- Default
- Attack
- Special
- Injured




Fallen Takumi - Empty Vessel |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 14 | 8 | 9 | 5 | 4 |
Middle | 15 | 9 | 10 | 6 | 5 |
High | 16 | 10 | 11 | 7 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 27 | 31 | 22 | 21 |
Middle | 37 | 31 | 34 | 25 | 24 |
High | 40 | 34 | 37 | 29 | 28 |
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. |
HP | ATK | SPD | DEF | RES |
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This unit requires use of Trait Fruits to get access to IVs
Skill Sets
My Brother Went To The Top Of The Tier List And All I Got Was This Lousy Refine (Support)
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Skadi (+Eff) Alternate: Skadi |
A | Life and Death (3 or 4) Alternate: C Duel Infantry 3 |
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Rally Assist Alternate: Positional Assist |
B | Atk/Spd Ruse 3 Alternate: Sudden Panic 3 |
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Moonbow | C | Infantry Pulse 3 Alternate: Infantry Breath 3 |
IVs | +HP or +Atk or +Spd / -Def or -Res | S | Life and Death 3 Alternate: HP +5 |
Weapon: Skadi (+Eff) / Skadi
Assist: Rally Atk/Spd+ / any Rally / flexible
Special: Moonbow / flexible
IVs: +HP or +Atk or +Spd / -Def or -Res
Passive A: Life and Death / C Duel Infantry / HP +5 / flexible
Passive B: Atk/Spd Ruse / any Ruse / Sudden Panic / any Snag / any Link / any Chill / flexible
Passive C: Infantry Pulse / flexible
Sacred Seal: Life and Death / HP +5 / Def Feint / flexible
- Skadi (+Eff) is a disappointing refine in many ways. However, it does still possess a unique and interesting support effect, applying 7 damage and Panic status to foes within the 3 columns centered on Takumi at the start of turns 2 and 3. This build attempts to capitalize on that by adding other support capabilities.
- While Skadi (+Eff) provides the damage and Panic effect on turns 2 and 3, compared to just turn 3 for Skadi, the base version of the weapon does deal 10 damage as compared to the refine’s 7, so there is an argument for using either. The extra combat capabilities of Skadi (+Eff) generally do not affect Takumi’s performance as a support unit unless he needs to deal with an enemy that the unit he is supporting cannot.
- The crux of this build is using a Rally in combination with a Ruse to apply stat debuffs and the Guard status (slowing Special charge) to any allies in the same column as Takumi or the target of his Rally. Any Rally and Ruse can be used for this, and the ideal choice will depend on the unit you are using him to support. For a debuff in an extra stat, a Feint seal such as Def Feint can be added as well.
- If the Ruse effect is not available or not desired, Takumi can use another effect such as Sudden Panic, Chill Atk, Atk/Spd Link, Spd/Res Snag, or any other variant of any of those skill types to provide other types of support. If a Ruse is not used, a positional assist such as Reposition or Smite may be more useful than a Rally.
- If using Takumi as a support unit in Arena, C Duel Infantry is highly useful to increase his scoring potential. In Aether Raids, Life and Death A and seal may be useful in order to increase his visible Atk and Spd in order to be the target of Bright Shrines in lieu of a teammate. HP +5 can be useful if using a skill that compares his HP to another unit’s such as Panic Ploy or Infantry Pulse. Otherwise, options that boost his combat potential like Fury are a decent choice.
- Takumi has a few choices of C slot available to support a team. Panic Ploy allows him to apply a directional Panic debuff to foes within the same row or column as him on every turn, allowing coverage outside of Skadi (+Eff)’s effect. Infantry Pulse is useful if he’s on a team with other Infantry allies that want reduced Special charge on turn 1, such as Duo Alfonse. Infantry Rush, Infantry Flash, or Infantry Breath could also be used to support other Infantry. Joint Drive Atk is a great support option that boosts his own Atk and the Atk of any allies within two spaces of him by 4, so long as there is at least one ally within two spaces of him. This slot is flexible; there may be other good options depending on the team.
I Find This Refine Offensive (“Offensive Carry”)
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Skadi (+Eff) | A | Atk/Spd Push 4 Alternate: Swift Sparrow (2 or 3) |
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Reposition Alternate: Positional Assist |
B | Lull Spd/Def 3 Alternate: Null Follow-Up 3 |
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Moonbow | C | Time's Pulse 3 Alternate: Joint Drive Atk |
IVs | +Atk or +Spd / -Def or -Res or -HP | S | Blade Session 3 Alternate: Swift Sparrow 2 |
Weapon: Skadi (+Eff)
Assist: flexible
Special: Moonbow / flexible
IVs: +Atk or +Spd / -Def or -Res or -HP
Passive A: Atk/Spd Push / Swift Sparrow / flexible
Passive B: Lull Spd/Def / Null Follow-Up / Desperation / flexible
Passive C: Time’s Pulse / Joint Drive Atk / Savage Blow / flexible
Sacred Seal: Blade Session / Swift Sparrow / Savage Blow / flexible
- Skadi (+Eff) gives Takumi a conditional +5 Atk/Spd and deals 7 damage to his target and foes within two tiles of his target after combat. This build attempts to capitalize on those by emphasizing his offense.
- Moonbow is chosen as the Special for its combination of low cooldown and damage that increases based on foe’s Def.
- The listed choices of A skill and seal boost Takumi’s Atk and Spd to help him double and do higher damage. Blade Session provides either a +3/+3, +6/+6, or +9/+9 boost depending on whether 0, 1, or 2+ units on the team are alive and have ended their turn before Takumi. 9/9 is currently the highest boost in Atk and Spd available from a seal, and the condition is not too difficult to meet. Otherwise, options such as Swift Sparrow and Atk/Spd Push are solid choices. Savage Blow seal is also an option to increase Takumi’s after-combat chip damage even more. With Savage Blow C and seal, he does 21 damage to any units with two spaces of his foe after combat.
- Lull Spd/Def provides a debuff of 3 to Takumi’s foe’s Spd and Def while also nullifying any visible buffs the unit has in those stats, effectively increasing Takumi’s damage and ability to double. Null Follow-Up is also a useful option that allows Takumi to disable any effects that guarantee his foe’s follow-up attacks and block his own, meaning that he should generally get a follow-up attack against most units, other than the particularly fast. Desperation is a great budget option that allows Takumi to follow-up before his foe can counter, so long as he can follow-up and he is below 75% HP at the start of combat.
- Time’s Pulse is a useful C slot that charges Takumi’s Special by 1 if it is at max cooldown at the start of his turn. Joint Drive Atk boosts his Atk and the Atk of any allies within two spaces of him, so long as there is at least one ally within two spaces of him. Savage Blow provides extra after-combat damage, as mentioned previously.
Strengths
Skadi
While Skadi’s refine is not what many people hoped for, it is still a unique and potentially useful support effect, applying 7 damage and the Panic status to any foes within 3 columns centered on Takumi at the start of turns 2 and 3. This is a loss of 3 damage compared to the base Skadi, but the extra turn is useful, particularly in some modes such as Arena that tend to favor drawn-out engagements. Takumi pairs well with units with effects that activate if a foe is at less than 100% HP, such as Thrasir’s Killing Intent and Kronya’s Athame. The conditional Atk/Spd+5 and Savage Blow in Skadi are interesting, but even with these bonuses Takumi’s combat is somewhat mediocre in most cases.
Infantry
Takumi’s status as an Infantry give him access to useful skills such as Null Follow-Up, Infantry Pulse, Time’s Pulse, Atk/Spd Ruse, and so on.
Ranged
While Takumi’s offensive potential is not great, his status as a ranged unit does allow him to do some useful things that melee units cannot, such as break Aether Raids structures from two tiles away, threaten the AI into acting differently in Arena, and freely attack melee units that lack Distant Counter in any mode. This can be an advantage compared to melee supports such as Corrin (M) or Brave Lucina, especially on melee-heavy teams.
Weaknesses
Bad Stats
Takumi’s statline leaves much to be desired, with good to decent Spd at 34, mediocre to poor Atk at 31, and low HP, Def, and Res, at 37, 25, and 24, respectively.
Competition
Takumi has substantial competition as a support unit from other units with unique and powerful effects, such as Brave Lucina, Flayn, and Hinoka (WF), and even fiercer competition as an infantry archer from units with much better statlines and unique weapons such as Shinon, Legendary Alm, and Eleonora. Many of these units have comparable or better combat at +0 than Takumi does at +10.
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Skadi (+Eff) | A | Sturdy Impact |
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Harsh Command+ | B | Guard 3 |
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Aether | C | Savage Blow 3 |
S | Poison Strike 3 |
Imagine having a team of 4 Fallen Takumi's that could deal 28 damage to any foes within three columns of units on Turn 2 and then deal 28 damage to any foes within three columns of units on Turn 3.
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Skadi | A | Darting Blow 4 |
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Reciprocal Aid | B | Windsweep 3 |
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Moonbow | C | Savage Blow 3 |
S | Panic Ploy 3 |
Fallen Takumi. I'm gonna be honest, I wish this unit was better. I like the idea of Skadi as a twisted version of the Fujin Yumi, however, the effect of this weapon is extremely underwhelming for an offensive unit, which would be the most understandable role for fallen Takumi to take, but that would be quite underwhelming, since Skadi would be basically a beatstick with an spd boost to the unit. Due to this, we are going to go with a different build, whose main purpose is to debuff and do chip damage to the enemy while being able to attack safely.
We'll run windsweep, since thanks to his good speed, he will be able to attack without having to worry about his lack of bulk. However, just in case, we'll run darting blow 4 just to make sure (swift sparrow might be also a good choice, but this unit will probably not make enough damage, and because of that, our main damage will be made by aoe damage.). This might look weird, after all, we could run the firesweep bow and use the B slot for poison strike, and the A slot for whatever other purpose we might want, however, we have other units for that. We are going to be using fallen takumi due to his underwhelming weapon's effect, that damage and panic effect on turn 3. It may not be the most reliable, it may need a refine as soon as possible, but this effect is great to deal with defensive teams in aether raids. Their passive nature will allow us to use Skadi's effect freely, and then activate our panic ploy, since it's HP based, instead of the rest of ploys, and then, using the chip damage from savage blow and maybe a moonbow activation, and with this pave the way for our nukers to defeat the enemy as soon as possible before they can recover.
And, for the support skill, the one I found to be the more interesting one was reciprocal aid, it would allow to heal takumi to keep panic ploy active (helpful to deal with the new atk/def ideal and atk/def menace units, since they would get a -13 in their stats, specially in dangerous units like F!Edelgard and F! Dimitri might be built with those skills).
For the moment, this might make Fallen Takumi be somewhat relevant while he waits for his time to get the refine he so desperately needs, along with other fallen units like fallen delthea and fallen Berkut
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Skadi | A | Close Counter |
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Reposition | B | Vantage 3 |
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Vengeance | C | Spd Smoke 3 |
S | Flashing Blade 3 |
A build that is similar to the normal Takumi. The close counter and vantage works together seem lessor; as well as the spd smoke contributing to his natural speed stats with the flashing blade capitalizing on that. Reposition helps prevent weapon triangle disadvantages or poor placement of troops. For a bonus have him as your summoner support and at S rank his stats are heightened and is a great tank. (Current stats are w/ out summoner support)
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Skadi | A | Brazen Atk/Spd 4 |
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Reposition | B | Desperation 3 |
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Ruptured Sky | C | Def Smoke 3 |
S | Brazen Atk/Res 3 |
The stronghest build i made for takumi, i have fallen takumi +10, dragon flowers +10.
Team: takumi, 2 singers/dancers, a strong magic unit (i use adult tiki).
Try trigger 2 brazen and desperation at first turn, then use singers/dancers and he can clear all the map alone ! He can even kill high defense heroes.
Ruptured sky is a beautiful unique skill that fits well this build.
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Skadi | A | Fury 3 |
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Draw Back | B | Desperation 3 |
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Moonbow | C | Spd Smoke 3 |
S | Flashing Blade 3 |
My first Grails project, he's fairly tanky and can hit really hard, especially with his speed added to flashing blade, getting a special activation on pretty much every engagement. Was the unit that finally boosted me into AR Tier 21 as a f2p player!!
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Bow users.
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Only Inheritable by Bow users.
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only Inheritable by Bow users.
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200 | 2 | 9 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Non-inheritable by Staff-wielding units.
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50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
100 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
200 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
60 | C |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
120 | C |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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Banners Featured In
None