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Analysis by accidentalgreed
Fallen Ike - Zeal Unleashed

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 40
ATK 35
SPD 42
DEF 32
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 11 5 5
Middle 18 9 12 6 6
High 19 10 13 7 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 32 39 29 20
Middle 40 35 42 32 23
High 43 38 46 35 26

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

Fallen Ike's distant countering weapon (meaning he can counterattack against magic, and Resistance at least plays a role in that) and general playstyle nature means all of his stats are important to him one way or another.

Skill Sets

I Was Legally Required to Make a『MENACING』Reference Here (Speed Tank)

Build by accidentalgreed
Recommended
Chaos Ragnell A Darting Breath
Alternate: Kestrel Stance 3
Reposition
Alternate: Draw Back
B Repel 3
Mayhem Aether
Alternate: Noontime
C Atk Smoke 3
Alternate: Atk/Spd Oath 3
IVs

+SPD or +ATK / -RES or -DEF

SSwift Stance 2
Alternate: Spd Smoke 3

Show Explanation/Analysis

Weapon: Chaos Ragnell

Assist: Reposition / Draw Back / Flexible

Special: Mayhem Aether / Noontime

Passive A: Darting Breath / Kestrel Stance 3 / Steady Posture 3 / Atk/Spd Solo

Passive B: Repel

Passive C: Atk Smoke / Spd Smoke / Atk/Spd Oath

Sacred Seal: Swift Stance / Spd Smoke

  • Much of Fallen Ike's base kit is already optimal as-is and makes his role as a speed tank crystal clear. Therefore, minimal adjustments are necessary.
  • Ike's native Darting Breath is a solid default choice since it accelerates the rate at which Mayhem Aether can charge and activate in enemy phase. The extra Speed boost is also handy in boosting the effectiveness of Repel, which reduces damage by 4% for every point in Speed Ike has over his enemy.
  • Kestrel Stance 3 and Steady Posture 3 are Ike's next best baiting A slot skills; they both significantly improve Ike's Speed by a large amount while improving a complementary stat of your choosing as well as providing Guard protection against enemy Specials.
  • For stat flexibility outside of enemy phase (as Ike will sometimes want to bludgeon a few things by initiating himself), Atk/Spd Solo may be considered. 
  • With at least some Speed investment, Ike can consistently use Repel to its maximum effect (40% damage reduction, so at least 10 Speed) over the majority of units in the game.
  • Using a healing Special further adds to Ike's sustainability as he continues to take damage multiple times. With Darting Breath (or equivalent outsourced support such as Brave Lucina's Geirskögul), Mayhem Aether typically procs on every second counterattack while also providing hefty additional damage. For those confident in Ike's non-Special damage output and requires immediate healing, Noontime is a quicker, healing-only option.
  • To further improve Ike's durability, several options are available in his C and Sacred Seal slot. Atk Smoke, Spd Smoke, (both debilitating surrounding enemies around Ike's first matchup) Swift Stance (consistent, nearly unconditional Spd/Res boost), and Atk/Spd Oath (self-sufficient visible bonus in Attack and Speed) all do well in increasing his follow-up potential and the potency of Repel.  

Something, Something, Guts. (Aether Raids-Focused)

Build by accidentalgreed
Recommended
Chaos Ragnell A Bonus Doubler 3
Alternate: Mirror Stance 3
Reposition
Alternate: Draw Back
B Repel 3
Noontime
Alternate: Mayhem Aether
C Pulse Smoke 3
Alternate: Atk Smoke 3
IVs

+SPD or +ATK 

SSwift Stance 2
Alternate: Atk Smoke 3

Show Explanation/Analysis

Weapon: Chaos Ragnell

Assist: Reposition / Draw Back

Special: Noontime / Mayhem Aether

Passive A: Bonus Doubler / Mirror Stance 3 / Darting Breath / Steady Posture 3 / Spd/Res Solo 3

Passive B: Repel

Passive C: Pulse Smoke / Atk Smoke

Sacred Seal: Swift Stance / Atk Smoke / Steady Posture

  • This build is mostly similar to the previous one but assumes an Aether Raids context. Notable changes include a focus on Resistance as well as Pulse Smoke.
    • The Swift Stance seal and Mirror Stance 3 both do well in increasing Ike's magical bulk, which is of upmost importance in Aether Raids as common Defense setups include tome and dragonstone users. Players with access to Steady Posture instead can use that in either slots or both, though it focuses on increasing Speed and Defense rather than Resistance.
    • Pulse Smoke is high investment but a primary choice on the build as it shuts down surrounding enemies that attempt to do Ike in with precharged Specials. This is especially a common scenario on Defense setups utilizing multiple Infantry Pulse units. Those without access to it or not willing to part with their fodder units can instead run the budget-friendly Atk Smoke, which directly debilitates incoming damage instead.
  • Because Chaos Ragnel provides a pseudo-immunity to debuffs, Ike can prevail in Aether Raids Offense even in the face of debuffing structures (notably Dark / Bright Shrine). Thus, Bonus Doubler can be considered as a great A-slot option, as Ike's performance is kept consistent regardless of penalties (even Panic). However, it does nothing versus enemies with Lull or Dull skills.
  • Tier 4 Stance skills provide a Guard effect, which offers protection against enemies that can blow past Ike with activated Specials. Steady Posture and Mirror Stance are Ike's current best options depending on which stats you would like more coverage in.
  • Until Swift Stance 3 becomes an actual skill, Spd/Res Solo can take its place on builds focused on survivability against magic.
  • Repel is still the centerpiece of the build, as it greatly decreases damage from foes slower than Ike depending on their Speed difference. Due to his natural Speed value and depending on the support his allies offer him (such as using double Peony in Light season), Ike can consistently fulfill this.
  • Though Ike is hardy enough by his lonesome, the power of friendship yet again prevails, especially in a high-pressure mode like Aether Raids. For instance, Mayhem Aether cannot consistently activate quickly enough without the use of Darting Breath, which sacrifices player phase performance and extra stats in the A slot. Pairing him with Brave Lucina is a good way to fix this since Geirskögul provides a Breath effect on his attacks, in addition to a spectrum of additional in-combat stats (especially Speed and Resistance).

Ike the Hedgehog (Alternative B Slot)

Build by accidentalgreed
Chaos Ragnell A Darting Breath
Alternate: Kestrel Stance 3
Reposition
Alternate: Draw Back
B Special Spiral 3
Alternate: Lull Atk/Spd 3
Mayhem Aether C Atk/Spd Oath 3
Alternate: Atk Smoke 3
IVs

+SPD or +ATK / -RES or -DEF

SAtk/Spd Bond 3
Alternate: Atk Smoke 3

Show Explanation/Analysis

Weapon: Chaos Ragnell

Assist: Reposition / Draw Back

Special: Mayhem Aether

Passive A: Fierce Breath / Darting Breath / Atk/Spd Solo / Kestrel Stance 3

Passive B: Special Spiral / Lull Atk/Spd

Passive C: Atk/Spd Oath / Atk Smoke

Sacred Seal: Swift Stance / Atk Smoke

  • This is practically an updated variant of the build Legendary Ike uses with several powercreep elements, including Chaos Ragnell making Ike more adept at taking on debuffs as well as his superior stat spread all-around.
  • At the cost of forgoing damage reduction from Repel, a Special-oriented build can revolve around making use of Special Spiral and a Breath skill to immediately activate Mayhem Aether on nearly any counterattack. Thanks to Ike's great Speed, he should have little problems getting follow-up attacks and charging Mayhem Aether on his first initial match. Any activations after this will typically require only one counterattack on any foe (except those using Guard skills).
    • In other words: plop against most non-blue units (within reason), wait a turn, and watch Specials fly.  
  • Alternatively, a Lull skill of choice allows Ike to take on even the mightiest threats in the game by shutting down their bonuses and forcing them to take an additional stat penalty of -3. Lull Atk/Spd would be preferred in this case as it massively increases Ike's survivability by targeting the target's offensive stats specifically. Unlike Repel, this also doesn't pressure Ike to completely trump his foes in Speed.
  • If you would like extra stats and already benefit from outsourced Breath support such as Brave Lucina's refined Geirskögul, Stances and Solo skills are generally fine in such instances. 
  • To lessen the margin of error Ike may take against mobs, take on only a few enemies at once; Atk Smoke helps in tanking incoming damage past his first match.
  • Builds leaning towards ally adjacency can run an additional Stance seal as well as Atk/Spd Oath for self-sufficient buffing.

Strengths

Chaos Ragnell

At this time of writing (as the sword infantry category is constantly being challenged), Chaos Ragnell pretty much puts Ike near the top of the sword infantry food chain. Not only does it already offer distant countering—a skill that similar units would need to inherit expensively—but it also grants a pseudo-immunity to penalties. Specifically, for every stat penalty that Ike absorbs, Chaos Ragnel returns an in-combat buff that is twice the amount. In other words, Ike is practically never burdened by debuffs, and can reach high stat ceilings thanks to this effect. It should be noted that in Aether Raids contexts, this is highly sought after due to the prevalence of debuffing enemy skills and structures.

Amazing Speed and Overall Offenses

Fallen Ike's Speed is a secondary part of his overbearingness, as he touches the current Speed ceiling at base 42—challenged only by Mareeta and Young Caeda before him. This Speed value has amazing applications: it offers great follow-up potential and doubles avoidance across the majority of units while increasing the effectiveness of Ike's default B slot skill, Repel. Ike's base 35 Attack doesn't squander this at all, ensuring nice and consistent damage across most builds.

Reasonable Defenses

Ike's frontline survivability is carried by his fantastic defensive Speed, Repel, and typically employing a healing Special for the most part. However, his defenses, 72 physical bulk and 62 magical, provide a decent framework to work off of.

Infantry Perks

With a nice assortment of exclusive skills including Repel, Bonus Doubler, Breath A slot skills, Special Spiral, and Atk/Spd Oath, Ike has his infantry status to thank. Additionally, infantry-effect weapons are a serious rarity compared to those applied to other movement types, and standard two-space movement should never be taken for granted.

Pre-Built / Low-Investment Value

Most of what Ike already needs to succeed already comes simply from being summoned; Repel is a rare and desired melee infantry skill, and boasts great synergy with fellow defaults Darting Breath, Mayhem Aether, and Atk/Spd Oath. In other words, unless you make it so, little further investment is actually needed to get Ike up and going compared to other units.  

Weaknesses

Exploitable Resistance

An unfortunately shared trait on Ike variants in the game, this one's Resistance will often be a crack in his otherwise menacing exterior. In spite of Repel offering damage reduction, there's only so much it can do in the face of high pressure. This includes exceptionally powerful hits and mages or dragons that can reach a higher Speed stat than Ike.

The Crimson Curse

Being a Red unit does have its blues, especially since fellow sword infantry Mareeta, Shannan, and Larcei have already a left meaningful competitive footprint on the game prior to Ike. Ike's coloring is also somewhat disadvantageous for solo tanking in Aether Raids Offense, as major blue threats such as Ophelia boast a typing advantage on him.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 3 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Chaos RagnellUnit can counterattack regardless of foe's range. Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each of unit's stats x2 (Example: if unit has -7 penalty to Atk, grants Atk +14, for a net bonus of Atk +7.) Calculates each stat bonus independently
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3
Mayhem AetherDuring combat, treats foe's Def/Res as if reduced by 50%. Restores HP = 50% of damage dealt.
Unlocks at 5 ★
Non-Inheritable skill.
500 4

Passive Skills

Passive Skills SP Slot
Darting Stance 1Grants Spd+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
50
A
Darting Stance 2Grants Spd+4 during combat when this unit is attacked
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
100
A
Darting BreathIf foe initiates combat, grants Spd +4 during combat and Special cooldown charge +1 per attack. (Only highest value applied. Does not stack.)
Excludes Flying and Cavalry Units
Unlocks at 5 ★
300
A
Repel 1If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 2 (max 20%). If unit initiates combat, foe is moved 1 space away after combat.
Infantry Units Only
Unlocks at 4 ★
60
B
Repel 2If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 3 (max 30%). If unit initiates combat, foe is moved 1 space away after combat.
Infantry Units Only
Unlocks at 4 ★
120
B
Repel 3If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit initiates combat, foe is moved 1 space away after combat.
Infantry Units Only
Unlocks at 5 ★
240
B
Atk/Spd Oath 1At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 1 ★
60
C
Atk/Spd Oath 2At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 2 ★
120
C
Atk/Spd Oath 3At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.
Infantry & Flying Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Path of Radiance

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