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Brave Tiki (Adult)

Analysis by Chibi_Chu
Brave Tiki (Adult) - Fated Divinity

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
188
HP 40
ATK 43
SPD 27
DEF 37
RES 41

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 4 10 10
Middle 18 10 5 11 11
High 19 11 6 12 12

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 39 23 34 38
Middle 40 43 27 37 41
High 43 46 30 40 45

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

Divine Oracle (General Defense)

Build by Chibi_Chu
Recommended
Remote Breath A Atk/Res Finish 4
Alternate: Mirror Stance 3
Positional Assist B New Divinity
Iceberg
Alternate: Glacies
C Def/Res Menace
IVs

+Atk, then +HP or +Def or +Res / -Spd

SDist. Counter (D)
Alternate: Warding Breath

Show Explanation/Analysis

Weapon: Remote Breath 

Assist: Positional Assist 

Special: Iceberg / Glacies 

Passive A: Atk/Res Finish 4 / Mirror Stance 3

Passive B: New Divinity 

Passive C: Def/Res Menace / Flexible 

Sacred Seal: Dist. Counter (D) / Warding Breath 

  • Tiki’s statline, average movement, and personal skills lean her toward Enemy Phase sets focused on maximizing survivability and counterattack damage.
  • With Remote Breath’s permanent -1 Special cooldown and +1 Special charge before her first attack, Tiki has two options for her Special:
    • Iceberg, a 3-cooldown Special that increases damage on activation by 50% of Tiki’s Res; assuming no Special-slowing effect is active, Tiki will activate it on her first counterattack.
    • Glacies, a 4-cooldown Special that increases damage on activation by 80% of Tiki’s Res; this requires Warding Breath in Tiki’s Sacred Seal, which grants +1 Special charge per attack and +4 Res during combat if the enemy initiates. Assuming no Special-slowing effect is active, after the enemy attacks, Glacies’ cooldown will be reduced to 1 rather than 2 thanks to Warding Breath. 
  • If Iceberg is preferred over Glacies, Warding Breath can be replaced by Dist. Counter (D), which allows Tiki to counterattack against ranged enemies. If Glacies is preferred over Iceberg, Tiki should be paired with an Armor with Far Save, whose Savior effect allows them to take ranged attacks for allies within two spaces; using a Distant Countering A slot for Tiki in order to use Glacies and Warding Breath is generally not ideal due to the decrease in stats, and thus overall performance.
  • Tiki’s native Atk/Res Finish 4 is usually her strongest option, granting +7 Atk/Res if she is within three spaces of an ally in addition to 5 true damage and 7 HP healing per her attack if her Special is activated or has already been activated. However, if players are concerned about Tiki’s OHKO consistency and/or performance against units with Brave effects that can brush off her +1 Special cooldown infliction before their first attack, she can use Mirror Stance 3, granting +6 Atk/Res and a Guard effect when defending.
  • Packing a -5 Atk/Res infliction, Res-based damage reduction, and follow-up prevention, New Divinity is a significant augment to Tiki’s bulk.
  • Def/Res Menace, Tiki’s native C slot, grants her +6 Def/Res and inflicts -6 Def/Res to the closest enemies within four spaces at the start of the turn, maximizing her damage and bulk. However, this slot is fairly flexible and can be changed to fit Tiki’s and/or her team’s needs.

Changing Fate, One Era At a Time (Speed-Invested Enemy Phase)

Build by Chibi_Chu
Remote Breath A Atk/Spd Boosting A Slot
Positional Assist B New Divinity
Draconic Aura
Alternate: Dragon Fang
C Spd/Res Menace
Alternate: Joint Drive Spd
IVs

+Spd, then +Atk

SAtk/Spd Form 3
Alternate: Darting Breath

Show Explanation/Analysis

Weapon: Remote Breath 

Assist: Positional Assist 

Special: Draconic Aura / Dragon Fang / Iceberg / Glacies

Passive A: Atk/Spd Boosting A Slot

Passive B: New Divinity

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

Sacred Seal: Atk/Spd Form / Darting Breath / Atk/Spd Solo / Mystic Boost / Dist. Counter (D)

  • Given Tiki’s middling 27 Spd, guaranteed follow-up from Remote Breath, and follow-up prevention from New Divinity, it may seem unusual to invest into her Spd. Be that as it may, there are some legitimate merits to it:
    • Follow-up prevention effects cancel Tiki’s guaranteed follow-up.
    • Guaranteed follow-ups cancel Tiki’s follow-up prevention.
    • Null Follow-Up neutralizes both!
    • Spd-based damage reduction is calculated based on the gap between the enemy’s Spd and Tiki’s Spd. Bridging this gap as much as possible can enable more consistent OHKOs.
  • Remote Breath’s permanent -1 Special cooldown and +1 Special charge before Tiki’s first attack allows for various Special options:
    • 3-cooldown Specials: Draconic Aura, which increases damage by 30% of Tiki’s Atk, or Iceberg, which increases damage by 50% of Tiki’s Res. With no Special-slowing effects, Tiki will be able to activate either Special on her first counterattack.
    • 4-cooldown Specials: Dragon Fang, which increases damage by 50% of Tiki’s Atk, or Glacies, which increases damage by 80% of Toki’s Res. This requires Darting Breath in Tiki’s Sacred Seal, which grants +1 Special charge per attack and +4 Spd during combat if the enemy initiates. Assuming no Special-slowing effect is active, after the enemy attacks, Tiki’s Special cooldown will be reduced to 1 rather than 2 thanks to Darting Breath.
  • If a 3-cooldown Special is preferred over a 4-cooldown Special, Darting Breath can be replaced with:
    • Atk/Spd Form, which grants +1, +3, +5, or +7 Atk/Spd during combat if zero, one, two, or three ally/allies respectively are within two spaces. Given the Enemy Phase nature of this build and the likelihood of the team having a Far Save Armor to protect support units, this condition is relatively easy to achieve.
    • Atk/Spd Solo, which grants +6 Atk/Spd during combat if Tiki is not adjacent to an ally. This may be a safer option if players are concerned about high-movement melee enemies reaching behind Tiki to attack her team’s vulnerable backline.
    • Mystic Boost, which heals Tiki for 6 HP after combat, neutralizes Wrathful Staff (allows Staff units to deal normal rather than halved damage), and neutralizes effects that target the lower of Tiki’s Def and Res.
    • Dist. Counter (D), which allows Tiki to counterattack against ranged enemies.
  • If a 4-cooldown Special is preferred over a 3-cooldown Special, Tiki should be paired with an Armor with Far Save, whose Savior effect lets them soak ranged attacks for allies within two spaces; using a Distant Countering A slot for Tiki in order to use a 4-cooldown Special and Darting Breath is especially not ideal due to the decrease in Spd, and thus overall performance.
  • Atk/Spd Boosting A slots increase Tiki’s damage and follow-up consistency with Spd checks, making them her strongest choices. Atk/Spd Unity is particularly worth mentioning, as its Atk/Spd visible debuff and Panic reversal ensures consistent performance and that Tiki can use visible Atk/Spd buffs without any concerns.
  • Despite relying primarily on her Spd, New Divinity is still great for its -5 Atk/Res infliction and Res-based damage reduction.
  • Spd/Res Menace grants Tiki +6 Spd/Res and inflicts -6 Spd/Res on the closest enemies within four spaces at the start of the turn, which not only increases Tiki’s damage and follow-up consistency, but also maximizes the gap between her Res and the enemy’s Res for the Res-based damage reduction. Alternatives include Joint Drive Spd, which grants +4 Spd to Tiki and allies within two spaces if she is within two spaces of an ally, and flex skills if players want/need a particular skill for Tiki’s team.

Naga of the Future Past (Player Phase)

Build by Chibi_Chu
Remote Breath A Atk/Res Finish 4
Positional Assist B New Divinity
Glimmer
Alternate: Iceberg
C Atk/Res Menace
Alternate: Time's Pulse 3
IVs

+Atk, then +HP or +Def or +Res / -Spd

SAtk/Res Solo 3

Show Explanation/Analysis

Weapon: Remote Breath 

Assist: Positional Assist 

Special: Glimmer / Iceberg 

Passive A: Atk/Res Finish 4

Passive B: New Divinity

Passive C: Atk/Res Menace / Time’s Pulse / Flexible

Sacred Seal: Atk/Res Solo 

  • Just as Tiki can aim for OHKOs on Enemy Phase, she can do the same for Player Phase. This set focuses on maximizing Tiki’s OHKO capabilities on initiation while also keeping New Divinity as a failsafe given its -5 Atk/Res, follow-up prevention, and Res-based damage reduction.
  • Tiki’s native Glimmer, which multiplies Tiki’s damage by 1.5x (not including true damage), works well for this set. Remote Breath allows her to activate it immediately at the start of every initiation thanks to its 2 cooldown. Alternatively, she can use Iceberg, which increases Tiki’s damage by 50% of her Res on activation, if she also uses Time’s Pulse to grant herself -1 Special cooldown at the start of every turn her Special’s cooldown is maxed out. Note that this limits Tiki’s OHKO potential to once-per-turn, making it a weaker option the more combats Tiki initiates per turn.
  • With Atk/Res +7, 5 true damage, and 7 HP healing as another failsafe, Tiki’s native Atk/Res Finish 4 is her ideal A slot.
  • If not using Iceberg + Time’s Pulse, Atk/Res Menace grants Tiki +6 Atk/Res while also inflicting -6 Atk/Res to the closest enemies within four spaces, maximizing Tiki’s damage, bulk, and damage reduction. Res Smoke is a more budget friendly, but still strong option that makes Tiki’s subsequent combats easier by inflicting -7 Res on enemies within two spaces of her target after combat.
  • Atk/Res Solo performs a similar role to Atk/Res Menace, as it grants Tiki +6 Atk/Res during combat if she is not adjacent to an ally. Given that initiators typically need to move away from allies, this condition is especially easy to meet.

Strengths

High Atk, Def, Res, and BST

With fantastic Atk and Res values of 43 and 41 respectively in addition to a strong 37 Def, Tiki sports excellent raw damage and bulk. Additionally, she and her CYL6 friends rein in a new base stat total (BST) generation, setting the precedent for future units to have higher stat totals—and thus higher stats and better minmaxing—than previous generations.

Remote Breath

Carrying her former feelings of isolation to strengthen her resolve, Remote Breath is Tiki’s personal weapon that predictably has an array of effects.

  • Remote Breath grants Tiki -1 Special cooldown, adaptive damage against ranged enemies, and Dragon-effectiveness, allowing for more consistent Special activations and stronger matchups against ranged enemies and prevalent Dragons such as Seiros, Fallen Rhea, and Halloween Robin (M).
  • If Tiki is within three spaces of an ally, she gains +5 to all during combat and a guaranteed follow-up, providing significant offensive and defensive boosts. She also gains the following effects:
    • Similar to the effect from Young Ike’s Sturdy War Sword, if Tiki’s Special is triggered by her attack (in other words, if she has a damaging or healing Special, though she will typically use the former), Remote Breath grants her -1 Special cooldown before her first attack. In combination with the permanent -1 it already grants, Tiki can trigger 2-cooldown damaging Specials such as her native Glimmer on her first attack of initiation; she can also trigger higher-cooldown Specials on her first counterattack assuming no Guard effect is active.
    • If the enemy can trigger their Special and Tiki’s Res is ≥ 5 more than theirs, she inflicts +1 Special cooldown before their first attack, preventing them from triggering it. This boosts Tiki’s survivability, as it prevents enemies from pre-charging threatening damaging Specials (particularly Deadeye and Lethality, since they neutralize Tiki’s damage reduction from New Divinity).

New Divinity

Humorously, New Divinity is effectively a powercrept version of Legendary Micaiah’s Prescience.

  • If Tiki’s HP is ≥ 25% at the start of combat, she inflicts -5 Atk/Res on the enemy and gains a Dragon Wall effect, which grants her 4% damage reduction for every point of Res she has over the enemy (up to 40%).
  • Additionally, if Tiki’s HP is ≥ 40% at the start of combat, she also prevents the enemy from performing a follow-up attack.

Significantly improving Tiki’s bulk and providing a slight increase to her damage, New Divinity helps secure Tiki’s longevity and strength.

Infantry Dragon Status

As an Infantry Dragon, Tiki has access to skills such as Warding BreathTime’s Pulse, Dist. Counter (D), and her native Atk/Res Finish 4, all of which provide vital effects to strengthen Tiki’s combat. Breaking down Atk/Res Finish 4’s wording:

  • If Tiki activates an Area-of-Effect Special (such as Blazing Wind) before combat, her AoE will not deal 5 true damage or heal Tiki for 7 HP; however, all of her attacks during combat will.
  • If Tiki’s Special activates on her attack during combat (for example, Iceberg or Glacies) and her Special is not ready by her first attack, that attack will not deal 5 / heal 7. If Tiki’s Special is activated by her follow-up attack, however, it will deal 5 / heal 7.
  • If Tiki has a Brave effect (allows her to attack twice consecutively) and she can perform a follow-up, she will attack four times. Following the previous points, if Tiki’s Special activates on her attack and it is not ready by her first attack, that attack will not deal 5 / heal 7. If Tiki’s Special is activated by her second attack, however, it and all subsequent attacks during that combat will deal 5 / heal 7.

Effectively, Atk/Res Finish 4 grants +7 Atk/Res if Tiki is within three spaces of an ally, in addition to granting 5 true damage and 7 HP of healing per Tiki’s attack if her Special is activated or has already been activated before or during the same combat.

Versatile

Tiki has a lot of effects—so many effects that she lends herself well to a variety of different roles and specializations on both Player Phase and Enemy Phase.

Weaknesses

Susceptible to a Fairly Wide Variety of Effects

Unfortunately, Tiki’s performance can be restricted by several effects.

  • Even if Tiki inflicts +1 Special cooldown before their first attack, enemies with Brave effects will simply activate their Special on their second consecutive attack, which is especially threatening if said Special is the aforementioned Deadeye or Lethality. Given the Dark season dominance of Bridal Catria, who grants allies a conditional Brave effect, Tiki may not perform as well on Light season unless she has a Guard effect of her own.
  • This Guard effect, however, can be neutralized by Tempo effects or counteracted by effects that grant additional Special charge.
  • Because Tiki lacks a way to pierce damage reduction, her OHKO consistency can be questionable at times, resulting in her receiving more attacks.
  • In particular, Tiki’s base 27 Spd lets her down unless players invest significantly into her Spd, which debatably may not even be worth it compared to investing into her Def/Res. As such, she is vulnerable to the following effects:
    • Impact and Null Follow-Up effects are the most egregious of the bunch, with the former neutralizing Tiki’s guaranteed follow-up and the latter neutralizing both her guaranteed follow-up and her follow-up prevention. This effectively reverts follow-up conditions to Spd checks.
    • Watersweep, which prevents counterattacks from magical enemies if the unit’s Spd is higher than the enemy’s, and other Spd-based counterattack prevention.
    • As aforementioned, Spd-based damage reduction effects, such as those from Vital Astra, Savvy Fighter, and the Close Call family of skills sap Tiki’s OHKO consistency.

Enemy Phase Competition from Saves

The dominance of Near Save and Far Save for Enemy Phase strategies is difficult even for a Choose Your Legends unit to topple. Armors not only protect allies within two spaces from attacks of their respective Savior ranges, but also have access to the incredibly powerful Fighter B slot family of skills. The sheer convenience and overwhelming strength of Savior skills leave limited room even for Brave Tiki, but she is nonetheless a fantastic unit that can compete with Savior Armors.

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 2 ★
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
Remote Breath

Accelerates Special trigger (cooldown count-1).

Effective against dragon foes.

If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, unit makes a guaranteed follow-up attack, and also, if unit's attack can trigger their Special, grants Special cooldown count-1 to unit before unit's first attack during combat, and if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat.

(Cannot exceed the foe's maximum Special cooldown.) If foe's Range = 2, calculates 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

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
Glimmer

Boosts damage dealt by 50%.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 2

Passive Skills

Passive Skills SP Slot
Atk/Res Finish 1

If unit is within 3 spaces of an ally, grants Atk/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 2 ★
60
A
Atk/Res Finish 2

If unit is within 3 spaces of an ally, grants Atk/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 3 ★
120
A
Atk/Res Finish 3

If unit is within 3 spaces of an ally, grants Atk/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.)

Infantry Units Only
Unlocks at 4 ★
240
A
Atk/Res Finish 4

If unit is within 3 spaces of an ally, grants Atk/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials), and when unit deals damage to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Infantry Units Only
Unlocks at 5 ★
300
A
New Divinity

At start of combat, if unit's HP ≥ 25%, inflicts Atk/Res-5 on foe during combat, and also, if unit's Res > foe's Res, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). At start of combat, if unit's HP ≥ 40%, foe cannot make a follow-up attack during combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
B
Threaten Res 1

At start of turn, inflicts Res-3 on foes within 2 spaces through their next actions.

Inheritable by all units.
Unlocks at 2 ★
50
C
Threat. Def/Res 1

At start of turn, inflicts Def/Res-3 on foes within 2 spaces of unit through their next actions.

Inheritable by all units.
Unlocks at 3 ★
100
C
Threat. Def/Res 2

At start of turn, inflicts Def/Res-4 on foes within 2 spaces of unit through their next actions.

Inheritable by all units.
Unlocks at 4 ★
200
C
Def/Res Menace

At start of turn, if unit is within 4 spaces of a foe, inflicts Def/Res-6 on closest foes through their next actions and grants Def/Res+6 to unit for 1 turn.

Inheritable by all units.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Awakening

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