants allies within 2 spaces Def+3 during combat.

Inheritable by all units.
Unlocks at 5 ★

Other Info

Fire Emblem: New Mystery of the Emblem

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