- Default
- Attack
- Special
- Injured




Legendary Ike - Vanguard Legend |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 9 | 5 | 8 | 3 |
Middle | 19 | 10 | 6 | 9 | 4 |
High | 20 | 11 | 7 | 10 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 37 | 33 | 27 | 32 | 18 |
Middle | 41 | 36 | 30 | 35 | 21 |
High | 44 | 39 | 33 | 38 | 24 |
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
Down Throw ➔ Up-B (Special Spiral + Radiant Aether II Retaliation Tank)
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Ragnell (+Eff) | A | Atk/Spd Solo (3 or 4) Alternate: Atk/Def Unity |
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Positional Assist | B | Special Spiral 3 |
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Radiant Aether II | C | Joint Drive Atk Alternate: Joint Drive Res |
IVs | +ATK / -HP or -RES | S | Atk/Spd Solo 3 Alternate: Mirror Stance 2 |
Weapon: Ragnell (+Eff)
Assist: Positional Assist
Special: Radiant Aether II
Passive A: Atk/Spd Solo / Kestrel Stance 3 / Atk/Def Unity / Atk/Spd Bond 4 / Atk/Res or Atk/Def versions of all aforementioned skills
Passive B: Special Spiral
Passive C: Joint Drive Atk / Joint Drive Res / Def Smoke
Sacred Seal: Atk/Spd Solo / Quick Riposte / Atk/Def Solo / Mirror Stance
- Special Spiral is an ideal dancing partner to Radiant Aether II; after every round of combat where Radiant Aether successfully fires, Special Spiral will prepare it at a lower cooldown value (by -2) in time for Ike's next counterattack. Because Radiant Aether II already reduces its own cooldown on Turn 1 and provides both healing and great burst damage, Ike will have little problem getting it up and running while maintaining relatively good matchups against most except one-hit mages and Guard effect skills.
- Ike's refined Ragnell comes new and improved with a lot of effects Ike wants in a compact weapon:
- Most significantly, it completely eliminates the need to run a Breath skill anywhere on the build; it permanently reduces Radiant Aether II's cooldown even further to 3, so Ike only requires one enemy action to get it up and running at Turn 1 and after every forseeable Special Spiral.
- It provides the ability to counterattack distant enemies, which is always nice to have so Ike can retaliate with Radiant Aether II and keep from getting too worn down by ranged attackers.
- It grants more stats across the board by +3 HP and +4 Atk/Spd/Def/Res in combat, all of which he greatly appreciates to strengthen his general tanking power. Although the in-combat stats are linked to his HP being above 25%, Radiant Aether II should be able to keep this effect in working range consistently.
- Thanks to the Slaying effect of Ragnell turning Warding Breath from a necessity to merely extra, Ike's A-slot skill is host to just about anything else under the sun. Preferably, a huge Attack-boosting skill amps up this build's ability to deal huge single-shot damage and heal back even more from Radiant Aether as a result.
- For a quick fix to Ike's occasional follow-up issues, Atk/Spd Solo and other Atk/Spd swing skills are on the table.
- Alternatively, you may opt to build upon Ike's Defense or Resistance to build up his raw survivability against physical and magical hits respectively. Atk/Def or Atk/Res Unity does this well, for example, while reversing penalties and generally meshing well with Joint Drive C slots.
- In the C slot, Ike's base Joint Drive Res is a fine budget choice as-is as it slightly improves his exploitable magic bulk. To further increase the power of Ike's counterattacks, though, Def Smoke or Joint Drive Atk would be preferred.
- Finally, Ike will opt for Sacred Seals that improve his damage and/or follow-ups. Atk/Spd Solo is a direct solution to this, but Mirror Stance or Atk/Def Solo can be taken alternatively to raise his defenses instead. For a guaranteed follow-up regardless of Ike's Speed, Quick Riposte is also optimal and stays consistently active (specifically, it works only above 70% HP) thanks to Radiant Aether's healing.
Father to Sothe's Offspring (Assault Build / Defense Stacking / Physical Wall)
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Ragnell (+Eff) | A | Sturdy Stance (2 or 3) Alternate: Atk/Def Solo (3 or 4) |
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Positional Assist | B | Lull Atk/Def 3 Alternate: Special Spiral 3 |
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Radiant Aether II Alternate: Bonfire |
C | Atk Smoke 3 |
IVs | +ATK or +DEF / -SPD or -HP or -RES | S | Atk/Def Solo 3 Alternate: Quick Riposte 3 |
Weapon: Ragnell (+Eff)
Assist: Positional Assist
Special: Radiant Aether II / Bonfire
Passive A: Sturdy Stance / Atk/Def Solo / Breath skills / Atk/Def Bond / Other Defense-based Tier 3-4 skills
Passive B: Lull Atk/Def / Special Spiral / Quick Riposte
Passive C: Atk Smoke
Sacred Seal: Atk/Def Solo / Atk/Def Form / Atk/Def Bond / Close Def / Quick Riposte
- Ike's Defense starts at a pretty solid value of 35, and can be stacked upon so that Ike can hard-check even the toughest modern-day physical hitters. As a result, the skills listed here focus on building his in-combat Defense as much as possible. Unlike the Speed stacking build, this is also more lenient at low-investment as it's much easier to build up Ike's Defense than Speed. As a note, this build is preferred for Arena / Arena Assault usage rather than Aether Raids, as the latter mode generally prefers Ike to build up his Resistance and/or Speed instead, and generally speaking, you can never have too many Edelgard / Hector / Dagr / etc. checks.
- Sturdy Stance 3 is the most preferred inheritance choice out of anything else, as it grants a Guard effect and allows Ike to effectively lock a lot of physical hitters out of their Special and thus completely wall them. In the case of Special acceleration skills like Armored Wall or Special Fighter, Ike can typically delay Specials long enough despite the skill holders still gaining charges.
- Lacking this or any other high-tier Defense-based Stance skills entirely, Ike can run other Defense swing skills such as Atk/Def Solo or Atk/Def Bond or Close Def, and can doubly stack these same skills in the Sacred Seal. Additionally, a Breath skill can be used for instant Bonfire retaliation in combination with Ragell's -1 CD.
- Lull Atk/Def rounds out the build by cancelling enemy bonuses in those stats while applying a further debuff of -3 in them, giving Ike considerable domination in the physical matchup department. Alternatively, Special Spiral can be used in combination with Radiant Aether II for consistent sustain and burst damage on most counterattacks, while Quick Riposte is an accessible and simple choice which grants Ike a follow-up attack to make up for a lack of Speed investment.
Ranulf's Boytoy (Speed Stacking / Generalist)
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Ragnell (+Eff) | A | Atk/Spd Solo (3 or 4) Alternate: Atk/Spd Boosting A Slot |
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Positional Assist | B | Spurn 3 Alternate: Null Follow-Up 3 |
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Noontime Alternate: Bonfire |
C | Joint Drive Spd Alternate: Atk Smoke 3 |
IVs | +SPD / -HP or -RES | S | Atk/Spd Solo 3 Alternate: Mystic Boost 3 |
Weapon: Ragnell (+Eff)
Assist: Positional Assist
Special: Noontime / Sol / Bonfire / Radiant Aether II
Passive A: Atk/Spd Solo / Kestrel Stance 3 / Darting Breath / Other Atk/Spd Boosting skills
Passive B: Spurn / Repel / Close Call / Null Follow-Up
Passive C: Joint Drive Spd / Atk Smoke / Joint Drive Atk
Sacred Seal: Atk/Spd Solo / Mystic Boost / Stance or Bond versions of mentioned skills
- Ike definitely isn't the best leg day workout partner or fastest swordsman alive, and all the investment required for this build (i.e. high merges, Dragonflowers, and skill inheritance) may be better allocated to other modern-day swords. For you current or former Ike mains out there, however, it's worth considering increasing Ike's general strengths by investing heavily into his Speed, which helps him avoid more follow-ups (thusly improving his general survivability) and make his own with surprisingly consistent frequency.
- Refined Ragnell contributes much to this build's purpose already.
- The spectrum stats are appreciated as tanks like Ike makes use of every stat point they can get. In particular, +4 Speed is rather modest by itself but helpfully stacks up with every other Speed swing you can provide here.
- The permanently-reduced cooldown enables Ike to make frequent use of good Specials. This is especially true of:
- Bonfire, which is very effective with a Breath skill provided somewhere like Brave Lucina's Geirskögul or just using Darting Breath on Ike himself. Mystic Boost is recommended with it to have at least some sustain.
- Noontime, which provides a small but frequent helping of healing with no cooldown acceleration needed. Similarly, Sol does the same but has bigger healing payoffs and requires Breath support to activate on single retaliations like Bonfire.
- Radiant Aether II, which would be fine if it weren't stuck at 3 CD. You're effectively better off running a high-investment Spiral Build at this point if consistent RDII activation is what you're looking for.
- Having Distant Counter built-in is always handy versus ranged enemies, and while Ike's at it, it frees up his A slot for a variety of high-tier Speed swing skills.
- Ike's A-slot is pretty much open to almost any high-tier Atk/Spd boosting skill you're able to offer. Atk/Spd Solo and Kestrel Stance 3 are generally pretty great recommendations; Solo works regardless of phase (so Ike's performance isn't relegated to just enemy phase) and only requires Ike to be away from other allies, while Stance comes with a handy Guard effect but keeps Ike's performance softlocked to waiting for the enemy to come to him. Such recommendations also apply to his Sacred Seal; double Atk/Spd Solo is notably easy to comprehend as well as stat-optimal.
- Joint Drive Spd is a pretty obvious C-slot choice given the goal of this build, though Atk Smoke or other Joint Drives are good to run if you don't have access to that or believe Ike's had enough nyoom for one day.
- With Ike's Speed being highly invested as is, this opens some really nice B slot options; namely, the Dodge skill line or Null Follow-Up.
- Your choice of Spurn, Close Call, or Repel grants some nice damage reduction (up to 40%) for every point of Speed Ike dominates over his foe, granting him significantly improved survivability against slower enemies. Of course, this also means you can't just push him against other speedy units as they will be able to hit Ike for full damage if faster than him.
- In quite a few considerable cases, however, Null Follow-Up is better than damage reduction as a lot of units these days are reliant on follow-up manipulation (i.e. guaranteed follow-up attacks or preventing follow-ups). With Ike flexing his Speed muscles quite a bit, he will likely be able to naturally double slower enemies that are reliant on follow-up manipulation to perform, especially such as all forms of Edelgard.
2018ing a Little Too Hard (Budget Enemy Phase)
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Ragnell Alternate: Ragnell (+Eff) |
A | Warding Breath Alternate: Fierce Stance 3 |
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Positional Assist | B | Quick Riposte 3 |
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Radiant Aether II | C | Joint Drive Res |
IVs | Flexible | S | Atk/Def Solo 3 Alternate: Mirror Stance 2 |
Weapon: Ragnell / refined Ragnell
Assist: Positional Assist
Special: Radiant Aether II
Passive A: Warding Breath / Fierce Stance (with refined Ragnell)
Passive B: Quick Riposte
Passive C: Joint Drive Res
Sacred Seal: Atk/Def Solo / Mirror Stance / Atk/Spd Solo / Fierce Stance
- If you really don't want to treat Ike a bit luxuriously from the get-go, that's fine and dandy! As long as you replace his pretty bad default B slot (Seal Atk/Def) with the much more useful Quick Riposte — which guarantees Ike can counterattack twice as long as he's above 70% HP — he's already quite built with a somewhat antiquated but synergistic enemy phase build. Notably, Radiant Aether II's healing keeps Quick Riposte's threshold going as long as you exercise reasonable matchups. The game plan is mostly similar to the first build with just as simple finesse: End Turn and watch the Special sparks fly.
- Fortunately, the list of Seals Ike can use has gotten significantly better as years went by. Most Atk-based Solo (which offers two beefy stats swings in non-tight maps) or Stance skills (less stat boosts but works unconditionally) will do great here. Of note is Mirror Stance, which stacks up Ike's otherwise forgettable Resistance alongside Joint Drive Res and Warding Breath.
- For budget purposes, spending 200 Divine Dew on refining Ragnell is not definitely necessary as Warding Breath + Quick Riposte will do most of the musclework. If you do refine it, Warding Breath is a bit redundant with the slaying effect active, and can easily be replaced with Fierce Stance.
Strengths
Radiant Aether II
Radiant Aether II is a direct upgrade over Legendary Ike's previous version of it; like the original version, it provides all the perks of Aether (both powerful burst damage and sustain off whatever damage it's doing) at a more even cooldown of 4. After Ike's legendary hero remix, it now sports the ability to precharge itself by -2 on Turn 1, giving Ike the opportunity to activate it sooner. This works especially well in conjunction with the CD-1 effect of Ragnell and Special Spiral, which previously needed Ike to retaliate twice to get it going on its first activation.
Refined Ragnell
Ike's signature blade got a refine that isn't exactly flashy (just look at Raijinto and Ayra's Blade, man) but grants quite a few of his wishes. In addition to maintaining the built-in Distant Counter effect (which is handy for very obvious reasons) Ragnell gains:
- A spectrum of additional stats, or HP+3, Atk/Spd/Def/Res +4, which helps him catch up stats-wise to other modern-day Heroes and generally be more competent across the board. This is especially appreciable in stacking stats he's rather lacking in (Speed and Resistance).
- Special cooldown -1, which accelerates the activation of Ike's Specials. As a result, he can definitely run some pretty useful and flashy skill combinations. This includes Radiant Aether II + Special Spiral, Breath skill + Bonfire, or even just opting for something as simple as running a 1 CD Noontime. Thanks to this and the previously-mentioned spectrum stats, refined Ragnell is almost effectively superior to Ike's former secondary weapon, Slaying Edge (sans +2 HP).
Infantry Perks
A lack of effective weaknesses is something Ike at least enjoys due to his infantry movement typing. Additionally, Special Spiral, Null Follow-Up, and the Lull skills are also great exclusive tools at his disposal.
Decent Stat Spread
Legendary Ike's stat spread can hardly be called fantastic these days, but as mentioned, Ragnell helps him quite well in all areas as long as you can keep Ike above 25% HP. 36 base Attack at least ensures his Radiant Aether powered hits strike very hard, 35 Defense is decent enough to go toe-to-toe against fellow physical hitters, and 30 Speed, though average, is buildable through the right skill investments and ally choices.
Legendary Hero Perks
Ike is more readily available in Legendary Hero Remix banners, where he can be summoned at an improved rate with no other off-focus heroes while having a guaranteed chance after 40 summons if needed. Additionally, on Earth seasons, he can contribute upwards of six additional points to your Arena scoring range (though more recent Earth legendaries score better by themselves), while on Aether Raids, he can benefit from the blessing boosts of other Mythic heroes in Aether Raids.
Weaknesses
Guard / Somewhat Reliant on Specials
Ike's main game plan is to typically wait until some unit attacks into him in order to retaliate with his very frequent and deadly Radiant Aether. If some form of Guard is in play, however, the opposing unit can easily deny him the chance to do this, rendering him mostly reliant on his alright non-Special combat. Special Fighter is a common skill where this would apply as it works in both phases, as well as other variations of it (such as the recent Armored Wall).
Low Resistance
Legendary Ike, unfortunately, suffers a common early-installment weakness of having a distant countering weapon yet unable to use it with full effectiveness due to his weaker Resistance stat. A base Resistance value of 21 indeed leaves Ike weaker to powerful magical hits, which can take him down quickly through one-shots or double attacks.
Average Speed
High Speed is a key offensive and defensive strength in Fire Emblem Heroes, and Ike unfortunately doesn't spare much of that at a base value of 30. Without high investment (which even then can be beaten by dedicated speedsters such as Mareeta), Ike will not be able to perform many follow-ups or avoid them on his own.
Run Ragged With Sword Competition
It's no longer undeniable that Ike's stats, though great in 2018, are simply lacking in comparison to modern sword infantry units. For instance, his most comparable competition, his Fallen version, is leagues above him due to a version of Ragnell that absorbs penalties, while boasting significantly higher Speed and the ability to be blessed in any season. A lot of sword infantry units like Fallen Ike also tend to perform the role of a tank much more reliably with better usage of Speed-based reduction skills. It's pretty clear there's still more room for Ike to improve, generally speaking.
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Ragnell | A | Atk/Def Unity |
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Positional Assist | B | Special Spiral 3 |
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Radiant Aether II | C | Joint Hone Atk |
S | Mirror Stance 2 |
Weapon: Ragnell (+Eff)
Assist: Positional Assist
Special: Radiant Aether II
Passive A: Atk/Def Unity / Mirror Stance 3 / Sturdy Stance 3 / Breath Skill of choice
Passive B: Special Spiral
Passive C: Menace Atk/Def / Joint Drive Atk /
Sacred Seal: Mirror Stance / Kestel Stance
Boon: +Spd/+Atk are preferred. +Spd makes him deceptively fast in combat, while +Atk allows Aether more OHKO potential and therefore more healing. Avoid a bane in either. -Res would be the best bane available, as Ike most likely won't avoid getting one-shot by a dedicated mage like Ophelia, and mages from other colors can be built around even with a -Res nature.
Ragnell (+Eff): With the new forge for Ragnell Ike receives +4 to all stats in combat as long as he is above the generous >25% HP threshold and a slaying effect. This reduces his turn one Radiant Aether II to a 1CD special, and every subsequent usage of it will keep reducing it to a 1CD Special after Special Spiral activates. This removes the need for Ike to use Breath skills unless he's worried about guard skills and focus on different effects while maintaining his playstyle.
Radiant Aether II: Healing and Damage with a permanent 1CD unless hit with Pulse Smoke. This is his default and best special in most cases.
A Slot:
Atk/Def Unity: While rare, Unity skills provide Ike with one of the big selling points his Fallen Version has on him: Debuff reversal. As long as Ike stays in the two tile range this skill and drive skills ask, he gains +5 Atk/Def and converts penalties to those stats to in combat buffs. This solidifies his ability to take all but the most powerful blue melee units and can allow him to soak up Chill debuffs for the team. Unity skills also give him their benefits in both phases, allowing Ike to engage with an enemy immediately instead of positioning himself to take a safe attack next turn.
Mirror Stance 3 and Sturdy Stance 3: Both skills give Ike +6 Atk and +6 Res/Def respectively. They also come with a Guard effect, allowing Ike to deny the enemy special charges or at least slow them down while he retaliates with his own. Mirror Stance is preferred to improve his Res, especially if running Menace Atk/Def, but Sturdy Stance puts him at a stalwart 45 Def at neutral with his weapon refine active.
Breath Skill of Choice: The skills are still great to avoid guard effects, and aren't bad by any stretch. The skills above just give better statistical benefits, and Ike no longer needs the +1 special charge when he has a 1CD special to begin with. Ike's native Warding Breath is still a powerful budget choice
B Slot:
Special Spiral: The other key to the build. Special Spiral will make every subsequent Radiant Aether II activation 1CD from the 3CD base. With both it and the slaying effect from Refined Ragnell, Ike's A-slot is completely free to be whatever the situation calls for, without choosing what flavor Breath skill he might want.
C Slot:
Menace Atk/Def: The newest C skill is a doozy, expanding the threat skill's range to 4 tiles and inflicting -6 Atk/Def while giving the same as buffs to you even if you don't affect an enemy. Joint Drive skills are also useful in this slot, including Ike's native Joint Drive Res, but if you can splurge, Menace is a powerful tool in anyone's bag of tricks.
Seal:
Kestel Stance: Probably the best stance to put here. with just this and Ike's refine, a +Spd Ike has 41 speed in combat, putting him in a comfortable zone of not getting doubled unless its a guaranteed follow-up, or a speedy unit that will likely die on the Aether counter attack. Sturdy or Mirror Stance are good substitutes, either stacking with their A-slot counterpart or alternating to give better defensive coverage while empowering Ike's counterattack.
Atk/Spd Solo: This skill has very specific positioning if using Unity skills, but it does give better stats than its corresponding stance or bond skills, putting a +Spd Ike at 43 Spd in combat on both phases, not just enemy phase. Atk/Def solo and Atk/Res solo are also alternatives, giving defensive coverage if you don't think speed stacking will matter against your opponent.
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Ragnell | A | Warding Breath |
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Swap | B | Quick Riposte 2 |
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Radiant Aether | C | Atk Smoke 3 |
S | Distant Def 3 |
When I rejoined L!Ike was there to welcome me back xD
His base skills that I kept are his Ragnell, R!Aether, and Breath skill.
I added Swap, so he can put himself onto the frontlines at any moment desired.
Quick Riposte is there to make sure he can double no matter the opponent and get that R!Aether charged up. Atk Smoke can be very useful to lower the incoming damage from enemies, making his survivability even higher.
The seal of choice is either Distant Def or Mirror Stance, it changes per map/challenge :-)
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Ragnell | A | Atk/Res Solo 3 |
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Reposition | B | Wrath 3 |
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Radiant Aether | C | Rouse Atk/Def 3 |
S | Quick Riposte 3 |
What I have in mind was making Ike, like in Path of Radiance where he was able to solo the game Lol.
Mine is +5 merged, + def and summoner support. I think, if you have a + spd will work better, he will be able to avoid some doubles and make his own, specially against those annoying dragons (Except for Winter Sothis, she is too fast, but a Aether with wrath and she is death). L Ike + spd at +10 without summoner support and draco flowers can reach 37 spd and with teammates who can speed buff, he can go further to the point where QR sacred seal will not be needed. Without merges he is at 33 spd, it is still good.
Now the build:
- Weapon: Ragnell, Distant Counter on a weapon is always great.
- Assist skill: Reposition because it is cheaper, but a Rally+ or Harsh Command+ is better if you want to score more arena points.
- A slot: Atk / res solo or his warding breath. I prefer Atk / res solo because it works on both phases and Ike get a +6 invisible boost in atk and res.
- B slot: Wrath. when active, he is able to defeat so many units, even blue ones and will restore full hp or almost thanks to his Radiant Up B (Aether).
- C slot: Rouse Atk / def. A +6 visible boost in attack and defense. Ike will have a great mixed bulk thanks to his C skill and A skill, also he will have a +12 in atk. The problem with this skill is the activation, Ike must be alone in order to use it.
- Sacred seal: Quick Riposte or Distant / Close defense. QR is in my opinion more usable for him when he is not a + spd and +10. That double is needed, but if Ike is +10, + spd and +10 dracoflowers you may change it to Close or Distant defense to make him more durable than he already is.
Conclusion: Even if my Ike is not a +10 and + spd, this set works amazing on him, for arena and every other mode it works great. You shoulg give it a try if you like it.
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Ragnell | A | Warding Breath |
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Reposition | B | Quick Riposte 3 |
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Radiant Aether | C | Def Tactic 3 |
S | Close Def 3 |
W - Ragnell: DC weapon
A - Reposition: Standard assist
S - Radiant Aether: Aether at 4 special charge
A - Warding Breath: Special charge +1 and res +4
B - Quick Riposte 3: Retaliate with a double
C - Def Tactic: Filler skill
SS - Close Def 3: Increase close range bulk
Stats higher than usual due to summoner bond (+5 HP, +2Atk/Spd/Def/Res), + 1 merge, and +3 dragonflowers
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Slaying Edge+ (+Spd) | A | Distant Counter |
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Reposition | B | Special Spiral 3 |
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Radiant Aether | C | Infantry Breath 3 |
S | Darting Stance 3 |
Weapon: Slaying Edge+ (Def+ Refine)
Support: Variable
Special: Radiant Aether
A Skill: Distant Counter / Steady Breath / Warding Breath
B Skill: Special Spiral / Quick Riposte / Swordbreaker
C Skill: Variable
Sacred Seal: Darting Stance / Quick Riposte / Quickened Pulse
An incredibly high investment build, but hear me out. If you really like Ike I think this is the ideal build. It reduces his unique Aether thanks to Slaying Edge+ but also pads his stats some more thanks to weapon refinery.
By switching out your weapon and A skill you lose a net 2 attack but gain a special cooldown charge (retaining Aether proc retaliation), 5HP and whatever refinery buff you choose (speed to avoid doubles?).
Ideally he would have an ally providing infantry breath to him to further reduce special cooldown on the first enemy phase.
and thereafter special spiral 3 in hid B slot should cover the rest.
If highly merged darting stance can avoid critical doubles whereas at lower merges quick riposte is your best bet.
One cheese shenanigan you can run is Slaying Edge+ (refined), Steady/Warding Breath, Wrath and Quickened Pulse Sacred Seal to make him an almost unkillable enemy phase melee brawler
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ 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 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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500 | 4 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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500 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
100 | A |
![]() Melee, Infantry, and Armored Only
Unlocks at 5 ★ |
240 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
40 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
100 | B |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
200 | B |
![]() Inheritable by all units.
Unlocks at 1 ★ |
60 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 3 ★ |
120 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Radiant Dawn
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