- Default
- Attack
- Special
- Injured




Summer Tiki (Adult) - Summering Scion |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 7 | 5 | 7 | 6 |
Middle | 18 | 8 | 6 | 8 | 7 |
High | 19 | 9 | 7 | 9 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 32 | 33 | 27 | 29 | 21 |
Middle | 35 | 36 | 30 | 32 | 24 |
High | 38 | 39 | 33 | 35 | 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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Boons
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+ATK: Summer Tiki already has pretty good Attack, and a boon will increase her damage output even further.
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+DEF: Despite her attire, Summer Tiki has a solid Defense stat. A +DEF boon will allow her to function as a solid physical wall.
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+SPD: Summer Tiki’s Speed is in the middling range where she can boost it to avoid a good number of doubles. The increasingly higher Speeds of newer units does make this strategy worse and worse as time passes, however.
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One thing to note is that dumping Summer Tiki’s Speed with a -SPD bane is also viable due to the increased Special charges from getting doubled by enemies that would likely be doubling her regardless (due to skills like Bold Fighter).
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Neutral
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RES: Summer Tiki’s Resistance is decent, and is not worth dumping as she needs it to be able to tackle dragons as well as the occasional mage.
Banes
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-HP: If not taking a -SPD bane, then a -HP bane is the next best option to avoid hurting any of Summer Tiki’s more important stats. She can make up for the HP loss with a refined weapon.
Skill Sets
Summer Bonfires (Defensive Tank)
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Slaying Axe+ (+Def) Alternate: Melon Crusher+ (+Def) |
A | Steady Breath Alternate: Close Def 3 |
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Reposition | B | Guard 3 |
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Bonfire | C | Atk Smoke 3 |
IVs | S | Quick Riposte 3 |
- Preferred IV: +DEF or +ATK or +SPD / -SPD or -HP
- Weapon: Slaying Axe+ (+Def) / Melon Crusher+ (+Def)
- Assist: Reposition
- Special: Bonfire / Ignis / Aether
- Passive A: Steady Breath / Warding Breath / Distant Counter / Close Def
- Passive B: Guard / Quick Riposte / Renewal
- Passive C: Atk Smoke / Flexible
- Sacred Seal: Quick Riposte / Close Def / Distant Def
This is a standard tanking setup for Summer Tiki. The first decision to make is based on IVs: if running +SPD, then change the weapon refines to +Spd refines to maximize Summer Tiki’s Speed to avoid as many doubles as possible. If running neutral or -SPD, then a +Def refine is better since Summer Tiki will likely be getting doubled by a number of enemies.
One of the benefits of a tank setup is that Summer Tiki has access to massive nukes in the form of Bonfire/Ignis activations. As a result, a Slaying Axe is highly preferred to ensure she activates her Special as much as possible. Her base Melon Crusher is acceptable if necessary for budget - it is best paired with some form of healing (from Summer Tiki’s team or somewhere in her build, such as running Renewal as a B skill or Aether as her Special) to maximize the number of times she can utilize its effect.
Summer Tiki’s A skill will determine her best Special. Steady Breath is extremely powerful as in addition to the +4 Defense when attacked, Summer Tiki can activate Bonfire on every counterattack after getting attacked when wielding a Slaying Axe. Warding Breath is not quite as good due to physical melee attackers being much more prevalent than magical melee attackers, but is acceptable since the important part is the increased Special charge generation. Distant Counter is an option to allow Summer Tiki to take on ranged threats, while her base Close Def is acceptable for increasing her mixed bulk. If running Distant Counter or Close Def with a Slaying Axe, then use Ignis if expecting Summer Tiki to get doubled a lot, or Bonfire if stacking Speed and wanting her to avoid doubles. If not running a Slaying Axe, then run Ignis with Steady/Warding Breath or Bonfire otherwise.
Guard isn’t quite as important on green tanks as it is on blue or red tanks due to the strongest Special users being red (such as Ayra and Zelgius). However, running Guard on Summer Tiki will reduce incoming damage by a massive amount, particularly when fighting armored units with Bold Fighter. Make sure to run the Quick Riposte Seal if using Guard. Otherwise, Quick Riposte in Summer Tiki’s B skill slot is fine to ensure that she can double her opponents.
Summer Tiki’s C skill is entirely up to preference, but Atk Smoke is a great choice for tanks as applying the debuff allows them to more easily take on multiple enemies in a single turn.
The Quick Riposte Seal is a must if running any B skill other than Quick Riposte (such as Guard). Otherwise, Close Def is a fantastic choice for increasing Summer Tiki’s overall bulk. Distant Def is worth consideration if running Distant Counter as well.
Double Melon...Crusher (Offensive Nuke)
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Brave Axe+ | A | Death Blow 4 Alternate: Death Blow 3 |
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Reposition | B | Chill Def 3 Alternate: Hit and Run |
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Bonfire Alternate: Glimmer |
C | Def Smoke 3 Alternate: Threaten Def 3 |
IVs | S | Attack +3 |
- Preferred IV: +ATK / -HP or -SPD
- Weapon: Brave Axe+
- Assist: Reposition
- Special: Bonfire / Glimmer / Moonbow
- Passive A: Death Blow / Sturdy Blow
- Passive B: Chill Def / Hit and Run / Axebreaker
- Passive C: Def Smoke / Threaten Def / Flexible
- Sacred Seal: Attack +3 / Heavy Blade / Quickened Pulse
Summer Tiki can take advantage of her strong Attack stat with a Brave Axe set to take enemies out before they can even retaliate. This set works much better with team support, but is capable of functioning independently as well.
Bonfire is a great Special to use thanks to Summer Tiki’s strong Defense. It is far more consistent than Luna due to Summer Tiki performing much better against enemies that have their Defense debuffed. Glimmer or Moonbow are good options depending on Summer Tiki’s Sacred Seal and level of team support. If she can get any form of Attack buff support, then Glimmer is likely going to be much better unless she is fighting enemies with high Defense. Attack buff support pairs well with a Heavy Blade Seal, or the far superior alternative of having an ally providing Infantry Rush support (which frees up Summer Tiki’s Seal so she can run Attack +3). Running Quickened Pulse or having access to Infantry Pulse support also allows Summer Tiki to run either Glimmer or Moonbow to great effect, as she will be able to activate her Special in her first combat.
Due to the purely offensive focus of a Brave weapon setup, Death Blow is the ideal choice as it provides the most raw Attack. Sturdy Blow provides a bit more protection when fighting enemies that can survive Summer Tiki’s first two attacks (such as armored axe users if she is running Axebreaker). It also has the benefits of increasing Bonfire damage and being worth a bit more for Arena scoring.
Chill Def applies a powerful Defense debuff that allows Summer Tiki to break through enemies with high Defense. If unavailable or debuffing is covered elsewhere, then Hit and Run (or Drag Back) is a great option to help keep Summer Tiki safe after attacking. Axebreaker is also a good option to allow her to break through super tanky axe units like Hector (LA) or Winter Chrom.
Def Smoke is a fantastic debuff if Summer Tiki has access to Refresher support so that she can engage multiple enemies per turn. Otherwise, Threaten Def offers another method of applying a Defense debuff to her opponent. Summer Tiki’s C skill can easily be replaced to suit the team, however. Keep in mind that field debuffs do not stack, so running Chill Def along Def Smoke or Threaten Def can result in some redundancy if they target the same unit.
Introduction
Summer Tiki is one of several seasonal units that shows that apparently armor is utterly unnecessary for protection from enemy weaponry, as her Defense is quite functional despite her bikini attire. Featuring a fairly balanced statline, Summer Tiki still manages to have some standout stats such as her Attack thanks to her notably low HP.
While Summer Tiki is arguably outshone by popular tanks like Brave Ike, she is still perfectly capable due to a lack of any crippling weaknesses - while her low HP makes her vulnerable to Panic Ploy, this can easily be circumvented due to Panic Ploy only being situationally detrimental since it relies on field buffs to have an effect. Worst case scenario, Summer Tiki can simply avoid the Panic Ploy with smart positioning.
Overall, Summer Tiki is a strong tank with a bit of build versatility that is fully capable of fulfilling her role on a team.
Strengths
Decent Mixed Bulk
Despite her low HP, Summer Tiki has enough Defense and Resistance that she can be relied upon to handle both physical and magical non-red threats, particularly if bolstering her mixed bulk with skills like her base Close Def.
Great Attack
With base 36 Attack, Summer Tiki can hit quite hard, particularly if capitalizing on her Attack stat with a Brave Axe build.
Decent Speed
Summer Tiki’s Speed is just high enough that she can boost it to avoid doubles or dump it entirely to get doubled and build more Special charge.
Infantry
One of the benefits of being an infantry is having access to infantry-exclusive support in the form of Infantry Pulse and Infantry Rush.
Weaknesses
Limited Unit
Summer Tiki’s status as a seasonal unit means that she is hard to obtain multiple copies of for merging or to find her optimal IVs.
Low HP
While Summer Tiki’s Defense and Resistance allow her to handle both physical and magical attackers, her low HP does put a damper on her survivability. It also makes her vulnerable to Panic Ploy as well as enemies utilizing skills like Fire Boost or Wind Boost.
Infantry
The downside of being infantry is that Summer Tiki lasts access to buffs like Hone Cavalry as well as the superior mobility of cavalry and fliers.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Inheritable by Axe users only.
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50 | 1 | 6 |
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Inheritable by Axe users only.
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100 | 1 | 8 |
![]() If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2.
Inheritable by Axe users only.
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200 | 1 | 10 |
![]() If unit has 100% HP at start of combat, unit gets Atk/Spd/Def/Res+2. Learns by default at 5 ★
Inheritable by Axe users only.
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300 | 1 | 14 |
Available Rearmed Weapons |
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Arcane Downfall |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+2 during combat.
Inheritable by all units.
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60 | A |
![]() If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+4 during combat.
Inheritable by all units.
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120 | A |
![]() If unit is attacked by foe using sword, axe, lance, dragonstone, or beast damage, unit receives Def/Res+6 during combat.
Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() If unit survives and uses a axe, unit gets 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)
Inheritable by Axe users only.
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30 | C |
![]() If unit survives, all axe users on team get 1.5x SP. (If similar skill effects also used, only highest multiplier applied.)
Inheritable by Axe users only.
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60 | C |
![]() If unit survives, all axe users on team get 2x SP. (If similar skill effects also used, only highest multiplier applied.)
Inheritable by Axe users only.
Unlocks at 5 ★ |
120 | C |
Other Info
Origin |
Fire Emblem Heroes
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