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Analysis by Naz
Tine - Rumbling Thunder

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
171
HP 38
ATK 42
SPD 42
DEF 23
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 15 8 11 5 6
Middle 16 9 12 6 7
High 17 10 13 7 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 34 38 39 20 23
Middle 38 42 42 23 26
High 41 45 46 26 30

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.
HPATKSPDDEFRES

Skill Sets

Wunderwaffe DG-2 (Offensive Nuke)

Build by Naz
Recommended
Thunderer Tome A Atk/Spd Ideal 4
Alternate: Fury 4
Positional Assist B Null Follow-Up 3
Alternate: Special Spiral 3
Draconic Aura
Alternate: Dragon Fang
C Time's Pulse 3
Alternate: Blue Feud 3
IVs

 +ATK or +SPD

SBlade Session 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Preferred IV: +ATK or +SPD

  • Since the focus of Tine’s weapon is offense-oriented, an asset to Attack or Speed best compliments this set.

Weapon: Thunderer Tome

Assist: Positional Assist

Special: Draconic Aura / Dragon Fang / Blazing Wind 

  • Among the variety of offensive Specials to choose from, those that scale extra damage from the unit’s Atk stat will provide the biggest boost for Tine.
    • The choice between Draconic Aura and Dragon Fang can be dependent on what other skills are run in tandem in order to have the most consistent rate of activation with the weapon. 
  • AOE Specials such as Blazing Wind are incredibly powerful and simple to charge with the effect of Thunderer’s Tome.
    • The secondary effect of the weapon (Ignoring Damage Reduction and dealing an additional 7 damage upon Special activation) does not apply to AOE Specials. However, that doesn’t take away too much from the incredible power of these Specials when paired with Tine’s exceptional Atk and ease of charging. 

Passive A: Atk/Spd Boosting A Skills / Close Salvo / Fury

  • To supplement this purely offensive approach, any skill that greatly boosts Tine’s offensive stats including but not limited to Atk/Spd Ideal, Push, Solo, or Swift Sparrow makes for a great choice of A skill.
    • For an AOE Special build, Life and Death is the ideal choice, as it boosts the visible Atk/Spd that increases the effectiveness of the Special. 
  • Tine’s native Fury skill also makes for a suitable option by granting a solid visible stat boost as well as having a direct synergy with her weapon. 

Passive B: Null Follow-Up / Windsweep / Lull Spd/Res / Special Spiral / Vantage

  • Null Follow-Up is a coveted anti-meta skill that disables any foe's skills that guarantee their follow-up attack or prevent yours.
  • Lull skills such as Lull Spd/Res also make for a solid B slot option by neutralizing buffs on the foe’s target stats as well as inflicting an in-combat debuff.
  • Windsweep allows Tine to prevent the foe’s counterattack if they have less Speed at the expense of her ability to make a follow-up attack. However, this won’t be too much of a problem so long as she can consistently activate her Special.
  • Special Spiral allows Tine to activate her Special at a constant rate by granting cooldown -2 every time her Special activates following the first instance. 

Passive C: Time’s Pulse / Blue Feud / Flexible

  • Time’s Pulse stacks with Tine’s weapon for an instant -2 Special cooldown at the start of the turn.
  • The C slot can otherwise be replaced as needed to suit the team.

Sacred Seal: Atk/Spd Boosting Seals

Strengths

Thunderer Tome

Fire Emblem Heroes doesn’t always do a great job portraying heroes the way they were in the game they came from but this weapon is perfect. Thunderer’s tome emulates the effect of Wrath by granting -1 cooldown and +7 damage on Special when missing any HP at the start of turn 4 (with the first three turns having this effect for free) with a significant Atk/Spd boost and the ability to ignore damage reduction skills as a bonus on top.

Incredible Offensive Stats

A nice even 42 Atk/Spd is more than enough to have a strong offensive presence. 

Infantry

The benefit of being infantry comes with access to exceptional exclusive skills for both support and combat.

Weaknesses

Low Bulk

With both Def and Res sitting at values of under 30, you would be advised against using Tine to tank more than a couple hits.

Weapon Skills

Weapons SP Rng. Mt.
Stone
Learns by default at 1 ★
Unlocks at 1 ★
Colorless Tome Only
50 2 4
Elstone
Learns by default at 2 ★
Unlocks at 2 ★
Colorless Tome Only
100 2 6
Atlas (Weapon)
Learns by default at 4 ★
Unlocks at 3 ★
Colorless Tome Only
200 2 9
Thunderer Tome

Accelerates Special trigger (cooldown count-1). At the start of turns 1 through 3 or if unit's HP < 100% at start of turn, grants Special cooldown count-1 to unit.

During turns 1-3, or if unit's HP < 100% at start of combat, grants Atk/Spd+6 to unit during combat, and also, if Special triggers (excluding area-of-effect Specials), deals +7 damage and neutralizes "reduces damage by X%" effects from non-Special skills.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic Aura

Boosts damage by 30% of unit's Atk.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Fury 1

Grants Atk/Spd/Def/Res+1. Unit takes 2 damage after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Fury 2

Grants Atk/Spd/Def/Res+2. Unit takes 4 damage after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
100
A
Fury 3

Grants Atk/Spd/Def/Res+3. Unit takes 6 damage after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
200
A
Fury 4

Grants Atk/Spd/Def/Res+4. Unit takes 8 damage after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Null Follow-Up 1

At start of combat, if unit's HP = 100%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 1 ★
60
B
Null Follow-Up 2

At start of combat, if unit's HP ≥ 50%, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 2 ★
120
B
Null Follow-Up 3

Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

Infantry Units Only
Unlocks at 4 ★
240
B
Blue Feud 1

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat.

Excludes Red Units from inheriting this skill.
Unlocks at 3 ★
60
C
Blue Feud 2

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-2 on foe during combat.

Excludes Red Units from inheriting this skill.
Unlocks at 4 ★
120
C
Blue Feud 3

During combat, disables skills of all blue foes, excluding foe in combat. If in combat against a blue foe, disables skills of all foes, excluding foe in combat, and inflicts Atk/Spd/Def/Res-4 on foe during combat.

Excludes Red Units from inheriting this skill.
Unlocks at 5 ★
240
C

Other Info

Origin
Fire Emblem: Genealogy of the Holy War

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