GamePress
Analysis by ZeShado
Ricken - Shepherd Novice

3-4

Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
176
HP 40
ATK 43
SPD 39
DEF 24
RES 30

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 15 12 8 4 7
Middle 16 13 9 5 8
High 17 14 10 6 9

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 37 40 36 21 26
Middle 40 43 39 24 30
High 43 47 43 28 33

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

Wind Deniers Be Like “Must Have Been the Uhhh Um the Uhhh” (Aether Raids Defense)

Build by ZeShado
Recommended
Spectral Tome+ (+Spd)
Alternate: Snow Globe+ (+Spd)
A Atk/Spd Boosting A Slot
Alternate: Sturdy Impact
Assistless B Windsweep 3
Alternate: Watersweep 3
Moonbow
Alternate: Glimmer
C Fatal Smoke 3
Alternate: Def/Res Smoke 3
IVs

+ATK or +SPD / -RES

SNull Follow-Up 3
Alternate: Blade Session 3

Show Explanation/Analysis

Weapon: Spectral Tome+ (+Spd) / Snow Globe+ (+Spd)

Assist: Assistless

Special: Moonbow / Glimmer / Ruptured Sky

A Passive: Atk/Spd Boosting A Slot / Sturdy Impact

B Passive: Windsweep / Watersweep / Spd/Res Tempo

C Passive: Fatal Smoke / Def/Res Smoke 3 / Time’s Pulse / Atk/Spd Oath 4 / Canto Control / Joint Drive Atk / Joint Drive Spd

Sacred Seal: Null Follow-Up / Blade Session

  • Despite Ricken being a generic Green Tome with a lack of weapon options, the ones that he does have access to can prove to be successful in some aspects as they do provide their own niches. Spectral Tome is effectively Panic Smoke with the added benefit of going off as long as he can land a singular hit as it’s built into the weapon. Meanwhile, Snow Globe is beneficial in the sense that it can reverse any debuffs he may receive to his Atk and Res, the former being especially important as it can keep his damage output consistent. This set is mainly here to give him a niche that most units of his kind can’t take advantage of, whether that’s due to having a different color or having lackluster stats comparatively.
     
  • Easily-triggerable Specials such as Moonbow and Glimmer are the best options as there’s very little chance that he’ll be able to run a higher-cooldown Special and get it off consistently. Granted, the main goal is to inflict a load of penalties on the foe but if the option of getting a Special off is there, he may as well take advantage of it.
     
  • The best A Passive options that can be afforded to Ricken are the ones that bolster his overall Atk and Spd as he can continue to increase his damage output and more securely get Windsweep/Watersweep off. The latter is especially important if running Spectral Tome as he’ll be able to guarantee Panic on the opposing team. However, given that he can’t cover every threat, he can instead use Sturdy Impact and bank on taking a hit physically or using the extra Def to deter the adaptive damage Dragon threats have. Regardless, there are trade-offs for each skill so feel free to run what you feel is best.
     
  • Ricken’s B Passive options boil down to two options: either prioritizing utility or damage output. Using either Windsweep or Watersweep means he can securely get damage out and inflict penalties with Smokes and Spectral Tome. However, any Guard effect will ultimately shut down his overall damage output. As such, he can instead run Spd/Res Tempo so that he can always get a Special out, assuming he’s on a team that functions well with him. However, he will lose out on the utility aspect and will be more prone to counterattacks. Whichever route you decide to go down, it’s best to keep these factors in mind.
     
  • While Ricken’s weapon options are rather limited, his C Passive options are more than plentiful. His options range anywhere between inflicting and/or setting up effects to helping Ricken increase his damage output to simple utility. For set-up purposes, he has Fatal Smoke and Def/Res Smoke 3, the former going in tandem with Spectral Tome to inflict both Panic and Deep Wounds in one go, and the latter allowing for other defense units to swoop in for an attack as it grants the user Pathfinder. Meanwhile, if you would much rather prioritize damage, he can either run Time’s Pulse or Atk/Spd Oath 4, the former allowing him to get Specials off much more quickly, and the latter granting visible Atk and Spd and in-combat bonuses to said stats. Otherwise, he can either run Canto Control for shutting down Hit and Run strategies or any miscellaneous Joint Drive.
     
  • As far as Sacred Seal options are concerned, the two best options allotted to him are Null Follow-Up and Blade Session. Null Follow-Up can allow Ricken to function as a Sweep Mage akin to units such as Ishtar and Young Merric. Meanwhile, Blade Session grants more Atk and Spd which is always a good thing to have. Depending on how you want to go about using Ricken on Aether Raids Defense, Null Follow-Up can always be replicated by Inf. Spd Tactic support so it’s not as imperative but if it’s not available to you, then having it in his kit would be much more beneficial.

It Frickin’ Wimdy (General Use)

Build by ZeShado
Recommended
Madness Flask+ (+Spd)
Alternate: Madness Flask+ (+Atk)
A Fury (3 or 4)
Alternate: Life and Death (3 or 4)
Positional Assist B Desperation 3
Alternate: Special Spiral 3
Moonbow
Alternate: Blazing Wind
C Atk/Spd Oath 4
Alternate: Time's Pulse 3
IVs

+ATK / -DEF

SFury 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Madness Flask+ (+Spd) / Madness Flask+ (+Atk)

Assist: Positional Assist

Special: Moonbow / Blazing Wind / Glimmer / Ruptured Sky

A Passive: Fury (3 or 4) / Life and Death (3 or 4) / Atk/Spd Boosting A Slot

B Passive: Desperation / Special Spiral

C Passive: Atk/Spd Oath 4 / Time’s Pulse

Sacred Seal: Fury / Flashing Blade / Quickened Pulse

  • As aforementioned, Green Tome units don’t have a lot of inheritable weapon options. However, Ricken having a fantastic Atk stat means he can take advantage of area-of-effect Specials, with the drawback being initial charges and looping prowess. He could also run a generic Fury Desperation set if that’s more up your alley, but as far as other options are concerned, there really aren’t many more options that can be afforded to him sadly. Even so, Ricken can make for a mean AoE spammer.
     
  • Depending on which weapon you want to use on him, Ricken can either run Fury, Life and Death, or any miscellaneous Atk and Spd boosting A Passive. Fury pairs well with both sets as it increases his visible Atk stat but if the pursuit is an area-of-effect set, he would much rather run Life and Death as he can get more visible Atk out of it. Otherwise, Fury works well enough with Madness Flask, and if you would much rather use any other A Passive for boosting Atk and Spd, he can afford it as Fury is a Sacred Seal option and can allow him to fall into the Desperation range relatively quickly.
     
  • In terms of B Passive options, he can either run Desperation or Special Spiral. The former pairs well with Fury stacking as he’ll be dropping his HP stat over several combats at a relatively quick pace. Meanwhile, the latter is effectively required if running an area-of-effect Special as he would otherwise struggle to loop the Special.
     
  • C Passives options are a bit more limited in scope as Ricken is mainly using his Passive slots to increase his overall damage output. As such, the best option when using the Fury Desperation set would be Atk/Spd Oath 4 as it not only visibly buffs his Atk and Spd but also grants in-combat Atk and Spd that can easily make or break the difference between killing or being killed. Meanwhile, Time’s Pulse, while not required, will make charging the area-of-effect Special much more manageable as he lacks any Slaying weapon inheritables. This may change with a future Arcane weapon, but as it currently stands, he has to use Madness Flask, so it is heavily advised that he runs Time’s Pulse.
     
  • The Sacred Seal options are relatively straightforward in approach. If running the Fury Desperation set, stacking Fury works well, especially if the A Passive is occupied by another Atk and Spd boosting A Slot. Otherwise, Flashing Blade will be important for the area-of-effect set as he wants to consistently loop it and can only do that with Special Spiral and Flashing Blade in tow. That being said, if the goal is simply getting it off once for Summoner Duels, he can instead run Quickened Pulse and Spring Sonya support so that he can get an instant area-of-effect going.

Strengths

Fantastic Offenses

    Ricken enters the game with an absurd offensive presence for a demote Green Tome unit. Reigning a base Atk stat of 43 and base Spd stat of 39, with superboons in each respective stat, he’s going to be hitting hard quite hard and more than likely double on a consistent basis.

Infantry

    Infantry units have quite a lot of Passive options allotted to them for each and every slot imaginable. This includes an assortment of stat-boosting A Passives, a good amount of B Passives that can grant numerous amounts of effects, C Passives that can grant utility and increase his overall combat prowess, and Sacred Seals that give him more flexibility for the rest of his kit.

Weaknesses

Lackluster Inheritable Options

    While Ricken, himself, is quite a unit stat-wise, his weapon options are relatively lackluster in nature as they mainly range from gimmicky to underwhelming, especially compared to other types of Tomes that not only have more stats but potentially more and/or better effects attached to them.

Competition

    Funnily enough, the demote pool for Infantry Green Tomes is relatively small but competition does exist none the same, especially when taking the Heroic Grail catalog into account. This includes units such as Limstella and Merric, the former much more proficient in the Enemy Phase as they have a much better allocated statline for the role in mind as well as follow-up denial, and the latter, while much more lackluster in terms of damage output, has a PRF Slaying tome that can be used for better ease of area-of-effect Special spamming, and while Ricken would still have more Atk after considering everything, the charging and looping process is a lot more finicky comparatively. However, he is much more modern and doesn’t cost nearly as much to get going. 

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 2 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Gronnrabbit

During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.

Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 8
Gronnrabbit+

During unit's first combat in player phase or enemy phase, grants Atk/Res+5 to unit and restores 7 HP to unit after combat.

Learns by default at 5 ★
Unlocks at 5 ★
Green Tome Users Only
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
Atk/Spd Form 1

If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces; max 3).

Inheritable by all units.
Unlocks at 3 ★
60
A
Atk/Spd Form 2

If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = number of allies within 2 spaces + 2; max 5).

Inheritable by all units.
Unlocks at 4 ★
120
A
Atk/Spd Form 3

If unit is within 2 spaces of an ally, grants Atk/Spd+X to unit during combat (X = 2 × number of allies within 2 spaces, + 1; max 7).

Inheritable by all 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
Spur Atk Spd 1

Grants Atk/Spd+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
120
C
Spur Atk Spd 2

Grants Atk/Spd+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Awakening

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