GamePress
Analysis by Naz
Tibarn - Lord of the Air

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 41
ATK 38
SPD 31
DEF 34
RES 18

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 9 6 7 2
Middle 19 10 7 8 3
High 20 11 8 9 4

Level 40 Stat Variations
5★
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.
HPATKSPDDEFRES

Skill Sets

Zoom zoom (Galeforce)

Build by Naz
Recommended
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 

SQuickened Pulse
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

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)

Build by Naz
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 

SAtk/Def Solo 3
Alternate: Blade Session 3

Show Explanation/Analysis

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 of 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, Tibarn 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.

Weapon Skills

Weapons SP Rng. Mt.
Hatchling (Flier)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Beast Flier Only
50 1 4
Fledgling (Flier)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Beast Flier Only
100 1 6
Adult (Flier)

At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.

Beast Flier Only
200 1 9
Hawk King Claw

Grants Atk+3. If foe's HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk +2.

Learns by default at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic Aura

Boosts damage by 30% of unit's Atk.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Death Blow 1

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

Non-inheritable by Staff-wielding units.
50
A
Sturdy Blow 1

If unit initiates combat, unit granted Atk/Def+2 during battle.

Non-inheritable by Staff-wielding units.
120
A
Sturdy Blow 2

If unit initiates combat, unit granted Atk/Def+4 during battle.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Sturdy Impact

If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.

Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★
300
A
Chill Atk 1

At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.

Inheritable by all units.
60
B
Chill Atk 2

At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action.

Inheritable by all units.
120
B
Chill Atk 3

At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.

Inheritable by all units.
Unlocks at 5 ★
240
B
Even Atk Wave 1

At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
60
C
Even Atk Wave 2

At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
120
C
Even Atk Wave 3

At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)

Inheritable by all units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Radiant Dawn

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