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Analysis by lordhelpme
Roy - Young Lion

3-4

Obtainable as a 3 - 4 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
158
HP 44
ATK 30
SPD 31
DEF 25
RES 28

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 19 7 8 5 3
Middle 20 8 9 6 4
High 21 9 10 7 5

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 41 26 27 22 25
Middle 44 30 31 25 28
High 47 33 34 29 31

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.
HPATKSPDDEFRES

Skill Sets

Eternal Wind (Defensive Generalist)

Build by lordhelpme
Recommended
Binding Blade (+Eff) A Distant Counter
Reposition B Null C-Disrupt 3
Alternate: Null Follow-Up 3
Noontime
Alternate: Sol
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK or +DEF or +RES / -HP

SMirror Stance 2

Show Explanation/Analysis

Weapon: Binding Blade (+Eff)

Assist: Reposition / Flexible

Special: Noontime / Sol

Passive A: Distant Counter 

Passive B: Null C-Disrupt / Null Follow-Up / Lull Atk/Spd

Passive C: Pulse Smoke / Atk Smoke / Def Smoke / Flexible

Sacred Seal: Mirror Stance / Fierce Stance / Distant Def

  • This is an Enemy Phase setup focusing on maximizing Roy’s balanced statline and the defensive properties of Binding Blade, allowing him to take on a wide breadth of foes. A +ATK IV is a strong choice to boost his damage output and strengthen the effectiveness of healing Specials, though a +DEF or +RES IV are also good options to consider. 
  • Healing Specials are a great way to bolster Roy’s survivability, providing a consistent source of sustain. Noontime is recommended if access to accelerated cooldown support (such as from Brave Lucina or Infantry Breath) is available, otherwise Sol should be taken for its more favorable activation time. 
  • Distant Counter is necessary to bolster Roy’s versatility through the coveted ability to counterattack against ranged. For his B slot, Null C-Disrupt and Null Follow-Up are also excellent choices to similarly enhance his versatility, with Lull Atk/Spd also being a potential consideration should one wish to focus more on his sheer tanking ability. 
  • For Aether Raids, Pulse Smoke is Roy’s ideal C slot  to shut down compositions centered on instant Special activations. Otherwise, Atk Smoke or Def Smoke are better for their generally greater applicability. Lastly, defensive seals that increase Roy’s key stats such as Mirror Stance and Fierce Stance complement this build.

Beyond the Sky (Physical Tank)

Build by lordhelpme
Binding Blade (+Eff) A Distant Foil
Alternate: Steady Breath
Reposition B Null Follow-Up 3
Alternate: Lull Atk/Spd 3
Noontime
Alternate: Sol
C Atk Smoke 3
Alternate: Def Smoke 3
IVs

+ATK or +DEF / -HP

SFierce Stance 3

Show Explanation/Analysis

Weapon: Binding Blade (+Eff)

Assist: Reposition / Flexible

Special: Noontime / Sol 

Passive A: Distant Foil / Steady Breath / Fierce Breath / Steady Stance 4 

Passive B: Null Follow-Up / Guard / Lull Atk/Spd / Lull Atk/Def 

Passive C: Atk Smoke / Def Smoke / Flexible

Sacred Seal: Fierce Stance / Steady Stance / Distant Def / Close Def

  • This build retains a defensive playstyle but focuses more on Roy’s performance against physical units.Thus, a +ATK IV (to augment his damage output) or a +DEF IV (to fortify his resilience to physical attacks) are his best options. 
  • For his A slot, Distant Foil provides a solid boost to his two most important stats while also allowing him to counterattack against dagger units and archers. Alternatively, Breath skills make for great candidates as well for fast Special activations without the need to rely on the support of units like Brave Lucina. Steady Stance 4 is also an option for its built-in Guard effect and massive Defense boost.
  • Roy’s B slot is rather flexible as he has several options to pick from thanks to Binding Blade’s built-in Quick Riposte effect. Null Follow-Up is a especially strong choice that helps Roy mitigate damage against opponents whose skills enable follow-up attacks, whereas Guard (if Steady Stance 4 isn’t taken) can help him avoid deadly Special damage. Lull skills can be considered to burst through enemy bonuses. 
  • Smoke skills are recommended to debilitate opposing foes and improve the quality of Roy’s subsequent match-ups, with Atk Smoke and Def Smoke being his best options here. Once again, any defensive seals that boost his key stats remain ideal. 

Strengths

Binding Blade

Roy’s exclusive weapon, Binding Blade, is his singlemost defining trait. Through its unique refinement option, the Binding Blade provides the Young Lion with a solid +4 boost to both of his defenses in the Enemy Phase and (more importantly) built-in Quick Riposte with a much more lenient HP threshold; this combination enables him to shine defensively  via improved durability and damage output. Its dragon effectiveness is a nice bonus as well.

Balanced Statline

Although none of Roy’s stats are particularly high, they are distributed fairly evenly and make him well adept at taking on a generalist role, particularly in the Enemy Phase due to Binding Blade.

Infantry

Thanks to his infantry status, Roy benefits from access to a vast array of exclusive skills such as Null C-Disrupt and Null Follow-Up, which prove to be useful tools at his disposal to further develop his overall potential. In addition, since refined Binding Blade carries built-in Quick Riposte, Roy can exploit this advantage quite well due to a free B slot. 

Fantastic Availability

By merit of being available in the 3-4* pool, Roy has a relatively easy time in acquiring merges and ideal IVs in comparison to most of his direct competition, which is useful due to his performance being much better at higher levels of investment.

Weaknesses

Requires Heavy Investment

Although he can definitely shine in his own right, Roy still requires great investment (in terms of both merges and skills) to put his stat spread and Binding Blade to good use, which may not be entirely feasible depending on the resources available. Accordingly, being unable to provide this investment can cause him to lose much of his overall potential. 

Strong Competition

The pool of infantry sword units is extremely bloated and will only continue to grow, which causes Roy to face an incredible amount of competition for a slot on a given team -- not to mention those who can fulfill a similar role while requiring much less team support and/or investment to function properly.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Binding BladeGrants Def/Res+2 when this unit is attacked.
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
ShovePush adjacent ally 1 space farther away.
Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Triangle Adept 1Gives Atk+10% if weapon-triangle advantage, Atk-10% if disadvantage.
Excludes Colorless Weapon Users.
50
A
Triangle Adept 2Gives Atk+15% if weapon-triangle advantage, Atk-15% if disadvantage.
Excludes Colorless Weapon Users.
Unlocks at 3 ★
100
A
Triangle Adept 3Gives Atk+20% if weapon-triangle advantage, Atk-20% if disadvantage.
Excludes Colorless Weapon Users.
Unlocks at 4 ★
200
A
Seal Def 1After combat, foe suffers Def -3 through its next action.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
40
B
Seal Def 2After combat, foe suffers Def -5 through its next action.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
80
B
Seal Def 3After combat, foe suffers Def -7 through its next action.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
160
B

Other Info

Origin
Fire Emblem: The Binding Blade

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