|A more premium, updated version of the budget build, this one aims to utterly eliminate most armored units in the higher rungs of Arena Assault and make Tobin earn his space in your barracks. This is also useful if you tend to face multiple armored teams in a row, but need to take some of the burden off existing armor-effective units such as Micaiah. Tobin also came free with his own Armorslayer+—your other sword units are likely using other more viable, in-demand weapons. Thus, this build isn't particularly expensive to achieve aside from evolving and refining said weapon for an affordable 70 refining stones.
Armorsmasher+, of course, is the main draw of this build as it deals bonus damage to—and can potentially OHKO—the legions of armored enemies you'll encounter in 715+ Arena. Since the bonus damage scales directly off of Tobin's raw Attack stat, this is one of the few situations where you'll seriously consider using an Attack boost for weapon refinery instead of standard recommendations such as Speed or Defense. For this reason, more Attack-bolstering passives such as Death Blow 4 and Attack +3 are taken. A combination of Fury 3 and a speed refine on the Armorsmasher+, however, can also be considered to boost Tobin's overall performance on both enemy and player phase. Boosting Speed in particular allows Tobin to close doubles against targets such as speedier variants of Hector, Halloween Jakob and especially Winter Tharja, who may avoid one otherwise thanks to Tobin's also-low Speed and counterattack with a nasty Vengeful Fighter-accelarated special.
Tobin's B-slot is reserved for a weapon breaker. Swordbreaker 3 is mostly preferred over its brethren as it makes matchups against Zelgius significantly less stressful. Without it, Tobin may come out of battles dead thanks to Zelgius's superior Speed and certain Black Luna-accelerating passives, such as Steady Breath and Vengeful or Bold Fighter. Arden, Speed-refined Draug, and Black Knight similarly get outplayed. Additionally, Swordbreaker allows Tobin to function universally against fast infantry and flier Sword units—especially Ayra, Mia, and New Years Camilla—if you need him to for any reason. Axebreaker 3 closes matches against Amelia and Winter Chrom quite well if you need to KO them despite possible Ward Armor or defense tile boosts. Aside from such cases, however, Swordbreaker will usually be more useful.
Glimmer's low cooldown of 2 and ability to scale damage against armors even further makes it a preferable choice over other specials. Bonfire, however, can be used if you prefer consistent damage coverage across all targets other than non-blue armors. Threaten Def 3 can lower the defense of melee-oriented armored units given correct positioning, further improving Tobin's ORKO potential. However, it can be substituted for other supportive C-slot passive skills if you wish.
As usual, Tobin will still perform averagely to utterly badly against blue armored units, so a strong green unit that can handle Effie, Winter Robin, and Gwendolyn can ensure your success. Keep in mind that these units commonly use Distant Counter, Berkut's Lance+, and Speed or Resistance refinements in high-scoring Arena environments, so relying on frail, minimally-supported, and unexceptionally fast green mages is not recommended. Healers—especially those with Wrathful Staff and a Dazzling-refined staff weapon (or vice-versa)—can also be helpful as they can deal free damage to armors and weaken them for the kill, while healing Tobin in case he needs to get into multiple fights.