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This is a ranking page for the hero Tiki - Awakened Blood 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 Ascended Tiki (Young).
Heroes With the Same Name | |
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Ascended Tiki (Young)
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List of Contents
Mythic Heroes - Nerþuz: God of the Land Featured Heroes | |||
---|---|---|---|
Mirabilis [9.0/10] |
Plumeria [9.0/10] |
Ascended Tiki (Young) [9.0/10] |
Legendary Deirdre [9.0/10] |
Legendary Shez (F) [9.5/10] |
Nerþuz [9.0/10] |
Triandra [9.0/10] |
Legendary Byleth (M) [9.0/10] |
Ganglöt [9.0/10] |
Legendary Claude [9.0/10] |
Ash [9.0/10] |
Arval [9.0/10] |
Overall Rating | 9.0/10 |
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Reroll Ranking (excluding Inherit Skill) |
S (▶Reroll Ranking) |
Ranking (including Inherit Skill) |
S (▶FEH Tier List) |
Color / Weapon Type / Move Type | |
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Rarity | |
What Kind of Character Are They? | ・ Weapon skill is effective against dragons, grants stat bonuses and Special acceleration to unit, neutralizes foe's bonuses, and de-pulses foe pre-combat. ・ Exclusive skill grants stat bonuses to unit and allies, reduces damage from area-of-effect Specials and foe's first attack. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). Effective against dragons. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and also, if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. |
Cooldown Count = 3 Boosts damage dealt by 50% of unit’s Res. |
If unit is within 3 spaces of an ally, grants Spd/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-4 on foe during combat. Restores 7 HP to unit after combat. |
Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = number of allies within 2 spaces of unit x 40; max 80%), grants unit Atk/Spd/Def/Res+4 during combat, and reduces damage from foe's first attack by X% (X = number of allies within 2 spaces of unit x 20; max 40%). |
Stat | Superboon/Superbane | IV Recommendation |
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HP (14) | ★★☆☆☆ | |
Atk (7) | ★★★★★ | |
Spd (14) | ★★★★★ | |
Def (6) | ★★★☆☆ | |
Res (6) | ★★★★☆ |
◯ = 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 Ascended Tiki (Young) are +Spd and -HP.
Her Spd is very high at base 44, increased to 48 with a superboon. This allows her to outspeed most of the enemies she will encounter.
Her HP is her weakest stat and detracting from her Def and Res isn't optimal due to their above average values. Thus, HP is the bane of choice.
We recommend +Spd when merging Ascended Tiki (Young) for similar reasons above. Spd is her most important stat to obtain and prevent follow-up attacks.
As an Ascended hero, Ascended Tiki (Young) can ascend a stat for free. We recommend +Atk or +Spd, whichever one you do not have, with preference to Spd.
HOT | |
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:
Iceberg
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-
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Ascended Tiki's base kit is already good to go right away. Simply add an Assist and Seal of your choice. We opted for Spd/Res Form 3 to synergize with her base kit.
Neutral Stats at Lv. 40 (5★) | ||
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192 | ||
HP |
38 |
Rank: 875/1184 |
Atk |
42 |
Rank: 279/1184 |
Spd |
44 |
Rank: 159/1184 |
Def |
32 |
Rank: 383/1184 |
Res |
36 |
Rank: 170/1184 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 43 | 63 | 49 | 36 | 40 | 231 | Lv.40 +10 | 43 | 47 | 49 | 36 | 40 | 215 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 45 | 46 | 48 | 36 | 40 | 215 |
+Atk Lv.40 +10 | 42 | 49 | 48 | 36 | 40 | 215 |
+Spd Lv.40 +10 | 42 | 46 | 52 | 36 | 40 | 216 |
+Def Lv.40 +10 | 42 | 46 | 48 | 39 | 40 | 215 |
+Res Lv.40 +10 | 42 | 46 | 48 | 36 | 44 | 216 |
HP | Atk | Spd | Def | Res | Total | |
---|---|---|---|---|---|---|
5★- Adjusted for Skills | 38 | 58 | 44 | 32 | 36 | 208 |
5★ Lv.40 | 38 | 42 | 44 | 32 | 36 | 192 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 14 | 23 | 14 | 6 | 6 | 63 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
---|---|---|---|---|---|---|
37 | 42 | 46 | 28 | 40 | 193 | |
36 | 41 | 45 | 26 | 45 | 193 | |
Ascended Tiki (Young)
|
38 | 42 | 44 | 32 | 36 | 192 |
39 | 40 | 43 | 29 | 33 | 184 | |
45 | 39 | 27 | 36 | 35 | 182 | |
44 | 36 | 23 | 37 | 36 | 176 | |
40 | 41 | 19 | 39 | 37 | 176 | |
44 | 34 | 25 | 38 | 32 | 173 | |
41 | 34 | 39 | 32 | 27 | 173 | |
40 | 33 | 37 | 32 | 26 | 168 | |
45 | 34 | 28 | 35 | 26 | 168 | |
41 | 31 | 30 | 32 | 29 | 163 | |
43 | 33 | 22 | 33 | 32 | 163 | |
40 | 35 | 23 | 35 | 24 | 157 |
Note: Stats bonuses from skills are not taken into account.
Ascended Tiki (Young) is a close magic attacker (range = 1). 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.
Ascended Tiki (Young)'s Awoken Breath is a powerful Red Breath weapon that functions similarly to Brave Tiki (Adult)'s Remote Breath.
It accelerates her Special, is effective against Dragon foes, deals adaptive damage against ranged foes, grants Atk/Spd/Def/Res+5 and Special cooldown charges to Tiki during combat, neutralizes her foe's stat bonuses during combat, and inflicts Special cooldown count +1 to her foe before combat if she wins a Res check.
This weapon eliminates the risk of dealing with pre-charged Specials if Ascended Tiki (Young) can reliably win the Res check!
Ascended Tiki (Young)'s exclusive skill All Together! grants Atk/Spd/Def/Res+4 to Tiki and her nearby allies.
It also grants damage reduction against area-of-effect Specials and her foe's first attack depending on the number of allies close to Ascended Tiki; up to 80% for the area-of-effect Specials and 40% for the first attack per foe.
With Awoken Breath denying her foe's Specials, Spd/Res Finish 4 and Spd/Res Bulwark 3 providing healing both during and after combat, and various stat buffs during combat, Ascended Tiki (Young) is a deceptively bulky unit that will take quite a lot to bring down.
Ascended Tiki (Young) takes 1.5x damage from dragon-effective weapons like Sealed Falchion or Divine Mist, and one blow from this type of weapon is sure to take her 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 |
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Tiki - Awakened Blood only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Tiki - Awakened Blood if a 4 Star version is released!
Skill Name | Might | Range | Effect | Learned At |
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6 | 1 | No Effect | 5★ | |
8 | 1 | No Effect | 5★ | |
11 | 1 | No Effect | 5★ | |
16 | 1 | Accelerates Special trigger (cooldown count-1). Effective against dragons. If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit during combat, grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat, and also, if foe's attack can trigger their Special and unit's Res ≥ foe's Res+5, inflicts Special cooldown count+1 on foe before foe's first attack during combat (cannot exceed foe's maximum Special cooldown). If foe's Range = 2, calculates damage using the lower of foe's Def or Res. | 5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Res. | 5★ | |
(Cooldown Count = 3) Boosts damage dealt by 50% of unit’s Res. | 5★ |
Skill Name | Effect | Learned At |
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If unit is within 3 spaces of an ally, grants Spd/Res+2 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +1 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Spd/Res+4 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +3 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Spd/Res+6 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat. (Except when dealing damage with area-of-effect Specials.) | 5★ | |
If unit is within 3 spaces of an ally, grants Spd/Res+7 to unit during combat, and also, if unit's Special is ready or unit's Special triggered before or during this combat, deals +5 damage during combat (except when dealing damage with area-of-effect Specials) and when unit deals damage during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-2 on foe during combat. Restores 3 HP to unit after combat. | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-3 on foe during combat. Restores 5 HP to unit after combat. | 5★ | |
Foes with Range = 1 cannot move through spaces adjacent to unit, and foes with Range = 2 cannot move through spaces within 2 spaces of unit. (Does not affect foes with Pass skills.) Inflicts Spd/Res-4 on foe during combat. Restores 7 HP to unit after combat. | 5★ | |
Grants Atk/Spd/Def/Res+4 to allies within 2 spaces during combat. If unit is within 2 spaces of an ally, reduces damage from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by X% (X = number of allies within 2 spaces of unit x 40; max 80%), grants unit Atk/Spd/Def/Res+4 during combat, and reduces damage from foe's first attack by X% (X = number of allies within 2 spaces of unit x 20; max 40%). | 5★ |
Value of Skills | ★★★★★ |
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Ascended Tiki (Young) has Spd/Res Finish 4 and Spd/Res Bulwark 3 as valuable inheritance options.
Both of these skills are only found on Ascended Tiki (Young) as of the time of her release.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Ascended Tiki (Young) 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) |
Mela Lee |
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Illustrator | necömi |
Appears In |
Heroes from Mythic Heroes - Nerþuz: God of the Land | |||
---|---|---|---|
Mirabilis [9.0/10] |
Plumeria [9.0/10] |
Ascended Tiki (Young) [9.0/10] |
Legendary Deirdre [9.0/10] |
Legendary Shez (F) [9.5/10] |
Nerþuz [9.0/10] |
Triandra [9.0/10] |
Legendary Byleth (M) [9.0/10] |
Ganglöt [9.0/10] |
Legendary Claude [9.0/10] |
Ash [9.0/10] |
Arval [9.0/10] |
▶︎Return to the Red Heroes Page
Close-Range | Ranged |
---|---|
Sword | Red Tome |
Red Breath | Red Dagger |
Red Beast | Red Bow |
Ascended Tiki (Young) Builds and Best IVs
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