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Pirate Tibarn

Analysis by raelet
Pirate Tibarn - Shipless Pirate

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
167
HP 42
ATK 41
SPD 30
DEF 36
RES 18

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 19 10 5 9 2
Middle 20 11 6 10 3
High 21 12 7 11 4

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 38 38 27 33 15
Middle 42 41 30 36 18
High 45 45 33 39 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.
HPATKSPDDEFRES

Skill Sets

Knock 'em Dead (Galeforce)

Build by raelet
Recommended
Sky-Pirate Claw A Sturdy Impact
Alternate: Heavy Blade 4
Reposition B Dive-Bomb 3
Galeforce C Def Smoke 3
Alternate: Atk Smoke 3
IVs

+ATK -HP or RES

SHeavy Blade 3
Alternate: Death Blow 3

Show Explanation/Analysis

Weapon: Sky-Pirate Claw

Assist: Reposition / Reciprocal Aid

Special: Galeforce

Passive A: Sturdy Impact Heavy Blade 4 

Passive B: Dive-Bomb

Passive C: Def Smoke / Atk Smoke / Atk Wave

Sacred Seal: Heavy Blade 3 / Death Blow 3 / Atk Wave

  • Like many newer heroes, Pirate Tibarn's base kit is just about all he needs to become a fantastic unit straight out of the box. He is an expert at utilizing Galeforce without any investment - but that isn't to say that he can't be improved slightly.
  • If you have no other units on his team who require Heavy Blade in seal form, Pirate Tibarn can take it as a seal instead in order to grant him additional utility as a Sturdy Impact user. With Sturdy Impact, Tibarn gains Attack and Defense, but most notably, prevents his opponent from retaliating on him twice. This can drastically increase his survivability if he cannot KO an enemy unit in a single round of combat, while also increasing his Attack by 6 (for a somewhat-meager net damage increase of 1 per hit). If you prefer, you can also give him a skill like Death Blow or Atk/Res Solo which will further increase his offensive prowess while the latter will help to protect him against dragons while still working with his weapon prf requirements.
  • The key of this set is in Tibarn's new Dive-Bomb skill, which acts like Desperation, but works when Tibarn is above 80% HP. This allows Tibarn to get two hits off on his opponent before they can retaliate, which, when combined with his auto-followup, Heavy Blade, and Galeforce, grants him an easy 1 round Galeforce.
  • That is - if he does not oneshot his opponent. Be careful of pumping up Tibarn's attack too high, as he will be easily able to oneshot units with less Defense, despite his lack of Weapon Triangle Advantage.
  • This is one of the reasons that an Atk Wave skill can be useful, as it can allow you to selectively choose to initiate with buffs or without buffs, just by altering which turn you're attacking in.
  • Def Smoke is taken over his native Atk Smoke, so that he can debuff the second opponent he hits, increasing his chances of defeating them. Tibarn doesn't care much if he oneshots whoever he attacks second, as Galeforce cannot activate twice in a single turn.

Seek and Destroy (Offensive Special)

Build by raelet
Sky-Pirate Claw A Death Blow (3 or 4)
Alternate: Atk/Res Solo (3 or 4)
Reposition B Dive-Bomb 3
Glimmer C Def Smoke 3
Alternate: Odd Atk Wave 2
IVs

+ATK / -SPD or -RES

SDeath Blow 3
Alternate: Even Atk Wave 3

Show Explanation/Analysis

Weapon: Sky-Pirate Claw

Assist: Reposition

Special: Glimmer

Passive A: Death Blow / Atk Solo

Passive B: Dive Bomb

Passive C: Def Smoke / Odd Atk Wave

Sacred Seal: Death Blow / Even Atk Wave

  • Because Tibarn has a Slaying weapon and an auto followup effect, alongside a B slot which grants him a pseudo-Brave effect, he can take a 2 cooldown offensive Special in order to frontload his damage and hit extremely hard. Since he does not need to use Heavy Blade, he can double up on Death Blow skills in order to maximize his Attack on initiation for insane oneshot potential that is not limited by the weapon triangle due to him being colorless.
  • He can also swing for a Solo Skill for free additional stats due to his weapon requirements needing him to be Solo anyway.
  • With double Death Blow, a +Atk Tibarn with no buffs hits 82 Attack on initiation if his Solo requirements are met - add a Glimmer on top of that, and his up front damage is capable of oneshotting even the most potent of tanks.
  • There's not much else to say about this one, folks: it's lethal and has a very high damage ceiling, but leaves him vulnerable in the Enemy Phase if he's caught within range of an opponent.

Strengths

Optimal Galeforce Conditions

  • Pirate Tibarn takes everything that makes his original form good (high Attack, guaranteed follow-up, 3 movement when transformed) and easily transitions that into being a unit who, like Yarne, is built to utilize the Galeforce special.
  • With just his base kit, he can get a Galeforce activation off on any unit who he doesn't outright oneshot, which doubles his viability on a map.

Slaying Weapon

  • Slaying may seem like a boring weapon enhancement, but it is still one of the best around: faster access to Specials is always very valuable in fights, particularly when running Galeforce
  • Tibarn can also use a damaging Special instead in order to do more damage faster

Lack of Weapon Triangle Effects

  • As a colorless unit, Tibarn is not affected by the basic weapon triangle, which benefits him immensely in two ways: firstly, with Weapon Triangle Advantage, he runs the risk of oneshotting his advantaged opponents, which would not trigger his Galeforce effect. This is actually an issue for his original form, who could sometimes oneshot green units.
  • He is also less likely to run into an opponent with Weapon Triangle advantage over him, making him a more effective choice vs multi-colored opponents.

Weaknesses

Poor Enemy Phase

Tibarn has plenty of Defense, but unflattering Speed and so will consistently be doubled. His Resistance is also markedly poor, making him very vulnerable to mages or dragons if he's caught within their range.

Solo Requirement

Sky-Pirate Claw has the immense downside of requiring Tibarn to be by himself in order to activate its most lethal effects. This is very damaging to his viability as a Galeforce carry unit, due to many Galeforce strategies in Aether Raids relying on the Wings of Mercy skill to teleport Galeforce units into combat.

Weapon Skills

Weapons SP Rng. Mt.
Hatchling (Flier)

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 1 ★
Unlocks at 1 ★
Beast Flier Only
50 1 4
Fledgling (Flier)

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 3 ★
Unlocks at 2 ★
Beast Flier Only
100 1 6
Adult (Flier)

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 4 ★
Unlocks at 3 ★
Beast Flier Only
200 1 9
Sky-Pirate Claw

Accelerates Special trigger (cooldown count -1).

If unit is not adjacent to an ally, grants Atk+5 to unit and inflicts Atk-5 on foe during combat and 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 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Night Sky

Boosts damage dealt by 50%.

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

Boosts damage dealt by 150%.

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

If unit initiates combat, grants unit another action after combat. (Once per turn.)

Unlocks at 5 ★
Inheritable by Sword, Lance, and Axe users only.
500 5

Passive Skills

Passive Skills SP Slot
Heavy Blade 1

If unit's Atk ≥ foe's Atk+5, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
60
A
Heavy Blade 2

If unit's Atk ≥ foe's Atk+3, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Heavy Blade 3

If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Heavy Blade 4

If unit's Attack > foe's Atk, grants Special cooldown charge +1 and deals +5 damage to foe per unit's attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Dive-Bomb 1

At start of combat, if both unit's and foe's HP = 100% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 3 ★
60
B
Dive-Bomb 2

At start of combat, if both unit's and foe's HP ≥ 90% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 4 ★
120
B
Dive-Bomb 3

At start of combat, if both unit's and foe's HP ≥ 80% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.

Can be Inherited by Flying Melee, Dragon & Beast units.
Unlocks at 5 ★
240
B
Atk Smoke 1

Inflicts Atk-3 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 1 ★
60
C
Atk Smoke 2

Inflicts Atk-5 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
120
C
Atk Smoke 3

Inflicts Atk-7 on foes within 2 spaces of target through their next actions after combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Radiant Dawn

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