- 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
Tellius’s Finest (Close Call Defensive)
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Ragnell | A | Bonus Doubler 3 Alternate: Mirror Stance 3 |
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Reposition | B | Close Call 3 Alternate: Repel 3 |
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Sol Alternate: Noontime |
C | Pulse Smoke 3 |
IVs | +SPD / -RES | S | Swift Stance 2 |
- 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)
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Ragnell | A | Warding Breath Alternate: Steady Posture 3 |
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Reposition | B | Null Follow-Up 3 Alternate: Null C-Disrupt 3 |
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Noontime Alternate: Ignis |
C | Pulse Smoke 3 |
IVs | +ATK or +DEF / -RES | S | Steady Posture 2 Alternate: Distant Def 3 |
- 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.
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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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