- Default
- Attack
- Special
- Injured




Tibarn - Lord of the Air |
---|
|
Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 18 | 9 | 6 | 7 | 2 |
Middle | 19 | 10 | 7 | 8 | 3 |
High | 20 | 11 | 8 | 9 | 4 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 37 | 35 | 28 | 31 | 15 |
Middle | 41 | 38 | 31 | 34 | 18 |
High | 44 | 41 | 34 | 37 | 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. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Skill Sets
Zoom zoom (Galeforce)
![]() |
Hawk King Claw (+Eff) | A | Sturdy Impact Alternate: Swift Stance 3 |
---|---|---|---|
![]() |
Positional Assist | B | Wings of Mercy 3 |
![]() |
Galeforce | C | Atk/Def Rein 3 Alternate: Hone Beasts |
IVs | +ATK | S | Quickened Pulse Alternate: Atk/Def Solo 3 |
Preferred IV: +ATK
Weapon: Hawk King Claw (+Eff)
Assist: Positional Assist
Special: Galeforce
Passive A: Sturdy Impact / Flexible
- The choice of A slot in this isn’t particularly important so long as it provides a general damage boost.
Passive B: Wings of Mercy / Flexible
- Wings of Mercy is extremely useful for moving around the map, as it allows you to move adjacent to any ally under 50% HP. This is especially effective when running Tibarn alongside other Galeforce units in order to take out as many opponents in one turn as possible.
Passive C: Atk/Def Rein / Flexible
- Rein skills such as Atk/Def Rein or Hold further boost Veronica’s offensive abilities by inflicting enemies within 2 spaces with an in-combat debuff.
- The C slot can otherwise be replaced as needed to suit the team.
Sacred Seal: Quickened Pulse / Atk/Def Solo / Flexible
- Quickened Pulse can make your initial Galeforce activation even easier by granting Special cooldown -1 at the start of the first turn.
- Any skill that boosts key stats also makes for a suitable choice of Sacred Seal.
Big Hawk Daddy (Player Phase Offense)
![]() |
Hawk King Claw (+Eff) | A | Sturdy Impact Alternate: Atk/Def Catch 4 |
---|---|---|---|
![]() |
Positional Assist | B | A/D Near Trace 3 Alternate: Dive-Bomb 3 |
![]() |
Ignis Alternate: Moonbow |
C | Atk/Def Rein 3 |
IVs | +ATK | S | Atk/Def Solo 3 Alternate: Blade Session 3 |
Preferred IV: +ATK
Weapon: Hawk King Claw (+Eff)
Assist: Positional Assist
Special: Ignis / Moonbow
- Tibarn can make exceptional use of Ignis thanks to the significant defense boost that Tibarn’s weapon and skills provide.
- 2 cooldown Specials such as Moonbow can pair well with Dive-Bomb for an instant activation before the foe can counterattack.
Passive A: Sturdy Impact / Atk/Def Catch
- Any skill that boosts Tibarn’s key stats in Attack and Defense such as his innate Sturdy Impact or Atk/Def Catch make for very effective choices of A slot.
Passive B: A/D Near Trace / Dive-Bomb
- Trace skills such as A/D Near Trace are a boon for any offensive unit by allowing you to use any remaining movement after combat to retreat to safety as well as inflicting an in-combat debuff on the opponent’s stats.
- Dive-Bomb pairs particularly well with weapons such as Tibarn’s by allowing him to immediately perform his follow-up attack before the foe can counter.
Passive C: Atk/Def Rein / Flexible
Sacred Seal: Atk/Def Solo / Blade Session
- In addition to Atk/Def solo, Blade Session is also a considerable option, as it grants the largest possible boost to Atk granted its condition is satisfied.
Strengths
Hawk King Claw
In addition to the extraordinary boost to Attack and Defense, Hawk King Claw provides Tibarn with a guaranteed follow-up as well as +1 Special cooldown per attack during combat.
Impressive Attack
With a base of 38 before any of the benefits of his weapon, Tibarn is equipped to deal significant damage.
Rock-solid Defense
With the benefits of his weapon and skills, Tibarn will be more than capable of taking physical hits from his opponents as well as creating exceptional damage from Specials such as Bonfire and Ignis.
Flier
In addition to superior mobility, Tibarn is granted access to an array of movement skills, exclusive buffs, and other supplementary support.
Weaknesses
Terrible Resistance
Tibarn’s base Res value of 18 creates a very unfavorable match-up against any magic opponents.
Vulnerable to effective damage
Due to his status as both a flier and a beast, Tibarn will take greatly increased damage from units with effective damage against those class types.
Weapon Skills
Weapons | SP | Rng. | Mt. |
---|---|---|---|
![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Beast Flier Only
|
50 | 1 | 4 |
![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Beast Flier Only
|
100 | 1 | 6 |
![]() At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk+2.
Beast Flier Only
|
200 | 1 | 9 |
![]() Grants Atk+3. If foe's HP = 100% and if unit initiates combat, unit makes a guaranteed follow-up attack. At start of turn, if unit is adjacent to only beast or dragon allies or if unit is not adjacent to any ally, unit transforms (otherwise, unit reverts). If unit transforms, unit can move 1 extra space. (That turn only. Does not stack.) If unit transforms, grants Atk +2. Learns by default at 5 ★
Non-Inheritable skill.
|
400 | 1 | 14 |
Special Skills
Special Skills | SP | Turns |
---|---|---|
![]() Boosts damage by 30% of unit's Atk. Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
|
100 | 4 |
![]() Boosts damage by 30% of unit's Atk. Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
|
200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
---|---|---|
![]() If unit initiates combat, grants Atk+2 during combat.
Non-inheritable by Staff-wielding units.
|
50 | A |
![]() If unit initiates combat, unit granted Atk/Def+2 during battle.
Non-inheritable by Staff-wielding units.
|
120 | A |
![]() If unit initiates combat, unit granted Atk/Def+4 during battle.
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
240 | A |
![]() If unit initiates combat, grants Atk+6, Def+10 during combat and foe cannot make a follow-up attack.
Excludes Armor, Cavalry, and Staff Units
Unlocks at 5 ★ |
300 | A |
![]() At start of turn, inflicts Atk-3 on foe on the enemy team with the highest Atk through its next action.
Inheritable by all units.
|
60 | B |
![]() At start of turn, inflicts Atk-5 on foe on the enemy team with the highest Atk through its next action.
Inheritable by all units.
|
120 | B |
![]() At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
Inheritable by all units.
Unlocks at 5 ★ |
240 | B |
![]() At start of even-numbered turns, grants Atk+2 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
|
60 | C |
![]() At start of even-numbered turns, grants Atk+4 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
|
120 | C |
![]() At start of even-numbered turns, grants Atk+6 to unit and adjacent allies for 1 turn. (Bonus granted to unit even if no allies are adjacent.)
Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Radiant Dawn
|
---|