Fire Emblem Heroes Wiki:Build Center/Roy: Young Lion

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Red Sword.png
Stats
44 / 30 / 31 / 25 / 28
Exclusive skills

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
By My Blade!
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Roy's new weapon refine redefines Roy as a defensive sword user with mixed defenses.

Roy's preferred boon is +Spd, as with 31 base speed he can increase his speed to a point where he can stop getting doubled, which will severely increase his bulkiness. Roy's preferred bane is -HP, being the generally most useless stat and otherwise letting him run ploys.

Icon Class Red Sword.png Binding Blade is the weapon that makes this build work, as not only does it increase the base effect of the weapon, but it also adds dragon effectiveness in addition to giving him effectively Quick Riposte at level 5 (50% threshold).

Icon Skill Assist.png Reposition is a strong assist skill for any tanky unit, and Roy is no exception.

Icon Skill Special.png Moonbow is generally the best assist for him, as its low cooldown lets it proc every fight and, unlike Icon Skill Special.png Glimmer, allows him to cut through bulkier targets.

If one plans on getting doubled, then a 3 cooldown skill such as Icon Skill Special.png Luna or Icon Skill Special.png Bonfire are also viable.

Distant Counter.png Distant Counter allows Roy utilize his good resistance to help fight mages. Being able to ounter units at any range broadens the amount of units Roy can deal with.

Alternately, if you only want Roy to be a melee duelist then Steady Breath.png Steady Breath is also strong, letting him fire off Icon Skill Special.png Moonbow every counter attack, but losing a wide berth of other units.

With Quick Riposte built into Icon Class Red Sword.png Binding Blade, Roy can afford to run different skills for his B slot. One can go two ways: defensive or offensive.

Guard 3.png Guard 3 is the defensive route, allowing Roy to neutralize threatening skills such as Bold Fighter, shutting down enemy's specials which will likely get him killed.

Wrath 3.png Wrath 3 is the offensive option, allowing Roy to empower his special attacks, especially if running the Steady Breath.png Steady Breath build.

Roy's C skill is very open, and team dependent. Any Hone/Spur/Drive is already fairly decent. With 28 natural resistance he has enough to use ploys on many melee units, making Atk Ploy 3.png Atk Ploy 3 or Def Ploy 3.png Def Ploy 3 fairly good on him. Alternately smokes can be effective for letting Roy tank additional enemies after the first one.

Close Def 3.png Close Def 3 is overall the best seal for Roy, as his naturally low defense leaves him vulnerable to melee attacks.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Buy My Blade! (Budget)
Stats: +Def/-Spd
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible

A description has not been written for this build yet.

Pen.png Creative
Icon Arena Defense.png Defense
Orb.png Very high investment
YEET
Quick Riposte W.png Binding Blade (Skill)
Icon Skill Assist.png Flexible
Stats: +atk,+spd/-hp,-res
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Okay, let's face it: Roy doesn't excel at anything. She's quite the balanced one but we know this game is about breaking it or gtfo, altough that does NOT mean our boy is not worthy enough to get some tasks. With this build you can get a mixed phase unit that works perfectly fine and Binding Blade with its refine is just perfect to make him a good -sweep user. Phantom Spd is the only way to make him duel the fastest units in the meta. Ofc, Windsweep is the best choice, but if you need it, even Watersweep can serve right.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Dual Phase Roy
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Ya boy Roy is better than he appears with the right skill inheritance, considering he is one of the easier units to merge. With the unique weapon refine of a Quick Riposte 5 equivalent, combined with good enemy phase defensive/ speed stats, the following is the S tier build that works best on mixed blessing teams that boost attack or speed.

IVs: The best IVs for this build is a speed boon and health bane. The speed helps him double on offense and not get doubled on defense, and the other stats are necessary to be at full strength.

Weapon: Binding blade is the only weapon with Quick Riposte built in thanks to an amazing weapon refine, so there is no need to consider another weapon. It also increases enemy phase defense, which is necessary for baiting, and is effective against dragons during a dragon dominated meta.

Special: The idea of the special is to make it so on his player phase attack the special will be ready. Since his attack stat is rather average, even Quick Riposte and Moonbow is not guaranteed to be able to finish off the enemy you bait. However after the first encounter (as long as Roy did counter), Draconic Aura or Dragon Fang will ready for his Brazen/desperate counter attack (draconic aura will trigger on the first hit, dragon fang on the second).

A Passive: The new meta are the Brazen skills. The attraction to these skills is that the stat increase is based off health instead of phase, so can be used in either phase. Similar to Lady of the Plains Lyn, Roy is special because his weapon allows him to combine 2 high tier B passives that have good synergy with a brazen skill. For Roy, there is a greater health range of 50%-75% rather than 70%-75% to activate all his passives at once, effectively making him a dual phase monster.

B Passive: Desperation is a great passive to take advantage of Roy's high speed stat. After you bait the other team allowing them to hit Roy once, odds are, his health will be between 50%-75%, so all his passives will be activated, making his Brazen boosted counter attack (53 atk/ 41 Spd) led by offensive specials very satisfying to watch.

C Passive and Seal: To make the teams retaliation even more lethal, Roy can run 2 debuff skills as long as he is the bait. Smoke skills are the much more effective and more expensive options, but alternatively threaten skills can also work. Team composition and availability should determine what to debuff, so it is up to the user. The point of it is, Roy will survive the enemy attack, debuff the entirety/most of the enemy team, and have boosted stats/ desperation for his counter attack.

Roy can be a viable sword unit to invest in since he is a lot more common than the S tier sword units, making him more mergable and having choice IVs, and is one of the only units that can be strong in either phase at the same time
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
The ONLY Viable Roy Build
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Roy’s QR5 Weapon and high resistance begs for a high def to match that so that he can be a useful mixed tank. Although we get Def/Res +4 +4 from the weapon we need a bit more to pass the 30+ threshold. Luckily, defense is a superboon and brings Roy to 29 not counting the weapon effect. Together with Close Def 3, we reach 39 Def which is now acceptable to tank even double hits.

Speed can’t be saved. With high defense doubling doesn’t do too much either. More attacks charge up specials, and since the B-slot is free’d up, that makes room for the king of B-skills, Guard, so you don’t have to worry about being doubled fueling specials. The best seal is Close Def for melee matchups, most ranged are covered at this point. If Close Def is used by another hero, you can go with Def +3. Def +3 is better than Deflect Melee. By the same token you can use Fortress Def 3 too which makes you tank even Arden.

The reason -Res is the best bane is because Roy’s resistance is already high enough and an HP or Speed bane will actually hurt Roy more vs. melee reds. If your red melee tank can’t tank other red melees, then what is the use? That is why +Def/-Res is best. With bait and QR retaliation, the best option is a 3 charge special that utilizes the high def value, and that is Bonfire. Threaten Def 3 is the best for retaliation damage. For assist that is up to player preference. Roy is a common unit and can easily be merged multiple times. With the best enemy phase skill built-in his weapon, and great statistical performance with +Def/-Res, he’s well worth the investment.

/u/Blank01
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Roy's Our Boy!

A description has not been written for this build yet.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
Dragon Slayer Tank
Quick Riposte W.png Binding Blade (Skill)
Icon Skill Assist.png Reposition / Flexible
Stats: +Def, +Atk, +Res/-HP
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With Roy's new weapon refine, he has suddenly jumped from mediocre all-rounder with an easily replaceable weapon to one of the best enemy phase tanks in the game, especially when fighting dragons. Roy's preferred boon is actually pretty flexible depending on what the player wants/needs. Attack is helpful to patch up his mediocre attack stat and possibly help secure more kills. Defense helps Roy become a more well-rounded tank, which is especially helpful since he gets a super boon in defense. Res can be used to min/max Roy's dragon-slaying potential and if the player is looking to possibly make use of ploy skills. Speed is an option too if the player is looking to avoid getting doubled, though speed is not as much of an issue if Roy is looking to proc Aether at every encounter. As long as Roy's bane is HP, he can make use of any other boon since he has good HP as it stands plus he'll be getting back HP from the weapon refine anyway.

Aether is the preferred special, as it'll help Roy with longevity and ensuring he can stay above the 50% HP threshold needed to make use of the Quick Riposte effect from his refined Binding Blade. If the player is only interested in damage, then Glacies is the way to go here as Roy can activate it every round of combat regardless if the enemy manages to double attack him or not. To facilitate Roy's special charging, Warding Breath is an absolute necessity. This will also make Roy even more effective at slaying his main targets, dragons. Steady Breath is still an option if the player is looking to make Roy more of a traditional melee tank who still has decent-enough resistance. Guard is the preferred B skill as it will help prevent Roy from getting blown up by specials in one round of combat, ensuring that his HP remains at a high threshold. It is also very helpful in allowing him to fight Bold Fighter armored units, especially from units like Robin: Fell Incarnation. Renewal can also be used if the player doesn't fear taking hits from specials and wants to have more long-term longevity. The C slot is flexible as always. Threaten Attack is recommended because it allows Roy further longevity. Nearby foes will get debuffed and deal even less damage to Roy, ensuring that he's here to stay. Close Defense is Roy's preferred Sacred Seal, helping to further bolster his defenses on enemy phase. Because this Roy build is purely a melee fighter, we only need to worry about using Close Defense. Despite his below average defenses, Roy will end up with a surprisingly high defense as long as he's being attacked on enemy phase. With all skills factored in, Roy will gain +10Def/+14Res when attacked. Quickened Pulse can be opted if the player is only interested in procing Aether as fast as possible for the first round of combat.

All in all, Roy benefited much from the April weapon refinery update, going from a mediocre unit to one of the best mixed tanks and dragon slayers in the game.
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Icon Move Infantry.png Infantry
Lion's Roar
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PREFACE: SUMMONER SUPPORT IS IDEAL ALONG WITH BLESSING. 5 HP BENEFITS ROY GREATLY BECAUSE WITHOUT IT, HE WILL LOSE MATCHUPS.


The Binding Blade's addition to the weapon refinery gives Roy two relatively unique skills: Dragon Slaying (which is becoming more relevant day by day) and a 50% Quick Riposte, which is virtually nonexistent (aside from Vengeful Fighter). These two tools let Roy stop cowering meekly from the other Infantry Swords like a feeble cat, and instead let him roar like the Lion he truly is.

Weapon: Binding Blade brings a built in Bracing Stance 2 - which isn't even a real skill yet - along with dragon effectiveness, and finally a 50% Quick Riposte. This allows him to simultaneously utilize Quick Riposte and Wrath, which is a terrifying combo.

Assist: Reposition is overall a great assist.

Special: Really depends on your options on the A-skill. Iceberg works very well with Distant Counter, whereas Ignis is better with Steady Breath.

A: Distant Counter makes Roy a threat to not only dragons, but to mages and archers as well. It works very well with Iceberg + Wrath/Quickened Pulse, letting him fire off an Iceberg every round as long as his Quick Riposte is active. Alternatively, Glacies is also very viable, but he will only get it fully charged on the following turn. Another option for the A passive is Steady Breath. This is to turn Roy into a dedicated Physical Tank that can still battle Dragons. Ignis is notable for doing a ridiculous amount of damage with the defense boost from Bracing Stance + Steady Breath + Close Def 3 before field and combat buffs. Close Def seal is also notable for increasing his bulk against Dragons. Aether is also a viable option prioritizing survival as opposed to raw power. To run Steady Breath Reliably however mandates a +Spd IV to prevent getting doubled by the opponent.

B: Roy's unique ability of a 50% Quick Riposte gives him a set of skills that no other unit can use in the game: Having Wrath and Quick Riposte active at the same time. Normally, characters can activate both within a threshold of ~5% HP between 70~75 percent. Roy can activate both as long as he's between 50~75% Health (almost 5x the usual threshold. This lets him use higher charged specials each round without having to run Steady Breath or Infantry support. It also gives a nifty +10 damage boost to his attacks.

C: Roy's high resistance allows him to use ploys quite effectively. Atk Ploy and Defense Ploy are his best options, for survival or more damage respectively. Infantry Pulse is another great support option for Roy with his absolute massive HP post summoner support.

Seal: Quickened Pulse gives Roy an extra charge at the beginning of turn 1, when Wrath is not active. If Steady Breath + Ignis is being run however, Close Def gives Roy more bulk against dragons and melee fighters.
Pen.png Creative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Defensive Boy
Quick Riposte W.png Binding Blade (Skill)
Icon Skill Assist.png Flexible
Stats: +Atk,+Def,+Res/-HP
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This build focuses on increasing Roy's defense and resistance to maximize the damage he can withstand. Because of Brazen Def/Res 3 though, this only works with less than 80% health, meaning he can only get his maximum bulk after one or two battles and on enemy phase. Aether is meant to heal Roy up after taking a significant amount of damage, hopefully not increasing his HP to more than 80%. Moonbow is a safer option in this case since he will keep his bulk no matter what, though depending on the situation Aether is going to be more viable than Moonbow. Brash Assault aims to allow Roy to always be able to double, though this is not mandatory for the effectiveness of this build and can easily be replaced with any other B skill. If this build is used, it's important to not attack with Roy in player phase, since he loses 10 Def/Res from his Binding Blade and Close Def or Distant Def seal by doing so.
Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Undying Lion ver. 2
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Since the original creation of the Undying Lion Build, more skills and seals have been added to drastically improve it, not the least of which is the Binding Blade's refinement. With +Def as his boon (and optimally -HP, but anything aside from -Res as his bane), Roy will have 29 Def and 28 Res; due to the Binding Blade's refine these numbers are both boosted by 4 during enemy phase, resulting in a rather respectable 33 Def and 32 Res; Merges and Supports can drive this higher (40/44 Def and 39/43 Res on Player/Enemy Phase if at +10, both Supports, and Fury). These numbers, in conjunction with the Skill Refine of the Binding Blade being Quick Riposte 5, allow Roy to effectively utilize Aether in spite of its high CD; Sol is a viable alternative to keep him healed, if Aether is unavailable. Pivot will allow Roy to keep himself in the frontlines to be as tanky as he's become. The A Slot actually has four viable choices to work with in this build: Fury inflates Roy's overall numbers higher (and the damage is mitigated by Renewal and Sol/Aether), Distant Counter allows Roy to QR even mages and snipers to death, while both Steady and Warding Breath will increase one of Roy's defensive numbers higher still and expedite the CD on Sol/Aether. The B Skill really only has one choice here, and that is Renewal; between the innate QR and the build's overall nature of capitalizing on Roy being a tank, he wants to be regenerating health as much as possible. As for C and the Seal, either Attack Smoke or Attack Ploy work; Roy has the Res to make Ploy function (especially if you use Fury and Summoner Support him), while Smoke just hinders enemies when Roy fights; optimally, use both- one as the C Skill and the other as the Seal.