- Default
- Attack
- Special
- Injured




Tiki (Adult) - Naga's Voice |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 17 | 6 | 5 | 8 | 6 |
Middle | 18 | 7 | 6 | 9 | 7 |
High | 19 | 8 | 7 | 10 | 8 |
HP | ATK | SPD | DEF | RES | |
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Low | 36 | 32 | 20 | 32 | 21 |
Middle | 40 | 35 | 23 | 35 | 24 |
High | 43 | 38 | 26 | 38 | 27 |
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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+DEF: Typically the best option for Tiki, as it capitalizes on her strong Defense and turns her into an excellent physical wall.
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+ATK: Not ideal for tank setups due to being counterproductive with Aether’s healing, but incredibly potent for budget or damage-focused sets.
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+RES: With a +RES boon, Tiki is capable of running a solid mixed tank set for maximum coverage.
Neutral
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HP: While a -HP bane isn’t a huge deal for Tiki, it’s best to avoid if possible because she has a far superior choice for bane. However, -HP can be quite useful if running Wrath as it does make it a bit easier to enter the requisite HP threshold.
Banes
- -SPD: The clear choice of bane, as Tiki’s Speed is simply too low to contribute meaningfully to her matchups. Minimizing her Speed can help her in many cases, as it allows her to charge Specials quicker.
Skill Sets
Divine Vanguard (Defensive Nuke)
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Breath of Fog (+Eff) | A | Distant Counter Alternate: Steady Breath |
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Reposition | B | Wrath 3 |
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Glimmer Alternate: Bonfire |
C | Threaten Res 3 |
IVs | S | Quickened Pulse |
- Preferred IV: +ATK / -HP or -SPD
- Weapon: Breath of Fog (+Eff)
- Assist: Reposition
- Special: Glimmer / Bonfire
- Passive A: Distant Counter / Steady Breath / Warding Breath
- Passive B: Wrath / Renewal / Guard
- Passive C: Threaten Res / Varies with Team
- Sacred Seal: Quickened Pulse / Quick Riposte
Breath of Fog grants Tiki a significant boost in combat effectiveness - not only does it secure her matchups against the majority of dragons, but the healing and bonus Attack and Defense from standing near sword or dragon allies push her to new levels of power. She no longer has to worry about getting overpowered by raw damage from a unit like Fallen Robin (M) without having to resort to a mixed tank setup. It’s important to note that the bonus stats from Breath of Fog do require a sword or dragon ally nearby; without the bonus stats, it becomes a bit harder to justify running it over a Lightning Breath tank setup. Running Tiki alongside at least one other dragon ally is highly recommended.
One of the perks of Breath of Fog is that it lacks the Special cooldown penalty of Lightning Breath; this allows Tiki to have access to instant Special activations thanks to Steady Breath, Warding Breath, or Quickened Pulse. An instant Glimmer activation will obliterate a huge portion of the cast, including a good number of blue threats. Bonfire is an option if running Steady/Warding Breath for a higher damage option, or if lacking Wrath and needing an alternative setup.
Distant Counter is important for this build as Tiki lacks a consistent method of handling ranged threats without it. Running Glimmer and Quickened Pulse with Distant Counter allows Tiki to take out a massive breadth of units. Steady Breath or Warding Breath are also exceptionally powerful in this setup, as they allow Tiki to activate Glimmer on every counterattack (or Bonfire after getting hit once while running Quickened Pulse). The main caveat is that this results in Tiki losing access to Distant Counter - this is one reason why running Tiki alongside at least one other dragon ally is so powerful, as they can cover for her against ranged threats (in addition to activating a refined Breath of Fog’s effect).
Wrath is particularly strong with this setup because not only does it further increase the damage that Tiki can do with Glimmer, but the Special cooldown effect allows her to replicate her first combat capabilities with Quickened Pulse. One important note is that Breath of Fog’s healing happens after the -1 Special cooldown effect from Wrath, meaning that there is no anti-synergy between Breath of Fog and Wrath. If Wrath is unavailable, then both Renewal and Guard are acceptable alternatives for making Tiki a bit tankier - pair them up with the Quick Riposte seal for best results, as without Wrath she will struggle to consistently take down enemies due to her difficulties charging her Special.
Steady Flame (Defensive Tank)
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Lightning Breath+ (+Def) | A | Steady Breath Alternate: Fury 3 |
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Reposition | B | Guard 3 |
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Aether Alternate: Bonfire |
C | Panic Ploy 3 Alternate: Threaten Res 3 |
IVs | S | Quick Riposte 3 |
- Preferred IV: +DEF or +RES / -SPD
- Weapon: Lightning Breath+ (+Def/Res)
- Assist: Reposition
- Special: Aether / Ignis / Bonfire
- Passive A: Steady Breath / Warding Breath / Fury
- Passive B: Guard / Swordbreaker / G Tomebreaker / Quick Riposte
- Passive C: Panic Ploy / Atk Ploy / Flexible
- Sacred Seal: Quick Riposte / Distant Def / Close Def
This build maximizes Tiki’s impressive bulk, either focusing on physical or opting for a mixed tank setup. +DEF IV, +Def refine, and Steady Breath will turn Tiki into a physical wall, featuring over 46 Defense when attacked. +RES IV, +Res refine, and Warding Breath will turn her into a strong mixed tank, with clean 35/35 defenses when attacked. Both variants are exceptionally strong, and the choice between them is mainly up to preference and Arena scoring range; the mixed tank set is much better at lower tiers, due to mages being much more prevalent there. At the highest levels of Arena, the most common enemies tend to deal heavy physical damage, making a purely physical wall quite potent.
Thanks to the increased Special charges from Steady Breath or Warding Breath, the high cooldown of Aether or Ignis gets reduced to the point that Tiki can activate them in a single combat (assuming she gets doubled). Ignis will deal significantly more damage than Aether in most cases, but Aether’s healing should not be underestimated; it provides a lot of staying power thanks to the sustain. If on a budget (run Fury if not running Steady Breath or Warding Breath), then Tiki’s base Bonfire works just fine.
Guard is a key component of this build, as it allows Tiki to fully function as a tank without having to worry about getting hit hard by enemy Specials. It allows her to easily take on units like Hector (LA), Ayra, Mia, and Zelgius, as otherwise their Specials can potentially overpower Tiki’s bulk. Swordbreaker can be used instead for similar effects versus units like Ayra, Mia, and Zelgius, with the added benefit of Tiki being potentially able to take them on during Player Phase. It can also allow her to occasionally consider taking on Falchion users, though that will always be risky. G Tomebreaker helps keep Tiki safe from Julia and Deirdre, as their Naga/Divine Naga tomes can present a serious issue otherwise, particularly for dragon teams. If in lower tiers of Arena, then obscenely powerful Specials are much less of an issue, so running Quick Riposte as a B skill is more viable.
Tiki can run pretty much anything in her C slot, but Panic Ploy can work decently well with the increased HP from refining her breath weapon, or Atk Ploy if she is running a mixed tank setup.
The Quick Riposte Seal is vitally important to maintain Tiki’s full coverage, as she will practically never be able to consistently double all enemies without it. If running Quick Riposte as Tiki’s B slot, then choose between Distant Def or Close Def. Generally speaking, Distant Def is likely more useful as it allows her to easily handle the likes of Brave Lyn and Gunnthrá, but Close Def is always a good option as well for dealing with all melee threats.
With Great Power… (Defensive Nuke)
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Lightning Breath+ (+Atk) | A | Fierce Stance 3 Alternate: Fury 3 |
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Reposition | B | Vantage 3 |
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Glimmer | C | Panic Ploy 3 Alternate: Threaten Res 3 |
IVs | S | Quick Riposte 3 |
- Preferred IV: +ATK / -SPD
- Weapon: Lightning Breath+ (+Atk)
- Assist: Reposition
- Special: Glimmer / Draconic Aura
- Passive A: Fierce Stance / Fury
- Passive B: Vantage / Quick Riposte / Swordbreaker
- Passive C: Panic Ploy / Threaten Res / Flexible
- Sacred Seal: Quick Riposte / Attack +3 / Heavy Blade
An alternative direction to go with Tiki is to maximize her raw Attack power; the main benefit of this is that by taking full advantage of refined breath weapons’ adaptive damage trait, Tiki can potentially KO a lot of enemies in a single hit. Unfortunately, this build isn’t quite as potent as the equivalent on a unit like Nowi; while Nowi is primarily concerned with taking out red threats, Tiki has to contend with green threats. Unlike reds, a lot of the strongest green threats have enough bulk that Tiki cannot reliably take them out in a single hit, even with maximum Attack power. However, this build works great for obliterating threats like Brave Lyn and Nino, making it a great asset for a team that has issues with those types of enemies.
This set is pretty straightforward; just take options that boost Attack whenever possible. Glimmer and Draconic Aura are both great options for Specials, as they both scale off the fantastic damage that Tiki will be dealing. Glimmer is generally the better choice due to its lower cooldown, but Draconic Aura works well if running the Heavy Blade Seal.
Fierce Stance provides the maximum amount of Attack while remaining consistent, but Fury is a great option for budget. Fury pairs particularly well with Vantage thanks to the recoil damage making it easier to reach the requisite 75% HP threshold. It’s important to run the Quick Riposte Seal if running Vantage, due to Tiki’s difficulty securing KO’s in a single hit against bulky targets. Otherwise, both Attack +3 and Heavy Blade are good choices for Seals if opting to run Quick Riposte as a B skill instead.
One of the biggest benefits of this particular setup is that it gives dragon teams a consistent and reliable check against Julia/Deirdre, whose Naga/Divine Naga tomes can present a dangerous issue otherwise. Tiki should have enough Attack that she can easily take either of them out in a single hit, which allows her to completely avoid taking heavy damage from them - all she needs to do is initiate on them. She can even potentially handle Falchions with Swordbreaker, though this will always be a risk due to lacking color advantage to gain an edge.
Introduction
With the introduction of weapon refinery, dragons are now universally an incredibly potent force. Tiki (Adult) is no exception - she hits much harder than her solid Attack might suggest, thanks to the adaptive damage trait of refined breath weapons. She is now easily capable of destroying ranged units that have lopsided defenses like Brave Lyn and Felicia.
Tiki is capable of running a solid mixed tank build, thanks to her breath weapon being refinable, as well as doubling down on her Defense to be an solid physical wall. Her ability to run the Steady Breath/Distant Counter combo (a trait shared amongst almost all dragons) can turn her into a monstrously powerful unit that is capable of self-sustain thanks to the power of Aether.
Tiki’s strengths are polarizing, however; she’ll either win or lose hard, with few matchups in-between. The reason for this is her low Speed; typically Tiki will either have enough defenses to mitigate the majority of the damage, or they won’t be enough and she’ll take heavy damage. In either case, being doubled will exacerbate the effects.
Ultimately, Tiki is a powerful unit whose strengths greatly outweigh her weaknesses. She is surprisingly versatile despite her stat spread, allowing her to fit into pretty much any team. Her easy availability as a 3-4* summon means that she is an excellent candidate for long-term merge and endgame considerations.
Strengths
Breath of Fog
Tiki’s new weapon vastly improves upon her ability to handle matchups against heavy hitters, at the cost of sacrificing the versatility that she’d otherwise have with a traditional tank setup.
Strong bulk
Regardless of whether she runs with a physical tank or mixed tank set, Tiki is an excellent defensive unit that can be tenaciously difficult to take out.
Adaptive damage
The ability to use refined breath weapons means that not only does Tiki already hit hard due to her solid Attack stat, but she actually hits significantly harder than she may initially appear due to being able to target the lower of the Def/Res stats against ranged enemies.
Excellent availability
Being available to summon at 3-4* means that Tiki is one of the easiest units to repeatedly pull to get optimal IVs as well as merge.
Dragon
Tiki’s status as a dragon means that she can benefit from dragon-exclusive buffs like Hone Dragons and Fortify Dragons, which allows her to easily fit into a dragon team that features incredible coverage and staying power.
Infantry
One of the few perks of being infantry is having access to Infantry Pulse and Infantry Rush - this allows Tiki to alter sections of her builds, such as replacing Quickened Pulse or running higher cooldown Specials.
Weaknesses
Anti-dragon weapons
Despite Tiki’s great bulk, her low Speed makes her extra vulnerable to weapons that deal effective damage. Falchions and Naga/Divine Naga are devastating, but Tiki can potentially build to counter them; even Poison Dagger users can present a threat, as despite the low Mt of Poison Dagger, being able to hit Tiki twice can often allow them to take her out.
Infantry
While Tiki’s status as a dragon means that she has access to the powerful dragon-exclusive buffs that other infantry lack, she still suffers from the same problems as other infantry. Namely, her movement pales in comparison to cavalry and fliers, and she is susceptible to effective damage from Poison Dagger users.
Heavy investment for optimal
While Tiki has great budget build options, the fact remains that her optimal setups are very high investment; Aether and Steady Breath can be very difficult to come by.
Low Speed
While Tiki’s low Speed can be beneficial for faster Special charging, it also results in some difficult matchups; without skills to compensate like Guard or Swordbreaker, Tiki is highly vulnerable to powerful enemy Special activations like Black Luna or Regnal Astra.
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Lightning Breath+ | A | Fort. Def/Res 3 |
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Reposition | B | Vantage 3 |
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Bonfire | C | Odd Res Wave 3 |
S | Quick Riposte 3 |
Pretty simple tank Tiki build, where she can pull off an enemy phase nuke. Simple, yet effective. But be aware of units that have Moonbow or Luna, as both of those crits basically shut you down.
Lightning Breath+ (HP +5 Def+4)
More tankiness, free DC (Distant Counter), and the +1 special cooldown won't really matter in the end as long as you use her right, and not as a player phase nuke.
Reposition
When I need to get my dancer out of harm's way, I go behind them to reposition them so I can take the hit instead.
Bonfire
Budget Ignis, I use Bonfire because I despise the 5 crit cooldown when using Ignis. On occasion when I don't need Fortress Def/Res 3, I use Steady Breath to make Bonfire a 2 crit cooldown, during enemy phase. You can, if you wish, use Luna or Ignis or something like that.
Fortress Def/Res 3
Adds to her overall bulk pretty well, and allows her to survive her counters (Tome units, blue units, or even worse, blue tome units). If she is going in with something like a Whimsical Dream (Mirabilis, grants +5 atk to target ally and allies within 2 spaces, and inflicts atk -5 on enemies within 4 spaces of target ally, and enemies within 2 spaces of those enemies), she is most likely able to kill blue units and ultimately survive.
Vantage 3
If you are in the enemy phase, you want to be able to deal the damage first, because you're gonna find yourself under 75% HP often. No worries though, as with vantage, you're gonna hit first, and usually kill them. This can work against you, though, as it can make the enemies' crit charge before yours does and lead to your death, so be cautious.
Odd Res Wave 3
Res is your second weakest stat (only after speed) and you're gonna want to be able to tank a lot fo things. If you aren't using anything that enhances your res, it's most likely that blue breath or blue tome units are gonna mess you up in the long run. If you're on an odd turn, though, you can tank most blue tomes or breaths by using this on 3. This can be stacked with Even Res Wave 3 as an seal, to be able to have +6 res every turn.
Quick Riposte 3
If you are above 70% HP, this is gonna come in clutch. Being able to make a followup attack will help you kill 99% of the enemies you end up facing. Speed is Tiki's weakest stat, and by using this, it eliminates the need to make a speed build (even though nobody would, anyway). This can be comboed with a healer (I use brave Veronica), and used to its fullest. It is possible that you can use Sol, Noontime, or maybe even Aether with Steady Breath, to heal yourself, although I don't recommend it because sacrificing Fortress Def/Res or Bonfire would kind of go against the whole max defense Tiki build.
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Lightning Breath+ (+Spd) | A | Fury 3 |
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Reposition | B | Vantage 3 |
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Bonfire | C | Drive Spd 2 |
S | Drive Atk 2 |
Everyone does the extremely slow and tanky Tiki build so I thought to myself, "Could I make her fast?". That answer is yes, but it takes some investment.
This only works if she's fully merged due to the +4 in all stats you get from it. So regualr, unmerged, +SPD Tiki is at 26spd. Pretty slow but you add in that +4 then she gets to 30spd. Not fast yet but then you add in the Fury and the SPD refinement of Lightning Breath+ add in nice +6 bringing Tiki to 36spd. Pretty good spd now and we could stop there but if you want to go further you can get her to 38 from dragonflowers.
I have this build myself in FEH and while she isn't the tankiest she could be, she's still tanky and now she won't get doubled all the time by everything. She eats Surtrs for breakfast.
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Breath of Fog (+Eff) | A | Steady Stance 4 |
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Reposition | B | Swordbreaker 3 |
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Aether | C | Odd Res Wave 3 |
S | Steady Stance 3 |
Defensive nuke. At +10 with 8 dragonflowers so far Adult Tiki is a fantastic tank with anti dragon properties thanks to Breath of Fog. Refining it for Eff and having Steady Stance 4 in the A slot and Steady Stance 3 as a seal means she's unkillable by any non magic or non dragon unit. She reaches 62 defence when attacked with a physical weapon if she has a dragon or sword ally with her. Having a support build Marth around boosts her defence even further.
Even Dragon units fear her thanks to Breath of Fog's effectiveness against dragons coupled with her high attack that tends to one shot almost every Dragon unit except really tanky blue dragons like her Legendary counterpart.
Aether has a slow charge but since Tiki tends to get doubled, the charges end up getting built quickly and usually in time to recharge her health for more rounds of tanking.
Swordbreaker is there to protect against falchions and allow her to eliminate sword armour units. While I just threw in odd Res to give her more protection when fighting dragons.
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Breath of Fog (+Eff) | A | Distant Counter |
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Reposition | B | Quick Riposte 3 |
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Aether | C | Panic Ploy 3 |
S | Quickened Pulse |
This build took me months to achieve, but she kills almost anything that she goes into combat with. There have only been 2 units ever to kill her and that is a fully built Reinhardt and a fully built Brave Veronica. Other than those 2 she is an absolute monster of a unit and gets anything done that you need her to!
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Breath of Fog (+Eff) | A | Life and Death 3 |
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Reposition | B | Special Spiral 3 |
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Glimmer | C | Atk Smoke 3 |
S | Atk/Spd 2 |
This Tiki that is very offensive, quite capable of one-rounding a variety of units once she gets started due to her high Atk, ability to hit Res (generally the lower of the two defensive stats), and adaptive damage against Ranged units. For those looking for something different compared to the standard Enemy Phase Dragons, this is a really fun set to try out.
While primarily meant for Player Phase play, the extra Spd from Life and Death 3 and Atk/Spd 2 brings her up to 34 Spd (max-merged), which is good enough to avoid a decent amount of doubles should she find herself in a pinch. With a Hone Dragons or Spd Tactic, she can reach 40 Spd, which should allow her to avoid doubles against some of the fastest units in the game--and start doubling the slower, bulkier enemies if they somehow live the first strike.
Despite Life and Death's penalty to Def, she is still quite physically bulky, requiring 81 Atk to one-shot her on the physical side if she receives no buffs. With the +Eff refine and Def Tactic, she can hit 92 effective physical bulk.
Possible substitutions:
1. Life and Death for Death Blow: Best used for a strictly Player Phase build. It also improves her physical bulk in exchange for Spd, which may or may not be beneficial depending on where Tiki is used.
2. Glimmer for an AoE Special of choice: It is also better to swap out the Seal for Heavy Blade 3 if one wishes to run this set. (Works best with Infantry Pulse or similar support from the team.)
3. +Eff refine for Atk-refine: For Tiki who do not have Dragon or Sword allies (somehow), or those that feel too restricted by the bond effect, a simple Atk boost will be more consistent. (If running an AoE set, it also increases AoE damage, to boot.)
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only inheritable by Dragon units.
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200 | 1 | 7 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Only inheritable by Dragon units.
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300 | 1 | 11 |
![]() Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Inheritable by all units.
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40 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
80 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
160 | A |
![]() Inheritable by all units.
Unlocks at 3 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 4 ★ |
100 | C |
![]() Inheritable by all units.
Unlocks at 5 ★ |
200 | 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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