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Analysis by Lunare
Gerik - Desert Tiger

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 47
ATK 37
SPD 36
DEF 30
RES 22

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 10 9 7 2
Middle 19 11 10 8 3
High 20 12 11 9 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 44 34 33 26 19
Middle 47 37 36 30 22
High 50 40 39 33 26

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
  • Gerik: Desert Tiger wields a fearsome offensive stat spread of 37 base Attack alongside 36 base Speed. Augmented with complementary skills, of which he has access to many thanks to his infantry classification, Gerik can be an incredibly powerful offensive unit. 

  • Alongside his fantastic offensive stats, Gerik also has respectable physical bulk. With a high HP pool of 47 and 30 base Defense, Gerik can withstand an attack from even the strongest physical heroes, and his solid Speed stat allows him to avoid Speed-based follow-up attacks.

  • Gerik’s greatest drawback is his lack of a PRF weapon. Whereas Hilda and Raven wield unique weapons to further bolster their offensive capability, Gerik is forced to rely on inheritable weapons like the Firesweep Axe or Slaying Axe. This makes it difficult for him to match their combat ability.

Skill Sets

Eye of the Tiger (Offensive Generalist)

Build by
Recommended
Slaying Axe+ (+Spd)
Alternate: Wo Gùn+ (+Spd)
A Atk/Spd Solo 3
Alternate: Fury (3 or 4)
Reposition B Null Follow-Up 3
Alternate: Desperation 3
Luna
Alternate: Moonbow
C Rouse Atk/Def 3
Alternate: Infantry Pulse 3
IVsSHeavy Blade 3
Alternate: Brazen Atk/Spd 3

Show Explanation/Analysis

Preferred IV: +SPD or +ATK / -RES

  • +SPD or +ATK will give Gerik a helpful offensive boost. +ATK is preferred if Gerik will continue to use Darting Blow 4 from his base kit, otherwise +SPD should be taken to ensure that Gerik can maintain a high enough Speed stat alongside skills that boost both his Attack and Speed.

Weapon: Slaying Axe (+Spd) / Wo Gùn (+Spd)

  • The Slaying Axe is a versatile choice for Gerik’s weapon, accelerating his Special charge and allowing Gerik to fight on both Player Phase and Enemy Phase.
  • Alternatively, the Wo Gùn offers bonus damage on Special activation instead of a reduced cooldown. This can be synergistic if Gerik has the means to charge his Special through skills like Time’s Pulse, Heavy Blade or through his allies.

Assist: Reposition / Flexible

  • Gerik’s Assist skill is flexible and should fit the needs of his team. Reposition is a solid choice that remains easily accessible.

Special: Luna / Moonbow / Bonfire

  • Luna offers hefty bonus damage and complements Gerik’s skills that reduce Special charge time, making it a more appealing choice than Moonbow.
  • Moonbow is still a valid alternative, and preferable in fact if Gerik opts for a Wo Gùn instead of a Slaying Axe: Moonbow’s shorter cooldown allows Gerik to activate the Wo Gùn’s effect more often.
  • Bonfire may not seem the best choice at first glance, but if Gerik opts for Defense boosting skills in his A and S slot such as Sturdy Impact and Brazen Atk/Def, Bonfire can deal quite considerable damage.

Passive A: Atk/Spd Solo / Fury / Swift Sparrow / Sturdy Impact / Darting Blow

  • Atk/Spd Solo offers Gerik bonus Attack and Speed on both phases, making it the preferable choice. With this skill, Gerik can maintain his combat proficiency on Enemy Phase and take down enemy attackers without sacrificing his Player Phase potential.
  • Similarly, Fury can improve Gerik’s combat proficiency on both phases. With his impressive HP pool, Gerik can cope with the damage inflicted by Fury without too much harm, and the bonus to his combat stats makes him much more formidable.
  • Swift Sparrow and Sturdy Impact are both Player Phase exclusive, but offer tremendous stat bonuses. Swift Sparrow offers slightly more Speed than Atk/Spd Solo without the positioning requirement, whereas Sturdy Impact grants bonus Defense and neutralises enemy follow-up attacks. These skills are great pickups if Gerik’s Player Phase prowess is more important.
  • Darting Blow 4 is present in Gerik’s base kit. The +9 bonus to Speed is powerful, but Gerik benefits from Attack offered by Atk/Spd Solo or Swift Sparrow more than the marginal difference in Speed. Nevertheless, this can be a strong budget choice.

Passive B: Null Follow-up / Desperation / Lull Atk/Def / Lull Atk/Spd / Sudden Panic

  • Null Follow-up ensures that Gerik can circumvent skills that would prevent his own follow-up attacks such as Wary Fighter, while preventing enemy heroes from bypassing his own Speed stat to make follow-up attacks of their own.
  • Desperation is a budget choice for a B slot skill that complements Gerik’s impressive Speed. Allowing Gerik to avoid retaliation allows him to win match-ups against dragons that may otherwise defeat him.
  • Lull Atk/Def or Lull Atk/Spd improve Gerik’s durability by neutralising enemy buffs in the relevant stats. This is great against team compositions with support heroes who grant visible stat buffs like Legendary Azura.
  • Sudden Panic is available in Gerik’s base kit and complements his high HP, but better choices exist. This skill is useful if Gerik’s role is more oriented towards support or utility.

Passive C: Rouse Atk/Def / Infantry Pulse / Time’s Pulse

  • Rouse Atk/Def complements Atk/Spd Solo fantastically, and offers generous bonuses to two of Gerik’s most important stats. This skill is great for allowing Gerik to receive buffs without the influence of an ally who could potentially disrupt Atk/Spd Solo.
  • Infantry Pulse allows Gerik to accelerate the Special skills of his allies, and to great effect thanks to his high base HP. As a powerful support skill present in his base kit, Infantry Pulse is a strong contender for Gerik’s C slot.
  • Time’s Pulse improves Gerik’s own Special acceleration, complementing the Wo Gùn nicely and improving the viability of Special skills with longer cooldowns.

Sacred Seal: Heavy Blade / Flashing Blade / Brazen Atk/Spd / Darting Blow

  • Heavy Blade and Flashing Blade can be used to charge Gerik’s Special skill more quickly. Heavy Blade is best suited alongside Atk/Spd Solo, a +ATK Asset and Rouse Atk/Def, whereas Flashing Blade should take precedent if Gerik has a +SPD Asset and Darting Blow.
  • Brazen Atk/Spd provides further bonuses to Gerik’s offensive stats, complementing skills like Fury and Desperation nicely. If Special charge isn’t required from Gerik’s S slot, this skill is a great choice.
  • Darting Blow can be taken in the S slot for a greater bonus to Speed, but this is unnecessary if Gerik is maintaining Darting Blow in his A slot.

Blazing Sandstorm (Firesweep Offensive)

Build by
Firesweep Axe+ A Swift Sparrow 3
Alternate: Darting Blow 4
Reposition B Special Spiral 3
Alternate: Sudden Panic 3
Luna
Alternate: Moonbow
C Rouse Atk/Def 3
Alternate: Infantry Pulse 3
IVsSChill Def 3
Alternate: Brazen Atk/Spd 3

Show Explanation/Analysis

Preferred IV: +SPD or +ATK / -RES

  • +SPD or +ATK will give Gerik a helpful offensive boost. +ATK is preferred if Gerik will continue to use Darting Blow 4 from his base kit, otherwise +SPD should be taken to ensure that Gerik can maintain a high enough Speed stat alongside skills that boost both his Attack and Speed.

Weapon: Firesweep Axe

  • Gerik’s Firesweep Axe allows him to engage enemy heroes without fear of a counterattack, making it well suited to a build centered around sheer offense. This allows Gerik to safely use skills that excel on Player Phase or come with steep defensive penalties.

Assist: Reposition / Flexible

  • Gerik’s Assist skill is flexible and should fit the needs of his team. Reposition is a solid choice that remains easily accessible.

Special: Luna / Moonbow

  • Luna offers greater damage for a longer cooldown. This trade-off is worthwhile if Gerik can accelerate his Special charge, either through Sacred Seals like Heavy Blade or through his allies.
  • Moonbow is available in Gerik’s base kit and offers a small boost to power in exchange for a short cooldown. This is a straight-forward Special skill that can give Gerik the edge against bulky opponents.

Passive A: Swift Sparrow / Atk/Spd Solo / Life and Death / Darting Blow

  • Swift Sparrow offers a large bonus to Attack and Speed with effectively no drawback present. While these bonuses aren’t granted on Enemy Phase, this has little impact as Gerik cannot retaliate with the Firesweep Axe regardless.
  • Atk/Spd Solo is still a competitive choice here as the stat bonus is on par with Swift Sparrow 3. Furthermore, the bonus Speed can affect Gerik’s Enemy Phase survivability, as it may allow him to avoid Speed-based follow-up attacks.
  • Life and Death is akin to Atk/Spd Solo, but more readily available and without the positioning requirement. The drawback is a hefty penalty to Gerik’s defensive stats, turning him into a veritable glass cannon.
  • Darting Blow 4 is present in Gerik’s base kit. The +9 bonus to Speed is powerful, but Gerik benefits from Attack offered by Atk/Spd Solo or Swift Sparrow more than the marginal difference in Speed. Nevertheless, this can be a strong budget choice.

Passive B: Special Spiral / Chill Def / Sudden Panic

  • Special Spiral complements Luna exceptionally well and allows Gerik to repeatedly recharge his Special skill. This greatly improves his ability to defeat enemy heroes, and allows him to charge Special skills with long cooldowns despite the lack of enemy attacks.
  • Chill Def allows Gerik to debuff enemy heroes, potentially enabling KOs for him or another of his allies. This can be a viable choice to offer some support utility.
  • Sudden Panic is available in Gerik’s base kit and complements his high HP, and can be an effective tool to disrupt enemy team compositions that rely on buffs. This skill can find great value in Aether Raids in particular.

Passive C: Rouse Atk/Def / Infantry Pulse

  • Rouse Atk/Def complements Atk/Spd Solo fantastically, and offers generous bonuses to two of Gerik’s most important stats. This skill is great for allowing Gerik to receive buffs without the influence of an ally who could potentially disrupt Atk/Spd Solo.
  • Infantry Pulse allows Gerik to accelerate the Special skills of his allies, and to great effect thanks to his high base HP. As a powerful support skill present in his base kit, Infantry Pulse is a strong contender for Gerik’s C slot.

Sacred Seal: Chill Def / Brazen Atk/Spd / Darting Blow

  • Chill Def offers an effective +7 bonus to Gerik’s damage output, or +14 if he can make a follow-up attack. If Special Spiral occupies Gerik’s B slot, Chill Def should be chosen for the Sacred Seal.
  • Alternatively, Brazen Atk/Spd provides a fantastic bonus to Gerik’s offensive stats, though it may be difficult to reach the necessary HP threshold as Gerik will not suffer retaliation with the Firesweep Axe. 
  • Darting Blow can be taken in the S slot for a greater bonus to Speed, but this is unnecessary if Gerik is maintaining Darting Blow in his A slot.

Introduction

The Jehannan mercenary Gerik: Desert Tiger is a strong, bruiser-like hero with solid offensive capability and respectable physical bulk. As the first axe infantry hero to reach a base stat total of 172 alongside Ross, Gerik’s stats and very competitive. His Attack and Speed sit at a formidable 37/36 respectively, placing him just behind Hilda’s 37/37, but Gerik wields the advantage when it comes to his HP and Defense. 47 HP and 30 base Defense allow Gerik to withstand physical attacks, and his solid Speed gives him the chance to prevent Speed-based follow-up attacks. 

Furthermore, as an infantry hero, Gerik can inherit a wide range of skills to improve his chosen role. With access to powerful skills like Wrath, Null-Follow Up, Bonus Doubler, Time’s Pulse, Sturdy Impact, Rouse Atk/Def and more, Gerik can be an incredibly versatile hero who can benefit from a wide range of skills. This flexibility allows for great build variation.

Gerik’s major flaws are twofold. Firstly, his lack of a PRF weapon makes it difficult for him to compete against his rivals like Raven and Hilda. Raven offers greater offensive capability through Basilikos, whereas Hilda’s Freikugel offers both offense and support enhancements. While Gerik does have some unique value as the first hero to wield a Firesweep Axe, the Firesweep Axe does not compensate for this penalty. The second issue is Gerik’s poor Resistance, which leaves him vulnerable to magic based attacks from mages and dragons.

Overall, Gerik is a formidable frontline hero who can serve as a great physical attacker with his strong base stats and wide range of skills.

“Well, it doesn't sound like your standard mercenary assignment, but you've piqued my interest.”

Gerik, Fire Emblem: The Sacred Stones

Strengths

Fantastic Offensive Stats

Gerik’s offensive stats are some of the best among axe infantry: 37 base Attack and 36 base Speed is a great foundation for offensive builds. Gerik can bolster these stats considerably with an Asset, skills and combat buffs to become a truly fearsome fighter.

Great Skill Access

As an infantry hero, Gerik has access to a wide range of potent passive skills. This includes skills that amplify his Special like Heavy Blade, Time’s Pulse and Wrath, as well as skills to directly improve his combat ability such as Sturdy Impact, Null-Follow Up and Rouse Atk/Def. This versatility makes Gerik an appealing hero.

Decent Physical Bulk

Gerik’s impressive Speed, high HP stat and decent Defense give him a strong platform for soaking physical attacks. He can avoid Speed-based follow-ups with his high base value or utilise Null Follow-Up to neutralise consecutive attacks, granting the mercenary good survivability.

Weaknesses

No PRF Weapon

Gerik struggles to keep up with other axe infantry like Raven and Hilda who possess one key advantage: whereas they wield PRF weapons like Basilikos and Freikugel, Gerik is left with inheritable weapons like the Firesweep Axe or a Slaying Axe.

Poor Resistance

With a poor base Resistance of 22, Gerik will crumple to magic based attacks. This makes it difficult for him to engage against dragon heroes, or sustain Enemy Phase attacks against mages.

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
Firesweep Axe

Unit and foe cannot counterattack.

Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by Axe users only.
200 1 11
Firesweep Axe+

Unit and foe cannot counterattack.

Learns by default at 5 ★
Unlocks at 5 ★
Inheritable by Axe users only.
300 1 15
Desert-Tiger Axe

At the start of turn 1, grants Special cooldown count-1 to unit and allies with HP < unit's HP.

At start of turn, grants Atk/Spd+6, "neutralizes unit's penalties during combat," and【Null Panic】 to unit and allies with HP < unit’s HP for 1 turn. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+4 to unit during combat. 

【Null Panic】

If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

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
Moonbow

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

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Darting Blow 1

If unit initiates combat, grants Spd+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Darting Blow 2

If unit initiates combat, grants Spd+4 during combat.

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

If unit initiates combat, grants Spd+6 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Darting Blow 4

If unit initiates combat, grants Spd+9 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Sudden Panic 1

At start of turn, if any foe's HP ≤ unit's HP-5 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】

Converts bonuses on target into penalties through its next action.

Infantry & Flying Units Only
Unlocks at 1 ★
60
B
Sudden Panic 2

At start of turn, if any foe's HP ≤ unit's HP-3 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】

Converts bonuses on target into penalties through its next action.

Infantry & Flying Units Only
Unlocks at 2 ★
120
B
Sudden Panic 3

At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts 【Panic】on that foe.

【Panic】

Converts bonuses on target into penalties through its next action.

Infantry & Flying Units Only
Unlocks at 4 ★
240
B
Infantry Pulse 1

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-5. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 3 ★
60
C
Infantry Pulse 2

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP ≤ unit’s HP-3. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 4 ★
120
C
Infantry Pulse 3

At the start of turn 1, grants Special cooldown count-1 to all infantry allies on team with HP < unit’s HP. (Stacks with similar skills.)

Infantry Units Only
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: The Sacred Stones

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