- Default
- Attack
- Special
- Injured




Ross - His Father's Son |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 7 | 6 | 3 | 4 |
Middle | 17 | 8 | 7 | 4 | 5 |
High | 18 | 9 | 8 | 5 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 44 | 35 | 28 | 29 | 21 |
Middle | 47 | 38 | 31 | 32 | 24 |
High | 51 | 42 | 34 | 35 | 28 |
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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Ross’s availability as a 3-4 star summon means that obtaining optimal IV’s for him is significantly easier compared to 5 star exclusives. Moreover, this also means that he’s pretty easy to merge, making his Flaw not particularly important - even a single merge will get rid of it.
Assets
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+ATK: Ross’s powerful Attack stat is a clear winner for an Asset, especially because he gets +4 instead of +3 with an Asset.
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+RES: Ross’s high BST and status as an infantry unit make him a great candidate for an Aether Raids tank. A +RES Asset will be extremely helpful for this role to help mitigate heavy magic damage, particularly since he gets +4 instead of +3 with an Asset.
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+SPD: While +ATK or +RES generally get a bit more mileage for Ross, a +SPD Asset can help prevent Ross from getting doubled and potentially allow him to double his enemies with enough investment.
Flaws
- -HP/-DEF: Since Ross can be summoned as a 3-4 star unit, it’s pretty easy to merge him at least once to remove any Flaw he may have. However, if this is not an option, then either a -HP or -DEF Flaw is acceptable.
Skill Sets
Raw Potential (Defensive Tank)
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Slaying Axe+ (+Res) | A | Distant Counter |
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Reposition | B | Null C-Disrupt 3 Alternate: Null Follow-Up 3 |
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Noontime | C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | S | Swift Stance 2 Alternate: Quick Riposte 3 |
Preferred IV: +RES / -HP
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As this build is intended for usage in Aether Raids, increasing Ross’s overall magical bulk is ideal. Ideally Ross would get some merges to eliminate his Flaw, but -HP is the next best scenario.
Weapon: Slaying Axe (+Res)
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A Slaying Axe allows Ross to activate Noontime after every enemy attack, which greatly increases his longevity. The +Res refine is ideal for helping him survive heavy magical damage, particularly from AoE Specials which check visible Resistance stats.
Assist: Reposition
Special: Noontime
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Noontime’s low cooldown makes it an ideal choice for Aether Raids, as combining it with a Slaying Axe allows Ross to heal himself on counterattacks.
Passive A: Distant Counter
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Being able to counter ranged threats is vitally important in Aether Raids, where the majority of huge threats are ranged.
Passive B: Null C-Disrupt / Null Follow-Up
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Both Null C-Disrupt and Null Follow-Up are incredibly powerful skills that allow infantry units to completely shut down otherwise dangerous threats. The choice between the two is entirely up to player preference and availability.
Passive C: Pulse Smoke / Atk Smoke
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Pulse Smoke is an incredibly powerful skill as it can single-handedly shut down Infantry Pulse-based defense teams in Aether Raids.
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If Pulse Smoke is unavailable, then Atk Smoke is a good budget option for increasing Ross’s overall survivability.
Sacred Seal: Swift Stance / Atk Smoke / Quick Riposte
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Swift Stance is a fantastic Seal, as Speed and Resistance are both key stats that Ross needs, particularly for Aether Raids.
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Atk Smoke is a decent alternative if not using it as a C skill.
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Quick Riposte isn’t particularly necessary with the right team support, but can be useful to help Ross secure doubles against faster enemies.
Journeyman’s Path (Offensive Nuke)
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Brave Axe+ Alternate: Firesweep Axe+ |
A | Death Blow (3 or 4) Alternate: Swift Sparrow (2 or 3) |
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Reposition | B | Lull Spd/Def 3 Alternate: Null Follow-Up 3 |
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Luna Alternate: Moonbow |
C | Even Atk Wave 3 Alternate: Threaten Def 3 |
IVs | S | Sturdy Blow 2 Alternate: Darting Blow 3 |
Preferred IV: +ATK or +SPD / -HP
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Ross is primarily geared toward offense, so maximizing his powerful Attack stat will support his damage output.
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Alternatively, Ross can focus on increasing his Speed for more traditional offensive sets, though generally there are other units who are better at this.
Weapon: Brave Axe+ / Firesweep Axe+
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Ross’s base Brave Axe is a fantastic way to leverage his Attack stat for maximum damage. This can also be replaced by niche weapons like Slaying Hammer to allow Ross to excel against particular enemies as well.
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Firesweep Axe is a decent option for Ross if he goes for maximum Speed investment.
Assist: Reposition
Special: Luna / Moonbow
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Since this set works primarily by getting Ross to double his opponent (either via Brave Axe or naturally with Speed), Luna is ideal to activate his Special every other combat.
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Moonbow is also an acceptable alternative if utilizing the Quickened Pulse Seal or the Heavy Blade Seal with a Firesweep Axe.
Passive A: Death Blow (3 or 4) / Swift Sparrow (2 or 3)
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Ross needs to maximize his offensive stats, making skills like Death Blow or Swift Sparrow ideal choices. There are many other alternative A skills that can also work here, as long as they boost his offensive stats.
Passive B: Lull Spd/Def / Lull Atk/Def / Null Follow-Up / Hit and Run
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Lull Spd/Def or Lull Atk/Def are both good options for increasing Ross’s damage output, regardless of weapon.
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Null Follow-Up is a good option if utilizing a Firesweep Axe, as it ensures that Ross can double his opponent as long as he has enough Speed to naturally double.
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Finally, Hit and Run is a decent budget option that helps keep Ross safe after attacking by pulling him back a space.
Passive C: Even Atk Wave / Threaten Def / Flexible
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Ross’s C slot isn’t particularly important for this build, but a self-buff like Even Atk Wave or a debuff like his base Threaten Def can help supplement his damage output.
Sacred Seal: Sturdy Blow / Darting Blow / Heavy Blade / Quickened Pulse
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Sturdy Blow works best with a Brave Axe to maximize Ross’s damage output.
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If using a Firesweep Axe, then Darting Blow, Heavy Blade, and Quickened Pulse are all good Seal options to either help ensure he can double his opponent or make it easier for him to activate his Special. Using either Heavy Blade or Quickened Pulse can allow Ross to easily activate Moonbow.
Introduction
Ross is a fantastic addition to the summoning pool as a 3-4 star summon unit due to his sky high BST of 172, allowing him to easily reach the 175 BST bin with a merge. This makes him a fantastic budget option for modes like Arena.
As a unit, Ross is pretty solid - his defining trait is his powerful Attack stat, which even has the benefit of getting +4 instead of +3 with an Asset. Combining this with his status as an infantry unit granting him access to powerful skills like Null Follow-Up or Null C-Disrupt give him a lot of options to take on his enemies.
Ross has no particularly extreme weaknesses, but his main downfall is that he struggles to keep up with other units who have the benefit of unique weapons to set them apart. Overall, Ross is definitely worth investing in for any gamemode due to his excellent potential.
Strengths
High BST
Ross’s most notable feature is his high BST of 172, putting him on par with many armored units. His high BST gives him excellent stats across the board, and also makes him a fantastic choice for competitive modes like Arena due to his scoring potential.
Infantry
As an infantry unit, Ross can supplement his strong stats with powerful infantry-exclusive skills like Null Follow-Up or Null C-Disrupt.
Good Availability
As a 3-4 star summon, Ross is relatively easy to obtain multiple copies of for merging and obtaining optimal IVs.
Weaknesses
Generic
Despite Ross’s raw stats, his lack of access to a unique weapon makes it rather difficult for him to keep up with many other units whose weapons give them powerful and unique capabilities.
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Brave Axe+ | A | Sturdy Impact |
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Smite | B | Lull Atk/Def 2 |
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Galeforce | C | Time's Pulse 3 |
S | Heavy Blade 3 |
First off, the B is supposed to be at level 3. I decided to try and build this dude after I got S!Lyn for Sturdy Impact as he's the best of the three trainees in my Sacred Stones playthrough and the only one not 5* locked either. I kept trying to get +atks but the game always gave me ones with the same IVs at the time.
Anyway, on to the build:
Brave Axe+, I wanted to try a brave weapon build for once and discovered this kid has quite alot of attack at base to make this work well.
Smite, just left it in because why not.
Galeforce, seems perfect for a brave weapon build imo since you're guaranteed to attack at least twice on player phase.
Sturdy Impact, used partially because I didn't have any DB4 fodder at the time, well there was Dimitri but he had perfect IVs so I didn't want to sacrifice him, but I eventually had to anyway. Plus it works better with his +def boon to tank EVERYTHING on player phase.
Lull Atk/Def 3, recommended to me by a friend of mine. I believe this is to help squeeze out any extra damage that could otherwise prevent him from one-rounding. This is where the Dimitri sacrifice came in as I couldn't be bothered trying to get L!Chrom.
Time Pulse 3, recommended to me by Reddit so he can immediately proc Galeforce on turn one unless he one-shots a frail blue/green mage. Originally Panic Ploy due to his sky-high HP.
Heavy Blade 3, the final piece of the puzzle. Allowing him to proc Galeforce at least once every time he doubles. That speed reduction ain't doing him any favors for normally doubling things. Taken from my Raven, he seems to make better use of it than he does. He's now one of my most powerful units because of this build and he's only been merged once so far. Makes a fantastic power trio with my Rebecca and Tharja.
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Wo Gùn+ (+Atk) | A | Fierce Breath |
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Reposition | B | Quick Riposte 3 |
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Dragon Fang | C | Odd Atk Wave 3 |
S | Fierce Stance 3 |
My friend came up with this build and it is terrifying. Obviously, it's all in enemy phase, with the idea of crushing the enemy with overwhelming attack. The best weapon and special combination for something like this would be a Wo Gun and Dragon Fang (as depicted here) or a Slaying Axe and Draconic Aura. With the Slaying Axe, Ross would retaliate with about an 18-20 damage Draconic Aura on every counterattack. With the Wo Gun and Dragon Fang, however, this damage would shoot up to a 44-47 follow up attack on enemy phase. Depends on whether you want consistency or raw damage. QR and Fierce Stance are self explanatory, and an attack wave works best for the C slot.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 5 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Inheritable by Axe users only.
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300 | 1 | 8 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 3 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
Unlocks at 1 ★ |
50 | A |
![]() Inheritable by all units.
Unlocks at 2 ★ |
100 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
200 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Sacred Stones
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Banners Featured In
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