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Fire Emblem Heroes Wiki:Build Center/Tobin: The Clueless One

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Red Sword.png
Stats
46 / 31 / 27 / 33 / 26
Exclusive skills
None

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Never Count Tobin Out!
Stats: Neutral
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.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Braver than Alm
Stats: Neutral
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.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Melee Bruiser
Stats: Neutral
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.

Build Icon Alternative.png Alternative
Sacred Coin.png Assault
Universal Crystal.png Medium investment
Quick and Standard (Budget Armorslayer+)
Click to show/hide build description 
Because Tobin's stats and base kit are quite frankly underwhelming, it is quite understandable if the humble villager gathers dust in your barracks. However, as Tobin was free 5* unit, fully leveling and allowing him to inherit a couple of useful skills may be worth any player's while, especially if they need units for Arena Assault. Specifically, said game mode allows you to preview the opposing team's units beforehand; due to the rise in Armor Emblem teams, Tobin has the opportunity to utterly destroy a majority of units on these teams thanks to his default weapon, Armorslayer+. When armed a couple of cheap and budgetable skills from easy-to-obtain units, Tobin can be your ticket to an easy win against armor-focused teams, as well as an emergency check to Green and sword units.

Armorslayer+ is the specialty point of this set and is readily available as Tobin's default weapon, so players on a budget need not worry about equipping him with alternative swords. When paired with Triangle Adept 2-3, the resulting combination totally destroys any Amelia, Halloween Henry, Sheena and Hector gutsy enough to get into Tobin's general vicinity. Additionally, Triangle Adept allows Tobin to act as a hard check against most green units; thanks to Tobin's great HP and Defense as well as okay Resistance, he can easily counter most axe units while emergency tanking most fully charge infantry Gronnblade+ attacks. Furthermore, Swordbreaker 2-3 nullifies both Zephiel's commonly-used B passive, Wary Fighter, giving Tobin the option of totally weakening the Liberator to uselessness, or even instant death if given an Attack hone or spur. Swordbreaker also ensures that the likes of Black Knight and Arden can't take Tobin down easily, thanks to their potential to double. Moreover, the skill serves as an emergency measure against common red units such as Ryoma and Lucina, should Tobin need to fight against them in Arena Assault. Axebreaker is an acceptable default alternative that prevents Amelia from doubling and potentially activating a deadly special. It should only be used, however, if you find yourself in short supply of Swordbreaker fodders, as his matchup against Black Knight and Arden becomes risky.

Reposition and Draw Back offers movement support outside of Tobin's specific role, as Pivot is generally substandard on infantry units. Bonfire is Tobin's best special due to his high Defense, though Ignis or even just Glowing Ember can also be used depending on resources. Every other passive is dependant on team needs, though Tobin will likely never equip a Sacred Seal.

Due to Tobin equipping Triangle Adept and thus weakening his performance against blues, he should never go up against the likes of Effie and Gwendolyn. They should be handled instead by a strong, reliable green unit such as Nino, Julia, and Cherche (or even Hammer Bartre if you happen to have one trained). Additionally, considering Tobin will mostly solo armored teams outside of blues, a healer is recommended to keep Tobin at less risk of being worn down while keeping your other competent units reserved for incoming Arena Assault matches.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Icon Move Infantry.png Infantry
The Wall!
Click to show/hide build description 
This Tobin build is meant to capitalise on 3 things: HP, def, and res, thus turning Tobin into a literal wall.

Steady Breath is a required skill for him -- It guarantees Ignis every combat with QR, and that Ignis will always do 43 damage when unbuffed and un-debuffed. Safeguard and Close Def are also fairly clear to use, as they increase his tankiness and increase Ignis's damage, which makes up for his subpar atk.

However, you could also run Null Follow Up and QR, which, while lowering his tankiness, allows Tobin to actually tank units like Legendary Tiki due to disabling Bold Fighter.

Infantry Pulse and Panic Ploy are obvious picks for his C skill also, as both capitalise on his high hp and make it so he either buffs his team, or debuffs the enemies, both of which are incredibly useful. 
Pen.png Creative
Sacred Coin.png Assault
Hero Feather Darkened.png High investment
Whaleslayer (Refined Armorsmasher+ Build)
Click to show/hide build description 
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.

Icon Class Red Sword.png 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.png Death Blow 4 and Attack Plus 3.png Attack +3 are taken. A combination of Fury 3.png 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.png 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.png 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.

Icon Skill Special.png Glimmer's low cooldown of 2 and ability to scale damage against armors even further makes it a preferable choice over other specials. Icon Skill Special.png Bonfire, however, can be used if you prefer consistent damage coverage across all targets other than non-blue armors. Threaten Def 3.png 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.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Armorslayer+ Fodder
Icon Skill Special.png Flexible
Stats: Neutral
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.

Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Tank of Ram Village
Click to show/hide build description 
Tobin is easily outclassed by almost all the cast of sword users in the offensive playstyle by having a poor 31/27 for ofensive numbers, but what about defensive sword units? While there are a some good unit with high resistance compared to his low 26.... what about defense? There is where Tobin really shines, Tobin has a great amount of 46HP and 33 Defense, which gives us a defensive enemy phase sword unit that can take hits form greens and sword units, Slaying Edge+ is his main weapon, because with Ignis Tobin can deal insane amounts of damage, even for his low attack, Wo Dao+ is an alternative but it will have to be used with Bonfire, because it stays on par with the other set in both power and Cooldown, Armorsmasher is a great choice to fight armor themed teams since it can also be refined, but the other 2 weapons have a better synergy with the sets down below.

He can run the already great support skill Reposition for agrupation purposes bur can also use Pivot to put him into enemy range.

Tobin wants to push his Defense even farther, so Close Defense 3 is one of his most optimal choices, since he is a enemy phase hero you will want to give him the maximum defense posible so he takes a pitiful amount of damage (Unless they are ofensive lance units/Triangle Adept 3 users) so Tobin can charge his Ignis/Bonfire calmly while inflicting a insane amount of damage (A +1 Tobin with a Defensive weapon upgrade and both Close Defense 3 [A skill and Seal] has 49 defense in enemy phase, making him a incredible scary unit to fight since he can activate Bonfire or Ignis [if using Slaying Edge] if the opponent doubles him, making him able to take a kill). Also, Close Def helps Tobin in a insane way because it also activates by defending against Dragon units, adding a +6 Resistance or a +12 if running with the seal during enemy phase, making him pretty bulky versus all types of dragons, even with his poor resistance. Steady Breath gives a +4 Def bonus when attacked with a Cooldown charge +1 per hit, but since only gives the boost if attacked it does not grant it if Tobin initiates the attack, which lows his player phase potential, Steady Breath also has a great synergy with Close Defense seal, 10 defense during enemy phase with Steady Breath make you activate Bonfire/Ignis even if the opponent doesn't double you so you need to keep this in mind if you have a Brave Ike to spare.

Quick Riposte 3 is his top tier B skill, since Tobin has a really pitiful 27 Spd he will be doubling nobody, so QR3 allows him to cause an automatic double attack (if possible) to anyone who attacks him while he has more than 70% HP, Swordbreaker 3 is his other B skill option so Tobin can fight sword units like Mia or Ayra, and Swordbreaker also has a bigger HP gap of activation than QR3, so it will be easier for him to activate it.

While his C skill is Flexible depending of team composition, his Seal will be Close Def 3, allowing him to take better attacks from other sword units, lances, axes and Dragons, Defense +3 can be a replace if it wants to be used for both player phase and enemy phase. Panic Ploy 3 is his other Seal option because of his already high HP stat so he can easily debuff horse/armor and flier teams, while also debuffing those anoying Hone spds from the enemy.
Pen.png Creative
Stamina Potion.png Chain
Orb.png Very high investment
Icon Move Infantry.png Infantry
The Part That Hurts
Defense Plus W.png Wo Dao+ (Def)
Stats: Neutral
Passive Icon B.pngWrath 3.png
 Wrath 3 / Flexible
Passive Icon C.pngInfantry Pulse 3.png
 Infantry Pulse 3 / Flexible
Click to show/hide build description 
Almost entirely inspired by Emboar bof's video, "Tobin is a bad character", found here: https://www.youtube.com/watch?v=ue20ufsm8TU

Tobin's poor offensive stats can be entirely mitigated by simply building around his defensive stats, creating a fairly... unique, but at the same time, oddly effective build.

The Wo Dao+ with a Defense refine ensures Tobin can eat up more physical hits, alongside a HP boon, while increasing the damage his Special will deal when it procs, which is incredibly important as...

With Noontime's update to a 2-charge cooldown, Steady Breath means he can activate it every time he gets attacked. This means, with the extra damage the Wo Dao gives, Noontime gives extra health back and can even net kills. Units who fail to kill Tobin instantly will also be face-to-face with a healing machine that guarantees a double. However, if running Wrath, Sol is available if you expect him to be eating constant large amounts of damage, as well as the fact the damage stacks from Wo Dao+ and Wrath, giving +20 damage when his Sol will activate.

Steady Breath is undoubtably the most important aspect of this build, granting instant access to Noontime after eating one attack from an opponent. Sol can be done the same if you get the Wrath bonus at the start of the turn, giving him even further survivability if he can eat a hit when below 75% HP. The extra Defense recieved also is important, since it lets him take on Reds like Brave Roy and Ryoma easier.

The B slot is fairly flexible, although sacking a Nephenee for Wrath 3 is a strong option, letting Sol become far easier to proc and the best way to run it, while also increasing the damage stacking with the Wo Dao's effect. This makes up for Tobin's mediocre attack almost instantly, as +20 damage is undoubtably going to at least chip away at the sturdiest Blues with Sapphire Lances.

Infantry Pulse is the C selected, since Tobin's HP should be as high as possible if possible, but anything works here - Hones, fortifies, spurs, et cetera.

Quick Riptose is a fairly strong Seal, now that it's released, making Tobin deal a bit more damage on counterattacks and dealing with Guard units easier (as he will still get his Noontime up if he gets attacked by one). Double attacking also means Sol is easier to proc. There's not much more to it than the basic 'He heals HP, and likes doubling targets due to his normally low Speed, so this works here.'


tl;dr: This set aims to make Tobin as tanky as possible in a much more creative fashion than usual, based off one of the best videos on the planet.

-Zora