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Ryoma
Swordmaster (HS: Sky Knight)
A+ Support Partners: Saizo (Ninja), Silas (Cavalier), Takumi (Archer)
Personal Skill: Bushido (When supported by a unit of equal or lower level, +2 damage dealt, -2 damage taken, and +10 crit in combat)
Pair-up Stats (C B A S): Spd Str Skl Spd*2
Growths (With Default Class):
HP: 50% (60)
STR: 45% (55)
MAG: 0% (5)
SKL: 50% (65)
SPD: 45% (65)
LCK: 40% (55)
DEF: 35% (35)
RES: 25% (35)

Ryoma. I was going to do a joke analysis where I listed all of his attributes as just "Ryoma" because everybody knows what the deal with this guy is already, he's the unstoppable lobster man. But maybe there's something interesting to say about him besides "he's good".

The secret to Ryoma's strength is the Rajinto, his personal 1-2 range katana with 11 might that gives +5 crit, +10 crit avoid, and +4 strengh with the latter applying even if it's not equipped. It also gives him +1 speed and -1 to his defenses because it's a katana. Drawback-free 1-2 range is incredibly powerful in Fates, and with Ryoma's insane strength he can demolish most enemies in only 2 hits. He might want to use a Dual Katana to deal with certain bosses or particularly lance-heavy groups of enemies, but otherwise there's not much reason for him to ever use another sword. Unlike Hana Ryoma can actually take a hit himself, and unlike Hinata he's more than fast and strong enough to 1 round enemies with ease, although in function I think it's more fair to compare Ryoma to your Ninjas than your Samurai - he's an enemy phase juggernaut you load up with boosts and send deep into enemy territory to obliterate anyone who attacks him. Except unlike your Ninjas Ryoma barely even needs the help to start doing that.

From chapters 14 to 22 you really don't have to worry much about keeping Ryoma alive, the enemies will barely be able to touch him. Repeated magical attacks or hits from strong lance users will wear him down, but they do have to hit him first. Ryoma's avoid is high already, but the dual guard gauge is what helps him the most - so long as Ryoma's attacking twice per combat, he'll build his gauge enough to only take damage from 66% or even 50% of all attacks aimed at him. His super high crit chance can mess with that a little, but Astra can have the opposite effect - every Astra hit builds his gauge as if each one were a separate attack, so if you're really lucky with Astra procs then Ryoma might not take damage ever. And if all that fails then a weakened Ryoma can rely on Vantage to potentially kill enemies before they can hurt him - the combination of crits, Astra, and dual guard gauge can keep a Ryoma alive on low HP for a very long time if you're lucky enough.

From chapters 23 and onward you might have to start thinking a little more intelligently where you place Ryoma - repeated lance hits from Great Knights and the powerful magical attacks of Dark Knights and Malig Knights will hurt. The secret to getting the most of out Ryoma is just how high you can stack up his defenses. A Great Knight in Chapter 23 with a Silver Lance will deal 27 damage to an untrained Ryoma, taking into account weapon triangle advantages and the -1 defense he receives from holding Rajinto. He's only got 36 max HP so that's quite bad! With a defensive tonic and any lower level partner to activate Bushido, this can be taken down to 23 damage, which while an improvement is still a 2HKO. A defensive meal can take it down further to 22, possibly lower. If the character supporting him is in the Great Knight or Oni Chieftain class, the +4 defense bonus will take the damage down further to 19 (17 if the Oni is a Rinkah with an S support with him). Combine that with a Rally Defense from Scarlet and it's down further to 15, combine that by reclassing to Master of Arms to take it down to 13, and then combine that with Dracoshields... You get the idea.

In short Ryoma is not invincible, but there's so much you can do to increase his bulk beyond what it is that at some point he may as well be. Even a souped up Xander cannot solo all of Conquest, but there really is no challenge Birthright will throw at you that Ryoma cannot muscle through with enough resources. A Ryoma with no investment will be unstoppable for half of the chapters after he joins and a solid asset for the remaining 50%, a Ryoma with investment can solo the entire game.

Swordmaster's a perfectly fine class for Ryoma. It lets him use Rajinto, it boosts his otherwise slightly mediocre speed, and it gives him more crit and avoid. As a Master of Arms he can trade some of that speed and the intrinsic bonuses of Swordmaster for more bulk, which may be helpful depending on the situation. Falcon Knight, Kinshi Knight, and any class that does not allow him to use swords is not really worth considering, but Air Superiority might be worth grabbing to help Ryoma fight Wyvern Lords and Malig Knights in the lategame. Paladin and Great Knight are both great classes for Ryoma, not just for skills but even as longterm combat classes, although he will have to A+ support Silas for them. Paladin for its high move good all around stats and Defender, Great Knight for its high bulk and Luna, which can be better than Astra if you only care about reliable damage. Master Ninja from Saizo doesn't give Ryoma much he can't do already, but Mechanist's Replicate can give you two Ryomas. Archer from Takumi doesn't give Ryoma much.

Bushido is an absurdly powerful skill, and there's no reason for Ryoma to ever not be paired up with someone to take advantage of it. Corrin, Great Knight!Silas and Oni Chieftain!Rinkah all make amazing support partners for Ryoma, but even someone like Mozu who just gives him skill and luck will reduce the damage Ryoma takes just by being there.

Pros
Cons

My Rating: You can't expect a demigod to beat a decapod