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This is a ranking page for the hero Zeke - Past Unknown from the game Fire Emblem Heroes (FEH). Read on to learn the best IVs (Individual Values), best builds (Inherit Skill), weapon refinement, stats at Lv 40, and more for Zeke.
List of Contents
Debut - Mythic Hero Battle - Ótr Featured Heroes | |||
---|---|---|---|
Legendary Eliwood [9.0/10] |
Altina [9.0/10] |
Valentian Palla [9.0/10] |
Legendary Chrom [9.5/10] |
Marianne [9.0/10] |
Zeke [9.0/10] |
Legendary Celica [9.0/10] |
Legendary Byleth (M) [9.0/10] |
Ótr [9.0/10] |
Legendary Leif [9.0/10] |
Shinon [9.0/10] |
Legendary Claude [9.0/10] |
Overall Rating | 9.0/10 |
---|---|
Reroll Ranking (excluding Inherit Skill) |
A (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
---|---|
Rarity | |
What Kind of Character Are They? | ・Has a weapon with Distant Counter and a guaranteed follow-up attack ・Grants himself bonuses to his Atk and Def if an enemy unit has a【Penalty】active on them. ・Debuffs enemy units during combat and the start of the turn. |
Might: 16 Range: 1 Unit can counterattack regardless of foe's range. At start of combat, if unit's HP HP ≥ 25%, unit makes a guaranteed follow-up attack. |
Cooldown Count = 3 Boosts damage dealt by 50% of unit’s Def. |
At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. |
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. |
Stat | Superboon/Superbane | IV Recommendation |
---|---|---|
HP (18) | ★★☆☆☆ | |
Atk (7) | ★★★★★ | |
Spd (5) | ★☆☆☆☆ | |
Def (8) | ★★★★☆ | |
Res (11) | ★★★☆☆ |
◯ = Stat gains +4 with a superboon, ✕= Stat goes down by -4 with a superbane, - = No assets or flaws
See the IV Checker for All Units | Trait Fruits—How to Change IVs |
When using an Ascendant Floret, we recommend getting the next superboon if it fits the hero. If not, consider what stat your hero needs most.
The best IVs for Zeke are +Atk and -Spd. A +Atk IV will effectively raise this units' ability to deal damage. His Spd is not important as it is very unreliable. Additionally, Holy Gradivus can guarantee him follow-up attacks so forcing Spd into his kit is not needed at all. With all that said, Spd is the ideal bane for Zeke.
We recommend a +Atk IV when merging Zeke to 10. His Atk levels combined with the guaranteed follow-up attack from Holy Gradivus that is quite easy to trigger, will allow him to attain a decent level of offensive prowess.
If you prefer a full on tank Zeke, you can also go for +Res or +Def stats depending on your needs.
:
Aether
:
-
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:
-
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This is a build designed to give Zeke the most points in the Arena while mainting his status as a good tank. Bracing Stance 3's Guard effect will stop enemy Special from triggering, while Aether will keep him healthy. You can also opt to give him the Mystic Boost 3 seal to keep him topped off and also run Blue Flame instead of Aether.
HOT | |
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:
Bonfire
:
-
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:
-
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This is a build using Zeke's default skills. He works as a good tank aready and does not need a lot of investment for general use.
Neutral Stats at Lv. 40 (5★) | ||
---|---|---|
168 | ||
HP |
40 |
Rank: 489/1184 |
Atk |
40 |
Rank: 400/1184 |
Spd |
15 |
Rank: 1167/1184 |
Def |
38 |
Rank: 128/1184 |
Res |
35 |
Rank: 195/1184 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+10 Merges W/ Skill Bonuses | 45 | 61 | 19 | 43 | 39 | 207 | Lv.40 +10 | 45 | 45 | 19 | 43 | 39 | 191 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
+HP Lv.40 +10 | 47 | 44 | 19 | 42 | 39 | 191 |
+Atk Lv.40 +10 | 44 | 47 | 19 | 42 | 39 | 191 |
+Spd Lv.40 +10 | 44 | 44 | 23 | 42 | 39 | 192 |
+Def Lv.40 +10 | 44 | 44 | 19 | 46 | 39 | 192 |
+Res Lv.40 +10 | 44 | 44 | 19 | 42 | 42 | 191 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 40 | 56 | 15 | 38 | 35 | 184 |
5★ Lv.40 | 40 | 40 | 15 | 38 | 35 | 168 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★ Lv.1 | 18 | 23 | 5 | 8 | 11 | 65 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
41 | 48 | 37 | 47 | 17 | 190 | |
40 | 47 | 27 | 47 | 24 | 185 | |
40 | 46 | 16 | 45 | 37 | 184 | |
40 | 45 | 25 | 43 | 27 | 180 | |
40 | 46 | 40 | 29 | 25 | 180 | |
41 | 43 | 26 | 39 | 30 | 179 | |
41 | 39 | 18 | 39 | 31 | 168 | |
Zeke
|
40 | 40 | 15 | 38 | 35 | 168 |
45 | 41 | 26 | 32 | 23 | 167 | |
40 | 31 | 22 | 34 | 35 | 162 | |
40 | 35 | 17 | 35 | 30 | 157 | |
40 | 36 | 29 | 34 | 18 | 157 | |
40 | 35 | 25 | 30 | 27 | 157 |
Note: Stats bonuses from skills are not taken into account.
Zeke is a close physical attacker (range = 1). Therefore, when not accounting for the Weapon Triangle, the amount of damage he deals will be equivalent to his Atk minus the foe's Def stat.
Zeke and the bow fliers trade multiple blows!
Not only does Holy Gradivus give Zeke the Distant Counter effect, but as long as his HP is ≥ 25%, he will be able to perform a guaranteed follow-up attack.
This frees up his kit to other skills and will not need Quick Riposte 3 on either his B slot or as a Sacred Seal in order to have one-shot potential.
Atk/Def Catch checks for the following trigger conditions:
If one of these trigger conditions are active, it grants Zeke +7 Atk/Def, and if both conditions are active it grants an additional +2 Atk/Def. This is a total of +9 Atk/Def.
The former condition can be easily met because Zeke has two skills that give debuffs to the enemy team - Lull Atk/Def 3 for debuffs during combat, and Def/Res Menace for debuffs at the start of the turn.
While Zeke's weapon guarantees him a follow-up attack most of the time, he will struggle against skills that prevent this such as Null Follow-Up 3.
This greatly lowers his one-shot potential and put him in a dangerous position. Be careful of which enemy unit he engages or gets engaged with!
Zeke has low style. This makes it very easy to score double attacks on Zeke so be wary of fast magic attackers! Additionally, it will significantly lower his damage against units with Spd-based damage reduction.
This does not suggest in anyway that Zeke is squishy. He will still be very bulky regardless if he is taking follow-up attacks.
Zeke takes 1.5x damage from cavalry-effective weapons like Ridersbane or a Wolf weapon like Rauðrwolf+, and one blow from this type of weapon is sure to take him down. Make sure you know what weapons you are up against before hopping too far into the line of battle!
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
---|
Zeke - Past Unknown only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Zeke - Past Unknown if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
---|---|---|---|---|
6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Unit can counterattack regardless of foe's range. At start of combat, if unit's HP HP ≥ 25%, unit makes a guaranteed follow-up attack. | 5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
---|---|---|
(Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Def. | 5★ | |
(Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Def. | 5★ |
Skill Name | Effect | Learned At |
---|---|---|
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+3 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+4 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe’s HP = 100% or if【Penalty】is active on foe, grants Atk/Def+5 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
At start of combat, if foe's HP=100% or if【Penalty】is active on foe, grants Atk/Def+7 to unit during combat. At start of combat, if foe's HP=100% and【Penalty】is active on foe, grants an additional Atk/Def+2 to unit during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). |
5★ | |
Inflicts Atk/Def-1 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ | |
Inflicts Atk/Def-2 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ | |
Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. | 5★ | |
At start of turn, inflicts Def/Res-3 on foes within 2 spaces through their next actions. | 5★ | |
At start of turn, inflicts Def/Res-4 on foes within 2 spaces through their next actions. | 5★ | |
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. | 5★ |
Value of Skills | ★★★★★ |
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Zeke can be used to inherit Atk/Def Catch 4, Lull Atk/Def 3, or Def/Res Menace.
You can get Atk/Def Catch 4 and Lull Atk/Def 3 from other units, and then fodder Zeke off for Def/Res Menace.
However, due to the rarity of these skills and the fact that you cannot inherit all 3 skills off of one copy, please think carefully before foddering him off!
Zeke is a Hero who can be pulled from any summon.
Note: Not currently a featured hero in any Summon events.
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Patrick Seitz |
---|---|
Illustrator | Yamada Kotaro |
Appears In |
Heroes from Debut - Mythic Hero Battle - Ótr | |||
---|---|---|---|
Legendary Eliwood [9.0/10] |
Altina [9.0/10] |
Valentian Palla [9.0/10] |
Legendary Chrom [9.5/10] |
Marianne [9.0/10] |
Zeke [9.0/10] |
Legendary Celica [9.0/10] |
Legendary Byleth (M) [9.0/10] |
Ótr [9.0/10] |
Legendary Leif [9.0/10] |
Shinon [9.0/10] |
Legendary Claude [9.0/10] |
▶︎Return to the Blue Heroes Page
Close-Range | Ranged |
---|---|
Lance | Blue Tome |
Blue Breath | Blue Dagger |
Blue Beast | Blue Bow |
Zeke Builds and Best IVs
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