- Default
- Attack
- Special
- Injured




Legendary Roy - Blazing Lion |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 9 | 9 | 7 | 3 |
Middle | 17 | 10 | 10 | 8 | 4 |
High | 18 | 11 | 11 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 35 | 31 | 35 | 29 | 22 |
Middle | 39 | 34 | 38 | 32 | 26 |
High | 42 | 37 | 41 | 35 | 29 |
Boons
- +SPD: Boasting an exceptional base Speed stat of 38, Legendary Roy is amongst one of the fastest units in the entire game, inherently possessing a fantastic foundation for both performing and denying follow-up attacks. Combined with Human Virtue, a Speed Asset enables Legendary Roy to capitalize on this stat’s strong base value and guarantees his ability to double all but the fastest of units.
- +ATK: Do note, however, that Legendary Roy can quickly reach excess levels of Speed, especially if making use of his native A slot skill as he can attain an effective 50 Speed at neutral with Human Virtue active and no other outside support. Should this be deemed sufficient, an Attack Asset makes for a great alternative to augment his raw damage output instead.
Neutral
- DEF: A Defense Asset also makes for a worthwhile consideration if aiming to make use of more defensively oriented builds revolving around his ability to tank hits, elevating his solid base Defense stat of 32 to a formidable value of 35. Otherwise, though, Legendary Roy will generally appreciate boosts to either one of his offensive stats more, making it best to simply leave this stat untouched in most scenarios.
- HP: Although raising it is definitely not a priority, Legendary Roy’s HP stat should be kept intact to preserve his surprisingly good overall bulk. However, a Flaw in this stat can still be considered and utilized to one’s advantage if so desired, allowing him to reach the HP threshold of skills such as Wrath much more easily.
Banes
- -RES: As the weakest of all his stats, Legendary Roy’s Resistance can safely be lowered without causing too much of an impact on his overall performance, despite its status as a four-point Flaw.
Skill Sets
Regulus Impact (Mixed-Phase Generalist)
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Dragonbind | A | Bonus Doubler 3 |
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Reposition | B | Wrath 3 Alternate: Null Follow-Up 3 |
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Bonfire Alternate: Luna |
C | Human Virtue |
IVs | S | Flashing Blade 3 |
- Preferred IV: +SPD or +ATK / -RES
- Weapon: Dragonbind
- Assist: Reposition / Flexible
- Special: Bonfire / Luna / Blue Flame
- Passive A: Bonus Doubler
- Passive B: Wrath / Null Follow-Up / Null C-Disrupt
- Passive C: Human Virtue / Flexible
- Sacred Seal: Flashing Blade / Heavy Blade
Combined with Dragonbind’s built-in Distant Counter and dragon effectiveness, Legendary Roy’s exceptional mix of good Attack, high Speed, and solid all-around bulk grants him an immense amount of versatility in the way that he can function. This build aims to capitalize on just that and transform him into a formidable duelist capable of taking on a variety of different threats in both phases. Assets to either of his offensive stats are highly recommended to maximize his combat prowess, with a Speed Asset being the slightly preferable option of the two to supplement his ability to reliably perform and deny follow-up attacks.
Legendary Roy has several choices for his Special with this build, with those that possess a 3-turn cooldown being his most effective options when making use of the Heavy Blade or Flashing Blade seal -- provided that he can perform a follow-up attack and that his opponent can counterattack, this combination enables him to consistently activate such Specials in each round of combat and attain considerable offensive power. Bonfire will generally be his best option, scaling well his reasonable base Defense stat of 32, though Luna can also be considered to cleave through physically bulky foes. Blue Flame offers Legendary Roy a stronger and more consistent boost to his damage output than either of the aforementioned options, however, maintaining its adjacency requirement can prove to be quite troublesome in the Player Phase, forcing him to take a more defensively oriented playstyle in order to consistently benefit from its +25 damage boost. Also, do keep in mind that Bonfire and Luna can match Blue Flame by either buffing him up to at least 50 Defense or if his opponent has at least 50 Defense respectively.
His native Bonus Doubler makes for his ideal choice of A slot skill thanks to its fantastic synergy with his unique C slot, Human Virtue, a powerful skill that grants him and any non-beast or dragon allies with a massive +6/+6 Atk/Spd buff, provided that they are adjacent to each other at the start of the turn. When utilized in tandem, this allows Legendary Roy to essentially gain a whopping +12 boost to both of his offensive stats with no outside support -- and in contrast to skills such as Swift Sparrow and Atk/Spd Solo, Legendary Roy can comfortably benefit from this powerful offensive boost with no other prerequisite conditions for combat aside from simply having Human Virtue active.
Similarly to his Special, Legendary Roy’s B slot is quite flexible and open to a plethora of various different options, with the choice of which to utilize ultimately boiling down to a matter of personal preference and skill availability. Wrath is an exceedingly strong option that allows Legendary Roy to take a rather aggressive playstyle, drastically increasing the potency of his Special activations when under its 75% HP threshold. In contrast, Null Follow-Up and Null C-Disrupt can be considered as well to take a more generalist approach to Legendary Roy’s playstyle and widen the breadth of foes he can effectively take down.
Exploding Flame Blade (Defensive Tank)
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Dragonbind | A | Steady Breath Alternate: Bonus Doubler 3 |
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Reposition | B | Null Follow-Up 3 Alternate: Null C-Disrupt 3 |
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Ignis Alternate: Aether |
C | Human Virtue |
IVs | S | Atk/Spd Bond 3 |
- Preferred IV: +SPD or +ATK or +DEF / -RES
- Weapon: Dragonbind
- Assist: Reposition / Flexible
- Special: Ignis / Aether / Blue Flame / Bonfire
- Passive A: Steady Breath / Steady Stance 4 / Bonus Doubler
- Passive B: Null Follow-Up / Null C-Disrupt / Guard / Quick Riposte
- Passive C: Human Virtue / Flexible
- Sacred Seal: Atk/Spd Bond / Atk/Def Bond / Quick Riposte / Flashing Blade
In contrast to the first set, this build aims to take a more specialized approach to Legendary Roy’s playstyle, capitalizing on his surprisingly strong performance in the Enemy Phase, and capacitate him to function as an effective defensive tank. An Asset to either of his offensive stats will again be his ideal choice of IVs, however, a Defense Asset may also be a worthwhile consideration to make here to strengthen his physical resilience and directly diminish the amount of damage he takes from incoming foes.
His choice of Special should ultimately correlate with his chosen A slot skill, with Ignis and his native Dragon Fang being especially strong options if making use of Steady Breath. When utilized in tandem with the skill’s effect of accelerated Special cooldown, Legendary Roy will be able to activate either Special in any round of combat in which he can counterattack twice, granting him tremendous destructive potential -- and thanks to Dragonbind’s built-in Distant Counter, he can leverage these powerful Special activations against melee and ranged foes alike. Alternatively, one can make use of Aether to grant him greater longevity on the battlefield through its effect of simultaneous healing and damage output increase.
If using any other A slot skill, however, it is recommended to once again utilize Specials with a 3-turn cooldown alongside the Heavy/Flashing Blade seal as to essentially replicate Steady Breath’s powerful effects, albeit to a weaker extent, allowing him to similarly activate his Special in any round of combat in which he can counterattack twice. It should be noted that in addition to Bonfire and Luna, Blue Flame is a much more attractive option here thanks to this build’s defensive playstyle actively encouraging him to be nearby his allies regardless, rendering its adjacency requirement to be a non-issue in most scenarios.
Steady Breath is a superb choice of A slot skill that complements this build’s intended playstyle beautifully, granting him a solid +4 in-combat boost to his Defense as well accelerated Special cooldown. Steady Stance 4 is a fantastic alternative should one wish to focus purely on Legendary Roy’s ability to tank hits and provide him with a massive defensive boost in the Enemy Phase -- in particular, its Guard-like effect of Special deceleration with no accompanying HP threshold allows him to fare considerably better when facing off against foes who rely on speedy Special activations to deal significant amounts of damage. On a budget, his native Bonus Doubler remains an excellent skill that synergizes perfectly with Human Virtue.
Null Follow-Up and Null C-Disrupt are again incredibly strong candidates of note that serve to widen the breadth of foes he can effectively shut down, the former of which doing so by allowing him to nullify the effects of skills such as Wary Fighter, Swordbreaker, and Bold Fighter whereas the latter does so by canceling out the counterattack-negating property that Firesweep weapons and Dazzling Staff possess. Given their extremely scarce availability, however, Guard can make for a suitable budget alternative that similarly improves Legendary Roy’s matchups against the plethora of meta threats who are reliant upon their ability to quickly activate their Special for their damage output. Although generally unnecessary due to his exceptionally high base Speed stat, Legendary Roy can also make surprisingly great use of Quick Riposte as his chosen B slot skill (or seal) to secure his match-ups against fellow speedsters whom he would otherwise speed-tie with. Finally, if not making use of any other seal, the Atk/Spd Bond and Atk/Def Bond seals will be his best options to further solidify his Enemy Phase prowess.
Introduction
The main protagonist of Super Sma- erm, Fire Emblem: The Binding Blade, Roy’s legendary incarnation sees him return as an infantry sword unit -- this time, however, it is abundantly clear that the Young Lion did not come to mess around. Statwise, he boasts strong values in Attack and Speed, possessing great combat potential right off the bat thanks to his neutral offensive stat spread of 34/38. Combined with his surprisingly solid overall bulk (physical and magical bulk of 71 and 65 respectively), Legendary Roy’s statline enables him to both have a formidable offensive presence as well as be incredibly difficult to outright KO, and is all-in-all incredibly well-rounded and versatile.
Similarly to other Legendary heroes, Legendary Roy comes packed with two unique skills of his own, both of which serve to bolster his sheer versatility even further. He wields the legendary sword, Dragonbind, a strong personal weapon with dragon effectiveness and built-in Distant Counter to boot, granting him much greater build flexibility than the rest of his direct comparables by freeing up his A slot for other powerful alternatives -- for instance, aside from his native Bonus Doubler, Legendary Roy can make fantastic use of Breath skills to more consistently unleash devastating Special activations against unsuspecting, as well as Steady Stance 4 to maximize his ability to take on sustained offensive pressure.
In addition, Legendary Roy also comes packed with a unique C slot skill of his own, Human Virtue, providing him and any non-beast or dragon allies with a tremendous boost to their offensive prowess through a +6/+6 Atk/Spd buff. This skills ultimately lends itself to various different applications but regardless, it is amongst one of the strongest (and most efficient) buffing C slot skills outside of class-exclusive buffs, granting Legendary Roy a great deal of additional utility in virtually any team composition. Furthermore, this also makes him quite self-sufficient in the sense that he does not necessitate the use of a buffer to achieve maximum potency since simply standing by his allies allows him to do so thanks to Human Virtue.
Overall, boasting one of the strongest statlines seen to date on an infantry sword unit, in addition to having stellar unique skills in Dragonbind and Human Virtue, our boy is truly a remarkable unit with an abundance of clearly defined strengths and very little glaring weaknesses to speak of.
Strengths
Dragonbind
Dragonbind having built-in Distant Counter is a massive boon in Legendary Roy’s favor, providing him with an astonishing amount of build flexibility by freeing up his A slot for other powerful alternatives such as Bonus Doubler, Steady Breath, and Steady Stance 4. Furthermore, its ability to deal effective damage against dragon foes is also quite beneficial to his overall performance and solidifies his match-ups against such opponents.
Human Virtue
Legendary Roy’s unique C slot skill, Human Virtue, is very useful. Functioning similarly to Joint Hone skills, this skill grants him and any adjacent non-beast or dragon allies with a tremendous +6/+6 Atk/Spd buff, provided that they are adjacent to each other at the start of the turn. Not only does this skill enable Legendary Roy to easily maximize his offensive potential, especially if making use of his native Bonus Doubler, but it also allows him to simultaneously function as a potent support unit.
Excellent Stat Spread
Legendary Roy’s statline is exceptional amongst infantry sword units and covers all of his bases fairly well, providing him with the means to excel offensively while retaining enough overall bulk such that he is surprisingly difficult to outright KO.
Legendary Hero
As a Legendary Hero, Legendary Roy has the ability to grant special stat boosts (+3 HP) to any ally equipped with a Fire Blessing during Fire Seasons. Additionally, when fielded in Arena, the game will calculate Arena scoring potential as if he had 175 BST, making him one of the highest scoring infantry units the game.
Weaknesses
Middling Resistance
Legendary Roy’s base Resistance stat of 26, while not necessarily terrible, renders him liable to be killed outright when facing off against opposing offensively oriented mages who can utilize it to their advantage. However, it should be noted that this should typically only be a problem if forcing him to engage in extended rounds of combat, as his combination of a high Speed stat and Human Virtue make it extremely unlikely for him to ORKO’d easily.
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Dragonbind | A | Swift Stance 2 |
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Reposition | B | Null Follow-Up 3 |
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Luna | C | Human Virtue |
S | Mystic Boost 3 |
+10 Legendary Roy build, with summoner support and max flowers. +Atk boon preferred to deal the best damage output. You could go +Spd but he's pretty fast enough to where it should be fine.
Dragonbind: DC weapon with dragon killer. Self explanatory.
Reposition: Any positional skills are fine, this is just what I usually use.
Luna: Because of Mystic Boost in the seal, it'd be best to have some good damage output. Moonbow, Ruptured Sky (F off Fedelgard), or Blue Flame can also work. Aether may also work here too, but best to replace MB seal with Flashing Blade 3.
A slot: Swift Stance 3 (alt.: Darting Breath, Atk/Res Unity, Atk/Spd Unity when it comes) - Gamepress doesn't have SS3 on here, RIP. Since my Roy build has a bit more focus on enemy phase, this was my preference to boost his great speed and meh resistance. If and when Atk/Spd Unity comes out, that would be Roy's best A slot since Bonus Doubler is pretty niche and with a meta full of panics (unless you got Ashera on your team) that skill is not really gonna work out well. A few other options can also work such as Darting Breath for a speed boost and a faster cooldown count or Atk/Res Unity to boost his great attack and meh resistance. Really depends on what you want out of him.
B slot: Null Follow-Up/Null C-Disrupt (alt.: Spurn, Close Call, Repel) - The preference is up to you here. Null Follow-Up helps against units like Thrasir, Valentine's Lif, Edelgards, etc. Null-C Disrupt can also be used here to ward off Razzledazzles, B!Lyn, and the like. Alternatively, the high speed damage reduction skills are also really great too. Of the triad of them, Spurn has worked the best for me.
C slot: Human Virtue (alt.: Joint Drive Atk or Spd) - Depending on your team, his own skill Human Virtue is mostly the better choice to help boost Atk/Spd to him and your allies. If you want to go for more on the non visible buffs route, Joint Drive skills might work well too.
(Note: I'm hoping for his remix to have a range buff to be within 2 spaces of him ngl. Hopefully more to add on too but only time will tell.)
Seal: Mystic Boost 3 (alt. Flashing Blade 3) - Mystic Boost with the base build really works well in AR. For most other uses, Flashing Blade with a different special like Aether would be best.
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Dragonbind | A | Bonus Doubler 3 |
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Swap | B | Close Call 3 / Repel 3 |
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Sol | C | Human Virtue |
S | Flashing Blade 3 |
This build is designed to take Legendary Roy’s mixed bulk to a new level by utilizing valuable B skills like Close Call or Repel. If you keep Roy with his allies, his Human Virtue skill and built-in Bonus Doubler will start to see their full potential, knocking Roy’s speed to an incredible 52, which only further strengthens Close Call or Repel. This massive speed boost will also allow Roy to make full use of his Flashing Blade seal. I recommend using Sol, or something like it, as it will raise Roy’s survivability incredibly, but it really depends on the role you want him to play. This skill set makes Roy an incredibly versatile fighter, allowing you to use him however you please.
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Dragonbind | A | Bonus Doubler 3 |
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Swap | B | Vantage 3 |
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Astra | C | Human Virtue |
S | Renewal 3 |
Used Astra to boost damage output by 150%. Used Vantage 3 in the B slot to have a chance of KO'ing the opponent before they attack. Used Swap as a Support Skill so that if Roy's HP is low enough, he can swap with an ally and use Vantage. Used Renewal 3 in the Sacred Seal slot in order to keep Roy's HP high enough that he doesn't get KO'd by mages and the such. With the Astra and Vantage 3 setup, if his foe initiates combat and Roy's special is ready, he has the chance to KO his opponent in one hit.
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Dragonbind | A | Bonus Doubler 3 |
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Reposition | B | Mystic Boost 3 |
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Bonfire | C | Human Virtue |
S | Flashing Blade 3 |
The only boons you need to avoid is +spd because it's already overkill unless you're not +10ing him and +HP, any other boon from Atk, Def and Res are all solid options, he's rather flexible with the IVs you choose to run on him.
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Dragonbind | A | Bonus Doubler 3 |
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Swap | B | Null Follow-Up 3 |
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Bonfire | C | Human Virtue |
S | Flashing Blade 3 |
Best paired with Legendary Azura, or units with Def or Res tactic. Bonfire and Flashing Blade allows him to get his special every round of combat. Roy reaches his full potential when he always has +6 to all stats, which is very easily accomplished when paired with Legendary Azura in particular. Null Follow-Up completely negates enemies like Surtr as a threat. Being able to always utilize his effective 50 spd, and disabling top armored units' guaranteed follow ups makes Roy absurd both attacking and defending, as his def and res reach great levels of 44 and 38. Roy does require a little tweaking and synergy, but after setting him up, he easily becomes one of, if not the best sword unit.
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
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Infantry Units Only |
60 | A |
![]() Infantry Units Only |
120 | A |
![]() Infantry Units Only Unlocks at 5 ★ |
240 | A |
![]() Inheritable by all units.
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60 | B |
![]() Inheritable by all units.
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120 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Non-Inheritable skill.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem Heroes
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