Summer Tiki (Young)

Analysis by Adonyx
Summer Tiki (Young) - Beachside Scion


Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 33
SPD 37
DEF 32
RES 26

Stat Variations

Level 1 Stat Variation
Low 15 6 3 7 3
Middle 16 7 4 8 4
High 17 8 5 9 5

Level 40 Stat Variations
Low 37 30 33 29 22
Middle 40 33 37 32 26
High 43 36 40 35 29

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.


  • +SPD: Tiki is incredibly fast with 37 base Speed, and a +SPD boon will make her so fast that she can not only avoid nearly all doubles, but can also be considered a potent Player Phase threat.

  • +ATK: Not quite as good as +SPD due to the aforementioned reasons, but increasing Tiki’s damage is always a worthwhile endeavor if +SPD is unavailable.


  • DEF: Tiki’s Defense is pretty good, but a +DEF boon isn’t quite as good as a +SPD or +ATK boon if available.

  • RES: Tiki’s Resistance isn’t particularly impressive, but its status as a superbane (-4 to the stat) makes it a poor choice for a bane.


  • -HP: Despite impacting both physical and magical bulk, a -HP bane is ideal for Tiki to avoid having to take a bane in any other stat.

Skill Sets

Divine Breath of Summer (Defensive Bruiser)

Build by
Summer's Breath A Distant Counter
Alternate: Atk/Def Bond 3
Reposition B Chill Spd 3
Alternate: Swordbreaker 3
Ignis C Res Smoke 3
IVsSIote's Shield

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP
  • Weapon: Summer’s Breath
  • Assist: Reposition
  • Special: Ignis
  • Passive A: Distant Counter / Atk/Def Bond
  • Passive B: Chill Spd / Quick Riposte / Swordbreaker / Guard
  • Passive C: Res Smoke / Guidance / Flexible
  • Sacred Seal: Iote’s Shield / Close Def

Thanks to Summer’s Breath, Tiki can uniquely access a Steady Breath-esque effect - something that no other flier has access to. This allows her to be a defensive powerhouse on Enemy Phase, as she can easily charge and activate high cooldown Specials.

Tiki’s high Speed means that she dodges nearly all doubles outside of forced doubles from abilities like Bold Fighter. This means that with the Steady Breath effect of Summer’s Breath, Tiki can activate Ignis every combat that she can double without having to worry about wasting Special charges by getting doubled. She can do this while also utilizing Distant Counter to allow her to deal with ranged threats. If Distant Counter is unavailable, then her base Atk/Def Bond works just fine.

Tiki’s stat spread allows her to have a wide variety of B skills to choose from. Chill Spd is a fantastic choice that not only provides team support through its debuff, but debuffing the Speed of the fastest enemy unit typically results in that unit being susceptible to getting doubled by Tiki. She is fast enough that she isn’t reliant on Quick Riposte to secure doubles (particularly with buffs - she can benefit from both flier and dragon buffs), but having it is very useful to guarantee doubles against even the fastest units (such as Ayra and Karla). Swordbreaker is a strong alternative in order to secure matchups against speedy sword units, as well as protecting Tiki from Bold Fighter swords like Zelgius. Keep in mind it will not protect her from Falchions. Finally, Guard is a decent option to keep Tiki safe from enemy Special activations, particularly from those who can double her regardless of Speed (such as Bold Fighter armors).

Iote’s Shield is important to run as Tiki’s Seal in order for her to safely handle enemy archers - this is an important consideration if running her as part of a flier team. If another unit on the team can safely deal with archers, then Close Def is a good alternative to increase her overall bulk.

Summer Breeze (Mixed Phase Generalist)

Build by
Summer's Breath A Distant Counter
Alternate: Fury 3
Reposition B Guard 3
Alternate: Renewal 3
Alternate: Moonbow
C Res Smoke 3
IVsSQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP
  • Weapon: Summer’s Breath
  • Assist: Reposition
  • Special: Glimmer / Moonbow
  • Passive A: Distant Counter / Fury
  • Passive B: Guard / Renewal / Swordbreaker
  • Passive C: Res Smoke / Guidance / Flexible
  • Sacred Seal: Quick Riposte / Atk Smoke

Despite the Enemy Phase only requirement on the Steady Breath effect of Summer’s Breath, Tiki can still run an excellent mixed phase setup thanks to her high Speed.

A low cooldown Special works best for a mixed phase setup to allow Tiki to activate her Special every combat on either phase. Glimmer works quite well due to the adaptive damage granted by breath weapons, but Moonbow is a good alternative for dealing more consistent damage.

Distant Counter is a strong option that allows Tiki to handle ranged threats on either phase. However, the lack of a stat-boosting A skill like Fury can make it a bit difficult for Tiki to excel in Player Phase without access to buffs.

Guard is extremely potent on a mixed phase setup. One of the biggest dangers in the upper tiers of Arena is enemies with instant Special activations, particularly if they can do so on either phase like Zelgius. Guard allows Tiki to freely fight those enemies without having to worry about getting instantly KO’d by a powerful Special. Renewal is a good alternative that will enhance Tiki’s sustain; this can be particularly useful if she is running Fury, as the recoil damage will be detrimental if she is engaging multiple enemies. Finally, Swordbreaker is always a good option to ensure Tiki’s matchups against the likes of Zelgius, Ayra, and Karla.

Quick Riposte is a good option for Tiki’s Seal to ensure she can double even the fastest enemies during Enemy Phase. Alternatively, the Atk Smoke seal pairs well with Res Smoke to allow Tiki to engage on Player Phase, and then fight more enemies on Enemy Phase but with a debuff advantage.


Tiki’s younger self finally got to go to the beach, and apparently her swimsuit included a pair of wings and a significant boost in power. She is notable for a number of things, such as having armor-level BST and a strong stat spread, but her most noticeable feature is Summer’s Breath. Her unique weapon has no less than four distinct effects attached: Defense +3, effective against dragons, adaptive damage, and accelerated Special cooldown charge.

The Steady Breath-esque feature of Summer’s Breath allows Tiki to utilize a slight variant on the Steady Breath/Distant Counter combo, making her unique amongst fliers. Her high Speed also allows her to function as a powerful mixed phase unit, though her prowess at this is still not quite on par with the strongest armored units.

The only major downside of Tiki is that she has a dual weakness to anti-dragon and anti-flier weaponry. She can circumvent the latter by utilizing the Iote’s Shield seal, but anti-dragon weapons will always be a significant threat. Overall, Tiki is an exceptionally powerful unit with very few weaknesses, and she will always be a major threat on any team.


Summer’s Breath

With no less than four effects on a single weapon, Summer’s Breath plays a major part in making Tiki a monstrously powerful and versatile unit.

High BST

With 168 BST, Tiki has stats rivaling those of armored units, and it shows in her strong stat spread.

Excellent Speed

37 Speed puts Tiki on par with some of the fastest units in the game. While she isn’t likely to run a refinable weapon to get the +3 Speed, she can easily boost her Speed enough to avoid getting doubled by those that do, while also allowing her to perform well in Player Phase.

Flying AND Dragon

Tiki’s status as both a flier and a dragon means that she can benefit from the unique buffs of both class types, as well as enjoying the superior mobility of fliers.

Adaptive Damage

Tiki’s access to dragon breath weapons means that her attacks target the lower of the defenses of a ranged enemy, resulting in her damage output often being much higher than it may initially appear.


Dual Weakness

Tiki’s status as a flier and dragon comes with a major caveat - she has an innate weakness to both anti-dragon and anti-flier weaponry. While she can alleviate her weakness to anti-flier weapons like bows with the Iote’s Shield Seal, she has no good options for dealing with something like Falchion.

Limited Unit

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.

Vulnerable to Debuffs

A consequence of having a balanced stat spread is that Tiki has fairly unimpressive HP and Resistance - this makes her highly vulnerable to getting debilitated by dedicated debuffers who target her Resistance stat with Ploys or her HP stat with Panic Ploy.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Only inheritable by Dragon units.
200 1 11
Summer's BreathEffective against dragon foes. Grants Def+3. If foe initiates combat, grants Special cooldown charge +1 per attack during combat. (Only highest value applied. Does not stack.) If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Learns by default at 5 ★
Non-Inheritable skill.
300 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Non-inheritable by Staff-wielding units.
100 3
MoonbowResolve combat as if foe suffered Def/Res-30%.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Def Bond 1Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Atk/Def Bond 2Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Atk/Def Bond 3Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally.
Inheritable by all units.
Unlocks at 5 ★
Hit and RunIf unit initiates combat, unit moves 1 space away after combat.
Restricted to melee units.
Unlocks at 5 ★
Dragon Valor 1While unit lives and uses a dragonstone, unit gets 1.5x SP. (Only highest value applied. Does not stack.)
Only inheritable by Dragon units.
Dragon Valor 2While unit lives, all dragonstone allies on team get 1.5x SP. (Only highest value applied. Does not stack.)
Only inheritable by Dragon units.
Dragon Valor 3White unit lives, all dragonstone allies on team get 2x SP. (Only highest value applied. Does not stack.)
Only inheritable by Dragon units.
Unlocks at 5 ★

Other Info

Fire Emblem: Awakening
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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