- Default
- Attack
- Special
- Injured




Tibarn - Lord of the Air |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 9 | 6 | 7 | 2 |
Middle | 19 | 10 | 7 | 8 | 3 |
High | 20 | 11 | 8 | 9 | 4 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 37 | 35 | 28 | 31 | 15 |
Middle | 41 | 38 | 31 | 34 | 18 |
High | 44 | 41 | 34 | 37 | 21 |
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 |
---|---|---|---|---|
Skill Sets
Zoom zoom (Galeforce)
![]() |
Hawk King Claw (+Eff) | A | Sturdy Impact Alternate: Swift Stance 3 |
---|---|---|---|
![]() |
Positional Assist | B | Wings of Mercy 3 |
![]() |
Galeforce | C | Atk/Def Rein 3 Alternate: Hone Beasts |
IVs | +ATK | S | Quickened Pulse Alternate: Atk/Def Solo 3 |
Preferred IV: +ATK
Weapon: Hawk King Claw (+Eff)
Assist: Positional Assist
Special: Galeforce
Passive A: Sturdy Impact / Flexible
- The choice of A slot in this isn’t particularly important so long as it provides a general damage boost.
Passive B: Wings of Mercy / Flexible
- Wings of Mercy is extremely useful for moving around the map, as it allows you to move adjacent to any ally under 50% HP. This is especially effective when running Tibarn alongside other Galeforce units in order to take out as many opponents in one turn as possible.
Passive C: Atk/Def Rein / Flexible
- Rein skills such as Atk/Def Rein or Hold further boost Veronica’s offensive abilities by inflicting enemies within 2 spaces with an in-combat debuff.
- The C slot can otherwise be replaced as needed to suit the team.
Sacred Seal: Quickened Pulse / Atk/Def Solo / Flexible
- Quickened Pulse can make your initial Galeforce activation even easier by granting Special cooldown -1 at the start of the first turn.
- Any skill that boosts key stats also makes for a suitable choice of Sacred Seal.
Big Hawk Daddy (Player Phase Offense)
![]() |
Hawk King Claw (+Eff) | A | Sturdy Impact Alternate: Atk/Def Catch 4 |
---|---|---|---|
![]() |
Positional Assist | B | A/D Near Trace 3 Alternate: Dive-Bomb 3 |
![]() |
Ignis Alternate: Moonbow |
C | Atk/Def Rein 3 |
IVs | +ATK | S | Atk/Def Solo 3 Alternate: Blade Session 3 |
Preferred IV: +ATK
Weapon: Hawk King Claw (+Eff)
Assist: Positional Assist
Special: Ignis / Moonbow
- Tibarn can make exceptional use of Ignis thanks to the significant defense boost that Tibarn’s weapon and skills provide.
- 2 cooldown Specials such as Moonbow can pair well with Dive-Bomb for an instant activation before the foe can counterattack.
Passive A: Sturdy Impact / Atk/Def Catch
- Any skill that boosts Tibarn’s key stats in Attack and Defense such as his innate Sturdy Impact or Atk/Def Catch make for very effective choices of A slot.
Passive B: A/D Near Trace / Dive-Bomb
- Trace skills such as A/D Near Trace are a boon for any offensive unit by allowing you to use any remaining movement after combat to retreat to safety as well as inflicting an in-combat debuff on the opponent’s stats.
- Dive-Bomb pairs particularly well with weapons such as Tibarn’s by allowing him to immediately perform his follow-up attack before the foe can counter.
Passive C: Atk/Def Rein / Flexible
Sacred Seal: Atk/Def Solo / Blade Session
- In addition to Atk/Def solo, Blade Session is also a considerable option, as it grants the largest possible boost to Atk granted its condition is satisfied.
Strengths
Hawk King Claw
In addition to the extraordinary boost to Attack and Defense, Hawk King Claw provides Tibarn with a guaranteed follow-up as well as +1 Special cooldown per attack during combat.
Impressive Attack
With a base of 38 before any of the benefits of his weapon, Tibarn is equipped to deal significant damage.
Rock-solid Defense
With the benefits from his weapon and skills, Tibarn will be more than capable of taking physical hits from his opponents as well as creating exceptional damage from Specials such as Bonfire and Ignis.
Flier
In addition to superior mobility, Veronica is granted access to an array of movement skills, exclusive buffs, and other supplementary support.
Weaknesses
Terrible Resistance
Tibarn’s base Res value of 18 creates a very unfavorable match-up against any magic opponents.
Vulnerable to effective damage
Due to his status as both a flier and a beast, Tibarn will take greatly increased damage from units with effective damage against those class types.
![]() |
Hawk King Claw | A | Sturdy Impact |
---|---|---|---|
![]() |
Swap | B | Vantage 3 |
![]() |
Draconic Aura | C | Even Atk Wave 3 |
S | Darting Stance 3 |
+atk -res
This build allows tibarn to avoid getting doubled on enemy phase from some higher speed opponents. Also, the vantage combined with tibarn’s high attack can one shot enemies who dare to attack him when vantage passes the hp threshold.
![]() |
Hawk King Claw | A | Sturdy Impact |
---|---|---|---|
![]() |
Shove | B | Chill Def 3 |
![]() |
Bonfire | C | Even Atk Wave 3 |
S | Heavy Blade 3 |
This build is used to capitalize on Tibarn's player phase. Using his extra movement gained when he transforms, he can traverse the map with ease. Because of this, his recommended support skill is something that helps the team while allowing him to be by himself. If you are running him on a dragon or beast team, then obviously choose Reposition. Also, despite him being highly mobile, he is still not likely to initiate combat his first turn; thus, the Even Atk Wave he comes with is better than its counterpart, Odd Atk Wave.
Due to Sturdy Impact's Def +10, Bonfire has the edge over Draconic Aura, but it's worth noting that even though he still gets slightly more out of Bonfire without Sturdy Impact, it's statistically equal, so Draconic Aura should only be used as a budget option. Because his Prf only works if the opponent at 100%, one would want to capitalize on that one turn; thus, one should run Heavy Blade and Chill Def, along with his busted A skill. The Chill skill allows him to soften up his opponents, and Heavy Blade lets him charge his special and, if the opponent counterattacks, allows him to initiate said special that turn.
This set allows Tibarn to dominate player phase. He has the capability to initiate his special every turn, can prevent them from hitting twice while boosting his attack and defense, can soften up his foes with Chill Def, and has the maneuverability to attack nearly any foe on the map. All in all, an outstanding unit to have on your team.
![]() |
Hawk King Claw | A | Darting Blow 3 |
---|---|---|---|
![]() |
Reposition | B | Windsweep 3 |
![]() |
Draconic Aura | C | Even Atk Wave 3 |
S | Speed +3 |
Finally the long awaited Beast units have finally made a debut in Feh, almost 2 years after the games release actually. They come with cool weapons and new skills that actually break the game. I have decided to make a build on Tibarn as he possesses a weapon skill that slightly resembles Og Ephraims refine.
His special is mostly going to rely on his high Atk, so Draconic Aura (Default Special) or Dragon Fang are alright choices. Bonfire/Ignis are other options but his Def is quite mediocre, only if you have a Def boon it could be more effective.
His A skill is going to increase his Speed so I went with Darting Blow. The reason why I went with Darting Blow is because his weapon and Windsweep actually cancel out (just like Ephraim’s weapon refine) and he can actually double foes if he has high Spd and the foe won’t retaliate. Swift Sparrow is another great option, it’s just that you lose 2 Spd for 4 Atk, which is kinda better of you’re going to keep Draconic Aura.
His B skill is most likely to be Watersweep/Windsweep as it’s simply the best option here. It disables foes to counterattack and allows Tibarn to double (only if he has 5 Spd more than foe). So it’s definitely worth trying out, It’s always better to find a way a unit can fight in battle rather than killing it.
You can keep his default C skill, Even Atk Wave as it’s just too good and you really didn’t need to kill an Ishtar or Lewyn for this. You can change it for Spd Wave if you wish, but it really depends on what turn it is in order for you to double.
The S skill can just be Spd +3 as you need to increase his Spd as much as you can.
Build notes:
37 Spd comes from the Spd boon (34) and the +3 Spd seal (37).
![]() |
Hawk King Claw | A | Sturdy Impact |
---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 |
![]() |
Draconic Aura | C | Even Atk Wave 3 |
S | Heavy Blade 3 |
Pretty much his base kit + Quick Riposte. Tibarn's base kit is awesome for player phase, with Draconic Aura abusing all the Attack buffs that Tibarn gets on his own. Chill Attack is cool, but Quick Riposte gives Tibarn an easier time during enemy phase. I would have liked +Atk on the Tibarn I got, but +Def is the next best thing.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() Beast Flier Only
|
50 | 1 | 4 |
![]() Beast Flier Only
|
100 | 1 | 6 |
![]() Beast Flier Only
|
200 | 1 | 9 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
|
400 | 1 | 14 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 4 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() Non-inheritable by Staff-wielding units.
|
50 | A |
![]() Non-inheritable by Staff-wielding units.
|
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★ |
300 | A |
![]() Inheritable by all units.
|
60 | B |
![]() Inheritable by all units.
|
120 | B |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
|
60 | C |
![]() Inheritable by all units.
|
120 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Radiant Dawn
|
---|