Community Posts with Keyword Takumi All
Analysis by RedFerrari1998
Takumi - Wild Card

5 Legacy

Obtainable as a 5 during certain summoning events only.

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 32
SPD 33
DEF 25
RES 18

Stat Variations

Level 1 Stat Variation
Low 17 7 6 5 4
Middle 18 8 7 6 5
High 19 9 8 7 6

Level 40 Stat Variations
Low 36 29 30 22 14
Middle 40 32 33 25 18
High 43 35 36 29 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.

With his good offensive spread, Takumi benefits from improving his offensive prowess through IVs.


  • +ATK: A asset in Attack serves Takumi well, as it will boost Takumi's Attack to 35. This makes his single attack damage output equivalent to Bride Cordelia but with access to a legendary weapon.

  • +SPD: A asset in Speed makes for another great choice, as it will bring Takumi's Speed to 36. This allows him to avoid getting doubled from some of the faster units.


  • DEF: When utilizing the skill Close Counter, most of Takumi's opponents will hit for Defense. This makes Takumi's relatively good physical bulk of 65 something worth keeping at its base value.

  • HP: Takumi's HP is also better left alone; On top of taking away from his overall bulk, it comes with a superflaw. This means it subtracts 4 points rather than the standard 3.


  • -RES: Resistance is Takumi’s dump stat. His neutral Resistance is very poor to begin with so reducing it through IVs will not have a large impact on his performance.

Skill Sets

Die Already! (Brave)

Build by
Brave Bow+ A Death Blow 4
Alternate: Death Blow 3
Draw Back B Chill Def 3
Alternate: Swordbreaker 3
Alternate: Glimmer
C Even Atk Wave 3
Alternate: Odd Atk Wave 3
IVsSHeavy Blade 3
Alternate: Attack +3

Show Explanation/Analysis
  • Preferred IV: +ATK / -RES

  • Weapon: Brave Bow+

  • Assist: Draw Back / Flexible

  • Special: Moonbow / Glimmer

  • Passive A: Death Blow

  • Passive B: Chill Def / Swordbreaker

  • Passive C: Even Atk Wave / Odd Atk Wave / Flexible

  • Sacred Seal: Heavy Blade / Attack +3

The Brave Bow is a strong offensive weapon and Takumi can make very nice use of it.

With his middling Speed, going for a quad setup can be tricky without relying on breaker skills, so instead, it is advised to maximize his Attack instead to defeat the opponent in his first volley. For this, an Attack asset is definitely advised. Any asset can work well, with Resistance being the typical best option, though anything other than an Attack flaw will be fine. His Assist is completely open for whatever one wants. Draw Back is a nice choice for ranged units in general, but anything such as Reposition or a Dual Rally will work fine. As for his Special, either Moonbow or Glimmer can work here thanks to their low 2 charge cooldown which will synergize well with the Sacred Seal choice.

Takumi’s passives are all about maximizing his damage output. Death Blow is the easy choice for an A slot, giving Takumi a massive Attack boost when initiating combat. It is not necessary to have Death Blow 4 for this build to work, Death Blow 3 will suffice. Chill Def will help Takumi against high Defense targets by giving the enemy with the highest Defense a substantial Defense debuff. Swordbreaker is a good cheap alternative that will help him against faster Sword units such as Ayra and Legendary Marth. Having either of the Atk Wave skills will help Takumi to increase his Attack without team support. This is absolutely not a necessity though, the C slot remains a flexible slot choice overall. Finally, Heavy Blade in the Sacred Seal slot allows Takumi to utilize either Moonbow or Glimmer every round of combat should he have higher Attack than his opponent, giving him a substantial increase in effectiveness. A simple Attack Seal also works well if the Heavy Blade Seal is unavailable.

I’ll shoot you down! (Firesweep)

Build by
Firesweep Bow+ A Life and Death 3
Draw Back B Chill Spd 3
Alternate: Chill Def 3
Alternate: Luna
C Even Spd Wave 3
Alternate: Even Atk Wave 3
IVsSFlashing Blade 3
Alternate: Heavy Blade 3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -HP or -DEF or -RES

  • Weapon: Firesweep Bow+

  • Assist: Draw Back / Flexible

  • Special: Moonbow / Luna  

  • Passive A: Life and Death

  • Passive B: Chill Spd / Chill Def / Swordbreaker

  • Passive C: Even Spd Wave / Even Atk Wave / Flexible

  • Sacred Seal: Flashing Blade / Heavy Blade / Speed +3

Even with his middling offenses, Takumi can run a Firesweep Bow fairly well.

The Firesweep Bow is a powerful weapon that blocks enemy counterattacks, though at the cost of the user not being able to counterattack either. Takumi will want either an Attack or Speed asset to help boost his offensive capabilities. Since Firesweep blocks enemy attacks, a flaw in any of the defensive stats will be fine. The Assist slot is completely open, with Draw Back being a safe general option for ranged units. Moonbow works great as a Special thanks to its low cooldown which gives it synergy with the Flashing Blade Sacred Seal, but Luna is also a good choice.

For the A slot, Life and Death is a solid choice which provides a large offensive boost with the drawback of a large defensive boost. As the Firesweep Bow blocks counterattacks regardless, the defensive loss is hardly an issue. Chill skills work great with the Firesweep Bow where skills like Desperation are not needed. Chill Spd, in particular, helps Takumi to secure follow-up attacks against faster foes while Chill Def helps Takumi against tankier enemies. Swordbreaker is a decent budget alternative that guarantees double attacks against fast sword users such as Ayra and Legendary Marth.

A Wave skill such as Even Spd Wave or Even Atk Wave will help Takumi to increase his own offensive potential without any need for support. These skills are not necessary but are beneficial. Outside of this, the C slot is open to whatever your team needs the most. There’s no definitive right option here. Flashing Blade as the Sacred Seal grants additional Special charge whenever Takumi outspeeds his opponent. This is great with Moonbow as it’ll allow Takumi to use it every round of combat so long as he keeps outspeeding his opponents. Heavy Blade has the same effect but activates based off of if Takumi has more Attack than his opponent. A simple Speed Seal is also a nice option to help Takumi secure follow-up attacks.

You’ll never hit this target! (Mobile Archer)

Build by
Fujin Yumi (+Eff) A Atk/Spd Bond 3
Alternate: Close Counter
Draw Back B Escape Route 3
Alternate: Wings of Mercy 3
Alternate: Moonbow
C Drive Spd 2
Alternate: Threaten Spd 3
IVsSSpeed +3
Alternate: Attack +3

Show Explanation/Analysis
  • Preferred Nature: +SPD or +ATK / -RES

  • Weapon: Fujin Yumi (+Eff)

  • Assist: Draw Back / Flexible

  • Special: Luna / Moonbow

  • Passive A: Atk/Spd Bond / Swift Sparrow / Close Counter

  • Passive B: Escape Route / Wings of Mercy

  • Passive C: Drive Spd / Threaten Spd / Flexible

  • Sacred Seal: Speed +3 / Attack +3

A rather gimmicky set designed to make the most of the Fujin Yumi’s new Grimoire effect, making Takumi into a very mobile unit.

The Fujin Yumi’s special forge allows him to teleport next to any unit within 2 spaces if he is above 50% HP, the same effect as Halloween Nowi’s Grimoire Tome. This also comes with the ability to pass through forests as if they were open tiles when above 50% HP. When used in combination with Escape Route, Takumi will be able to teleport next to units within 2 spaces when above 50% HP and then able to teleport next to any unit regardless of distance when below 50% HP, giving him extreme mobility.

Takumi will benefit the most from either an Attack or Speed asset, helping with his offensive capabilities. A Resistance flaw is recommended as it’ll not have a large impact on his performance. Any Assist can work fine, with Draw Back being a nice choice for most ranged units. As for his Special, Luna is a solid option that helps Takumi to deal with high Defense opponents. Moonbow is another strong option thanks to its low cooldown.

Atk/Spd bond will boost Takumi’s offensive capabilities. Since he will most likely be teleporting adjacent to an ally to attack, he makes great use of this skill. Swift Sparrow provides a similar power boost on Player Phase but also doesn't require an adjacent ally. His default Close Counter also works as a budget option, allowing him to retaliate at melee range. Wings of Mercy could also be used as an alternative to Escape Route, but this skill does rely on Takumi’s allies being damaged. The C slot is incredibly flexible. Since he'll likely be always near his allies, he can make great use of Drive skills such as Drive Spd in order to boost his allies. Threaten Spd is his default C slot, but it is only a possible option because of that. To top everything off, a simple Speed or Attack Sacred Seal helps with Takumi's offensive potential.


Once the bane of everyone’s existence, Takumi has since fallen from his pedestal as the king of archers. Many powerful archers have entered the battlefield since the start of Heroes, many of which that surpass Takumi in combat capabilities. This doesn’t mean Takumi is no longer viable, however. He still sports fairly good offensive capabilities, is the sole carrier of the Close Counter skill and thanks to forging, his Fujin Yumi finally got an effect that actually has some use, even if it still remains gimmicky overall.

At 32 Attack and 33 Speed, Takumi sports good offensive stats. Combined with the Fujin Yumi with a might of 14 and Takumi will hit fairly hard. His default Close Counter skill also allows him to retaliate against any unit which attacks him at melee range, which can sometimes make him quite difficult to safely attack. The weapon refinery now also lets him forge the Fujin Yumi. All forges give him the innate ability to pass over forests as in they were nothing while he’s above 50% HP. In addition to the regular stat forges, he can also get a special forge which allows him to teleport next to any ally within 2 spaces when he is above 50% HP. A rather gimmicky effect, but one that could catch some people off guard if they’re not expecting it.

Takumi’s defensive stats are quite poor though, especially his Resistance. With a Resistance stat of 18, Takumi is very susceptible to mages and dragons, especially should it be a mage with a Raven tome. His Defense of 25 is also decent at best. Luckily, his HP pool is fairly good at 40 HP. He also faces heavy competition from the aforementioned archers such as Brave Lyn and Bride Cordelia who boast better offensive stats.

All in all, Takumi is a serviceable archer who has had some new life breathed into him thanks to the Weapon Refinery, even if it did little to improve him overall. He may be nowhere near the peak he once was, but Takumi remains a competent choice for a colorless unit.


Good offensive stats

At 32 Attack, Takumi hits fairly strong, particularly with a Brave Bow or his Fujin Yumi. His Speed of 33 is decent but not great, allowing him to avoid some doubles from faster units. While later archers have much better offensive spreads, Takumi still has high enough stats to put in some good work when given the right build.

Close Counter as a natural skill

Takumi comes naturally with Close Counter, allowing him to retaliate against any foe who attacks him at melee distance. This also makes him very valuable for Skill Inheritance given that you can use him if you want to inherit Close Counter to another unit.

Forgeable Fujin Yumi

The default Fujin Yumi is frankly terrible, simply granting the Pass 2 skill to Takumi. However, when Forged, all variants grant Takumi with the ability to pass over forests with no penalty when he is above 50% HP. The Fujin Yumi also has a special variant which allows him to teleport next to any unit within 2 spaces when he is above 50% HP. You can also choose simple stat boosts if you would rather boost one of his stats and his HP.


Very poor Resistance

At 18 Resistance, Takumi is very susceptible to attacks from enemy mages. He also cannot handle Dragons very well as their breath attacks deal magical damage. Caution must be taken whenever Takumi is near any foe that targets Resistance.

Other archers offer heavy competition

With the abundance of new archers that have joined since the launch of the game, Takumi fails to stand out amongst the crowd anymore. There’s little reason outside of personal interest to use Takumi, especially if one is planning to use a Firesweep Bow or Brave Bow, over other archers such as Halloween Jakob, Bridal Cordelia, WF Hinoka, Innes, Brave Lyn, or even Takumi’s own summer variant which boasts much better offensive capabilities.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Learns by default at 4 ★
Only Inheritable by Bow users.
200 2 9
Fujin YumiEffective against flying units. Unit can pass though foes if own HP ≥ 50%.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
RetributionBoosts damage dealt to foe by 30% of damage dealt to unit.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 3
VengeanceBoosts damage dealt to foe by 50% of damage dealt to unit.
Learns by default at 4 ★
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Close CounterEnables unit to counterattack regardless of distance to attacker.
Ranged Weapon Users Only
Unlocks at 5 ★
Threaten Spd 1Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
Threaten Spd 2Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
Threaten Spd 3Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 5 ★

Other Info

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