- Default
- Attack
- Special
- Injured




Rinkah - Scion of Flame |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 8 | 10 | 4 |
Middle | 18 | 8 | 9 | 11 | 5 |
High | 19 | 9 | 10 | 12 | 6 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 31 | 36 | 38 | 14 |
Middle | 40 | 34 | 39 | 41 | 18 |
High | 43 | 37 | 43 | 45 | 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
Beat of the Rising Sun (Close Call/Repel Tank)
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Rinkah's Club | A | Distant Counter Alternate: Distant Foil |
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Reposition | B | Close Call 3 Alternate: Repel 3 |
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Sol | C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | +SPD / -RES | S | Swift Stance 2 Alternate: Steady Posture 2 |
Weapon: Rinkah’s Club
Assist: Reposition / Player Preference
Special: Sol
Passive A: Distant Counter / Distant Foil
Passive B: Close Call / Repel
Passive C: Pulse Smoke / Atk Smoke / Spd Smoke
Sacred Seal: Swift Stance / Steady Posture / Atk Smoke / Spd Smoke
- This build capitalizes on Rinkah’s high Speed for a Mixed Phase build that focuses on sustain and damage reduction, as a result a Speed Asset is recommended to improve Rinkah’s Speed as much as possible.
- Sol can activate easily thanks to Rinkah’s Club not only turning the Special cooldown to a value of 2, but thanks to the fact that it gives +1 Special cooldown on her foe’s attack, it can allow Rinkah to immediately attack with Sol as a counter hit without the help of the ever popular Brave Lucina support.
- The choice of Close Call or Repel vastly depends on player preference, as well as which of the two options is available to the player.
- Distant Counter is much more flexible than Rinkah’s base kit Distant Foil as she does not have to fear magic damage as easily with the addition of Close Call or Repel. In the event of lacking Distant Counter, Rinkah’s Distant Foil can definitely be a serviceable alternative in the meantime, though it does mean Rinkah will not be able to counterattack against ranged magic damage.
- Pulse Smoke is a solid option that can counter any preemptively charged Specials in play, while Atk Smoke and Spd Smoke are useful and cheaper to come by alternatives that either debuff enemy Attack and take less damage,, or allow Rinkah to debuff Speed and activate Close Call or Repel against faster units.
- The Swift Stance or Steady Posture Sacred Seals can be used to enhance Rinkah’s Speed while also boosting one of her defensive stats, or one of the Atk or Spd Smoke Sacred Seals can also be used here in the Sacred Seal Slot.
Onimusha Death Blow (Wrath Nuke)
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Rinkah's Club | A | Death Blow (3 or 4) Alternate: Fury (3 or 4) |
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Reposition | B | Wrath 3 |
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Bonfire Alternate: Moonbow |
C | Time's Pulse 3 Alternate: Odd Atk Wave 3 |
IVs | +ATK / -RES | S | Death Blow 3 Alternate: Quickened Pulse |
Weapon: Rinkah's Club
Assist: Reposition / Player Preference
Special: Bonfire / Moonbow
Passive A: Death Blow (3 or 4) / Fury (3 or 4)
Passive B: Wrath
Passive C: Time’s Pulse / Odd Atk Wave / Even Atk Wave
Sacred Seal: Death Blow / Quickened Pulse / Even Atk Wave
- This build makes use of Wrath in order to set up powerful Special activations and aim to deal as much damage as possible in a single strike. An Attack Asset is recommended to push out as much damage as possible from the one hit from her Special.
- The choice of Special is entirely dependent on whether Rinkah has access to Time’s Pulse or not. If she does, then Bonfire will be the Special of choice. If Time’s Pulse cannot be run, Moonbow is recommended instead to give the best overall consistency.
- Death Blow gives the most overall damage for this single hit build, but Fury can be considered instead as an option. Rinkah’s Club dictates that Rinkah must not be at full HP in order to activate the effects, as well as Wrath must have Rinkah be at 75% HP or less. As a result, while Fury gives less damage potential than Death Blow, it can be a way to guarantee Rinkah loses the HP needed to activate her weapon and B Passive.
- If Time’s Pulse cannot be used, Odd Atk Wave or Even Atk Wave can be used in the C Passive to boost Rinkah’s Attack every other turn. If Odd Atk Wave is used, the Even Atk Wave Sacred Seal can be paired alongside it so that Rinkah gets an Attack bonus every turn.
- The Death Blow Sacred Seal is recommended to push out even more damage when Rinkah initiates combat, while the Quickened Pulse Sacred Seal can be used so that Rinkah immediately has a Special ready to use out of the gate.
Surtr's Illegitimate Child (Physical Tank)
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Rinkah's Club | A | Distant Foil Alternate: Sturdy Stance 3 |
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Reposition | B | Lull Atk/Spd 3 Alternate: Special Spiral 3 |
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Bonfire Alternate: Aether |
C | Atk Smoke 3 Alternate: Def Smoke 3 |
IVs | +SPD or +DEF or +ATK / -RES | S | Fierce Stance 3 Alternate: Darting Stance 3 |
Weapon: Rinkah’s Club
Assist: Reposition / Player Preference
Special: Bonfire / Aether
Passive A: Distant Foil / Distant Counter / Sturdy Stance 3
Passive B: Lull Atk/Spd / Lull Atk/Def / Lull Spd/Def / Special Spiral
Passive C: Atk Smoke / Def Smoke / Pulse Smoke
Sacred Seal: Fierce Stance / Darting Stance / Steady Posture
- This build turns Rinkah into more of a dedicated Enemy Phase unit that focuses on raw physical Defense compared to damage reduction through Close Call or Repel. Any Asset can be chosen between Speed, Defense, or Attack, while Resistance is her Flaw of choice.
- Rinkah’s default Distant Foil is a strong A Passive here as this build focuses purely on tanking physical damage and will not be concerned with magical damage. Distant Counter can be taken if one really wishes for Rinkah to be able to counter attack against mages or staves, though it is not recommended due to her horrid Resistance stat. If the user is content with dropping Rinkah’s ability to counter attack against physical ranged opponents, Sturdy Stance 3 is an option that not only boosts Rinkah’s Attack and Defense in a similar fashion to Distant Foil, but gives a Guard effect rather than a physical Distant Counter effect.
- Lull Skills are an excellent group of Skills to consider on this build, giving Rinkah the ability to not only debuff her opponent’s stats but also ignore any displayed bonuses they may possess which corresponds to whichever Lull Skill she chooses to use. Lull Atk/Spd would be a recommendation of choice as it directly contributes to Rinkah’s survivability, while Lull Atk/Def and Lull Spd/Def can help Rinkah dish out more damage.
- Bonfire is typically going to be Rinkah’s Special of choice, but if the B Passive being used is Special Spiral, Aether can be used so that once Rinkah gets Special Spiral to start activating, she will be able to immediately counterattack with Aether thanks to the cooldown bonus granted from Rinkah’s Club.
- In the C Passive, Atk Smoke can be taken to improve survivability, Def Smoke to give the potential for more damage, or Pulse Smoke to help protect against preemptively charged Specials.
- For the Sacred Seal Slot, the Fierce Stance Sacred Seal improves Rinkah’s counter attack damage even further, the Darting Stance Seal helps her avoid enemy follow-up attacks and secure her own, while the Steady Posture Sacred Seal can boost both her Speed and Defense which are her two greatest strengths.
Blood of Flames (Desperation Offense)
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Rinkah's Club | A | Fury (3 or 4) Alternate: Swift Sparrow (2 or 3) |
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Reposition | B | Desperation 3 |
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Galeforce Alternate: Bonfire |
C | Def Smoke 3 Alternate: Savage Blow 3 |
IVs | +SPD or +ATK / -RES | S | Flashing Blade 3 Alternate: Swift Sparrow 2 |
Weapon: Rinkah’s Club
Assist: Reposition / Player Preference
Special: Galeforce / Bonfire / Moonbow
Passive A: Fury (3 or 4) / Swift Sparrow (2 or 3) / Flashing Blade 4
Passive B: Desperation
Passive C: Def Smoke / Savage Blow / Player Preference
Sacred Seal: Flashing Blade / Swift Sparrow / Brazen Atk/Spd
- Rinkah’s Club opens itself to Player Phase potential without the use of out of combat Special cooldown Skills such as Wrath or Time’s Pulse, but due to the fact that Rinkah’s Club only gives cooldown bonus on her foe’s attacks, this build centers around Flashing Blade. A Speed Asset is recommended to boost Rinkah’s Speed as much as possible, though an Attack Asset can work well here.
- Desperation may seem like an odd choice considering Rinkah’s high Defense, but the ability to attack repeatedly without having to fear a counter attack in most instances will help her to keep up the aggression, even against magic damage units that can counter attack her once she has successfully set up.
- Flashing Blade is crucial to activating either Galeforce or Bonfire while in Desperation range, whether it be in the Sacred Seal Slot, or using Flashing Blade 4 in the A Passive for true damage and then using either the Swift Sparrow Sacred Seal or the Brazen Atk/Spd Sacred Seal. If Flashing Blade cannot be used at all, a lower cooldown Special such as Moonbow must be used.
- Fury or Swift Sparrow are ideal A Passives if Flashing Blade 4 is not used, Swift Sparrow can give a larger boost in offenses while Fury’s guaranteed chip damage helps to not only push her into Desperation’s HP range, but guarantee that Rinkah’s Club will be active after one round of combat.
- The C Passive is not important to this build, but C Passives such as Def Smoke or Savage Blow can be capitalized on through their softening up of targets, especially when Galeforce or dancer support is used.
Strengths
High Defense and Speed
Rinkah’s physical bulk is amazing, sporting a base value of 41 Defense that can be pushed even further with the help of a Defense Super Asset. Likewise, her Speed also finds itself at a high value of 39, also sporting a Super Asset that can make her even faster. No matter which of these two stats are invested heavily into, summoners will not be disappointed with these extremes.
Rinkah’s Club
Rinkah’s Club is a powerful unique weapon that lowers her cooldown by -1, and will grant Rinkah with Attack/Defense +5 alongside Special cooldown charge +1 per her foe’s attack during combat. There are two checks for these effects and only one of the two has to be achieved, either for her foe to initiate combat, or for Rinkah to not be at full HP.
Build Versatility
As a result of her high Speed and powerful unique weapon, Rinkah can find herself diverging into all kinds of builds. While her base kit certainly suggests for her to be a physical tank unit, it is entirely possible to build her as a more Player Phase oriented unit thanks to her high Speed and the fact that Rinkah’s Club can be used in the Player Phase if she is not at full HP.
Weaknesses
Extremely Low Resistance
Rinkah’s Resistance stat is a mediocre value of 18 as a compensation for her extremely high physical Defense. Rinkah must be wary to avoid taking magical damage unless she is running Skills that reduce damage such as Close Call or Repel. Dropping Rinkah’s Resistance is recommended for all her builds as it is her least valuable stat, but it doesn’t help that she also has a Resistance Super Flaw to deal with.
Attack could be Higher Prior to Setup
While Rinkah certainly gets a bonus to her Attack with the help of Rinkah’s Club, her base 34 Attack is a little more average than it’d like to be before the weapon effect kicks in. Making the most of her weapon, whether it be devoting to Enemy Phase or making sure she drops away from full HP to justify Player Phase is key to making Rinkah hit much harder than her Attack stat suggests.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★
Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Inheritable by Axe users only.
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200 | 1 | 11 |
![]() Accelerates Special trigger (cooldown count -1). If foe initiates combat or if unit's HP < 100% at start of combat, grants Atk/Def +5 and Special cooldown charge +1 per foe's attack during combat. (Only highest value applied. Does not stack. Special cooldown charge granted even if foe's attack deals 0 damage.) Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Downfall (+Def) |
Arcane Downfall (+Res) |
Arcane Downfall (+Atk) |
Arcane Downfall (+Spd) |
Arcane Downfall |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Def. Learns by default at 4 ★ Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 50% of unit's Def. Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If sword,lance, axe, bow, dagger, or beast foe initiates combat, grants Atk/Def +5 to unit and unit can counterattack regardless of foe's range.
Restricted to melee units.
Unlocks at 5 ★ |
300 | A |
![]() If unit's HP ≤ 25%, Special cooldown count-1 at start of turn if Special triggers by attacking.
Melee, Infantry, and Armored Only
Unlocks at 1 ★ |
60 | B |
![]() If unit's HP ≤ 50%, Special cooldown count-1 at start of turn if Special triggers by attacking.
Melee, Infantry, and Armored Only
Unlocks at 2 ★ |
120 | B |
![]() If unit's HP ≤ 75%, Special cooldown count-1 at start of turn if Special triggers by attacking. If Special triggers, +10 damage from Special.
Melee, Infantry, and Armored Only
Unlocks at 4 ★ |
240 | B |
![]() At start of even-numbered turns, grants Def+2 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
![]() At start of even-numbered turns, grants Def+4 to unit and adjacent allies for 1 turn.
Inheritable by all units.
Unlocks at 4 ★ |
120 | C |
![]() At start of even-numbered turns, grants Def+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Fates
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