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Analysis by lordhelpme
Young Ike - Close-Knit Siblings

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
182
HP 40
ATK 42
SPD 42
DEF 32
RES 26

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 11 11 7 3
Middle 18 12 12 8 4
High 19 13 13 9 5

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 39 29 22
Middle 40 42 42 32 26
High 43 46 46 35 29

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

it’s upsetting me and my homegirl (Defensive / All-Purpose Tank)

Build by lordhelpme
Recommended
Sturdy War Sword A Distant Dart
Positional Assist B Null C-Disrupt 3
Alternate: Special Spiral 3
Radiant Aether C Joint Drive Atk
Alternate: Joint Drive Spd
IVs

+ATK or +SPD

SDarting Breath
Alternate: Mystic Boost 3

Show Explanation/Analysis

Weapon: Sturdy War Sword

Assist: Positional Assist / Flexible

Special: Radiant Aether

Passive A: Distant Dart / Distant Storm / Distant Stance

Passive B: Null C-Disrupt / Special Spiral / Spd/Def Tempo 

Passive C: Joint Drive Atk / Joint Drive Spd / Atk/Spd Menace / Flexible

Sacred Seal: Darting Breath / Mystic Boost / Atk/Spd Form / Sorcery Blade

  • This set emphasizes the generalist nature of Young Ike’s base kit to have him operate as a commendable all-purpose tank, functioning as the team’s main carry as he baits foes regardless of range. Increasing either of Ike’s Atk or Spd is recommended for improved combat capacity, with both coming as attractive four-point Assets.
  • Of all his build options, this is likely the cheapest for those looking to invest minimally as Young Ike’s default skills are fantastic and synergize perfectly for the aforementioned purpose — however, as always, alternative considerations can always be made.
    • That being said, for Young Ike’s A skill, there’s typically very little reason to replace Distant Dart as it enables counterattacks regardless of distance while granting a nice +5 Spd bonus during the Enemy Phase; this appreciated to both secure and deny follow-up attacks with his PRF’s Null Follow-Up effect. Distant Storm or Distant Stance can be taken into account as replacements if truly desperate to amp up his damage or patch his weaker magical bulk, but their scarcity makes it hard to recommend considering the minimal benefits. 
    • Null C-Disrupt is hard to beat when it comes to maximizing Young Ike’s consistency in matchup selection, as it means he’s impervious to otherwise lethal counterattack negation effects (in addition to all enemy effects that manipulate follow-up attacks thanks to Sturdy War Sword). However, as the commonality of such effects has declined since the introduction of Ascended Fjorm, it may not be as strictly necessary for his performance. 
    • Spd/Def Tempo and Special Spiral are standout alternatives if such is the case, with both assisting Young Ike in maximizing Radiant Aether activations. Both essentially make him Guard-immune but come with their respective strings: 
      • Spd/Def Tempo arguably brings the most to the table by inflicting in-combat debuffs and adding to Young Ike’s survivability by also nullifying bonuses that accelerate enemy Specials, but it necessitates that either his Sacred Seal or ally support provide a Breath effect for Radiant Aether to always activate.
      • Meanwhile, Special Spiral requires nothing further to ensure Young Ike can always trigger Radiant Aether, which is helpful for greater flexibility in team composition and Sacred Seal selection, but does require slight ramp-up to become functional.
    • Joint Drive Atk is a great skill to amp Young Ike’s damage for essentially free; however, depending on personal preference, it can easily be switched as his C slot is ultimately quite flexible. Possible choices include Joint Drive Spd to alternatively elevate his follow-up consistency, Atk/Spd Menace for greater stat superiority, or a Smoke skill.
  • Generally speaking, Young Ike should almost always be equipped with a Breath Sacred Seal to ensure Radiant Aether’s activation, as this accelerated trigger rate alongside Sturdy War Sword’s -2 Special cooldown lets him activate it on every counterattack. The only reason not to is using Special Spiral or if such an effect is already provided by an ally like Thorr, in which case he can choose between Mystic Boost, Sorcery Blade, or one’s preferred stat booster.

how do you do, fellow kids? (Defensive / Melee Specialist)

Build by lordhelpme
Recommended
Sturdy War Sword A Atk/Spd Unity
Alternate: Kestrel Stance 3
Positional Assist B Spd/Def Tempo 3
Alternate: Special Spiral 3
Radiant Aether C Joint Drive Atk
Alternate: Atk Smoke 3
IVs

+ATK or +SPD

SSteady Breath
Alternate: Atk/Spd Form 3

Show Explanation/Analysis

Weapon: Sturdy War Sword

Assist: Positional Assist / Flexible

Special: Radiant Aether

Passive A: Atk/Spd Unity / Kestrel Stance / Atk/Spd Solo

Passive B: Spd/Def Tempo / Special Spiral 

Passive C: Joint Drive Atk / Joint Drive Spd / Smoke Skills / Atk/Spd Menace / Flexible

Sacred Seal: Steady Breath / Atk/Spd Form / Atk/Spd Solo / Atk/Def Form

  • This build retains Young Ike’s preferred defensive playstyle but purposely narrows the scope of his capacity to dealing with point-blank threats, as the advent of Far Save enables full specialization into melee combat without suffering further repercussions. Both +ATK and +SPD IVs remain his best choice for Assets.
  • The primary difference here compared to using him as an all-purpose tank is that rather than being required to equip something like Distant Dart (which offers little in the way of stat improvements or accessory benefits besides enabling counterattacks), Young Ike may instead leverage an A skill that sways his actual combat performance much more.
    • Those that enhance both Atk and Spd are generally ideal to maximize the mercenary-to-be’s firepower and survivability, as Radiant Aether’s healing being based on damage dealt means that increasing Atk also leads to more recovery). Sturdy War Sword also provides a whopping 40% damage reduction and given that Deadeye effects are rather uncommon among melee threats, Young Ike should be fairly covered already when it comes to his longevity.
    • Among his available candidates, Atk/Spd Unity is incredibly powerful for its reversal of any penalties affecting said stats, carrying the greatest ceiling in the sheer amount of stat enhancements it can provide. For a more defensive lean, Kestrel Stance may be considered to prevent foes from accessing their Special, though it is a little redundant with his Duo Skill’s effect. If neither is available, something like Atk/Spd Solo is perfectly usable.
  • Additionally, Young Ike’s base Null C-Disrupt becomes much less useful here as counterattack negation is even more uncommon in melee foes, being practically nonexistent besides specific units like Ingrid and Brave Alm post-refinement. This makes Spd/Def Tempo and Special Spiral much more compelling B skills than before to develop the usage of Radiant Aether, as Sturdy War Sword already carries all other effects he’d want from a B skill.

father, i would be most grateful if you let me consume a pastry with high levels of sugar and simple carbohydrates (Defensive / Damage Reduction Stacking)

Build by lordhelpme
Sturdy War Sword A Atk/Spd Unity
Alternate: Distant Dart
Positional Assist B Spurn 3
Radiant Aether C Joint Drive Spd
Alternate: Spd Smoke 3
IVs

+SPD

SDarting Breath
Alternate: Atk/Spd Form 3

Show Explanation/Analysis

Weapon: Sturdy War Sword

Assist: Positional Assist / Flexible

Special: Radiant Aether 

Passive A: Atk/Spd Unity / Distant Dart / Kestrel Stance / Atk/Spd Solo

Passive B: Spurn / Frenzy / Close Call / Repel

Passive C: Joint Drive Spd / Spd Smoke / Joint Drive Atk / Flexible

Sacred Seal: Darting Breath / Atk/Spd Form / Atk/Spd Solo / Spd/Res Solo

  • Young Ike also has the option of leaning into the damage mitigation aspect of his Sturdy War Sword and stacking it further with a B skill that enables Speed-based damage reduction, such as Spurn and Frenzy. Do keep in mind, however, that such effects combine multiplicatively (not additively) so the maximum possible damage reduction is only 64%, provided Ike possesses a +10 Spd advantage over his foe. A +SPD IV naturally is the optimal choice here to maintain this maximum as frequently as possible.
  • Of all his choices for such B skills, Spurn shines the most as Young Ike welcomes any means of honing the power of Radiant Aether triggers. If unavailable, all his other options at the time of writing — Frenzy, Close Call, and Repel — are interchangeable as their supplementary effects beyond damage reduction have no bearing on his Enemy Phase combat. 
  • Young Ike’s Distant Dart synergizes with the intent of this build via its +5 Spd enhancement while on the defensive and works decently if all-purpose tanking is the goal, but the increased frequency of Deadeye and other forms of reduction negation among ranged threats does make this approach rather dubious in competitive modes. 
    • If possible, it’s generally better to aid Young Ike with a Far Save ally and use a standard stat-boosting skill to focus on melee matchups (where relying wholly on damage reduction mechanics becomes much, much safer). 

Strengths

Phenomenal (and Strongly Synergistic) Exclusive Skills

It’s difficult to discuss Young Ike’s PRF abilities independently given how well they play off one another, altogether doing wonders to enhance the boy’s damage and durability commendably. 

  • The most unique effect of Young Ike’s Sturdy War Sword is undoubtedly its cooldown mechanic, reducing his raw cooldown by half of his Special’s maximum value right before his first attack. Although seemingly rather convoluted, the significance of this lies in its combination with Radiant Aether’s four-turn cooldown to allow for immediate activations when aided by skills like Special Spiral or Darting Breath
  • This is important to ensure a steady stream of damage while moreover maximizing the Special’s healing benefits as Young Ike will typically defeat foes in two strikes — and since Radiant Aether does not restore damage dealt as overkill, having it trigger on his second counterattack rather than his first results in potentially dramatically less healing. 
  • Furthermore, Radiant Aether’s four-turn cooldown also comes in handy in enabling Sturdy War Sword’s damage reduction effect, immediately enabling Young Ike to mitigate 40% of the damage he would receive from his foe’s first attack in each round of combat. Combined with the Special’s additional healing upon activation, this renders the boy remarkably sturdy provided no reduction-nullification effects come into play.

To top it all off, Sturdy War Sword also grants a Spectrum +5 and Null Follow-Up effect independent of his Special, further supplementing his performance with stellar versatility as a combatant. Without the assistance of tools like Deadeye, taking down the Close-Knit Siblings may prove rather tough as they can outmaneuver many of the woes that debilitate similar units when properly kitted out and supported.

Great Offensive Statline

Similar to his bizarrely deep voice despite his age, Young Ike features shocking maturity in his statline through stellar offensive values: with an even 42/42 Atk/Spd split, he has little difficulty piercing through enemy health with consistent damage and follow-up potential at base. His overall physical bulk of 72 also deserves mention for remaining relatively solid even with such an offensive lean, though it’s admittedly hard to mess up a BST of 182 anyway.

Duo Benefits

By merit of having his adorable little sister by his side, Young Ike’s performance receives even greater boosts through the numerous accessory advantages allotted to Duo Heroes, such as receiving hefty scoring boosts in Colosseum-related modes and access to a unique Duo Skill of his own. 

Speaking of, his Duo Skill melds perfectly with his tanking focus by harshly debilitating enemy offensive pressure via its myriad of debuffs, though the ubiquity of the Duo’s Hindrance structure in Aether Raids Defense composition makes it more of an occasional bonus rather than something to strictly rely on. When accessible, though, the Special cooldown +2 applied can prove life-saving by instantly disabling pre-charged Specials, being particularly useful in the face of AoE Specials as Sturdy War Sword’s damage reduction does not aid against them.

Infantry Benefits

Through access to crucial skills like Special Spiral, Null C-Disrupt, and Spd/Def Tempo due to his infantry status, Young Ike demonstrates a surprising degree of malleability — despite being pretty much exclusively defensive — and can hone the capabilities of both PRF skill to their maximum potential to shine above his many, many, many contemporaries.

Weaknesses

Heavy Competition

Young Ike’s performance and combat ability is undoubtedly great, but he unfortunately finds himself competing in the insanely bloated pool of infantry sword units — many of whom can very much function similarly to him in his preferred defensive role, making it difficult to justify actually using him should one have already made investments in such units. This is compounded further by the fact that while Young Ike’s faculty for all-purpose tanking is commendable, the advent of Savior skills makes this approach somewhat more dated and underwhelming in comparison if available

Duo Skill

Inflicts Atk/Spd-7 and【Guard】on foes within 5 rows or 5 columns centered on unit through their next actions, and inflicts Special cooldown count+2 on those foes. 【Guard】 Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Sturdy War Sword

Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, and if unit's attack triggers Special, the following effects will occur based on the number of allies within 4 spaces of unit: If ≥ 1, before unit's first attack, grants Special cooldown count-X (X = 50% of unit's max Special cooldown count value, rounded down) to unit. If ≥ 2, reduces damage from foe's first attack by X% (X = unit's max Special cooldown count value × 10). If ≥ 3, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Daylight

Restores HP = 30% of damage dealt.

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

Restores HP = 50% of damage dealt.

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

During combat, treats foe's Def/Res as if reduced by 50%. Restores HP = 50% of damage dealt.

Unlocks at 5 ★
Non-Inheritable skill.
500 4

Passive Skills

Passive Skills SP Slot
Distant Counter

Unit can counterattack regardless of foe's range.

Restricted to melee units.
Unlocks at 4 ★
300
A
Distant Dart

Unit can counterattack regardless of foe's range. If foe initiates combat, grants Spd+5 to unit during combat.

Restricted to melee units.
Unlocks at 5 ★
300
A
Null C-Disrupt 1

At start of combat, if unit's HP = 100%, neutralizes effects that prevent unit's counterattacks during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 1 ★
60
B
Null C-Disrupt 2

At start of combat, if unit's HP ≥ 50%, neutralizes effects that prevent unit's counterattacks during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 2 ★
120
B
Null C-Disrupt 3

Neutralizes effects that prevent unit's counterattacks during combat.

Excludes Armor, Cavalry, and Flying
Unlocks at 4 ★
240
B
Spur Atk 1

Grants Atk+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
50
C
Drive Atk 1

Grants Atk+2 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 3 ★
120
C
Drive Atk 2

Grants Atk+3 to allies within 2 spaces during combat.

Inheritable by all units.
Unlocks at 4 ★
240
C
Joint Drive Atk

Grants Atk+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, grants Atk+4 to unit during combat.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Path of Radiance

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