- Default
- Attack
- Special
- Injured
- S.Default
- S.Attack
- S.Special
- S.Injured








Ike - Young Mercenary |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 8 | 6 | 7 | 4 |
Middle | 18 | 9 | 7 | 8 | 5 |
High | 19 | 10 | 8 | 9 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 39 | 32 | 28 | 29 | 14 |
Middle | 42 | 35 | 31 | 32 | 18 |
High | 45 | 38 | 34 | 35 | 21 |
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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Skill Sets
Ike's Theme.mp3 (Defensive)
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Ragnell (+Eff) | A | Atk/Res Unity Alternate: Mirror Stance 3 |
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Positional Assist | B | Null Follow-Up 3 |
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Sol Alternate: Noontime |
C | Pulse Smoke 3 |
IVs | +ATK or +SPD | S | Swift Stance 2 Alternate: Mystic Boost 3 |
Weapon: Ragnell(+Eff)
Assist: Positional Assist / Preference
Special: Sol / Noontime / Bonfire
Passive A: Atk/Res Unity / Mirror Stance 3
Passive B: Null Follow-Up
Passive C: Pulse Smoke / Preference
Sacred Seal: Swift Stance / Mystic Boost
- Ike’s Ragnell refine gives him an obligatory spectrum stat boost as well as Slaying, which gives him faster access to his specials. Despite this, his ideal playstyle doesn’t change much from his pre-refine state.
- Thanks to Ragnell’s innate Distant Counter, Ike can opt for other useful A slot options while retaining the ability to counterattack ranged units. Atk/Res Unity gives Ike some much needed debuff absorption as well as a nice boost to Attack and Resistance, while Mirror Stance 3 can also be used if Guard is preferred.
- In terms of Ike’s healing Special, Sol is more ideal if he’s paired with a support unit that can grant him increased special cooldown on his attacks(ex: Brave Lucina), while Noontime is ideal otherwise. For a general use special in non AR modes, Bonfire is a decent choice thanks to Ike’s good Defense, and it can also be used in AR if one opts for the Mystic Boost sacred seal, although a healing special is still preferred in most situations as far as AR goes.
- Null Follow-Up is pivotal for Ike in many matchups due to the sheer amount of units with incredibly balanced exclusive weapons or skills that grant guaranteed follow-up attacks, all of which Null Follow-Up shuts down.
- Pulse Smoke gives Ike some extra protection from enemy specials, but it can be changed as needed.
- Aside from Mystic Boost, stat seals such as Swift Stance are Ike’s best seal option to improve his performance thanks to the stats they provide.
Infantry Sword.mp3 (Spurn Defensive)
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Ragnell (+Eff) | A | Swift Stance 3 Alternate: Kestrel Stance 3 |
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Positional Assist | B | Spurn 3 |
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Sol Alternate: Noontime |
C | Joint Drive Atk |
IVs | +SPD | S | Swift Stance 2 |
Weapon: Ragnell(+Eff)
Assist: Positional Assist / Preference
Special: Sol / Noontime
Passive A: Swift Stance 3 / Kestrel Stance 3 / Atk/Spd Bond 4
Passive B: Spurn
Passive C: Joint Drive Atk / Preference
Sacred Seal: Swift Stance
- Just like every other Infantry sword user with reasonable Speed, Ike can make use of Spurn to greatly reduce the damage he takes from slower foes while gaining a damage bonus on specials to boot.
- Swift Stance 3 greatly improves Ike’s poor Resistance while granting him extra Speed, which aids him in triggering Spurn against as many foes as possible, although Kestrel Stance 3 can also be used for more offensive power during Enemy Phase. Atk/Spd Bond 4 is another decent option that allows him to neutralize Attack and Speed penalties while buffing them, but needing an ally adjacent makes Ike’s friend extremely susceptible to being sniped by enemy units in Aether Raids.
- Joint Drive Atk gives Ike and his allies an additional +4 Attack as long as he’s within 2 spaces of an ally, although Ike’s C slot skill can be swapped as needed.
- Finally, seals such as Swift Stance round out Ike’s kit nicely thanks to the extra stats they provide.
Strengths
Refined Ragnell
Ragnell’s refine gives it the Slaying effect and a +4 boost to all of Ike’s stats in addition to its innate Distant Counter, which allows Ike to utilize other useful A slot skills instead of running Distant Counter in his A slot, such as Atk/Res Unity and Swift Stance 3.
Infantry
Ike gains excellent skill access while lacking a weakness to most forms of effective damage thanks to his status as an Infantry unit.
Weaknesses
Poor Resistance
Although Ike can shore up this weakness somewhat with Resistance boosting skills such as Atk/Res Unity, Ike’s terrible Resistance remains a thorn in his side in many matchups.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Enables counterattack regardless of distance if this unit is attacked. Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Devourer (+Def) |
Arcane Devourer (+Res) |
Arcane Devourer (+Atk) |
Arcane Devourer (+Spd) |
Arcane Devourer |
Arcane Éljúðnir |
Special Skills
Special Skills | SP | Turns |
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![]() Resolve combat as if foe suffered Def/Res-30% Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Resolve combat as if foe suffered Def/Res-50% Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() Resolve combat as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt. Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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500 | 5 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack. Non-inheritable by Staff-wielding units.
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60 | A |
![]() If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack. Non-inheritable by Staff-wielding units.
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120 | A |
![]() If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack. Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot. Non-Inheritable by green units.
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50 | B |
![]() If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot. Non-Inheritable by green units.
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100 | B |
![]() If unit's HP ≥ 50% in combat against a sword user, unit makes a follow-up attack and foe cannot. Non-Inheritable by green units.
Unlocks at 5 ★ |
200 | B |
Other Info
Origin |
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn
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