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Analysis by MackerelPye
Dieck - Wounded Tiger

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 40
ATK 40
SPD 35
DEF 36
RES 25

Stat Variations

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

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 37 32 33 22
Middle 40 40 35 36 25
High 43 44 38 39 29

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

Rather Dieck Move If You Ask Me (Aggressive Attacker)

Build by MackerelPye
Recommended
Tiger-Roar Axe A Atk/Spd Solo (3 or 4)
Alternate: Sturdy Impact
Positional Assist B Desperation 3
Alternate: Null Follow-Up 3
Galeforce
Alternate: Bonfire
C Def Smoke 3
Alternate: Time's Pulse 3
IVs

+ATK or +SPD / -RES

SHeavy Blade 3 / Flashing Blade 3
Alternate: Atk/Def Solo 3

Show Explanation/Analysis

Weapon: Tiger-Roar Axe

Assist: Positional Assist

Special: Galeforce / Bonfire / Moonbow

Passive A: Atk/Spd Solo / Sturdy Impact / Fury / Death Blow / Atk/Spd Solo / Mirror Impact / Flashing Blade 4 / Heavy Blade 4

Passive B: Desperation / Null Follow-Up / Lull Atk/Def / Lull Spd/Def / Lull Atk/Spd

Passive C: Def Smoke / Time's Pulse / Threat. Atk/Def

Sacred Seal: Heavy Blade / Flashing Blade / Atk/Def Solo / Death Blow / Swift Sparrow 2

  • Tiger-Roar Axe's offensive benefits lend themselves gracefully to a more aggressive strategy. In fact, the Axe's additional effects also rewarded for initiating combat; all stats +5 and a guaranteed double attack are great tools to have on a pure attacker.
  • Thanks to the cooldown acceleration from Tiger Roar-Axe, Dieck has a few nice Special choices at his disposal.
    • Galeforce's cooldown turn from a bothersome 5 CD to a much more handy 4 CD; thus, with the help of Flashing or Heavy Blade, Dieck can activate it in two consecutive hits (which will occur most of the time with his Axe's guaranteed follow-up effect) and gain an additional action.
    • Bonfire and Moonbow are Dieck's prime choices for burst damage. The former can be supported with a Blade skill or Time's Pulse for single-round activation, whereas the latter requires no skill support at all in return for typically less damage.
  • An offensive build, of course, requires offensive supplements in the form of Attack-boosting skill slots. Unless you're opting for Heavy or Flashing Blade, standard skills such as Death Blow, Fury, Solo skills, or Swift Sparrow will definitely work out.
    • For optimized initiation, Sturdy or Mirror Impact will definitely give you the most bang for your buck as it makes matchups safer through added defense and stopping the opponent's follow-up attack.
    • Because Tiger-Roar Axe is able to work in both enemy and player phase, Atk/Spd Solo, Atk/Def Solo, or both are otherwise highly recommended as its stat boosts work in both phases, giving Dieck nice unit flexibility.
    • Note that no matter which skills you pick, Dieck's follow-up potential remains consistent thanks to Tiger-Roar Axe.
  • Desperation provides general gameplay usefulness and safety in one package; once Dieck below enough health, he can make consecutive follow-up attacks before the opponent can counterattack. His default Null Follow-Up, however, is also useful in cases where the enemy has artificial follow-up manipulation (i.e. Wary Fighter) of their own.
    • If you're worried about activating Heavy or Flashing Blade, a respective Lull skill will help you ease stat comparisons in Dieck's favor. 
  • If not using Time's Pulse, Dieck's C slot is generally neither here nor there. That said, Def Smoke aids very nicely in chain kills if Dieck runs Galeforce, and his native Threat. Atk/Def is sufficient if you can bait incoming enemies safely.

It's Always Dieck With You Darn Twinks (Distant Tank)

Build by MackerelPye
Recommended
Tiger-Roar Axe A Distant Counter
Positional Assist B Null Follow-Up 3
Alternate: Spd-Based DR B Slot
Noontime
Alternate: Sol
C Atk Smoke 3
Alternate: Pulse Smoke 3
IVs

+SPD or +ATK or +RES 

SSpd/Res Solo 3

Show Explanation/Analysis

Weapon: Tiger-Roar Axe

Assist: Positional Assist

Special: Noontime / Sol / Bonfire

Passive A: Distant Counter

Passive B: Null Follow-Up / Spurn / Repel / Close Call

Passive C: Pulse Smoke / Atk Smoke / Joint Drive Spd / Joint Drive Atk

Sacred Seal: Spd/Res Solo / Kestrel Stance / Atk/Spd Bond

  • Thanks to Dieck's solid statline across all categories as well as his unique weapon by its lonesome, the Wounded Tiger is more than capable of functioning as an all-purpose omnitank, especially for Aether Raids. Due to Dieck's unrefined base 40 HP and 25 Res, however, a bit of discretion is advised as repeated attacks—especially magical—may bring him down quickly without proper setup or support.
  • Tiger-Roar Axe already gives Dieck a substantial amount of additional offensive and defensive strengths.
    • It permanently reduces cooldown on Dieck's chosen Special, meaning Noontime can activate on absolutely any counterattack (unless the foe has some form of Guard), and Sol becomes a more reliable option with Geirskögul support.
    • If Dieck is two spaces within his allies (a rather common scenario when tanking incoming attacks anyway), he is granted a nice additional spectrum of stats of +5 all-around as well as an additional follow up attack. The latter in particular is vital as it provides a form of insurance against Impact skills.
  • Distant Counter, of course, is a formality with omnitanks as it significantly increases the scope of targets Dieck can counterattack, especially those mages he's flipping the chessboard on.
  • Null Follow-Up is a default skill that works beautifully on this build; it shuts down other units' attempts at using their own artificial follow-up skills (such as Edelgard's Black Eagle Rule or Bramimond's Void Tome) while also allowing Dieck to complete his own doubles against the ever-dreaded Impact skill line.
    • Given that Tiger-Roar Axe already provides a less stable form of that latter effect (provided Dieck naturally wins the Speed check), however, it may be worth considering a damage reduction skill instead. Spurn, Close Call, or Repel all actively reduce incoming damage depending on how much Speed Dieck has over his enemy, resulting in generally improved survivability compared to having Null-Follow Up.
  • Spd/Res Solo is this build's preferred Sacred Seal for most intents and purposes, as it increases two forms of bulk at once; Dieck is always welcoming of more raw Resistance, and having more Speed has its perks in natural follow-ups (should Tiger-Roar Axe's effect fail for some reason) while factoring in Spurn/Close Call/Repel damage reduction. Kestrel Stance is a solid alternative that offers slightly less Speed but increases Dieck's damage output in return. Offshooting this, Atk/Spd Bond synergizes with Tiger-Roar Axe's preference to ally nearness, but is not recommended in Aether Raids as it common skills in the mode tend to punish adjacency.
  • A smoke skill as always is helpful in debilitating incoming enemies if Dieck must face multiple rounds of combat in one sitting. Atk Smoke is easiest to recommend and access for direct damage, whereas Pulse Smoke is connivingly useful against enemy setups that rely on precharged Specials. If you have Joint Drive skills, those work too as they synergize with Tiger-Roar Axe's nearness effects while offering consistent in-combat boosts.

Morning Wood (Close Tank / Budget)

Build by MackerelPye
Tiger-Roar Axe A Close Def 4
Alternate: Fury (3 or 4)
Positional Assist B Null Follow-Up 3
Noontime
Alternate: Bonfire
C Threat. Atk/Def 3
Alternate: Atk Smoke 3
IVs

Flexible

SAtk/Def Solo 3
Alternate: Steady Posture 2

Show Explanation/Analysis
  • Dieck's base kit provides a nice default framework for melee tanking; the only real changes he needs to make from it is inheriting a positional Assist skill of your choice as well as a superior Special to his default Luna. Your choices for the latter include Sol or Noontime for longterm sustain and Bonfire typically more consistent burst damage.
  • While Close Def 4's dual defensive boost and pseudo Lull effect are quite great already, it may not be the most desirable choice as it barely benefits Dieck's damage output (aside from increased Bonfire damage). In this case, you may consider running Fury as an alternative budget choice, or preferably Atk/Def Solo if you happen to happen to have that around. Conversely, said skill is his preferred Sacred Seal choice as it further augments his Defense as well as provide a nice offensive boost.
  • There's little need to replace Null Follow-Up as it's a perfectly good choice especially against the numerous types of artificial follow-up manipulation common in recent units (such as Quick Riposte, Bold Fighter, etc).
  • Keeping Threat. Atk/Def is valid to keep inheritance costs low as well as weaken incoming enemies if properly positioned. If this isn't your cup of tea, the ever-conventional Atk Smoke is also on the menu.

 

Strengths

Tiger-Roar Axe

Dieck's unique weapon is his main point of notice, as it potentially puts a lot of previous competitors out of the limelight with just how simple but effective it is. For the mere condition of either: 

  • initiating combat, which is basically a given on any aggressive build
  • Or being nearby allies--a common occurrence for tanking units

...Dieck benefits from a beautiful spectrum of additional stats +5, fortifying his already-impressive non-HP stats. Additionally, the axe also grants permanently reduced cooldown -1 and a guaranteed follow-up attack (assuming you fulfill the above conditions). Both are always nice to have given the demand for more potent Specials and pseudo-immunity to Impact skills in fast-paced competitive settings.

Solid Statline

For offensive stats, Dieck sits on an amazingly competitive base 40 Attack—which only becomes significantly stouter by 4 points if you're lucky enough to pull a copy with an Asset in that—and 35 Speed which is still quite decent by today's standards. His defensive stats also all sit at rather simple but more-than-functional values—his high base 36 Defense, in particular, gives him the ability to duke it out consistently with hardy physical enemies. When you consider the additional in-combat stats his weapon grants, Dieck cements himself as a rock-hard unit all-around.

Infantry Perks

Dieck has his ever-great infantry status to thank for access to potent exclusive skills, including his native Null Follow-Up, Spurn, Repel, Time's Pulse, and more. Additionally, he benefits from exclusive ally support skills such as GeirskogulInfantry Rush and Infantry Flash, all of which just happen to synergize with the nearness effect of his axe.

Weaknesses

Humble HP and Resistance

40 HP is considered an absolute minimum when it comes to modern-day tanks, and Dieck, unfortunately, scratches that iota. Thus, the amount of punishment he can take overall is rather limited without the help of blessings and sustainability-focused skills. Furthermore, while 25 Resistance is pretty decent for Dieck's archetype, this, too, also tends to put a damper on stronger magical matchups in spite of Tiger-Roar Axe's stat boosts and other skills.

Beatable Speed

Dieck's base 35 Speed can be built upon to be improved, but it's only rather decent by this time's standards and can be exploited by a fair number of faster mage and/or Red units in the game.

Competition with Fellow Axe Infantry

If you've already invested in fellow axe infantry units such as RossEchidna, Legion, Osian, Valentines Alm, and more, it can be a bit difficult to notice Dieck as his playstyles tend to homogenize with theirs with mixed results. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Axe
Learns by default at 1 ★
Unlocks at 1 ★
Inheritable by Axe users only.
50 1 6
Steel Axe
Learns by default at 3 ★
Unlocks at 2 ★
Inheritable by Axe users only.
100 1 8
Silver Axe
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Tiger-Roar Axe

Accelerates Special trigger (cooldown count-1). If unit initiates combat or if unit is within 2 spaces of an ally, grants Atk/Spd/Def/Res+5 during combat, and also, at start of combat, if foe's HP = 100%, unit makes a guaranteed follow-up attack.

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 Moon

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

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

Treats foe's Def/Res as if reduced by 50% during combat.

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

Passive Skills

Passive Skills SP Slot
Close Def 1

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Close Def 2

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Close Def 3

If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Close Def 4

If foe initiates combat and uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+8 and neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

Inheritable by all units.
Unlocks at 5 ★
300
A
Null Follow-Up 1

At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 1 ★
60
B
Null Follow-Up 2

At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 2 ★
120
B
Null Follow-Up 3

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 4 ★
240
B
Threaten Def 1

At start of turn, inflicts Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Atk/Def 1

At start of turn, inflicts Atk/Def-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Atk/Def 2

At start of turn, inflicts Atk/Def-4 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C
Threat. Atk/Def 3

At start of turn, if unit is within 2 spaces of a foe, grants Atk/Def+5 to unit for 1 turn and inflicts Atk/Def-5 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: The Binding Blade

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