- Default
- Attack
- Special
- Injured




Ryoma - Peerless Samurai |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 7 | 10 | 4 | 3 |
Middle | 19 | 8 | 11 | 5 | 4 |
High | 20 | 9 | 12 | 6 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 31 | 32 | 23 | 18 |
Middle | 41 | 34 | 35 | 27 | 21 |
High | 44 | 37 | 38 | 30 | 24 |
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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Ryoma is a hybrid unit capable of being used on both the Player or Enemy Phase. He can benefit from nearly any boon save for Resistance, which makes him versatile in terms of his IV set. However, an Attack boon gives him significantly better matchups.
Boons
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+ATK: Attack is a fantastic boon on Ryoma, netting him important wins against priority targets by further augmenting his notable base 34 Attack.
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+SPD: Taking a +SPD boon increases Ryoma's overall resilience by allowing him to avoid more doubles from speedier opponents. While his tank set relies less on Speed, his mixed phase set is entirely dependent upon it. Avoid a bane here.
Neutral
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DEF: Important for the tank set, but not the mixed phase set. It’s better to not have a bane here.
Banes
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-HP: Ryoma gets -4 HP with a bane here, which may be undesirable to some. However, it does not affect his matchups significantly, making it a safe bane.
- -RES: The overall best choice for a bane. Generally speaking, Ryoma has no business tanking hits from mages.
Skill Sets
Defensive
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Raijinto | A | Steady Breath |
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Reposition | B | Wrath 3 |
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Glimmer | C | Spur Atk Spd 2 Alternate: Hone Spd 3 |
IVs | S | Quick Riposte 3 |
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Preferred IV: +ATK / -RES
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Weapon: Raijinto
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Assist: Reposition / Swap / Rally Atk/Spd
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Special: Glimmer / Moonbow
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Passive A: Steady Breath / Warding Breath
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Passive B: Wrath
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Passive C: Spur Atk/Spd / Hone Spd
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Sacred Seal: Quick Riposte
Ryoma makes for a capable tank with this defensive set. The strategy behind this set is for Ryoma to take a hit and retaliate with a Wrath-boosted Glimmer. There isn’t much room for alternate skills on this build, making it somewhat inflexible for players without large amounts of resources.
Steady Breath and Raijinto’s Distant Counter are the crux of the set. Glimmer is important too, thanks to its damage scaling and two-turn charge. Moonbow can also be used if Glimmer is unavailable. Warding Breath can be used, but this will mean that Brave Axe Cherche can OHKO Ryoma. Wrath boosts Glimmer’s damage and ensures that most foes only need a single hit to KO them.
Quick Riposte may seem negligible due to Ryoma’s good Speed and Wrath. However it is required to win many matchups, such as against Amelia, Fae, Minerva, Zelgius, Ike, Sigurd, Hector and Winter Chrom. Reposition is taken as a good general-purpose assist but Swap works equally well and if paired with a Blade tome mage, a Dual Rally skill can be used. Spur skills work great with tanks, but Hone Spd is a decent enough budget alternative.
All-Rounder (Budget)
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Raijinto | A | Fury 3 |
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Reposition | B | Vantage 3 Alternate: Swordbreaker 3 |
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Glimmer Alternate: Moonbow |
C | Spur Atk Spd 2 Alternate: Hone Spd 3 |
IVs | S | Attack +3 |
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Preferred IV: +ATK / -RES
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Weapon: Raijinto
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Assist: Reposition / Swap / Rally Atk/Spd
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Special: Glimmer / Moonbow
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Passive A: Fury
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Passive B: Vantage / Swordbreaker
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Passive C: Spur Atk/Spd / Hone Spd
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Sacred Seal: Attack +3
This all-rounder Ryoma is an excellent budget option for those looking to use him in the Arena or other modes. This classic set has been around since the dawn of skill inheritance and showcases one of the strongest uses of Vantage. The idea is that Ryoma initiates combat and takes damage. Foes that try to attack on the following turn will face a massive 59 Attack hit and potentially a Glimmer or Moonbow.
Fury gives Ryoma a much-needed boost to his stats and takes his attack to a titanic 59 when combined with the Attack+3 seal. Vantage is also important, but can be replaced by Swordbreaker if you feel Ryoma should be able to handle enemy swords. Both Glimmer and Moonbow have similar performance here and can be used interchangeably.
Just like the above set, Ryoma’s C slot and Assist skill should be occupied by skills that complement his teammates. Reposition is taken as a good general-purpose assist, but Swap works equally well and if paired with a Blade tome mage, a Dual Rally skill can be used. For those looking for a budget C slot, Hone Spd works great with many teams and is a fine choice for offensive and defensive units.
Introduction
Ryoma hails from Fire Emblem Fates and appears in Heroes as a red sword-wielding infantry. While he has tons of competition from other units, he has always been able to set himself apart due to his excellent statline and unique weapon: Raijinto.
His well-placed statline makes him a good offensive unit, but his weapon and skills such as Steady Breath mean that Ryoma is best utilized as a defensive unit. Ultimately he functions well in both phases, making him a great general-purpose unit suitable for many battles.
However, his lack of Resistance, lower stat total and introduction of higher-power units has left Ryoma slightly out of favor compared to newer units. While he is no longer the best swordsman in the game, Ryoma is very capable and will perform well even with a budget build.
Strengths
Excellent well-rounded statline.
34/35 offenses give Ryoma the power and speed to hit hard and fast. 35 is a great speed tier defensively and offensively, making it very hard for foes to double him. Ryoma also has a respectable 41 HP and 27 Defense. This is on the low side for a defensive unit, but plenty considering his excellent Speed.
Works well on both phases due to Raijinto.
Raijinto is a weapon unique to Ryoma that gives him Distant Counter. This makes Ryoma one of a handful of units capable of using Distant Counter in combination with Steady Breath, a powerful defensive skill combo built for charging and firing off powerful Specials quickly.
Weaknesses
Low resistance and average defense.
While 27 Defense isn’t necessarily low, it is certainly low for a defensive unit. Other infantry tanks such as Ike, Nephenee, and Dorcas boast much higher Defense. Ryoma also has low Resistance, a flaw that leaves him vulnerable to mages.
Lack of niche compared to other units.
Compared to units like Ike and Elincia, Ryoma has a lesser niche. He is decent at defensive and offensive builds but not the best, and this hurts his viability compared to specialist units.
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Raijinto | A | Kestrel Stance 3 |
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Reposition | B | Repel 3 |
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Ruptured Sky | C | Rouse Spd/Def 3 |
S | Steady Posture 2 |
Although it’s rather self explanatory, this build is without a doubt the best build out of dozens I’ve tested and invested in Ryoma until he gets his refine in my opinion. I call it the Shogun Ryoma, It truly shines if you invest merges and flowers into him. Onto the build, with this Ryoma can easily handle any beat down coming towards him. I’ve seen him casually survive hyper offensive legendary chrom’s or hyper offensive nowi’s and dish back enough damage to kill them. Kestrel stance 3 ramps up his speed as well as the rouse And seal so you for the most part won’t have any problems getting the benefits of repel or close call. This build can also be switched up for tempest trials and the such by simply giving him aether or whatever you decide. Now with iv’s if you have a highly merged Ryoma I recommend +atk while a lower merged Ryoma would prefer +spd. Raijinto is a must for mages and archers ( which he can tank beautifully ) and ruptured sky is there for those powercreep dragons he can’t usually handle not to mention it’s just a good special overall. ( mind you my Ryoma is +10 with max flowers and summoner supported so you might not do as well but should still do well overall.)
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Raijinto | A | Brazen Atk/Def 3 |
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Reposition | B | Vantage 3 |
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Glimmer | C | Savage Blow 3 |
S | Brazen Atk/Res 3 |
Me: get pity broken by Lobster King himself, oooh yeah
Also me: check gamepress, Lobster King has been out-metaed by Ayra and Zelgius (sad face) Puts Ryoma on bench for few months
FEH: Releases Brazen Atk/Res seal, oooh yeah
Me again: IT'S TIME FOR DOUBLE BRAZEN
So, this Ryoma build can be used regardless of boon/bane, although a +Atk is nice (mine is +Spd). With Brazen Atk/Def in A slot and Brazen Atk/Res in S slot, Ryoma basically walks up to anyone and hits them once, gets hit back, and enters DOUBLE BRAZEN VANTAGE mode, which gives him whopping +14 Atk/+7 Def/+7 Res.
Any unit with low Def will get eaten before they actually pull off an attack (especially if Glimmer is charged up), and even if they do, Ryoma is incredibly tanky due to the added Def/Res and should survive a few hits.
Assist and C slot are flexible, although I found Savage Blow in C slot does help soften enemies up enough to allow for easier Vantage OHKOs.
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Raijinto | A | Fury 3 |
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Swap | B | Renewal 3 |
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Luna | C | Drive Spd 2 |
S | Distant Def 3 |
Serves primarily as a ranged counter for every color except blue, secondary role is buffing s-class support partner F!Corrin with a +5 in speed so she can easily destroy any blues in his way, minor role, red and green replacement counter should Lucina ever go down.
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Raijinto | A | Fury 3 |
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Reposition | B | Vantage 3 |
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Galeforce | C | Drive Spd 2 |
S | Heavy Blade 3 |
Use summoner support to get above stats. In this build, you initiate an enemy, ORKO (hopefully), and then proc heavy blade, which will proc galeforce if a melee unit. Then move into range of green or red mage and vantage will OHKO. If Ryoma has enough hp, it can take a hit from the mage. Is +1 merged
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Raijinto | A | Swift Sparrow 2 |
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Reposition | B | Desperation 3 |
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Luna | C | Hone Spd 3 |
S | Attack +3 |
If you Summoner Support Ryoma and equip an Attack +3 Sacred Seal his stats than become 42/55/40/29/23. This build is meant for Ryoma to use his good speed and attack on the attack phase when able to be in Desperation range. Swift Sparrow will put his attack and speed to 57/42 or 59/44 if Summoner Supported. This build will almost determine a one round knock out if used correctly. Lord have mercy if ever a Vantage Seals gets released.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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40 | A |
![]() Inheritable by all units.
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80 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
160 | A |
![]() Inheritable by all units.
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50 | C |
![]() Inheritable by all units.
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100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem Fates
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