GamePress
Analysis by Chibi_Chu
Kiragi - Upbeat Archer

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
181
HP 40
ATK 38
SPD 43
DEF 37
RES 23

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 7 12 8 3
Middle 18 8 13 9 4
High 19 9 14 10 5

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

Skill Sets

War is…y’know, the “H” word! (Player Phase)

Build by Chibi_Chu
Recommended
Whitecap Bow+ (+Spd) A Atk/Spd Boosting A Slot
Positional Assist B Spd/Def Tempo 3
Alternate: Desperation 3
Deadeye
Alternate: Luna
C Time's Pulse 3
Alternate: Atk/Spd Oath 4
IVs

+Atk and/or +Spd / -Res

SHeavy Blade 3 / Flashing Blade 3
Alternate: Null Follow-Up 3

Show Explanation/Analysis

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)

Build by Chibi_Chu
Springy Bow+ (+Spd)
Alternate: Reindeer Bow+ (+Spd)
A Close Countering A Slot
Alternate: Atk/Spd Boosting A Slot
Positional Assist B Lull Atk/Spd 3
Alternate: Null C-Disrupt 3
Noontime C Atk/Spd Oath 4
Alternate: Joint Drive Spd
IVs

+Atk and/or +Spd / -Res

SNull Follow-Up 3

Show Explanation/Analysis

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.
Iron Bow

Effective against flying units.

Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Bow users.
50 2 4
Steel Bow

Effective against flying units.

Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Bow users.
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.
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.
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New Moon

Treats foe's Def/Res as if reduced by 30% during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 3
Luna

Treats foe's Def/Res as if reduced by 50% during combat.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
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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