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Fallen Takumi

Analysis by StanTheWoz
Fallen Takumi - Empty Vessel

Hero Stats

Max Avg Total Stats at Lvl 40
151
HP 37
ATK 31
SPD 34
DEF 25
RES 24

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 14 8 9 5 4
Middle 15 9 10 6 5
High 16 10 11 7 6

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
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.
HPATKSPDDEFRES

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)

Build by StanTheWoz
Recommended
Skadi (+Eff)
Alternate: Skadi
A Life and Death (3 or 4)
Alternate: C Duel Infantry 3
Rally Assist
Alternate: Positional Assist
B Atk/Spd Ruse 3
Alternate: Sudden Panic 3
Moonbow C Infantry Pulse 3
Alternate: Infantry Breath 3
IVs

+HP or +Atk or +Spd / -Def or -Res

SLife and Death 3
Alternate: HP +5

Show Explanation/Analysis

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”)

Build by StanTheWoz
Skadi (+Eff) A Atk/Spd Push 4
Alternate: Swift Sparrow (2 or 3)
Reposition
Alternate: Positional Assist
B Lull Spd/Def 3
Alternate: Null Follow-Up 3
Moonbow C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

+Atk or +Spd / -Def or -Res or -HP

SBlade Session 3
Alternate: Swift Sparrow 2

Show Explanation/Analysis

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. 

Weapon Skills

Weapons SP Rng. Mt.
Iron Bow

Effective against flying units.

Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 3 ★
Only Inheritable by Bow users.
100 2 6
Silver Bow

Effective against flying units.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Bow users.
200 2 9
Skadi

Effective against flying foes.
Grants Spd+3. At the start of turn 3, foes within 3 columns centered on unit take 10 damage and bonuses on those foes become penalties through their next actions.

Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Retribution

Boosts damage dealt to foe by 30% of damage dealt to unit.

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

Boosts damage dealt to foe by 50% of damage dealt to unit.

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

Passive Skills

Passive Skills SP Slot
Fury 1

Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.

Non-inheritable by Staff-wielding units.
50
A
Fury 2

Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
100
A
Fury 3

Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Spd Smoke 1

Inflicts Spd-3 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
60
C
Spd Smoke 2

Inflicts Spd-5 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
120
C
Spd Smoke 3

Inflicts Spd-7 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Fates

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