Hey, I’m Zathong and this guide is about Fallen Tiki (Young) Build in Fire Emblem Heroes (FEH).
Best Fallen Tiki (Young) build guides for Fire Emblem Heroes 2024. I works hard to keep my’s Fire Emblem Heroes builds and guides updated, and will help you craft the best Fallen Tiki (Young) build for the meta. Learn more about Fallen Tiki (Young)’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.
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Overall Rating: 9/10
Fallen Tiki (Young) Builds
![]() | A : Bracing Stance 3 |
![]() | B : Slick Fighter 3 |
![]() | C : Solitary Dream |
S : Steady Breath |
This build strengthens F! Tiki’s capability as an enemy phase unit. Tiki’s defensive stats are already rather strong, but Bracing Stance 3 boosts her stats and will also inflict the Guard effect on enemy units. Slick Fighter gives her a guaranteed follow-up attack and will also nullify any penalties on her, allowing her to not worry about Solitary Dream being used against her. Steady Breath further boosts her defenses and also gives her Special cooldown. Noontime is a great Special as it gives her sustain.
Recommended IVs
+Spd/-HP | Fallen Tiki’s best IVs are +Spd and -Hp. Despite being an armored unit, F! Tiki has a great speed stat, but quicker infantry and flying units can often gain a follow-up attack on her. In order for her to take less follow-up attacks from foes with higher Spd stats, +Spd is the ideal boon. |
+Res is also a very good boon to have | While her base Def is quite high, her Res is somewhat lacking, so a boon here can increase her defensive capability and increase her versatility. Regarding banes, any of them are fine, but avoid a -Res bane, as it will signigicantly lower her utility, as her Res stat will decrease by 4. -HP is the safest option for a flaw. |
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 45 | Rank: 65/814 |
Atk | 36 | Rank: 188/814 |
Spd | 34 | Rank: 280/814 |
Def | 37 | Rank: 49/814 |
Res | 28 | Rank: 226/814 |
Stat Variations
Initial Stats (with Skills)
HP | Atk | Spd | Def | Res | Total | |
5★ Lv.1 | 17 | 26 | 10 | 4 | 1900-01-05 | 63 |
Lv 40+10 Stats (5★)
HP | Atk | Spd | Def | Res | Total | |
+10 Merges W/ Skill Bonuses | 50 | 57 | 39 | 41 | 1900-01-31 | 219 |
Lv.40 +10 | 50 | 41 | 39 | 41 | 1900-01-31 | 203 |
Stats at Lv 40
HP | Atk | Spd | Def | Res | Total | |
5★- Adjusted for Skills | 45 | 52 | 34 | 37 | 1900-01-27 | 196 |
5★ Lv.40 | 45 | 36 | 34 | 37 | 1900-01-27 | 180 |
Roles
- Close Magic
- Effective Weapon
- Exclusive Skill
- All-Range Counter
Note: Fallen Tiki is a non-ranged (Range = 1) magic attacker. Therefore, when not accounting for the Weapon Triangle, the amount of damage she deals will be equivalent to her Atk minus the foe’s Res stat. As a colorless unit, she will generally take and receive damage regardless of the weapon triangle.
Pros & cons
Pros (Strengths) | Cons (Weaknesses) |
---|---|
Powerful exclusive weapon is effective on dragons and can counterattack at any range | Struggles against foes with armor or dragon effective weapons |
Large bonus to offensive stats when HP is below 80% | |
Can slow down a foe’s special cooldown while speeding her own up | |
Can move further when not adjacent to any allies |
Counters & Teammates
Counters
These picks are strong against Fallen Tiki (Young) in game.
Teammates
These picks are good against Fallen Tiki (Young) in game.
- Halloween Myrrh
- Flying Olivia
- Celica
- Alm
- Legendary Marth
- Ninian
- Ophelia
- Legendary Tiki (Young)
- Myrrh
- Nino
Gameplay
Skills
These are all skill for Fallen Tiki (Young): Passives, Specials, Assists & Weapons.
For Passives Skill
Skill Name | Effect | Learned At |
Brazen Atk/Spd 1 | If unit’s HP ≤ 80% at start of combat, grants Atk/Spd +3 during combat. | 5★ |
Brazen Atk/Spd 2 | If unit’s HP ≤ 80% at start of combat, grants Atk/Spd +5 during combat. | 5★ |
Brazen Atk/Spd 3 | If unit’s HP ≤ 80% at start of combat, grants Atk/Spd +7 during combat. | 5★ |
Special Fighter 1 | At start of combat, if unit’s HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Des not stack. ) | 5★ |
Special Fighter 2 | At start of combat, if unit’s HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) | 5★ |
Special Fighter 3 | At start of combat, if unit’s HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack. ) | 5★ |
Solitary Dream | At start of turn, if unit is adjacent to only dragon allies or if unit is not adjacent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.) | 5★ |
For Specials Skill
Skill Name | Effect | Learned At |
Glowing Ember | (Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Def. | 5★ |
Ignis | (Cooldown Count = 4) Boosts damage dealt by 80% of unit’s Def. | 5★ |
For Assists Skill
For Weapons Skill
Skill Name | Might | Range | Effect | Learned At |
Fire Breath | 6 | 1 | No Effect | 5★ |
Fire Breath+ | 8 | 1 | No Effect | 5★ |
Flametongue | 11 | 1 | No Effect | 5★ |
Razing Breath | 16 | 1 | Effective against dragon foes. Unit can counterattack regardless of foe’s range. If foe’s Range = 2, calculates damage using the lower of foe’s Def or Res. | 5★ |
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