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Legendary Tiki (Young)

Analysis by Wecondo12
Legendary Tiki (Young) - Legendary Dragon

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
180
HP 45
ATK 34
SPD 35
DEF 37
RES 29

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 9 10 3 4
Middle 17 10 11 4 5
High 18 11 12 5 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 42 31 32 33 26
Middle 45 34 35 37 29
High 48 37 38 40 32

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.
HPATKSPDDEFRES

Skill Sets

The Tiki Refines just keep coming. (Defensive)

Build by Wecondo12
Recommended
Divine Mist (+Eff) A Kestrel Stance 3
Alternate: Atk/Res Unity
Positional Assist B Slick Fighter 3
Alternate: Crafty Fighter 3
Noontime C With Everyone! II
IVs

+ATK or +DEF or +SPD

SSteady Breath
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Divine Mist (+Eff)

Assist: Positional Assist

Special: Noontime

Passive A: Kestrel Stance 3 / Mirror Stance 3 / Atk/Res Unity / Atk/Def Unity

Passive B: Slick Fighter / Crafty Fighter

Passive C: With Everyone! II / Preference

Sacred Seal: Steady Breath / Mystic Boost / Distant Def

  • Compared to other Distant Counter refines like Black Knight’s Alondite and Ike’s Ragnell, Legendary Tiki’s refined Divine Mist is a bit underwhelming, only giving her a +4 stat buff and inflicting a penalty on the foe’s Attack equal to 75% of her Defense and Resistance buffs in combat as long as her HP is above 25% (Read: Stats for existing). Still, Legendary Tiki remains a decently strong Enemy Phase choice due to her good stats and advantageous color.
  • Both the combination of Slick Fighter and a Stance skill or a Unity Skill with Crafty Fighter will give Tiki debuff mitigation and the Guard effect. Which variants of Stance or Unity used depends on whether stacking Speed or Defenses is more desired.
  • With Everyone! II is essentially just an upgraded Far Save, and Tiki can make great use of it thanks to her exclusive weapon giving her innate Distant Counter in addition to her good defenses on both sides, although she’ll need more Resistance investment to tank the stronger magic users.
  • Steady Breath is tiki’s best option for a sacred seal as it allows her to trigger Noontime instantly when attacked provided the foe lacks a Guard effect. Aside from that, other usual Defensive sacred seals such as Mystic Boost will perform well.

Strengths

Good Exclusive Skills

Tiki’s refined Divine Mist gives her innate Distant Counter in addition to giving her a healthy amount of stats at essentially no cost, while With Everyone! II gives her an upgraded Far Save which synergizes excellently with Divine Mist.
 

Statline

Tiki’s Resistance is somewhat middling, but the rest of her statline holds up quite well. In particular her base 37 Defense gives her an easy time soaking physical damage.

Armored

Being an armored unit is a large boon as it gives Tiki access to powerful skills such as Crafty and Slick Fighter.

Weaknesses

Effective Weaponry

Because of her status as an armored dragon, units with both Armored and Dragon effective weaponry such as Brave Eirika and Legendary Marth can make short work of Tiki.
 

Middling Resistance

Tiki’s middle of the road resistance can present problems when trying to utilize her exclusive Far Save when faced with threats like Ninja Corrin and Ishtar.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Flametongue
Only inheritable by Dragon units.
200 1 11
Divine Mist

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 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
Moonbow

Treats foe's Def/Res as if reduced by 30% during combat.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Fierce Stance 1

If foe initiates combat, grants Atk+2 during combat.

Non-inheritable by Staff-wielding units.
50
A
Fierce Stance 2

If foe initiates combat, grants Atk+4 during combat.

Non-inheritable by Staff-wielding units.
100
A
Fierce Breath

If foe initiates combat, grants Atk+4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)

Melee, Infantry, and Armored Only
Unlocks at 5 ★
240
A
Bold Fighter 1

If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
60
B
Bold Fighter 2

If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
120
B
Bold Fighter 3

If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Unlocks at 5 ★
240
B
Slick Fighter 1

If unit's HP ≥ 75% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

Only inheritable by armor units.
60
B
Slick Fighter 2

If unit's HP ≥ 50% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

Only inheritable by armor units.
120
B
Slick Fighter 3

If unit's HP ≥ 25% and foe initiates combat, neutralizes penalties on unit during combat and unit makes a guaranteed follow-up attack.

Only inheritable by armor units.
Unlocks at 5 ★
240
B
With Everyone!

At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.

Non-Inheritable skill.
300
C
With Everyone! II

At start of turn, if unit is within 2 spaces of an ally, grants Def/Res+6 to unit and allies within 2 spaces for 1 turn. If a foe uses bow, dagger, magic, or staff and initiates combat against an ally within 2 spaces of unit, triggers【Savior】 on unit. If unit triggers Savior, grants Atk/Spd/Def/Res+4 during combat.  【Savior】 Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects.  Savior will not trigger if ally is on terrain that unit cannot move to or if multiple units are able to use Savior during the same combat. If Savior triggers, after-combat movement effects do not occur.

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Heroes

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