- Default
- Attack
- Special
- Injured




Summer Tiki (Young) - Beachside Scion |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 6 | 3 | 7 | 3 |
Middle | 16 | 7 | 4 | 8 | 4 |
High | 17 | 8 | 5 | 9 | 5 |
HP | ATK | SPD | DEF | RES | |
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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. |
HP | ATK | SPD | DEF | RES |
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Boons
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+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.
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+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.
Neutral
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DEF: Tiki’s Defense is pretty good, but a +DEF boon isn’t quite as good as a +SPD or +ATK boon if available.
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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.
Banes
- -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)
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Summer's Breath | A | Distant Counter Alternate: Atk/Def Bond 3 |
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Reposition | B | Chill Spd 3 Alternate: Swordbreaker 3 |
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Ignis | C | Res Smoke 3 |
IVs | S | Iote's Shield |
- 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)
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Summer's Breath | A | Distant Counter Alternate: Fury 3 |
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Reposition | B | Guard 3 Alternate: Renewal 3 |
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Glimmer Alternate: Moonbow |
C | Res Smoke 3 |
IVs | S | Quick Riposte 3 |
- 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.
Introduction
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.
Strengths
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.
Weaknesses
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.
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Summer's Breath | A | Atk/Def Bond 3 |
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Reposition | B | Swordbreaker 3 |
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Bonfire | C | Hone Dragons |
S | Atk/Def Bond 3 |
Budget build for little Tiki here. Kill every green and red enemy, plus most of dragons!
Just slap your enemies with an Atk/Def Bond 6* (A+S) with a good support always buffing her with either Hone Dragons or Hone Fliers.
Swordbreaker is to avoid doubles from fast sword users and allow yourself to double them. Some times, if buffed properly, can avoid kills from Dragonslayers.
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Summer's Breath | A | Distant Counter |
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Reposition | B | Quick Riposte 3 |
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Aether | C | Fortify Fliers |
S | Iote's Shield |
Note: Summoner Supported
Weapon: Summer's Breath
Self-Explanatory but a quick overview, it has built in Steady Breath just 1 def less, Effective against dragons (ehh who cares), has adaptive damage
Assist: Reposition/Flexible
It doesn't really matter, just put whatever fits it that team
Special: Aether
With her Steady Breath effect on her weapon you can easily take advantage of this and give her Aether which allows her to heal up and do some extra damage
A Slot: Distant Counter
With Steady Breath built into her weapon, she can utilize Steady Breath and Distant Counter in the same build. She can attack regardless of range with this and make use of her weapons adaptive damage
B Slot: Quick Riposte
Helps to ensure Tiki's doubles on super fast units such as Mia or Karla. While Aether helps to keep her health in the range.
C Slot: Fortify Fliers /Hone Fliers/Flexible
Really just depends on the team
S Slot: Iote's Shield
Neutralizes her weakness as a flier, allows her to easily take on archers.
Note: She will still be weak to "effective against dragons" weapons
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Summer's Breath | A | Distant Counter |
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Reposition | B | Windsweep 3 |
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Aether | C | Atk Smoke 3 |
S | Spd Smoke 3 |
This is a weird build, but it is used to force a player to attack Summer Young Tiki in the enemy phase unless they want a (likely as she is quite quick) face load of debuffs and being unable to counter back (unless they use a dragon, where Summer Young Tiki's weapon is effective against anyways.) With buffs, Summer Young Tiki's speed hits 50, which is enough for Windsweep 3 to activate on most foes. When Atk Smoke 3 and Spd Smoke 3 hits, not only does it debuff the foes massively, but it also makes it likely that Summer Young Tiki will survive the enemy phase and be able to double back with great speed and possibly pick up her special due to her weapon's cooldown stacking. An opponent that is not ready for this build in a defense team for arena (and that does not check the skills of their enemies) may have their whole team completely debuffed while attempting to bait out Summer Young Tiki and be unable to do much damage the next turn. You must be aware of archers with this build though as she does not carry Iote's Shield.
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Summer's Breath | A | Atk/Def Bond 3 |
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Reposition | B | Swordbreaker 2 |
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Ignis | C | Hone Atk 3 |
S | Iote's Shield |
Since her currently biggest opposition is the inability to range counter like Grima, I intend to use distant counter on her when I land a Hector (see: never). For now, she is in place with Grima, Genny, and Azura, and my Chrobin ass has to let go of Grima's S support with Exalted!Chrom since I don't even use that team anymore. Her swordbreaker skill comes in handy against sword units that Grima has trouble overcoming, and can even go against Falchion users provided she gets in the first hit. She's weak against blue tomes, however, but Grima with his lovely 30 res goes nicely against them in turn. Her stats are boosted with Grima's Ward Dragons, giving her 39 def and 26 res when within 2 spaces. As a flying unit, she's handy in hard to maneuver maps, especially when Grima's health < 100 and is reduced to 1 mov.
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Summer's Breath | A | Distant Counter |
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Rally Atk/Def | B | Chill Spd 3 |
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Luna | C | Fortify Dragons |
S | Guidance 3 |
Mixed phase build, good counter to Manakete synergy teams, as well as a good addition to one, or a flier team. As always, support and c skill are flexible, but I would recomend a synergy c skill.
Team 1 Slot 4
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Learns by default at 5 ★ Non-Inheritable skill.
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300 | 1 | 16 |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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60 | A |
![]() Inheritable by all units.
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120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Restricted to melee units.
Unlocks at 5 ★ |
150 | B |
![]() Only inheritable by Dragon units.
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30 | C |
![]() Only inheritable by Dragon units.
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60 | C |
![]() Only inheritable by Dragon units.
Unlocks at 5 ★ |
120 | C |
Other Info
Origin |
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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