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Analysis by Adonyx
Tiki (Adult) - Naga's Voice

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
157
HP 40
ATK 35
SPD 23
DEF 35
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 6 5 8 6
Middle 18 7 6 9 7
High 19 8 7 10 8

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 36 32 20 32 21
Middle 40 35 23 35 24
High 43 38 26 38 27

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

Boons

  • +DEF: Typically the best option for Tiki, as it capitalizes on her strong Defense and turns her into an excellent physical wall.

  • +ATK: Not ideal for tank setups due to being counterproductive with Aether’s healing, but incredibly potent for budget or damage-focused sets.

  • +RES: With a +RES boon, Tiki is capable of running a solid mixed tank set for maximum coverage.

Neutral

  • HP: While a -HP bane isn’t a huge deal for Tiki, it’s best to avoid if possible because she has a far superior choice for bane. However, -HP can be quite useful if running Wrath as it does make it a bit easier to enter the requisite HP threshold.

Banes

  • -SPD: The clear choice of bane, as Tiki’s Speed is simply too low to contribute meaningfully to her matchups. Minimizing her Speed can help her in many cases, as it allows her to charge Specials quicker.

Skill Sets

Divine Vanguard (Defensive Nuke)

Build by
Recommended
Breath of Fog (+Eff) A Distant Counter
Alternate: Steady Breath
Reposition B Wrath 3
Glimmer
Alternate: Bonfire
C Threaten Res 3
IVsSQuickened Pulse

Show Explanation/Analysis
  • Preferred IV: +ATK  / -HP or -SPD
  • Weapon: Breath of Fog (+Eff)
  • Assist: Reposition
  • Special: Glimmer / Bonfire
  • Passive A: Distant Counter / Steady Breath / Warding Breath
  • Passive B: Wrath / Renewal / Guard
  • Passive C: Threaten Res / Varies with Team
  • Sacred Seal: Quickened Pulse / Quick Riposte

Breath of Fog grants Tiki a significant boost in combat effectiveness - not only does it secure her matchups against the majority of dragons, but the healing and bonus Attack and Defense from standing near sword or dragon allies push her to new levels of power. She no longer has to worry about getting overpowered by raw damage from a unit like Fallen Robin (M) without having to resort to a mixed tank setup. It’s important to note that the bonus stats from Breath of Fog do require a sword or dragon ally nearby; without the bonus stats, it becomes a bit harder to justify running it over a Lightning Breath tank setup. Running Tiki alongside at least one other dragon ally is highly recommended.

One of the perks of Breath of Fog is that it lacks the Special cooldown penalty of Lightning Breath; this allows Tiki to have access to instant Special activations thanks to Steady Breath, Warding Breath, or Quickened Pulse. An instant Glimmer activation will obliterate a huge portion of the cast, including a good number of blue threats. Bonfire is an option if running Steady/Warding Breath for a higher damage option, or if lacking Wrath and needing an alternative setup.

Distant Counter is important for this build as Tiki lacks a consistent method of handling ranged threats without it. Running Glimmer and Quickened Pulse with Distant Counter allows Tiki to take out a massive breadth of units. Steady Breath or Warding Breath are also exceptionally powerful in this setup, as they allow Tiki to activate Glimmer on every counterattack (or Bonfire after getting hit once while running Quickened Pulse). The main caveat is that this results in Tiki losing access to Distant Counter - this is one reason why running Tiki alongside at least one other dragon ally is so powerful, as they can cover for her against ranged threats (in addition to activating a refined Breath of Fog’s effect).

Wrath is particularly strong with this setup because not only does it further increase the damage that Tiki can do with Glimmer, but the Special cooldown effect allows her to replicate her first combat capabilities with Quickened Pulse. One important note is that Breath of Fog’s healing happens after the -1 Special cooldown effect from Wrath, meaning that there is no anti-synergy between Breath of Fog and Wrath. If Wrath is unavailable, then both Renewal and Guard are acceptable alternatives for making Tiki a bit tankier - pair them up with the Quick Riposte seal for best results, as without Wrath she will struggle to consistently take down enemies due to her difficulties charging her Special.

Steady Flame (Defensive Tank)

Build by
Recommended
Lightning Breath+ (+Def) A Steady Breath
Alternate: Fury 3
Reposition B Guard 3
Aether
Alternate: Bonfire
C Panic Ploy 3
Alternate: Threaten Res 3
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +DEF or +RES / -SPD
  • Weapon: Lightning Breath+ (+Def/Res)
  • Assist: Reposition
  • Special: Aether / Ignis / Bonfire
  • Passive A: Steady Breath / Warding Breath / Fury
  • Passive B: Guard / Swordbreaker / G Tomebreaker / Quick Riposte
  • Passive C: Panic Ploy / Atk Ploy / Flexible
  • Sacred Seal: Quick Riposte / Distant Def / Close Def

This build maximizes Tiki’s impressive bulk, either focusing on physical or opting for a mixed tank setup. +DEF IV, +Def refine, and Steady Breath will turn Tiki into a physical wall, featuring over 46 Defense when attacked. +RES IV, +Res refine, and Warding Breath will turn her into a strong mixed tank, with clean 35/35 defenses when attacked. Both variants are exceptionally strong, and the choice between them is mainly up to preference and Arena scoring range; the mixed tank set is much better at lower tiers, due to mages being much more prevalent there. At the highest levels of Arena, the most common enemies tend to deal heavy physical damage, making a purely physical wall quite potent.

Thanks to the increased Special charges from Steady Breath or Warding Breath, the high cooldown of Aether or Ignis gets reduced to the point that Tiki can activate them in a single combat (assuming she gets doubled). Ignis will deal significantly more damage than Aether in most cases, but Aether’s healing should not be underestimated; it provides a lot of staying power thanks to the sustain. If on a budget (run Fury if not running Steady Breath or Warding Breath), then Tiki’s base Bonfire works just fine.

Guard is a key component of this build, as it allows Tiki to fully function as a tank without having to worry about getting hit hard by enemy Specials. It allows her to easily take on units like Hector (LA), Ayra, Mia, and Zelgius, as otherwise their Specials can potentially overpower Tiki’s bulk. Swordbreaker can be used instead for similar effects versus units like Ayra, Mia, and Zelgius, with the added benefit of Tiki being potentially able to take them on during Player Phase. It can also allow her to occasionally consider taking on Falchion users, though that will always be risky. G Tomebreaker helps keep Tiki safe from Julia and Deirdre, as their Naga/Divine Naga tomes can present a serious issue otherwise, particularly for dragon teams. If in lower tiers of Arena, then obscenely powerful Specials are much less of an issue, so running Quick Riposte as a B skill is more viable.

Tiki can run pretty much anything in her C slot, but Panic Ploy can work decently well with the increased HP from refining her breath weapon, or Atk Ploy if she is running a mixed tank setup.

The Quick Riposte Seal is vitally important to maintain Tiki’s full coverage, as she will practically never be able to consistently double all enemies without it. If running Quick Riposte as Tiki’s B slot, then choose between Distant Def or Close Def. Generally speaking, Distant Def is likely more useful as it allows her to easily handle the likes of Brave Lyn and Gunnthrá, but Close Def is always a good option as well for dealing with all melee threats.

With Great Power… (Defensive Nuke)

Build by
Lightning Breath+ (+Atk) A Fierce Stance 3
Alternate: Fury 3
Reposition B Vantage 3
Glimmer C Panic Ploy 3
Alternate: Threaten Res 3
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -SPD
  • Weapon: Lightning Breath+ (+Atk)
  • Assist: Reposition
  • Special: Glimmer / Draconic Aura
  • Passive A: Fierce Stance / Fury
  • Passive B: Vantage / Quick Riposte / Swordbreaker
  • Passive C: Panic Ploy / Threaten Res / Flexible
  • Sacred Seal: Quick Riposte / Attack +3 / Heavy Blade

An alternative direction to go with Tiki is to maximize her raw Attack power; the main benefit of this is that by taking full advantage of refined breath weapons’ adaptive damage trait, Tiki can potentially KO a lot of enemies in a single hit. Unfortunately, this build isn’t quite as potent as the equivalent on a unit like Nowi; while Nowi is primarily concerned with taking out red threats, Tiki has to contend with green threats. Unlike reds, a lot of the strongest green threats have enough bulk that Tiki cannot reliably take them out in a single hit, even with maximum Attack power. However, this build works great for obliterating threats like Brave Lyn and Nino, making it a great asset for a team that has issues with those types of enemies.

This set is pretty straightforward; just take options that boost Attack whenever possible. Glimmer and Draconic Aura are both great options for Specials, as they both scale off the fantastic damage that Tiki will be dealing. Glimmer is generally the better choice due to its lower cooldown, but Draconic Aura works well if running the Heavy Blade Seal.

Fierce Stance provides the maximum amount of Attack while remaining consistent, but Fury is a great option for budget. Fury pairs particularly well with Vantage thanks to the recoil damage making it easier to reach the requisite 75% HP threshold. It’s important to run the Quick Riposte Seal if running Vantage, due to Tiki’s difficulty securing KO’s in a single hit against bulky targets. Otherwise, both Attack +3 and Heavy Blade are good choices for Seals if opting to run Quick Riposte as a B skill instead.

One of the biggest benefits of this particular setup is that it gives dragon teams a consistent and reliable check against Julia/Deirdre, whose Naga/Divine Naga tomes can present a dangerous issue otherwise. Tiki should have enough Attack that she can easily take either of them out in a single hit, which allows her to completely avoid taking heavy damage from them - all she needs to do is initiate on them. She can even potentially handle Falchions with Swordbreaker, though this will always be a risk due to lacking color advantage to gain an edge.

Introduction

With the introduction of weapon refinery, dragons are now universally an incredibly potent force. Tiki (Adult) is no exception - she hits much harder than her solid Attack might suggest, thanks to the adaptive damage trait of refined breath weapons. She is now easily capable of destroying ranged units that have lopsided defenses like Brave Lyn and Felicia.

Tiki is capable of running a solid mixed tank build, thanks to her breath weapon being refinable, as well as doubling down on her Defense to be an solid physical wall. Her ability to run the Steady Breath/Distant Counter combo (a trait shared amongst almost all dragons) can turn her into a monstrously powerful unit that is capable of self-sustain thanks to the power of Aether.

Tiki’s strengths are polarizing, however; she’ll either win or lose hard, with few matchups in-between. The reason for this is her low Speed; typically Tiki will either have enough defenses to mitigate the majority of the damage, or they won’t be enough and she’ll take heavy damage. In either case, being doubled will exacerbate the effects.

Ultimately, Tiki is a powerful unit whose strengths greatly outweigh her weaknesses. She is surprisingly versatile despite her stat spread, allowing her to fit into pretty much any team. Her easy availability as a 3-4* summon means that she is an excellent candidate for long-term merge and endgame considerations.

Strengths

Breath of Fog

Tiki’s new weapon vastly improves upon her ability to handle matchups against heavy hitters, at the cost of sacrificing the versatility that she’d otherwise have with a traditional tank setup.

Strong bulk

Regardless of whether she runs with a physical tank or mixed tank set, Tiki is an excellent defensive unit that can be tenaciously difficult to take out.

Adaptive damage

The ability to use refined breath weapons means that not only does Tiki already hit hard due to her solid Attack stat, but she actually hits significantly harder than she may initially appear due to being able to target the lower of the Def/Res stats against ranged enemies.

Excellent availability

Being available to summon at 3-4* means that Tiki is one of the easiest units to repeatedly pull to get optimal IVs as well as merge.

Dragon

Tiki’s status as a dragon means that she can benefit from dragon-exclusive buffs like Hone Dragons and Fortify Dragons, which allows her to easily fit into a dragon team that features incredible coverage and staying power.

Infantry

One of the few perks of being infantry is having access to Infantry Pulse and Infantry Rush - this allows Tiki to alter sections of her builds, such as replacing Quickened Pulse or running higher cooldown Specials.

Weaknesses

Anti-dragon weapons

Despite Tiki’s great bulk, her low Speed makes her extra vulnerable to weapons that deal effective damage. Falchions and Naga/Divine Naga are devastating, but Tiki can potentially build to counter them; even Poison Dagger users can present a threat, as despite the low Mt of Poison Dagger, being able to hit Tiki twice can often allow them to take her out.

Infantry

While Tiki’s status as a dragon means that she has access to the powerful dragon-exclusive buffs that other infantry lack, she still suffers from the same problems as other infantry. Namely, her movement pales in comparison to cavalry and fliers, and she is susceptible to effective damage from Poison Dagger users.

Heavy investment for optimal

While Tiki has great budget build options, the fact remains that her optimal setups are very high investment; Aether and Steady Breath can be very difficult to come by.

Low Speed

While Tiki’s low Speed can be beneficial for faster Special charging, it also results in some difficult matchups; without skills to compensate like Guard or Swordbreaker, Tiki is highly vulnerable to powerful enemy Special activations like Black Luna or Regnal Astra.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Only inheritable by Dragon units.
100 1 8
Lightning Breath

Enables counterattack regardless of attacker's range. Slows Special trigger (cooldown count+1).

Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 7
Lightning Breath+

Enables counterattack regardless of attacker's range.
Slows Special trigger (cooldown count+1).

Learns by default at 5 ★
Unlocks at 5 ★
Only inheritable by Dragon units.
300 1 11
Breath of Fog

Effective against dragon foes. At the start of every second turn, restores 10 HP. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing Ember

Boosts damage dealt by 50% of unit's Def.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Bonfire

Boosts damage dealt by 50% of unit's Def.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Defiant Atk 1

Grants Atk +3 at start of turn if unit's HP ≤ 50%

Inheritable by all units.
40
A
Defiant Atk 2

Grants Atk +5 at start of turn if unit's HP ≤ 50%

Inheritable by all units.
Unlocks at 3 ★
80
A
Defiant Atk 3

Grants Atk +7 at start of turn if unit's HP ≤ 50%

Inheritable by all units.
Unlocks at 4 ★
160
A
Spur Res 1

Grants Res+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 3 ★
50
C
Spur Res 2

Grants Res+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 4 ★
100
C
Spur Res 3

Grants Res+4 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 5 ★
200
C

Other Info

Origin
Fire Emblem: Awakening
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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