- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Roy - Young Lion |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 19 | 7 | 8 | 5 | 3 |
Middle | 20 | 8 | 9 | 6 | 4 |
High | 21 | 9 | 10 | 7 | 5 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
the BOY (Defensive / Melee Specialist)
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Binding Blade (+Eff) | A | Atk/Def Unity Alternate: Sturdy Stance 3 |
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Positional Assist | B | Null Follow-Up 3 |
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Moonbow Alternate: Ignis |
C | Joint Drive Def Alternate: Atk Smoke 3 |
IVs | +ATK or +DEF | S | Steady Breath |
Weapon: Binding Blade (+Eff)
Assist: Positional Assist / Flexible
Special: Moonbow / Ignis / Sol / Noontime
Passive A: Atk/Def Unity / Sturdy Stance / Atk/Def Solo / Atk/Def Ideal
Passive B: Null Follow-Up / Lull Atk/Def / Mystic Boost
Passive C: Joint Drive Def / Atk Smoke / Def Smoke / Menace Skills / Flexible
Sacred Seal: Steady Breath / Atk/Def Solo / Mystic Boost / Sturdy Stance
- Binding Blade’s ample Defense/Resistance boost and innate Quick Riposte effect naturally lends the Young Lion to defensively-tuned playstyles, and the advent of Far Save helps him focus strictly on his melee match-ups to benefit from normal A skills without necessarily losing coverage. Increasing his Attack or Defense to improve his damage and physical bulk respectively are his best options.
- Atk/Def Unity is a seriously powerful A skill that helps Roy absorb stat debuffs with impunity, reversing their effects entirely; it comes with the highest ceiling of all his options from a stat viewpoint but remains rather scarce. Alternatively, Roy can equip a fourth-tier Stance skill to prevent enemies from freely gathering enough Special charges to burst through his defenses — a helpful quality even when equipped with Null Follow-Up as his uninvested Speed is not all that reliable. One may also pick between other options like Atk/Def Solo and Atk/Def Ideal for pure stat boosts depending on preference between their varying conditionals.
- For his B skill, Null Follow-Up shines to help mitigate damage against foes with automatic follow-up attacks and ensure that his innate Quick Riposte is not shut down by opposing Impact skills; overall, it’s a fairly useful asset that is sure to assist against common attackers. Lull Atk/Def is a somewhat weaker option whose usefulness varies on how often you actually run into visible buffs, and Mystic Boost provides constant post-combat healing though its other effects are functionally useless here.
- Joint Drive skills are a common recommendation, though for good reason as they essentially provide stats for free — and in Roy’s case of an otherwise flat statline, such skills are more than welcome. Smokes are also useful when baiting multiple opponents in one Enemy Phase, with Menace skills being considerable upgrades provided you can get the positioning right.
- The Steady Breath Sacred Seal is exceptional for the faster Special activation rate it provides; it can be leveraged for instant triggers on each counterattack with cooldown options like Moonbow, or more powerful choices like Ignis that would otherwise take too long to activate. If unnecessary (due to preference or if Summer Hilda / Brave Lucina support is available), any Sacred Seal that enhances Attack and/or Defense may be used.
power of god and anime (Defensive / High Investment All-Purpose Tank)
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Binding Blade (+Eff) | A | Distant Counter |
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Positional Assist | B | Null Follow-Up 3 Alternate: Spurn 3 |
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Sol Alternate: Noontime |
C | Joint Drive Spd Alternate: Pulse Smoke 3 |
IVs | +ATK or +DEF or +SPD or +RES | S | Atk/Spd Solo 3 Alternate: Atk/Res Solo 3 |
Weapon: Binding Blade (+Eff)
Assist: Positional Assist / Flexible
Special: Sol / Noontime
Passive A: Distant Counter
Passive B: Null Follow-Up / Spurn / Null C-Disrupt
Passive C: Joint Drive Skills / Smoke Skills / Flexible
Sacred Seal: Atk/Spd Solo / Atk/Res Solo / Spd/Res Solo / Mystic Boost
- Retaining his signature defensive focus, this build aims to maximize Roy’s balanced statline and infantry skill access to have him operate as the team’s main carry (i.e. an “omni”-tank). His choice of Asset is fairly versatile as a result — realistically, the best choice boils down to your preference and the type of support being provided to him — but those hoping to exploit damage reduction skills are more hard-locked into +SPD.
- Although not really an issue for general gameplay or in lower tiers of competitive modes, the loss of a stat-boosting A skill in exchange for Distant Counter is felt much more harshly in upper echelons— especially for someone like Roy who features a lukewarm overall statline at base. This makes incorporating a mix of high merges Summoner Support, Dragonflowers, and his Resplendent if available alongside support from his allies pivotal for his success, particularly for Speed-based builds.
- Roy has a few different options for his B skill:
- Null Follow-Up is once again exemplary – and may be even more coveted here – to entirely shut down incoming threats with automatic follow-ups. Roy has no other way to impede the offensive performance of such foes, so this effect does wonders to safeguard his longevity (especially with the ubiquity of units like Valentine’s Lif who depend on such effects for their performance) while also supplementing his damage a little through guaranteed breakthroughs of Impacts.
- Speed-based reduction skills like Spurn, Repel, and Close Call are fantastic for enhanced durability, decreasing the amount of damage he takes from opposing foes depending on how much faster he is than them. This scales up to a potent maximum of 40%, but the fact that Roy only has 31 Speed makes it prudent that one packs as many Speed boosts as possible.
- While not nearly as universally appreciated as the former two, Null C-Disrupt helps in case you have a particularly difficult time against units like Dazzling Staff or Firesweep Bow wielders; it may be possible to simply neutralize them during the Player Phase instead, but this may not always be a safe option.
- Healing Specials are a great way to bolster his survival via a consistent source of sustain, though do take caution if an opponent is equipped with Fatal Smoke on the opposing team. Noontime is recommended if access to accelerated cooldown support (e.g. Brave Lucina, Summer Hilda, New Year Velouria) is available, otherwise Sol tends to be more favorable.
- Much of the same that could be said for Roy’s C skill in the first build applies here, with Joint Drive, Smoke, and Menace skills providing useful strengthening to his statline. Pulse Smoke is more notable here, though, for Aether Raids Offense depending on how often you run into teams centered on hastened Special activation mechanics, such as Infantry Pulse.
- Sacred Seals that increase Roy’s key stats — though preferably in the form of a Solo skill — complement this build, but Mystic Boost is an interesting alternative stats for further counterplay to staves with an extra helping of healing.
Strengths
Binding Blade
Roy’s exclusive Binding Blade remains his most compelling selling point thanks to its improved Quick Riposte effect upon refinement. It may not be as overloaded as weapons seen on more recent sword contemporaries, but free follow-ups during the Enemy Phase is still useful to leverage his other skill slots further develop his performance. The additional defensive boosts and dragon effectiveness it provides are nice bonuses as well for improved durability and an occasional damage enhancement.
Infantry Benefits
The free B and Sacred Seal slot provided by Binding Blade’s refinement (since he absolutely needs Quick Riposte included somewhere in his build) thankfully does not go to waste by merit of his infantry status; with access to useful exclusive skills like Null Follow-Up, Null C-Disrupt, and Spurn, the Young Lion's ceiling is not nearly as low as it would have been otherwise.
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 scaling significantly the more investment he receives.
Weaknesses
Relatively Flat Statline
Roy’s innate statline definitely shows its age with a lack of a truly distinguishing quality barring his HP pool of all things. His mediocre Attack may prove particularly inhibiting by causing him to miss KOs at crucial moments, and his bulk is much more suspect to surprise deaths if the necessary support and investment is unavailable.
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 -- especially compared to those who can fulfill similar defensive roles with greater ease.
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Binding Blade (+Res) | A | Distant Counter |
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Reposition | B | Bowbreaker 3 |
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Glimmer | C | Savage Blow 3 |
S | Deflect Missile 3 |
★: roy’s our anti range boy!
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made specifically to be able to counterattack ranged units. anti-mage heavy.
12/2020 update:
i’m still workin’ on it lol
_
(est. 2018)
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Binding Blade (+Eff) | A | Life and Death 4 |
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Reposition | B | Special Spiral 3 |
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Aether | C | Rouse Spd/Def 3 |
S | Fortress Def 3 |
This is truly a mad-lad build, so only do this of Roy is your boy. Ideally, Roy would have +10 merges and his resplendent outfit with maxed out dragonflowers, so he’s get flat +5 to all of his stats. To get these skills, fodder off a sothe to get three levels of life and death. Then make a difficult decision by foddering off an igrene for L&D 4 and special spiral. Then nab rouse from Ferdinand and the fortress seal. L&D sounds like an odd choice, but it puts Roy at 62 atk and 50 spd flat. Sadly that atk will be decreased to 59 because of fortress def seal. This will cancel out the -5 penalty to defense from L&D, and because his res is high enough, he don’t need to worry much about it. As for the binding blade, the quick riposte effect will help Roy bypass any wary fighter type effects while also giving him some added protection.
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Binding Blade (+Eff) | A | Distant Counter |
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Reposition | B | Null C-Disrupt 3 |
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Aether | C | Joint Hone Atk |
S | Sturdy Stance 2 |
this build gives Roy the tools to make full use of his stats and binding blade, he can counter everything and use his good resistance to counter healers that use dazzling and makes his defense good enough to match his resistance. Null follow-up is also a great option to put on his B slot, but since skill that negates a unit counter attack all together are common too and messes with Roy special charges in the process Null c-Disrupt looks like the better option in my opinion. Pulse smoke is another option for the C slot, giving him the ability to screw the enemy special charges. The higher you go with merges and dragon flowers the more this build shines, Roy is one of those units that benefit from all of his stats and will appreciate every stats increase he can get.
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Binding Blade (+Eff) | A | Bracing Stance (2 or 3) |
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Shove | B | Vantage 3 |
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Glacies | C | Atk Smoke 3 |
Roy tanka tudo, +8 de def e res no turno do inimigo, com QR da espada e Vantagem ainda, só morre se quiser, usando Sorcery Blade no selo botando ele lado a lado com a Lilina com S de suport, mais os buffs de equipe e um + Def ele chega facilmente a 40/40 de def e res. Tinha escrito em ingles tudo bonitinho mas deu erro quando fui postar, então vai no BR nativo mesmo.
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Binding Blade (+Spd) | A | Life and Death 4 |
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Reposition | B | Guard 3 |
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Astra | C | Threat. Atk/Spd 3 |
S | Flashing Blade 3 |
Disclaimer: this build is extremely expensive. It absolutely min-maxes a unit that's not really that great to begin with, and you should absolutely ONLY do this if you just want Roy to be able to hang in almost every encounter. Even with all of this building, ROY CANNOT HANDLE EVERY SITUATION. Don't be mad, I did this for fun, and he shreds.
Do you love Roy, but don't like that he's stuck in the enemy phase zone?
Do you have a lot of expendable materials for max merges, max dragonflowers, resplendent attire, and skills to the point that it literally doesn't matter what base statline or IV your boy has? Are you ready to give Roy the bulk he deserves?
This build is meant to take Roy's fairly decent all-around-er statline and beef him towards the direction of being an absolute monster. +DEF is recommended to keep some of his tankiness intact, because you'll be driving his DEF/RES waaay down with Life and Death, and a dead boy is not a good boy.
As for his skills,
His support and special are flexible, change them out to suit your needs. I use reposition and Astra for the sake of moving my units around the map quickly and getting beefy burst damage with flashing blade, and this build's high speed stat.
Life and Death 4 is fairly self-explanatory. Drive up those player phase stats, and sacrifice those enemy phase ones.
Guard 3, because one of this build's biggest weaknesses; like most units, honestly; is getting slapped with a special. The purpose of this build is to basically turn Roy into a player phase unit; but he still retains some amount of his bulk from having high DEF/RES.
Threat. Atk/Spd 3 for those spicy buffs, and hitting anyone who dares draw near your boy with a debuff. This build has a base SPD of 51, and if anyone gets hit with this skill, it'll get buffed up to 56, so Roy will more than likely be doubling his prey with that beefy 63 ATK stat.
His seal is heavily dependant on what you fill in the flexible slots with. Because I use Astra- which is a 4 attack special- flashing blade helps drag down the charge time to a more consistent and viable downtime. The most important parts of this build are the merges, flowers, attire, and A & C skill. Everything else can easily be changed to fit your wants or needs.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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![]() Learns by default at 4 ★ |
1 | 150 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Excludes Colorless Weapon Users.
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50 | A |
![]() Excludes Colorless Weapon Users.
Unlocks at 3 ★ |
100 | A |
![]() Excludes Colorless Weapon Users.
Unlocks at 4 ★ |
200 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
40 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
80 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
160 | B |
Other Info
Origin |
Fire Emblem: The Binding Blade
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