- Default
- Attack
- Special
- Injured




Summer Tiki (Young) - Beachside Scion |
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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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Skill Sets
Summertime Sparkle (Enemy Phase)
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Summer's Breath (+Eff) | A | Atk/Def Unity Alternate: Distant Stance |
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Positional Assist | B | Dragon's Wrath 3 |
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Glimmer | C | Atk/Res Rein 3 |
IVs | +Atk / -Res | S | Mystic Boost 3 Alternate: Iote's Shield |
Weapon: Summer’s Breath
Assist: Positional Assist
Special: Glimmer
Passive A: Atk/Def Unity / Distant Stance / Distant Counter
Passive B: Dragon’s Wrath
Passive C: Atk/Res Rein
Sacred Seal: Mystic Boost / Iote’s Shield
- Summer’s Breath effectively grants +8 to all stats and +1 Special charge per attack during combat, in addition to true damage on Special activation = X% of the enemy’s Resistance (with X = Tiki’s max Special cooldown * 10 + 20). With this, she can become a strikingly powerful and bulky Enemy Phase unit, serving as either a melee specialist or generalist.
- Regardless of which set is chosen, a 2-cooldown Special works best, as Tiki can activate it on her first counterattack assuming no Guard effect is active. While this weakens the true damage effect of Summer’s Breath, aiming for OHKOs when possible maximizes Tiki’s efficiency and survivability, as she cannot prevent guaranteed follow-up attacks.
- Dragon’s Wrath and Atk/Res Rein are also Tiki’s strongest B and C Slots respectively regardless of which set is chosen. The former decreases the damage Tiki takes from the enemy’s first attack while increasing her first counterattack’s damage, decreasing damage taken and increasing damage dealt every combat. Atk/Res Rein’s straightforward -4 Atk/Res infliction during combat on enemies within 2 spaces can benefit not only Tiki, but her allies as well (particularly allies that target Resistance).
- Melee Specialist:
- Atk/Def Unity is Tiki’s strongest A Slot, granting +5 Atk/Def and reversing visible Atk/Def debuffs during combat if she is within 2 spaces of an ally. In addition to maximizing damage output and bulk, Tiki can use debuffs (which are quite ubiquitous, particularly in Aether Raids) to her advantage; at worse (no visible Atk/Def debuffs), Atk/Def Unity still grants +5 Atk/Def during combat. Most melee units deal physical damage as well, making Atk/Def Unity a superior choice to its Atk/Res counterpart.
- Flier-effective damage is a non-issue since Tiki will presumably be supported by a Far Save Armored ally, so she does not need to use Iote’s Shield in her Sacred Seal. Instead, she can use Mystic Boost, which grants her sustainability via 6 HP after every combat.
- Generalist:
- Distant Stance or Distant Counter is key for an Enemy Phase generalist, as there is little point to surviving enemy attacks if Tiki cannot deal damage in return. The former is a direct upgrade from the latter (as it grants Tiki +5 Resistance during Enemy Phase), but the latter is perfectly usable.
- Because Tiki will be vulnerable to Flier-effective damage, Iote’s Shield is necessary to nullify Flier effectiveness given the wide array of Archers and Mages with Flier-effective weapons.
Sunsoaking Uta-loid (Player Phase)
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Summer's Breath (+Eff) | A | Atk/Spd Boosting A Slot |
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Positional Assist | B | Dive-Bomb 3 |
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Glimmer | C | Spd/Res Rein 3 |
IVs | +Atk and/or +Spd / -Res | S | Atk/Spd Solo 3 Alternate: Blade Session 3 |
Weapon: Summer’s Breath
Assist: Positional Assist
Special: Glimmer
Passive A: Atk/Spd Boosting A Slot
Passive B: Dive-Bomb
Passive C: Spd/Res Rein
Sacred Seal: Atk/Spd Solo / Blade Session
- With Summer’s Breath effectively granting +8 to all stats and +1 Special charge per attack during combat, in addition to true damage on Special activation, Tiki can be a surprisingly threatening Player Phase force.
- The stars of the show of this set are Summer’s Breath, a 2-cooldown Special, and Dive-Bomb. Dive-Bomb allows Tiki to perform her follow-up attack before the enemy can counterattack if both her HP and the enemy’s HP are ≥ 80% at the start of combat. If no Guard effect is active and Tiki can perform a follow-up attack, she can activate a 2-cooldown Special on her follow-up attack before the enemy can counterattack, consistently securing comfortable 2HKOs.
- To ensure as much as possible that Tiki deals enough damage and is fast enough to 2HKO, her remaining Passives concentrate on maximizing her offensive potency. Atk/Spd Boosting A Slots that do not inflict recoil damage on Tiki such as Atk/Spd Solo, Swift Sparrow, Surge Sparrow, and Atk/Spd Catch are her best choices. Spd/Res Rein is decisively Tiki’s most consistent C Slot, simply inflicting -4 Spd/Res on enemies within 2 spaces during combat. Atk/Spd Solo and Blade Session are strong Sacred Seals, with the former simply granting +6 Atk/Spd during combat if Tiki is not adjacent to an ally and the latter granting +3 Atk/Spd on initiation if 0 allies have moved before Tiki, +6 Atk/Spd if 1 ally, and +9 Atk/Spd if ≥ 2 allies.
Strengths
Solid overall statline
Tiki’s statline holds up surprisingly well even by today’s standards, with 33/37 offenses and 40/32/26 defenses being decent starting values. When boosted via her personal weapon, Skill investment, and/or support from allies, Tiki can deal high damage, consistently perform/avoid follow-up attacks, and stand strong against enemy attacks.
Summer’s Breath
Update 6.0.0 breathed new life into Tiki, whose Summer’s Breath desperately needed a refine to keep up with the ever-developing meta.
- If the enemy initiates combat or their HP is ≥ 75% at the start of combat, Tiki gains +4 to all stats and +1 Special charge per attack during combat.
- Additionally, if Tiki is within 3 spaces of an ally, she gains an extra +4 to all stats during combat and deals additional damage with her Special equal to X% of the enemy’s Resistance, with X = max Special cooldown value * 10 + 20.
With effectively +8 to all stats and true damage on Special activation, Summer’s Breath’s refine significantly boosts Tiki’s damage output and bulk.
Flying Dragon advantages
The combination of Flier and Dragon statuses allows Tiki access to:
- Mobility-centric Skills for both her and her allies that increase her team’s flexibility and retreat/hit-and-run capabilities. These Skills include Aerobatics and Ground Orders.
- Combat-centric Skills that, while primarily benefit solely Tiki, can also benefit allies. These include Atk/Spd Catch, Dive-Bomb, Dragon’s Wrath, Dragon’s Ire, and Spd/Res Rein.
Weaknesses
Flying Dragon woes
Who would’ve thought being a Flying Dragon would come with its drawbacks, too? …what do you mean “everyone”?
Lacking access to Skills such as Time’s Pulse, Null Follow-Up, Null C-Disrupt due to her Flier status hampers Tiki’s consistency and flexibility. While lacking Slaying or Time’s Pulse may have made her a questionable Galeforce user anyway, Dragons lack access to Galeforce to begin with, so no worries for Tiki. Finally, being weak to both Dragon-effective and Flier-effective weaponry is detrimental for Tiki’s Enemy Phase potential and general survivability; while these can be neutralized in various ways (Spring Idunn’s Duo Skill for the former and Iote’s Shield effects for the latter), being reliant on these can take up Passive Slots and/or force Tiki to be deployed with particular allies.
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 |
![]() Effective 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.
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300 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima |
Special Skills
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Def+3 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
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60 | A |
![]() Grants Atk/Def+4 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
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120 | A |
![]() Grants Atk/Def+5 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() If unit initiates combat, unit moves 1 space away after combat. Restricted to melee units.
Unlocks at 5 ★ |
150 | B |
![]() While unit lives and uses a dragonstone, unit gets 1.5x SP. (Only highest value applied. Does not stack.) Only inheritable by Dragon units.
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30 | C |
![]() While unit lives, all dragonstone allies on team get 1.5x SP. (Only highest value applied. Does not stack.) Only inheritable by Dragon units.
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60 | C |
![]() White 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 ★ |
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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