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Analysis by Wecondo12
Ike - Young Mercenary

5 Legacy

Obtainable as a 5 during certain summoning events only.

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
158
HP 42
ATK 35
SPD 31
DEF 32
RES 18

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 8 6 7 4
Middle 18 9 7 8 5
High 19 10 8 9 6

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

Skill Sets

Tellius’s Finest (Close Call Defensive)

Build by Wecondo12
Recommended
Ragnell A Bonus Doubler 3
Alternate: Mirror Stance 3
Reposition B Close Call 3
Alternate: Repel 3
Sol
Alternate: Noontime
C Pulse Smoke 3
IVs

+SPD / -RES

SSwift Stance 2

Show Explanation/Analysis
  • This build focuses on utilizing the powerful Close Call in combination with Ike’s decent Speed to make him a formidable threat on Enemy Phase, especially since he can utilize a powerful A slot in place of Distant Counter due to it being built into Ragnell.
  • If Ike is being used with Brave Lucina, he can opt to use Noontime to trigger his Special when he counterattacks. Otherwise, Sol is preferred. In either case, a healing Special is ideal to grant Ike additional sustain through multiple rounds of combat.
  • Bonus Doubler allows Ike to become an immense threat when buffed, as it effectively doubles his stat boosts in combat, but this skill also makes Ike incredibly susceptible to Panic due to his only Average HP, and he’ll also require teammates that can grant him a full spectrum of buffs. Mirror Stance 3 is also a good choice, and although its power ceiling is not as Bonus Doubler’s, It grants Ike the Guard effect and boosts his Attack and Resistance on Enemy Phase.
  • Close Call is one of the most powerful skills in the game due to its incredible Damage reduction, and it gives fast units the opportunity to become significantly more durable as long as they outpace their opponents. While it does require a significant amount of Speed stacking to maximize its effect against swift foes, Ike can utilize Close Call to great effect. Repel functions in a similar manner to Close Call, although it pushes foes away one space after combat, instead of moving Ike one space away.
  • Pulse Smoke is Ike’s ideal C slot as it can stop otherwise deadly Enemy special activations by increasing their cooldown count after combat. However, Attack Smoke and other C slot skills can work on a budget, or depending on the needs of the team.
  • Lastly, Swift Stance is used in Ike’s Sacred Seal slot to grant him additional Speed and Resistance, helping him make the most of Close Call while shoring up his weak Resistance.

I Fight for my Friends. (General Defensive)

Build by Wecondo12
Ragnell A Warding Breath
Alternate: Steady Posture 3
Reposition B Null Follow-Up 3
Alternate: Null C-Disrupt 3
Noontime
Alternate: Ignis
C Pulse Smoke 3
IVs

+ATK or +DEF / -RES

SSteady Posture 2
Alternate: Distant Def 3

Show Explanation/Analysis
  • While Close Call is a powerful skill, Ike can also function well as a general defensive unit due to his exclusive Ragnell.
  • Breath Skills such as Warding Breath are some of Ike’s best A slot options, as they give him significantly faster access to his Specials during Enemy Phase while increasing one of his stats. He can also use Steady Posture 3 and Distant Def 4 to great effect, to counter Physical threats more effectively or improve his matchup against ranged units.
  • Ike also has a wide variety of effective B slot options at his disposal due to his status as an Infantry unit. He can use Null-Follow up to counter follow up prevention skills such as Wary Fighter, while Null C-Disrupt allows him to counterattack units carrying Firesweep weapons and Dazzling Staff, although his low Resistance remains problematic against Staff users due to Wrathful Staff. Special Spiral can be used to great effect with Sol as well, as it allows him to activate it immediately after being hit by an enemy once Spiral activates. Finally, Quick Riposte can be used on a budget to grant Ike guaranteed follow up attacks on Enemy Phase.
  • Finally, a defensive sacred seal such as Steady Posture or Distant Def is ideal to round out Ike’s kit and give him an additional boost to his bulk.

Strengths

Ragnell

Ike’s exclusive weapon grants him built in Distant Counter, which allows him to use a wide variety of powerful A slot skills while retaining the ability to counterattack ranged foes on Enemy Phase.

Infantry

Ike’s status as an Infantry unit also gives him access to a wide variety of powerful skills such as Close Call, in addition to the movement type lacking a weakness to most effective weapons.

Weaknesses

Awful Resistance

With only 18 Resistance at base, Ike’s resistance is incredibly poor, and as a result, he has a difficult time against magical foes in general, as they can inflict a significant amount of damage to him with ease, if not outright KO.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
RagnellEnables counterattack regardless of distance if this unit is attacked.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3
AetherResolve combat as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
500 5

Passive Skills

Passive Skills SP Slot
Heavy Blade 1If unit's Atk - foe's Atk ≥ 5, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Non-inheritable by Staff-wielding units.
60
A
Heavy Blade 2If unit's Atk - foe's Atk ≥ 3, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Non-inheritable by Staff-wielding units.
120
A
Heavy Blade 3If unit's Atk - foe's Atk ≥ 1, unit gains Special cooldown charge +1 attack. (If using other similar skill, only highest value applied.)
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
240
A
Swordbreaker 1If unit's HP ≥ 90% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Non-Inheritable by green units.
50
B
Swordbreaker 2If unit's HP ≥ 70% in combat against a sword user, unit makes a follow-up attack and foe cannot.
Non-Inheritable by green units.
100
B
Swordbreaker 3If 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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