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Halloween Tiki

Analysis by lordhelpme
Halloween Tiki - Harmonic Hope

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
177
HP 39
ATK 39
SPD 42
DEF 32
RES 25

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 14 8 8 3 5
Middle 15 9 9 4 6
High 16 10 10 5 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 36 38 29 22
Middle 39 39 42 32 25
High 42 43 45 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

Prepare for Trouble, Make it Double! (General Offense)

Build by lordhelpme
Recommended
Frostfire Breath A Atk/Spd Solo (3 or 4)
Alternate: Atk/Spd Push 4
Positional Assist B Dive-Bomb 3
Alternate: Aerobatics 3
Glimmer
Alternate: Moonbow
C With Everyone!
Alternate: Atk/Res Rein 3
IVs

+SPD or +ATK / -HP

SHeavy Blade 3

Show Explanation/Analysis

Weapon: Frostfire Breath

Assist: Positional Assist / Flexible

Special: Glimmer / Moonbow / Draconic Aura

Passive A: Atk/Spd Solo / Atk/Spd Push / Sturdy Impact 

Passive B: Dive-Bomb / Desperation / Aerobatics / Chill Spd / Chill Res

Passive C: With Everyone! / Atk/Res Rein / Res Smoke / Spd Smoke / Flexible

Sacred Seal: Heavy Blade / Swift Sparrow / Death Blow / Darting Blow 

  • Frostfire Breath’s immense damage focus coupled with their flexible mobility as a flier and stellar offensive stats makes it abundantly clear that Tiki and Ninian were meant to be an offensively-tuned hero, thus rendering a build centered around this quality an obvious (and effective) course of action. The choice of IVs here is mainly between +ATK and +SPD -- the former is better for stronger raw damage, while the latter is useful to round out the duo’s offenses and assist their performance against foes they can’t outright KO.
  • Glimmer scales well with Frostfire Breath’s built-in Blade tome effect and comes with a short cooldown for frequent activations; however, for security against bulkier foes, Moonbow (which shares an equally low cooldown) should be taken instead. At the cost of impeding the rate of Tiki and Ninian’s Special activations, Draconic Aura may be an option to consider for a more consistent damage ceiling. 
  • Nearly any A slot skill that serves to augment Tiki and Ninian’s offensive stats makes for a natural complement to their intended playstyle here -- and fortunately enough, their base kit includes one of their best options right from the start. That being said, if aiming to use Dive-Bomb (which requires the two remain at high HP), Atk/Spd Push can be swapped out in favor of Atk/Spd Solo for its lack of recoil damage. Despite not doing anything to boost their Speed, Sturdy Impact remains a potential alternative as well to make initiating combat much safer. 
  • Although their B slot options are restricted substantially due to their flying status, Tiki and Ninian still have a few good skills to consider. Most notably, Dive-Bomb shines for its ability to grant a pseudo-Brave effect by granting Desperation, but without requiring any setup other than simply initiating combat -- it does, however, necessitate that both they and their opponent be above 80% HP, which discourages using skills like their native Atk/Spd Push. Combined with Frostfire Breath, this lets them kill virtually anything they can double. 
    • That being said, Dive-Bomb remains an incredibly elusive and high-investment skill so if it’s understandably unavailable, Desperation (which does pair nicely with Atk/Spd Push) or their native Aerobatics will work fine. Although not terribly consistent since they can’t be targeted, Chill Spd or Chill Res are some other possible alternatives. 
  • With Everyone! can be kept in the C slot if one favors its self-sufficient nature and appreciable amount of support, immediately enabling Frostfire Breath’s effect when active. However, if Tiki and Ninian can acquire their required Def/Res buffs from allies, Atk/Res Rein or Smoke skills if refresher support is available make for terrific replacements. 
  • Tiki and Ninian can leverage the Heavy Blade Sacred Seal to an incredibly potent extent for rapidfire Special activations but given that this is a highly coveted seal, anything that further augments at least one of their offensive stats will also work.

To Protect the World From Devastation! To Unite All Peoples Within Our Nation! (Aether Raids Vantage)

Build by lordhelpme
Recommended
Frostfire Breath A Distant Counter
Positional Assist B Vantage 3
Miracle
Alternate: Glimmer
C Pulse Smoke 3
Alternate: With Everyone!
IVs

+ATK / -HP

SHeavy Blade 3
Alternate: Iote's Shield

Show Explanation/Analysis

Weapon: Frostfire Breath

Assist: Positional Assist / Flexible

Special: Miracle / Glimmer / Moonbow

Passive A: Distant Counter 

Passive B: Vantage

Passive C: Pulse Smoke / With Everyone! / Res Smoke / Atk/Res Rein / Flexible

Sacred Seal: Heavy Blade / Iote’s Shield / Fierce Stance / Atk/Def Solo 

  • Thanks to Frostfire Breath’s multiple sources of providing increased raw damage (most notably its Blade tome-esque effect), Halloween Tiki and Ninian constitute an excellent candidate for a standard Aether Raids Vantage nuke build; a +ATK IV is ideal given the OHKO-oriented nature of its playstyle. 
  • The general gameplan of this set is relatively simple: buff their defensive stats as much as possible, ideally eliminate a problematic frontliner during the initial Player Phase (which also allows her to apply Smoke skills if equipped with one), and soak enough damage to enter Vantage range for subsequent sweeping, though this can possibly be done safely through enemy Bolt Towers or traps. Although Tiki and Ninian’s firepower should typically be enough to OHKO most foes short of the bulkiest of greens, this set isn’t foolproof and one should be cautious of threats like sources of Panic or buff neutralization, Hardy Bearing users, and Firesweep/Dazzling Staff units.
  • Beyond Vantage, equipping Distant Counter in the A slot is crucial to ensure that Tiki and Ninian won’t be wrecked by ranged units and maximize their overall coverage. If unavailable, Distant Ward and Distant Foil are (albeit extremely niche) alternatives one can consider, or just their base Atk/Spd Push can be kept at the cost of their versatility. 
  • The pair have a few different options for their Special depending on personal preference. In particular, Miracle is a standout choice meant to grant her a degree of safety and method of playing around counterstrategies to this build’s playstyle -- it’s important to keep in mind that even with Vantage, taking damage is not always avoidable. For more of a damage focus, short cooldown Specials like Glimmer or Moonbow are ideal.
  • While Tiki and Ninian’s exclusive With Everyone! is an excellent choice to enable Frostfire Breath by themselves, providing them defensive buffs with outside support does open up their C slot for other much more potent options. Smoke skills are notable to further enhance their performance through debuffs, with Pulse Smoke being particularly lucrative in Aether Raids Offense for its ability to shut down Infantry Pulse teams. Atk/Res Rein is another potential choice to boost damage and Heavy Blade consistency.
  • Among their various options, Iote’s Shield is an excellent Sacred Seal candidate to remove Tiki and Ninian’s weakness to archers, who may otherwise pose too much of a risk to safely carry out this build’s gameplan -- or if using Miracle, Heavy Blade is recommended to let them access it faster. If unavailable, seals that increase their Attack and other key stats such as Fierce Stance and Atk/Def Solo will work perfectly fine here.

Strengths

Frostfire Breath 

The adorable duo’s exclusive Frostfire Breath provides the two with an incredible amount of raw firepower, coming with both a substantial +6 offensive stat boost when affected by a field buff and a Blade tome-esque effect. 

Not only do these combined effects synergize quite well with one another, but together they enable Tiki and Ninian to possess a staggering damage ceiling under the proper conditions -- and thanks to With Everyone!, they can instantly enable Frostfire Breath by themselves for an immediate +21 damage. The sheer potential of this weapon is further cemented through its built-in Attack +3, dragon effectiveness, and adaptive damage property. 

Well-Rounded Statline

Tiki and Ninian boast stellar offensive stats; at 39 base Attack, 42 base Speed, and access to a four-point +ATK IV to boot, the duo possess an incredibly strong foundation for combat prowess and can act as consistent damage dealers even without accounting for Frostfire Breath’s power. Furthermore, their mixed bulk is surprisingly solid despite their statline’s heavy investment into Attack and Speed which can make the two difficult to take down in a single round as well, though their Resistance is on the underwhelming side. 

Harmonized Hero

Beyond allowing for improved scoring potential in Resonance Battles, Tiki/Ninian’s Harmonized Hero status provides them access to a unique on-command refreshing effect to the nearest highest HP ally within two spaces via their Harmonic Skill, provided they are from one of their respective titles: Mystery of the Emblem and Blazing Blade. 

  • This skill is particularly noteworthy for being the first refreshing ability that can be used on other refreshers -- something otherwise unable to be replicated. However, the fact that this effect can only be applied on allies who come from the duo’s source games drastically limits the refreshers who can actually benefit from this, being only Ninian’s other iterations, Nils, and Phina at the time of writing. 
  • In addition, activating Tiki and Ninian’s Harmonic Skill simultaneously applies Resonance: Blades on themselves and any allies from their respective titles regardless of spaces, which grants a solid +4 Atk/Spd in-combat boost for the duration of the turn; this is quite useful to further boost their own performance, as well as that of any other offensively-tuned heroes on the team.

Dragon and Flying Benefits

Being both a dragon and flier comes with various benefits, including flexible mobility, the ability to deal adaptive damage against ranged opponents (which is quite useful for one-shot oriented sets), and access to exclusive skills such as the Rein skill line and Dive-Bomb.

Weaknesses

Effective Damage 

Tiki and Ninian’s biggest (and most exploitable) weakness by far is their weakness to sources of flier and dragon effective damage, both of which are rather prominent across all game modes. Although their weakness to flier effective damage can be remedied via the Iote’s Shield seal (though this comes with the issue of locking them out of other options), Tiki/Ninian have no way of working around dragon effective damage on their own. 

Susceptible to Panic and Lull Effects

While Frostfire Breath is certainly a powerful exclusive weapon, the fact that the majority of its functionality lies in Tiki and Ninian being buffed makes the two exceedingly weak to sources of Panic and buff nullification, such as from Lull skills and Julia’s Light and Dark; this can prove unwieldy to work around in Aether Raids given the ubiquity of such effects. 

Unimpressive Resistance 

Tiki/Ninian’s base 25 Resistance isn’t necessarily horrible, but it’s not great either and can leave them in a disadvantageous position when faced with sustained offensive pressure from incoming magical threats. That being said, Tiki/Ninian’s high Speed renders them unlikely to be doubled through normal means, and they should be able to safely avoid outright OHKOs with enough support and/or investment.

Harmonized Skill

Grants【Resonance: Blades】to unit and allies from the same titles as unit.  

Grants another action to ally with the highest HP that is within 2 spaces, has already acted, and is from the same titles as unit (excluding unit). (Allies with Sing or Dance can be granted this effect as well. If multiple units meet the conditions, effect will not trigger.)  

【Resonance: Blades】 Grants Atk/Spd+4 during combat for 1 turn.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Frostfire Breath

Effective against dragon foes.

Grants Atk+3.

If [Bonus] is active on unit, grants Atk/Spd+6 during combat, and also grants bonus to unit's Atk = total bonuses on unit's Def and Res x 1.5 during combat.

If foe's Range = 2, calcultes damage using the lower of foe's Def or Res.

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

Support Skills

Support Skills Rng. SP
Rally Speed

Grants Spd+4 to target ally for 1 turn.

Learns by default at 4 ★
1 150
Rally Up Spd

Grants Spd+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

1 300
Rally Up Spd+

Grants Spd+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.

1 400

Passive Skills

Passive Skills SP Slot
Atk/Spd Push 1

At start of combat, if unit's HP = 100%, grants Atk/Spd+3, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 2 ★
60
A
Atk/Spd Push 2

At start of combat, if unit's HP = 100%, grants Atk/Spd+4, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 3 ★
120
A
Atk/Spd Push 3

At start of combat, if unit's HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.

Inheritable by all units.
Unlocks at 4 ★
240
A
Atk/Spd Push 4

At start of combat, if unit's HP >= 25%, grants Atk/Spd+7. but after combat, if unit attacked, deals 5 damage to unit.

Inheritable by all units.
Unlocks at 5 ★
300
A
Aerobatics 1

If unit's HP = 100%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

Unlocks at 1 ★
60
B
Aerobatics 2

If unit's HP ≥ 50%, unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

Unlocks at 2 ★
120
B
Aerobatics 3

Unit can move to a space adjacent to any infantry, armored, or cavalry ally within 2 spaces.

Only inheritable by flier units.
Unlocks at 4 ★
240
B
With Everyone!

At start of turn, if unit is adjacent to an ally, grants Def/Res+5 to unit and adjacent allies for 1 turn.

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Awakening
Fire Emblem: The Blazing Blade

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