- Default
- Attack
- Special
- Injured
Tine - Rumbling Thunder |
---|
|
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 15 | 8 | 11 | 5 | 6 |
Middle | 16 | 9 | 12 | 6 | 7 |
High | 17 | 10 | 13 | 7 | 8 |
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. |
HP | ATK | SPD | DEF | RES |
---|---|---|---|---|
Skill Sets
Wunderwaffe DG-2 (Offensive Nuke)
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 | S | Blade Session 3 Alternate: Atk/Spd Solo 3 |
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 |
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
|
---|