GamePress
Analysis by ZeShado
Flame Rinkah - Consuming Flame

4-5

Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
187
HP 40
ATK 37
SPD 41
DEF 44
RES 25

Stat Variations

Level 1 Stat Variation
5★
4★
HP ATK SPD DEF RES
Low 17 8 10 13 2
Middle 18 9 11 14 3
High 19 10 12 15 4

Level 40 Stat Variations
5★
4★
HP ATK SPD DEF RES
Low 36 34 38 41 21
Middle 40 37 41 44 25
High 43 40 45 48 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

Skill Sets

Generic Speedy Sword Build #1 (Melee Specialist)

Build by ZeShado
Recommended
Coral Saber+ (+Spd)
Alternate: Flame Gunbai+ (+Spd)
A Atk/Def Unity
Alternate: Sturdy Stance 3
Positional Assist B Spurn 3
Alternate: Null Follow-Up 3
Ignis
Alternate: Noontime
C Joint Drive Atk
Alternate: Atk/Spd Oath 4
IVs

+ATK or +SPD / -RES

SSteady Breath
Alternate: Darting Breath

Show Explanation/Analysis

Weapon: Coral Saber+ (+Spd) / Flame Gunbai+ (+Spd or +Def) / Winter Rapier+ (+Spd)

Assist: Positional Assist

Special: Ignis / Noontime

A Passive: Atk/Def Unity / Atk/Spd Unity / Sturdy Stance 3 / Steady Posture 3 / Kestrel Stance 3 / Atk/Def Ideal 4 / Atk/Spd Ideal 4

B Passive: Spurn / Null Follow-Up / Special Spiral

C Passive: Joint Drive Atk / Atk/Spd Oath 4 / Def Smoke

Sacred Seal: Steady Breath / Darting Breath / Atk Smoke

  • Despite being a generic Infantry Sword demote, Flame Rinkah does have quite a bit going for her as modern BST gave her a lot of stats to work with. That, on top of all the inheritable Swords she has access to, she won’t be struggling for options. The most notable options currently include Coral Saber+, which provides a guaranteed follow-up and can alleviate the need for Null Follow-Up in some scenarios, her innate Flame Gunbai+, which can provide a massive stat swing to Atk and Def, and Winter Rapier+, which is simply Atk/Def Unity but has a much higher ceiling for stats compared to the rest. Regardless of which weapon you choose, make sure to consider the following skills for Flame Rinkah as the goal with this set is to make her into a competent Melee Specialist.
     
  • Depending on what you want to prioritize, Flame Rinkah can either improve upon her damage output with a high-damaging Special such as Ignis or keep her sustainability high with a healing Special such as Noontime. Both are equally important to consider if she is to act as a tank, but it’ll ultimately depend on what you value more. Just make sure it’s easy enough to trigger.
     
  • Flame Rinkah has quite a bit of solid stats overall, so bolstering any one or two of the three isn’t a bad option, and she has quite a lot of flexibility when it comes to which stats she wants to bolster. For general tanking purposes, Def will be important, and the second stat can either be Atk for damage output purposes or Spd for more general tanking which can be helpful against foes that target her Res. You can’t go wrong with any of these options, so it’s better to consider what the skills in question can provide beyond stats. Unity can reverse any debuffs she’d receive to those respective stats, Stance can inflict Guard on the foe during combat if they initiate combat, which can be good if you’re looking to shut down their Special and if they can double, and Ideal which mainly bolsters stats but provides the largest stat swing of the three. Keep these in mind when you decide on a skill for her.
     
  • Given that she is relatively fast, she can run Damage Reduction skills such as Spurn if opting for Coral Saber+ as she’ll be able to bypass any form of Wary & Impact effect that may show up. That being said, if you simply want to keep her innate Flame Gunbai+ or would rather run Vulture Blade+, you’ll want to run Null Follow-Up instead, unless you can provide it to her externally via support, as she’ll want to secure her own doubles. There’s also Special Spiral which, while not the most optimal choice, can pair with the likes of Ignis and can remove the need for any form of accelerated cooldown as she’ll always be able to trigger it on every second hit. However, the former two skills are much more beneficial to her overall performance.
     
  • Any C Passive that bolsters Flame Rinkah’s overall stats will be a solid option for her. Joint Drive Atk is one of the best highlights as it’s a flat +4 Atk if within two spaces of an ally. There’s also Atk/Spd Oath 4 which not only provides visible buffs to her Atk and Spd but also provides +3 in-combat Atk/Spd, which can be especially helpful with skills such as Spurn. However, given that these skills are relatively expensive, she can opt for Def Smoke if that’s the only option available for her.
  • Flame Rinkah will absolutely appreciate any form of accelerated cooldown as she’ll want to consistently get damage out. With the likes of Steady Breath and Darting Breath, as long as she is able to get two attacks out, she’ll be able to retaliate with a heavy-hitting Ignis, assuming that’s the Special you choose to run on her. If not, you can instead run Atk Smoke with the likes of Vulture Blade+ for more consistent tanking.

Generic Speedy Sword Build #2 (General Tank)

Build by ZeShado
Recommended
Slaying Edge+ (+Spd)
Alternate: Spirited Sword+ (+Spd)
A Distant Dart
Alternate: Distant Stance
Positional Assist B Null Follow-Up 3
Alternate: Spurn 3
Vital Astra
Alternate: Noontime
C Time's Pulse 3
Alternate: Joint Drive Atk
IVs

+ATK or +SPD / -RES

SMystic Boost 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Slaying Edge+ (+Spd) / Spirited Sword+ (+Spd)

Assist: Positional Assist

Special: Vital Astra / Noontime

A Passive: Distant Dart / Distant Stance / Distant Counter

B Passive: Null Follow-Up / Spurn

C Passive: Time’s Pulse / Joint Drive Atk

Sacred Seal: Mystic Boost / Atk/Spd Solo

  • Flame Rinkah’s relatively solid statline can allow her to take up a general tanking role with the likes of Vital Astra. This, coupled with a Slaying Edge+, can allow her to gain both Damage Reduction and Null Follow-Up effects, the latter coming from her B Passive. It’s definitely a bit more tricky to use nowadays with Deadeye / Lethality effects being all over the place, but when it works, it does quite well. As such, I figured it’d be worth mentioning as an alternative set to what was already recommended.
     
  • Of course, given how expensive Vital Astra is, Flame Rinkah can instead opt for the likes of Noontime and Spirited Sword+ for consistent sustainability. Spirited Sword+, provided that the condition is met, will accelerate her own cooldown and fully charge Noontime on the foe’s first attack, thus allowing her to retaliate and heal back quite a bit of damage.
     
  • Assuming that Flame Rinkah will be running Vital Astra as her Special, she’ll want to pick up Null Follow-Up for her B Passive as she’ll then be able to gain Damage Reduction & secure her own doubles while simultaneously shutting down any form of guaranteed follow-up. However, you could always double dip into Damage Reduction and run Spurn instead, especially if you can provide her Null Follow-Up support externally.
     
  • To take full advantage of Vital Astra, she’ll want an instant Special. So, for consistency purposes, running Time’s Pulse alongside a Slaying Edge+ will ensure that she always has it active. Of course, Flame Rinkah can continue to stack her Atk stat if you’d much rather run a healing Special and Spirited Sword+.
     
  • If Noontime or any form of healing Special isn’t present in the kit, Flame Rinkah would appreciate Mystic Boost as, despite having Damage Reduction, she can still be whittled down over time. Otherwise, continuing to bolster her overall Atk and Spd will be the go-to option with Sacred Seals such as Atk/Spd Solo.

Strengths

Solid Offensive Presence

    It’s really difficult to mess up a stat distribution nowadays given how much BST they have to allocate to newer units, so Rinkah having an offensive statline of 37/41 Atk/Spd with a superboon in Spd to boot, I can confidently say that it’s very solid.

Absurdly High Def

    Are Def-targeting foes giving you trouble? Well, now they aren’t! Well, mostly for Flame Rinkah’s case but regardless, I hope you like Def cause there’s a lot of it to go around.

Infantry

    This really goes without saying nowadays but I’m going to say it anyway because it’s very much worth reinforcing. Infantry units aren’t struggling for passive options as they can take advantage of skills such as Null Follow-Up, Spd-Based Damage Reduction skills (Spurn, Close Call, Frenzy, etc.), Bulwark, Flashing Blade, Breath, and so much more. So, despite lacking any discernable niche, Flame Rinkah will at least be able to perform adequately.

Weaknesses

Nothing Unique Beyond the Statline

    As with many units nowadays with no PRF to call their own, Flame Rinkah simply exists for fodder purposes or for the fans that have been waiting for some more content, and to that, I say “I am very happy for you and wish you the best of luck with your summons”. However, to anyone else who isn’t pulling out of pure favoritism, there’s nothing worth recommending beyond the fodder as she’s not only much more expensive to invest into but lacks any notable qualities beyond her obnoxiously high Def stat. Moreover, there are two readily available normal pool demotes, Guy and Kamui respectively, with similar or even outright better offensive statlines, so if you are looking for an easy Infantry Sword unit to invest in with less overall costs, they’re there for the taking.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Flame Gunbai

At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat.

Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 10
Flame Gunbai+

At start of combat, if unit's HP ≥ 25%, grants Atk/Def+5 to unit and inflicts penalty on foe's Atk/Def during combat = 20% of unit's Def at start of combat.

Learns by default at 5 ★
Unlocks at 5 ★
Only Inheritable by Sword Units.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Pivot

Unit moves to opposite side of adjacent ally.

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Atk/Spd Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+3 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 1 ★
60
A
Atk/Spd Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+4 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 2 ★
120
A
Atk/Spd Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+5 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
240
A
Odd Tempest 1

At start of odd-numbered turns, if unit's HP = 100%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 3 ★
60
C
Odd Tempest 2

At start of odd-numbered turns, if unit's HP ≥ 50%, unit can move 1 extra space. (That turn only. Does not stack.)

Infantry & Flying Units Only
Unlocks at 4 ★
120
C
Odd Tempest 3

At start of odd-numbered turns, unit can move 1 extra space. (That turn only. Does not stack.)

Melee Infantry & Melee Flying Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem Fates

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