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Fallen Tiki (Young)

Analysis by Wecondo12
Fallen Tiki (Young) - Torpid Dragon

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
180
HP 45
ATK 36
SPD 34
DEF 37
RES 28

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 9 9 3 5
Middle 17 10 10 4 6
High 18 11 11 5 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 42 33 31 33 24
Middle 45 36 34 37 28
High 48 39 37 40 31

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

Vestigial Dream (Near Save Enemy Phase)

Build by Wecondo12
Recommended
Arcane Grima (+Def)
Alternate: Razing Breath (+Eff)
A Atk/Def Unity
Alternate: Close Def 4
Positional Assist B Crafty Fighter 3
Alternate: Slick Fighter 3
Noontime
Alternate: Bonfire
C A/D Near Save 3
Alternate: D/R Near Save 3
IVs

+ATK or +DEF

SMystic Boost 3
Alternate: Steady Breath

Show Explanation/Analysis

Weapon: Arcane Grima (+Def or +Res) / Razing Breath (+Eff) 

Assist: Positional Assist / Preference

Special: Noontime / Bonfire

Passive A: Atk/Def Unity / Close Def 4 / Sturdy Stance 3 / Atk/Res Unity / Mirror Stance 3 / Distant Def 4

Passive B: Crafty Fighter / Slick Fighter / Wily Fighter

Passive C: A/D Near Save / D/R Near Save

Sacred Seal: Mystic Boost / Steady Breath / Close Def / Sturdy Stance / Atk/Def Form

  • Fallen Tiki’s weapon refine doesn’t shake up her gameplan much, giving her some bonus stats and an additional stat bonus that scales with her own buffs: In addition, if she has a bonus active, she gains two differing effects depending on the phase: A guaranteed follow-up attack on player phase, or follow-up prevention on Enemy Phase. Altogether, the Refined Razing Breath is rather underwhelming, especially for the purposes of a Savior build: Arcane Grima is a much stronger choice in most situations due to the plethora of effects it provides, but Razing Breath is still usable if Arcane Grima is unavailable provided Tiki gets buffing support.
  • Defensive A slot skills such as Atk/Def Unity and Close Def 4 give Tiki hefty stat bonuses on top of their additional passive effects: Atk/Def Unity in particular gives Tiki a nice buffer against stat penalties.
  • The best Fighter skill for Tiki’s needs depends on her A slot: Slick Fighter is best used with Close Def 4 and Sturdy Stance 3 in order to retain the ability to neutralize stat penalties, while Crafty Fighter should be used alongside an A slot skill that lacks the Guard effect. Wily Fighter is also a good option, although it should not be run with Close Def 4 as their effects overlap.
  • Tiki’s high Defense makes her a decent user of Near Save: However the particular Near Save skill she uses is relatively unimportant as long as she has one in her C slot.

Strengths

Armored

Fallen Tiki’s Armored status grants her a plethora of benefits, most notably access to the powerful Fighter and Save skills.

Statline

Fallen Tiki’s stats aside from Resistance are all quite decent, namely her base 36 Attack and 37 Defense.

Weaknesses

Somewhat lacking weapon refine

Fallen Tiki’s weapon refine is meant to synergize with her innate C slot skill, which can be an option for more budget players. However, overall her exclusive C slot skill is mostly outdone by Save skills, and innate Distant Counter lacks much utility for a Save build, making other weapons such as Arcane Grima far superior options if one can afford to pull for them.

Effective Damage

Both Dragon and Armored effective weaponry can easily ruin Fallen Tiki’s day if given the chance: If not by outright KO’ing her then by at least taking off a large chunk of her HP.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Flametongue
Only inheritable by Dragon units.
200 1 11
Razing BreathEffective against dragon foes. Unit can counterattack regardless of foe's range. 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
Available Rearmed Weapons
Arcane Grima
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 4
IgnisBoosts damage dealt by 80% of unit's Def.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Brazen Atk/Spd 1If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+3 during combat.
Inheritable by all units.
60
A
Brazen Atk/Spd 2If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat.
Inheritable by all units.
120
A
Brazen Atk/Spd 3If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Special Fighter 1At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
60
B
Special Fighter 2At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
120
B
Special Fighter 3At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★
240
B
Solitary DreamAt start of turn, if unit is adjacent to only dragon allies of if unit is not adajcent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.)
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem

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