- Default
- Attack
- Special
- Injured
Fallen Tiki (Young) - Torpid Dragon |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 9 | 9 | 3 | 5 |
Middle | 17 | 10 | 10 | 4 | 6 |
High | 18 | 11 | 11 | 5 | 7 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 42 | 33 | 31 | 33 | 24 |
Middle | 45 | 36 | 34 | 37 | 28 |
High | 48 | 39 | 37 | 40 | 31 |
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
Vestigial Dream (Near Save Enemy Phase)
Arcane Grima (+Def) Alternate: Razing Breath (+Eff) |
A | Atk/Def Unity Alternate: Close Def 4 |
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Positional Assist | B | Crafty Fighter 3 Alternate: Slick Fighter 3 |
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Noontime Alternate: Bonfire |
C | A/D Near Save 3 Alternate: D/R Near Save 3 |
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IVs | +ATK or +DEF | S | Mystic Boost 3 Alternate: Steady Breath |
Weapon: Arcane Grima (+Def or +Res) / Razing Breath (+Eff)
Assist: Positional Assist / Preference
Special: Noontime / Bonfire
Passive A: Atk/Def Unity / Close Def 4 / Sturdy Stance 3 / Atk/Res Unity / Mirror Stance 3 / Distant Def 4
Passive B: Crafty Fighter / Slick Fighter / Wily Fighter
Passive C: A/D Near Save / D/R Near Save
Sacred Seal: Mystic Boost / Steady Breath / Close Def / Sturdy Stance / Atk/Def Form
- Fallen Tiki’s weapon refine doesn’t shake up her gameplan much, giving her some bonus stats and an additional stat bonus that scales with her own buffs: In addition, if she has a bonus active, she gains two differing effects depending on the phase: A guaranteed follow-up attack on player phase, or follow-up prevention on Enemy Phase. Altogether, the Refined Razing Breath is rather underwhelming, especially for the purposes of a Savior build: Arcane Grima is a much stronger choice in most situations due to the plethora of effects it provides, but Razing Breath is still usable if Arcane Grima is unavailable provided Tiki gets buffing support.
- Defensive A slot skills such as Atk/Def Unity and Close Def 4 give Tiki hefty stat bonuses on top of their additional passive effects: Atk/Def Unity in particular gives Tiki a nice buffer against stat penalties.
- The best Fighter skill for Tiki’s needs depends on her A slot: Slick Fighter is best used with Close Def 4 and Sturdy Stance 3 in order to retain the ability to neutralize stat penalties, while Crafty Fighter should be used alongside an A slot skill that lacks the Guard effect. Wily Fighter is also a good option, although it should not be run with Close Def 4 as their effects overlap.
- Tiki’s high Defense makes her a decent user of Near Save: However the particular Near Save skill she uses is relatively unimportant as long as she has one in her C slot.
Strengths
Armored
Fallen Tiki’s Armored status grants her a plethora of benefits, most notably access to the powerful Fighter and Save skills.
Statline
Fallen Tiki’s stats aside from Resistance are all quite decent, namely her base 36 Attack and 37 Defense.
Weaknesses
Somewhat lacking weapon refine
Fallen Tiki’s weapon refine is meant to synergize with her innate C slot skill, which can be an option for more budget players. However, overall her exclusive C slot skill is mostly outdone by Save skills, and innate Distant Counter lacks much utility for a Save build, making other weapons such as Arcane Grima far superior options if one can afford to pull for them.
Effective Damage
Both Dragon and Armored effective weaponry can easily ruin Fallen Tiki’s day if given the chance: If not by outright KO’ing her then by at least taking off a large chunk of her HP.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Fire Breath
Only inheritable by Dragon units.
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50 | 1 | 6 |
Fire Breath+
Only inheritable by Dragon units.
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100 | 1 | 8 |
Flametongue
Only inheritable by Dragon units.
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200 | 1 | 11 |
Razing Breath Effective against dragon foes. Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima |
Special Skills
Special Skills | SP | Turns |
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Glowing Ember Boosts damage dealt by 50% of unit's Def. Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
Ignis Boosts damage dealt by 80% of unit's Def. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 4 |
Passive Skills
Passive Skills | SP | Slot |
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Brazen Atk/Spd 1 If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+3 during combat.
Inheritable by all units.
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60 | A |
Brazen Atk/Spd 2 If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat.
Inheritable by all units.
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120 | A |
Brazen Atk/Spd 3 If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
Special Fighter 1 At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
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60 | B |
Special Fighter 2 At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
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120 | B |
Special Fighter 3 At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
Solitary Dream At start of turn, if unit is adjacent to only dragon allies of if unit is not adajcent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.) Unlocks at 5 ★ |
300 | C |
Other Info
Origin |
Fire Emblem: Mystery of the Emblem
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