Fire Emblem Heroes

FEH Halloween Tiki (Young) Build 2024: Best IVs [Fire Emblem Heroes]


Hey, I’m Zathong and this guide is about Halloween Tiki (Young) Build in Fire Emblem Heroes (FEH).

Best Halloween 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 Halloween Tiki (Young) build for the meta. Learn more about Halloween Tiki (Young)’s IVs, Stats at Lv 40, Roles, Strengths, and Weaknesses and more.

Halloween Tiki (Young)
Halloween Tiki (Young)

Overall Rating: 9/10

Halloween Tiki (Young) Builds

:  Frostfire BreathA : Atk/Spd Push 4
: Rally Up Spd+B : Aerobatics 3
: GlimmerC :With Everyone!
S : Guidance 3

Recommended IVs

  • +Atk/-Res
  • +Atk for a +10 Merge

Stats

Hero Stats

Neutral Stats at Lv. 40 (5★)

HP39Rank: 400/808
Atk39Rank: 57/808
Spd42Rank: 4/808
Def32Rank: 182/808
Res25Rank: 346/808

Roles

  • Close Magic
  • Effective Weapon
  • Exclusive Skill
  • Refresher
  • Duo / Harmonized

Counters & Teammates 

Counters

These picks are strong against Halloween Tiki (Young) in game.

Teammates 

These picks are good against Halloween Tiki (Young) in game.

Gameplay

Skills

These are all skill for Halloween Tiki (Young): Passives, Specials, Assists & Weapons.

For Passives Skill

Skill NameEffectLearned At
Atk/Spd Push 1At start of combat, if unit’s HP = 100%, grants Atk/Spd +3, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 2At start of combat, if unit’s HP = 100%, grants Atk/Spd +4, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 3At start of combat, if unit’s HP = 100%, grants Atk/Spd +5, but if unit attacked, deals 1 damage to unit after combat.5★
Atk/Spd Push 4At start of combat, if unit’s HP ≥ 25%, grants Atk/Spd+7, but after combat, if unit attacked, deals 5 damage to unit.5★
Aerobatics 1If unit’s HP = 100%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces.5★
Aerobatics 2If unit’s HP ≥ 50%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces.5★
Aerobatics 3Unit can move to a space adjacent to any infantry, armored, or cavalry unit within 2 spaces.5★
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.5★

For Specials Skill

For Assists Skill

Skill NameRangeEffectLearned At
Rally Speed1Grants Spd +4 to an adjacent ally until the end of the turn.5★
Rally Up Spd1Grants Spd+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.5★
Rally Up Spd+1Grants Spd+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn.5★

For Weapons Skill

Skill NameMightRangeEffectLearned At
Fire Breath61No Effect5★
Fire Breath+81No Effect5★
Flametongue111No Effect5★
Frostfire Breath161Effective 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, calculates damage using the lower of foe’s Def or Res.
【Bonus】
All effects that last “for 1 turn” / “that turn only.” Includes bonuses granted by skills like Rally / Hone and pos. status effects (extra movement / effects like Dominance).
5★

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