- Default
- Attack
- Special
- Injured
Kiragi - Upbeat Archer |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 12 | 8 | 3 |
Middle | 18 | 8 | 13 | 9 | 4 |
High | 19 | 9 | 14 | 10 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 35 | 40 | 34 | 20 |
Middle | 40 | 38 | 43 | 37 | 23 |
High | 43 | 42 | 47 | 40 | 27 |
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
War is…y’know, the “H” word! (Player Phase)
Whitecap Bow+ (+Spd) | A | Atk/Spd Boosting A Slot | |
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Positional Assist | B | Spd/Def Tempo 3 Alternate: Desperation 3 |
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Deadeye Alternate: Luna |
C | Time's Pulse 3 Alternate: Atk/Spd Oath 4 |
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IVs | +Atk and/or +Spd / -Res | S | Heavy Blade 3 / Flashing Blade 3 Alternate: Null Follow-Up 3 |
Weapon: Whitecap Bow+ (+Spd)
Assist: Positional Assist
Special: Deadeye / Luna
Passive A: Atk/Spd Boosting A Slot
Passive B: Spd/Def Tempo / Desperation
Passive C: Time’s Pulse / Atk/Spd Oath 4 / Spd Smoke
Sacred Seal: Flashing Blade / Heavy Blade / Null Follow-Up
- Kiragi’s excellent offensive statline naturally lends itself well to a Player Phase-centric set. This set focuses on maximizing his damage output.
- Whitecap Bow is a fantastic inheritable weapon, granting +5 Atk/Spd if Kiragi’s HP is ≥ 25% at the start of combat and a Brave effect if the HP condition is met and Kiragi’s Spd is at least 10 more than the enemy’s Spd. This Brave effect is the crux of the remainder of Kiragi’s skills, as he can either focus on 2HKOing or 4HKOing.
- For either focus, an Atk/Spd Boosting A Slot is ideal to maximize Kiragi’s Atk/Spd. Even for the 2HKO-focused set, Spd investment is valuable to meet Whitecap Bow’s Spd condition for its Brave effect.
- 2HKO-centric:
- This set’s focal point is Deadeye, an Archer-exclusive, 3-cooldown Special that doubles damage and pierces non-Special, percentage-based damage reduction. Ideally, Kiragi activates this on the second attack of his Brave effect.
- Time’s Pulse grants -1 Special cooldown at the start of the turn if Kiragi’s Special is at its maximum; in this case, Deadeye’s cooldown gets reduced to 2.
- Flashing Blade and Heavy Blade grant +1 Special charge per Kiragi’s attack if his Spd or Atk respectively is higher than the enemy’s Spd or Atk. With this additional Special charge, Kiragi can activate Deadeye on his second consecutive attack, but only if no Special-slowing effect is active on the enemy.
- To overcome Special-slowing effects, Spd/Def Tempo is Kiragi’s B slot of choice, neutralizing these effects in addition to inflicting -3 Spd/Def on the enemy during combat.
- 4HKO-centric:
- As Kiragi has high Spd and is investing into it for Whitecap Bow’s Brave effect anyway, he can very often attack a total of four times during combat by combining the Brave effect and a natural follow-up attack. If no Guard effect is active, he can activate Deadeye on his final attack; however, Luna works as a budget alternative.
- Null Follow-Up is a key Sacred Seal to have, as it neutralizes effects that would prevent Kiragi’s follow-up attack and thus prevent his third and fourth attacks altogether.
- If Kiragi’s HP is ≤ 75% at the start of combat, he can perform his follow-up attack before the enemy can counterattack, allowing him to land a total of four attacks before the enemy can counterattack. To hit this range more easily, he can use Atk/Spd Push 4 or Fury specifically as his Atk/Spd Boosting A slot; these both inflict recoil damage after combat, allowing Kiragi to more safely land in Desperation’s HP range condition. Note that Atk/Spd Push 4 and Whitecap Bow only function if Kiragi’s HP at the start of combat is ≥ 25%, so Kiragi may overflow on recoil damage over the course of several combats.
- Kiragi’s C slot is fairly flexible, but Atk/Spd Oath 4 and Spd Smoke are particularly noteworthy. The former grants +6 Atk/Spd and an Orders effect (allows Kiragi to warp to a space adjacent to allies within two spaces) at the start of the turn, in addition to granting +3 Atk/Spd to Kiragi and allies within two spaces of him during combat. The latter is much more budget-friendly and inflicts -7 Spd on enemies within two spaces of the target after combat, allowing Kiragi to more easily perform both follow-up attacks and Brave attacks.
“he just like you” “frick, you’re right” (Enemy Phase)
Springy Bow+ (+Spd) Alternate: Reindeer Bow+ (+Spd) |
A | Close Countering A Slot Alternate: Atk/Spd Boosting A Slot |
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Positional Assist | B | Lull Atk/Spd 3 Alternate: Null C-Disrupt 3 |
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Noontime | C | Atk/Spd Oath 4 Alternate: Joint Drive Spd |
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IVs | +Atk and/or +Spd / -Res | S | Null Follow-Up 3 |
Weapon: Springy Bow+ (+Spd) / Reindeer Bow+ (+Spd)
Assist: Positional Assist
Special: Noontime
Passive A: Close Countering A Slot / Atk/Spd Boosting A Slot
Passive B: Lull Atk/Spd / Null C-Disrupt
Passive C: Atk/Spd Oath 4 / Joint Drive Spd / Flexible
Sacred Seal: Null Follow-Up
- Because of his fantastic Spd and remarkably high Def, Kiragi can fulfill the role of a fast Enemy Phase unit. This set focuses on balancing Kiragi’s Atk for damage, Spd for follow-up control, and Def for physical bulk.
- Springy Bow and Reindeer Bow are Kiragi’s best weapons of choice, with the former focusing more on follow-up control (+5 Atk/Spd and neutralization of visible Atk/Spd debuffs) and the latter focusing more on defensive capabilities (+5 Atk/Def and Guard effect to slow enemy Specials).
- Whenever an Arcane Bow is released, it will almost undoubtedly be Kiragi’s new best-in-slot weapon!
- Kiragi lacks any sort of additional Special charge or Special cooldown reduction, so low-cooldown Specials are appreciated because they can be activated as consistently as possible. Noontime grants sustainability via healing = 30% of damage dealt, making it a particularly strong choice by boosting Kiragi’s survivability.
- Null Follow-Up is essential for Kiragi’s damage and bulk, neutralizing the enemy’s follow-up prevention effects and guaranteed follow-ups.
- Atk/Spd Oath 4 and Joint Drive Spd are noteworthy C slots for the in-combat buffs they provide to Kiragi and allies within two spaces (+3 Atk/Spd vs. +4 Spd). The former also has the additional benefit of granting +6 Atk/Spd and an Orders effect (allows Kiragi to warp to a space adjacent to allies within two spaces) at the start of the turn.
- Kiragi’s A and B slots depend on whether he is paired with an Armored ally that has a Near Save skill. Near Save skills grant the Savior effect, allowing the wielder to enter combat in place of the ally within two spaces that was originally attacked.
- No Near Save ally- A Close Countering A slot is necessary for Kiragi to counterattack against melee enemies. Lull Atk/Spd preserves Kiragi’s bulk and follow-up consistency by inflicting -3 Atk/Spd on the enemy and neutralizing their visible Atk/Spd buffs during combat. This is particularly important against Brave Seliph, arguably the most prominent melee threat in the game.
Near Save ally- Any Atk/Spd Boosting A slot works to maximize Kiragi’s damage and follow-up control. Null C-Disrupt neutralizes the enemy’s counterattack-prevention effects, which makes Kiragi much more reliable and consistent at KOing.
Strengths
Excellent Offenses
Kiragi’s enthusiasm for hunting shows through his high 38 Atk and fantastic 43 Spd, which allow him to deal high raw damage and consistently perform follow-up attacks.
Good Physical Bulk
Kiragi boasts 37 Def, a remarkably high value for an Infantry ranged unit with great offenses. In addition to soaking physical attacks relatively well, Kiragi can also strongly take advantage of Def-scaling Specials to deal significantly more damage upon their activation.
Infantry Archer Benefits
Access to skills such as Null Follow-Up, Null C-Disrupt, the Lull family of B slots, and Time’s Pulse improve Kiragi’s combat consistency and reliability. Additionally, as an Archer, Kiragi has access to the excellent Whitecap Bow.
Weaknesses
Subpar Magical Bulk
As a consequence of not hitting the books, Kiragi finds himself relatively defenseless against enemies that wield them, with his 23 Res leaving him vulnerable to being OHKO’d by magical attacks.
No Personal Skill
Aside from his infectious positivity, Kiragi struggles to stand out amongst his peers because of his lack of a personal weapon or skill. With that being said, Kiragi eagerly awaits the release of an Arcane Bow, as his strong overall statline will make him one of the weapon’s most exceptional wielders.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Iron Bow Effective against flying units. Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Bow users.
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50 | 2 | 4 |
Steel Bow Effective against flying units. Learns by default at 2 ★ Unlocks at 2 ★
Only Inheritable by Bow users.
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100 | 2 | 6 |
Unbound Bow Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Bow users.
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200 | 2 | 8 |
Unbound Bow+ Effective against flying foes. If unit is not adjacent to an ally, inflicts Spd/Def-5 on foe and neutralizes foe's bonuses to Spd/Def (from skills like Fortify, Rally, etc.) during combat. Learns by default at 5 ★ Unlocks at 5 ★
Only Inheritable by Bow users.
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300 | 2 | 12 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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Darting Blow 1 If unit initiates combat, grants Spd+2 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
50 | A |
Swift Sparrow 1 If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
120 | A |
Swift Sparrow 2 If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
Spur Spd 1 Grants Spd+2 to adjacent allies during combat.
Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
Drive Spd 1 Grants Spd+2 to allies within 2 spaces during combat.
Inheritable by all units.
Unlocks at 2 ★ |
120 | C |
Drive Spd 2 Grants Spd+3 to allies within 2 spaces during combat.
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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Banners Featured In
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