- 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.
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Ragnell | A | Heavy Blade 3 |
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Reposition | B | Vantage 3 |
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Aether | C | Drive Def 2 |
S | Attack +3 |
BLESSING: Water
SEAL: Varies, usually Attack+ or Quick Riposte
SUPPORT: Fjorm
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His IV is a little weird... counterproductive, even. But the extra HP helps him hang on when attacked by mages.
I used to use his native Swordbreaker, until I found myself thinking “he would have survived that with Vantage” too often. So I gave him Vantage. No rocket science here!
Drive Defense helps increase the general tankiness of his teammates. Nowi in particular. Especially for when she’s tanking a certain horseback archer.
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Additional Trivia
Usual Teammates: Ephraim/Nino/Sakura for Tempest and Story, Nowi/Fae/Fjorm for Arena,
Summoned: World of Radiance banner, April 2017
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Ragnell | A | Fort. Def/Res 3 |
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Rally Spd/Def+ | B | Guard 3 |
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Aether | C | Atk Smoke 3 |
S | Warding Stance 3 |
Ragnell seems obvious choice to keep with Ike so he can counter ranged units. The Spd/Def + assist skill will be helpful to units that lack Spd and Def which in turn will help them to survive attacks better. Aether will help keep Ike's health up which will be useful for the Guard 3 skill. Fortress Def/Res 3 skill will help Ike survive longer on the battlefield making it so green units deal almost no damage, Res units dealing little damage, and blue units dealing decent damage to Ike whether it's a physical or magic based attack. Guard 3 will make sure that Ike isn't wiped out on the first turn by units that rely on their special attack to defeat Ike, and this will help Ike reach Aether before the enemy unit reaches their special. Attack smoke will help Ike decease the amount of damage he receives if he is attacked by multiple enemy units. Warding stance 3 will help Ike survive against magic based attacks better since Res isn't his greatest stat. If you add the summoned support bonuses Ike can become a valuable unit in battle.
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Ragnell | A | Warding Breath |
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Threaten Def 3 |
S | Distant Def 3 |
Merged +1 and Bond Rank S with myself and Bond Rank S with Brave Ike. Used 5 red dragon flowers. Sacred Seal is Distant Defense 3. Also my favorite unit.
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Ragnell | A | Fury 3 |
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Swap | B | Special Spiral 3 |
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Blue Flame | C | Atk Smoke 3 |
S | Distant Def 3 |
+7 merged, +10 Dragonflowers & Summoner support.
The goal for this build is to activate Blue Flame once so that Ike can just spam it thanks to Sepcial Spiral. Fury for higher stats. Atk Smoke and Distant Defense for higher survivability.
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Ragnell | A | Heavy Blade 3 |
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Reposition | B | Swordbreaker 3 |
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Aether | C | Atk Smoke 3 |
S | Fierce Stance 3 |
~Vanilla Radiant Hero~ (merged +1) [WIP]
OG Ike nowadays performs best as a Swordbreaker user that happens to have DC. Heavy Blade being pushed as far as it can with Fierce Stance and Atk Smoke is more so to save resources, but otherwise Steady Breath/QR/Distant Def would work more consistently.
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 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
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100 | 3 |
![]() Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
![]() 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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![]() Non-inheritable by Staff-wielding units.
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60 | A |
![]() Non-inheritable by Staff-wielding units.
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120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() Non-Inheritable by green units.
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50 | B |
![]() Non-Inheritable by green units.
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100 | B |
![]() 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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