★ Latest Banners - New Heroes: Harmonized CYL Ike, Lyn
☆ New Units - Harmonized Brave Ike, Harmonized Brave Lyn, Vanitas
☆ Free Units - N/A

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[8.5/10] |
Altina[8.5/10] |
Valentian Palla[8.5/10] |
Legendary Chrom[9.0/10] |
Marianne[9.0/10] |
Zeke[9.0/10] |
Legendary Celica[8.5/10] |
Legendary Byleth (M)[8.5/10] |
Ótr[8.5/10] |
Legendary Leif[8.5/10] |
Shinon[8.5/10] |
Legendary Claude[8.5/10] |

| Overall Rating | 9.0/10 |
|---|---|
| Reroll Ranking (excluding Inherit Skill) |
B (▶Reroll Ranking) |
| Ranking (including Inherit Skill) |
A (▶FEH Tier List) |
| Color / Weapon Type / Move Type | |
|---|---|
| Rarity | |
| What Kind of Character Are They? | ・Refined Holy Gradivus has built-in 【Canto (Rem. +1; Min 2)】 and Distant Counter, grants 【Treachery】, and penalty neutralization to Zeke and allies within 2 spaces, inflicts Atk/Def penalties on foe, grants Zeke bonus true damage, true DR, a guaranteed follow-up attack, and enables Range:2 Style. |
|
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.
| HOT | |
|---|---|
| Updated on 11/14/2025 | |
This build maximizes Zeke's Atk/Def stats, making him a physically bulky unit that can mount an offensive. Refined Holy Gradivus allowing ranged attacks and having built-in Canto allows Zeke to be mobile and utilize Shadow Shift 4 better than most units.
|
|
|
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. However, refining Holy Gradivus is worth the investment if Zeke is among your favorites.
| Exclusive Weapon Effect from Refining (Special Effect Type) | |
|---|---|
| SP: 400 | |
| Might: 16 Range: 1 HP: 3 Enables 【Canto (Rem. +1; Min 2)】. Unit can counterattack regardless of foe's range. At start of combat, if unit's HP ≥ 25% or unit is within 3 spaces of an ally, inflicts Atk/Def-6 on foe, reduces damage from foe's attacks by 20% of unit's Def (excluding area-of-effect Specials), and unit makes a guaranteed follow-up attack during combat. Unit can use the following 【Style】: Range:2 Style At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Atk/Def+6, 【Treachery】, and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn. At start of combat, if unit's HP ≥ 25% or unit is within 3 spaces of an ally, inflicts penalty on foe's Atk/Def = 10% of unit's Def at start of combat, + 6, and deals damage = 20% of unit's Def during combat (excluding area-of-effect Specials). |
|
| Range:2 Style |
|---|
| Unit can attack foes 2 spaces away (unit cannot attack adjacent foes). Cannot move through spaces within 2 spaces of foe that has triggered the Bulwark effect (does not apply if unit has a Pass skill). Unit suffers a counterattack if any of the following conditions are met: foe is armored with Range = 1, foe can counterattack regardless of unit's range, or foe's Range is the same as the distance between unit and foe. After-combat movement effects do not occur. Skill effect's Range is treated as 1. This Style can only be used if unit has Range = 1. This Style is disabled when unit has another 【Style】. After combat where this 【Style】 is used, removes this status. 【Style】 Change Style using the Style button at the bottom of the screen. A unit's Style is only active when that unit is taking an action. When unit is equipped with a skill that has a Style, unit will not be able to use skills like Duo Skills or Harmonized Skills. Style use is disabled when unit is deployed using Pair Up or when unit is equipped with multiple skills that have a Style. |
Refined Holy Gradivus has built-in 【Canto (Rem. +1; Min 2)】 and Distant Counter, and grants Atk/Def+6, 【Treachery】, and neutralizes penalties on unit during combat
to Zeke and allies within 2 spaces of Zeke at the start of each phase.
In combat, refined Holy Gradivus inflicts Atk/Def penalties on Zeke's foe equal to 12 plus 10% of Zeke's Def, grants Zeke bonus true damage and true damage reduction equal to 20% of his Def, and grants Zeke a guaranteed follow-up attack.
More importantly, refined Holy Gradivus grants Zeke access to Range:2 Style, allowing him to switch between melee and ranged attacks on demand. This effect opens up new strategies that aren't otherwise available and makes Zeke more versatile than ever.
| Neutral Stats at Lv. 40 (5★) | ||
|---|---|---|
| 168 | ||
| HP |
40 |
Rank: 489/1322 |
| Atk |
40 |
Rank: 400/1322 |
| Spd |
15 |
Rank: 1167/1322 |
| Def |
38 |
Rank: 128/1322 |
| Res |
35 |
Rank: 195/1322 |
| 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 | |
|
|
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.

Refined Holy Gradivus has built-in 【Canto (Rem. +1; Min 2)】 and Distant Counter, and grants Atk/Def+6, 【Treachery】, and neutralizes penalties on unit during combat
to Zeke and allies within 2 spaces of Zeke at the start of each phase.
In combat, refined Holy Gradivus inflicts Atk/Def penalties on Zeke's foe equal to 12 plus 10% of Zeke's Def, grants Zeke bonus true damage and true damage reduction equal to 20% of his Def, and grants Zeke a guaranteed follow-up attack.
More importantly, refined Holy Gradivus grants Zeke access to Range:2 Style, allowing him to switch between melee and ranged attacks on demand. This effect opens up new strategies that aren't otherwise available and makes Zeke more versatile than ever.
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 Spd. 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.
Zeke takes 1.5x damage from cavalry-effective weapons like Thani or Binding Reginleif, and one blow from this type of weapon will deal significant damage. 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 | ★★★☆☆ |
|---|
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 |
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| Heroes from Debut - Mythic Hero Battle - Ótr | |||
|---|---|---|---|
Legendary Eliwood[8.5/10] |
Altina[8.5/10] |
Valentian Palla[8.5/10] |
Legendary Chrom[9.0/10] |
Marianne[9.0/10] |
Zeke[9.0/10] |
Legendary Celica[8.5/10] |
Legendary Byleth (M)[8.5/10] |
Ótr[8.5/10] |
Legendary Leif[8.5/10] |
Shinon[8.5/10] |
Legendary Claude[8.5/10] |
▶︎Return to the Blue Heroes Page
| Close-Range | Ranged |
|---|---|
Lance |
Blue Tome |
Blue Breath |
Blue Dagger |
Blue Beast |
Blue Bow |
FYI, this unit should definitely be demoted, as he doesn't have a current build, & certainly doesn't hold up to the more recent units rated 8.5.
Zeke Builds and Best IVs



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When I get one I don't have, I check to see if they're worth keeping or building. That's why i always comment on these older units. I understand it's near impossible to keep up with over 1000 units, so I just wanted to let y'all know when I see a discrepancy like this. I realize my standards can be different, but I try to judge by yours in these cases