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.
Overall Rating: 9/10
Halloween Tiki (Young) Builds
: Frostfire Breath | A : Atk/Spd Push 4 |
: Rally Up Spd+ | B : Aerobatics 3 |
: Glimmer | C :With Everyone! |
S : Guidance 3 |
Recommended IVs
- +Atk/-Res
- +Atk for a +10 Merge
Stats
Hero Stats
Neutral Stats at Lv. 40 (5★)
HP | 39 | Rank: 400/808 |
Atk | 39 | Rank: 57/808 |
Spd | 42 | Rank: 4/808 |
Def | 32 | Rank: 182/808 |
Res | 25 | Rank: 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 Name | Effect | Learned At |
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. | 5★ |
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. | 5★ |
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. | 5★ |
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. | 5★ |
Aerobatics 1 | If unit’s HP = 100%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces. | 5★ |
Aerobatics 2 | If unit’s HP ≥ 50%, unit can move to a space adjacent to any infantry, armored or cavalry unit within 2 spaces. | 5★ |
Aerobatics 3 | Unit 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 Name | Range | Effect | Learned At |
Rally Speed | 1 | Grants Spd +4 to an adjacent ally until the end of the turn. | 5★ |
Rally Up Spd | 1 | Grants Spd+4 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. | 5★ |
Rally Up Spd+ | 1 | Grants Spd+6 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. | 5★ |
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★ |
Frostfire Breath | 16 | 1 | 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, 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★ |
Read more: Fire Emblem Heroes Build