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Ascended Tiki (Young)

Analysis by Chibi_Chu
Ascended Tiki (Young) - Awakened Blood

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
192
HP 38
ATK 42
SPD 44
DEF 32
RES 36

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 13 6 13 5 5
Middle 14 7 14 6 6
High 15 8 15 7 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 35 39 41 29 33
Middle 38 42 44 32 36
High 41 45 48 35 40

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

An Undying Memory (Melee Specialist with Far Save Ally)

Build by Chibi_Chu
Recommended
Awoken Breath A Atk/Spd Boosting A Slot
Alternate: Atk/Def Unity
Positional Assist B Spd/Res Bulwark 3
Alternate: Dragon's Wrath 4
Sol
Alternate: Iceberg
C All Together!
IVs

+Atk and/or +Spd; flexible

SNull Follow-Up 3

Show Explanation/Analysis

Weapon: Awoken Breath 

Assist: Positional Assist 

Special: Sol / Iceberg / Bonfire

Passive A: Atk/Spd Boosting A Slot / Atk/Def Unity

Passive B: Spd/Res Bulwark / Dragon’s Wrath 4

Passive C: All Together! 

Sacred Seal: Null Follow-Up 

  • Given that Tiki lacks a Distant Counter effect in her weapon and she greatly values her A and S slots, her best Aether Raids Offense set focuses on her fantastic melee duelist capabilities. In order to cover her vulnerability to ranged attacks, a Far Save ally is necessary to protect her by taking her place in combat whenever ranged enemies initiate against her.
  • Awoken Breath has a fantastic bundle of effects. Packing -1 Special cooldown, Dragon-effectiveness, +5 to all stats during combat, +1 Special infliction on the enemy before their first attack, (preventing pre-charged Specials from activating), +1 Special charge to Tiki per attack, and neutralization of enemy bonuses, Tiki has no shortage of effects that enable her to excel combatively.
    • -1 Special cooldown and +1 Special charge per attack allow Tiki to activate 3-cooldown Specials on her first counterattack, assuming no Guard effect is active. Sol provides sustainability via healing, while Iceberg and Bonfire provide damage based on Tiki’s Res or Def respectively; choose the Special that corresponds with whichever stat Tiki has more of.
  • Atk/Spd Boosting A slots grant TIki higher damage output and follow-up control; fast threats (particularly Brave Seliph, the top melee initiator in Aether Raids Defense) naturally become much weaker should they fail to perform a follow-up attack. Atk/Spd Unity and Finish are worth special mention, with the former granting +5 Atk/Def and reversing visible Atk/Spd debuffs and the latter granting true damage and healing per attack once Tiki’s Special is ready or if she has already activated it during the current combat.
    • Atk/Def Unity is a strong alternative, having the same effects as Atk/Spd Unity, but with Def instead of Spd.
  • Tiki’s native Spd/Res Bulwark is fantastic given its super Obstruct effect, -4 Spd/Res infliction on the enemy during combat, and 7 HP healing after combat. As Tiki does not protect allies from melee attacks, preventing melee enemies from passing through spaces adjacent to her is valuable to prevent them from breaking into Tiki’s backline. Dragon’s Wrath 4 works as well, granting 25% damage reduction against the enemy’s first attack and increasing the damage of Tiki’s first attack by 25% of the gap between her Atk and the enemy’s Res.
  • All Together! is Tiki’s personal C slot. In addition to granting both Tiki and allies within two spaces +4 to all stats, it also grants Tiki damage reduction for a significant increase in bulk:
    • X% from AoE Specials, with X = 40 * the number of allies within two spaces, up to two allies / 80%.
    • Y% from the enemy’s first attack during combat, with Y = 20 * the number of allies within two spaces, up to two allies / 40%.
  • Given the ubiquity of guaranteed follow-ups and follow-up prevention in Aether Raids Defense, Null Follow-Up is a vital Sacred Seal for ensuring enemies struggle to break through Tiki’s bulk and soak Tiki’s damage.

In an Unending World (Enemy Phase Generalist)

Build by Chibi_Chu
Awoken Breath A Spd/Res Finish 4
Alternate: Distant Countering A Slot
Positional Assist B Null Follow-Up 3
Alternate: Spd/Res Bulwark 3
Sol
Alternate: Iceberg
C All Together!
IVs

+Atk and/or +Spd; flexible

SDist. Counter (D)
Alternate: Null Follow-Up 3

Show Explanation/Analysis

Weapon: Awoken Breath 

Assist: Positional Assist 

Special: Sol / Iceberg

Passive A: Spd/Res Finish 4 / Distant Countering A Slot

Passive B: Null Follow-Up / Spd/Res Bulwark

Passive C: All Together! 

Sacred Seal: Dist. Counter (D) / Null Follow-Up

  • In contrast to the previous set that pairs melee specialist Tiki with a Far Save ally, this set simply has Tiki take on melee and ranged enemies alike. This is a more generalist set that can be used for Aether Raids and PvE alike, though it’s not as effective for the former compared to the previous set due to the lack of specialization and safety.
  • Awoken Breath and All Together!, Tiki’s personal skills, are naturally the stars of the show.
    • Awoken Breath packs -1 Special cooldown, Dragon-effectiveness, +5 to all stats during combat, +1 Special infliction on the enemy before their first attack, (preventing pre-charged Specials from activating), +1 Special charge to Tiki per attack, and neutralization of enemy bonuses. As such, it comes as little surprise that Tiki has excellent damage output and survivability.
      • -1 Special cooldown and +1 Special charge per attack allow Tiki to activate 3-cooldown Specials on her first counterattack assuming no Guard effect is active. Sol provides healing for sustainability, while Iceberg increases damage based on 50% of Tiki’s Res.
    • On top of Awoken Breath, Tiki’s personal C slot grants her +4 to all stats and damage reduction to provide her with fantastic bulk:
      • X% from AoE Specials, with X = 40 * the number of allies within two spaces, up to two allies / 80%.
      • Y% from the enemy’s first attack during combat, with Y = 20 * the number of allies within two spaces, up to two allies / 40%.
  • Tiki’s native Spd/Res Finish provides +7 Spd/Res in addition to 5 true damage + 7 HP healing per Tiki’s attack once her Special is ready and after she activates her Special, making it an excellent choice for boosting her damage and survivability in one fell swoop.
  • Given the ubiquity of guaranteed follow-ups and follow-up prevention, Null Follow-Up is vital for ensuring Tiki’s combat consistency.
  • Dist. Counter (D) allows Tiki to counterattack against ranged enemies, making it a necessity for this set. Alternatively, Tiki can use a Distant Countering A slot, freeing up her Sacred Seal for Null Follow-Up and her B slot for her native Spd/Res Bulwark (-4 Spd/Res on the enemy during combat, blocks enemies from moving past Tiki, 7 HP healing after combat).

Strengths

Fantastic Statline

With a massive 192 base stat total, it’s truly difficult for Tiki to have anything less than an amazing statline. Tiki’s 38/42/44/32/36 statline provides her with excellent damage output, strong follow-up consistency, and solid bulk at base.

Awoken Breath

Tiki’s potent personal weapon heightens her damage output, Special consistency, and bulk. Awoken Breath:

  • Grants perpetual -1 Special cooldown, Dragon-effectiveness, and adaptive damage (targets lower of enemy’s Def/Res if they are ranged), 
  • Grants +5 to all stats, neutralization of the enemy’s visible buffs, and +1 Special charge per attack to Tiki (a Breath effect) if she is within three spaces of an ally, and
  • Inflicts +1 Special cooldown on the enemy before their first attack if their attack triggers their Special, Tiki is within three spaces of an enemy, and Tiki has at least 5 more Res than the enemy. This is a particularly coveted effect that makes Tiki less vulnerable to dangerous Specials such as Lethality and Deadeye, which pierce through damage reduction. The former is Dagger-exclusive and also ignores 75% of Tiki’s Def (making it especially threatening), while the latter is Bow-exclusive and doubles damage dealt.

The elephant in the room with Awoken Breath is its striking resemblance to Brave Tiki’s Remote Breath. Ascended Tiki trades Brave Tiki’s guaranteed follow-up and -1 Special cooldown to herself before her first attack (on the aforementioned Res condition) for enemy buff neutralization and a Breath effect. While this seems like an even enough trade on paper, Ascended Tiki pulls ahead (for better or worse) due to her other personal skill being a C slot and having much higher Spd. Brave Tiki’s New Divinity is a B slot, which has much more competition compared to C slots, and having lower Spd makes her reliant on a guaranteed follow-up and follow-up prevention and thus more susceptible to follow-up manipulation effects.

All Together!

The successor of Legendary Tiki’s With Everyone! and With Everyone! II is here through All Together!, Ascended Tiki’s adorably named, but frighteningly powerful personal C slot.

  • If Tiki is within two spaces of an ally, both she and all allies within two spaces gain +4 to all stats during combat, boosting her team’s combat proficiency.
  • If Tiki is within two spaces of an ally, she gains a significant boost in her survivability via damage reduction:
    • X% from AoE Specials, with X = 40 * the number of allies within two spaces, up to two allies / 80%.
    • Y% from the enemy’s first attack during combat, with Y = 20 * the number of allies within two spaces, up to two allies / 40%. Given Tiki’s fantastic Spd and access to Null Follow-Up, Tiki will almost never receive a follow-up attack, effectively making this perpetual 40% damage reduction on an incredibly lenient condition.

Infantry Dragon Advantages

Access to skills such as the Finish family of A slots, Null Follow-Up, the Bulwark and Tempo families of B slots, Dragon’s Wrath, and Dist. Counter (D) enables Tiki to perform effectively with a variety of desired sets.

Weaknesses

Competition from Saves

All non-Armored Enemy Phase units fight an uphill battle against Armored units because of the latter’s access to Savior skills (Near Save and Far Save), which protect allies from attacks by stepping in and entering combat in their stead. The sheer convenience of Savior skills allows players to safely stack absurd levels of support, making it difficult for non-Armored units to complete. Nonetheless, Tiki is a fantastic unit that distinguishes herself from most peers through her high Spd, Awoken Breath, and All Together!

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 2 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Awoken Breath

Accelerates Special trigger (cooldown count-1).

Effective against dragons.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and also, if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). 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.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Chilling Wind

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

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

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

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

Passive Skills

Passive Skills SP Slot
Spd/Res Finish 1

If unit is within 3 spaces of an ally, grants Spd/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 2 ★
60
A
Spd/Res Finish 2

If unit is within 3 spaces of an ally, grants Spd/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 3 ★
120
A
Spd/Res Finish 3

If unit is within 3 spaces of an ally, grants Spd/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 4 ★
240
A
Spd/Res Finish 4

If unit is within 3 spaces of an ally, grants Spd/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Infantry Units Only
Unlocks at 5 ★
300
A
Spd/Res Bulwark 1

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-2 on foe during combat. Restores 3 HP to unit after combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 1 ★
60
B
Spd/Res Bulwark 2

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-3 on foe during combat. Restores 5 HP to unit after combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 2 ★
120
B
Spd/Res Bulwark 3

Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-4 on foe during combat. Restores 7 HP to unit after combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 4 ★
240
B
All Together!

Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = number of allies within 2 spaces of unit × 40; max 80%), grants unit Atk/Spd/Def/Res+4 during combat, and reduces damage from foe's first attack by X% (X = number of allies within 2 spaces of unit × 20; max 40%).

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem

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