Fire Emblem Heroes (FEH)

Emblem Ike Builds and Best IVs

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This is a ranking page for the hero Ike - Of Radiance 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 Emblem Ike.

Heroes With the Same Name
Ike - Of Radiance Icon Emblem Ike

Emblem Heroes - Ike: Of Radiance Featured Heroes
Embla IconEmbla
[9.5/10]
Legendary Elincia IconLegendary Elincia
[9.0/10]
Emblem Ike IconEmblem Ike
[9.9/10]
Legendary Byleth (F) IconLegendary Byleth (F)
[9.0/10]
Mycen IconMycen
[9.0/10]
Isadora IconIsadora
[9.0/10]
Seiðr IconSeiðr
[9.5/10]
Attuned Nino IconAttuned Nino
[9.5/10]
Legendary Camilla IconLegendary Camilla
[9.5/10]
Arval IconArval
[9.0/10]
Tina IconTina
[9.5/10]
Safy IconSafy
[9.0/10]

Emblem Ike Rating and Basic Information

FEH Emblem Ike Banner

Overall Rating 9.9/10
Reroll Ranking (excluding Inherit Skill) SS
(▶Reroll Ranking)
Ranking (including Inherit Skill) SS
(▶FEH Tier List)

Ike - Of Radiance: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Weapon skill creates a large Atk stat swing, neutralizes penalties, effects that prevent counterattacks, and effects that slow down Special cooldown charges on unit.
・Exclusive Special forces foe to counterattack and follow-up attack first, reduces damage from foe's attacks, deals splash damage and inflicts Special cooldown count+1 on multiple foes, and restores HP to unit.
・Emblem effect reduces damage taken from ranged attacks.

Emblem Ike Skills at 5★


Might: 16  Range: 1
Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range.
At start of combat, if unit's HP ≥ 25%, grants Atk+X to unit and inflicts Atk-X on foe (X = 25% of foe's Atk at start of combat -2; max 16; min 6), neutralizes penalties on unit, neutralizes effects that prevent unit's counterattacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.

Cooldown Count = 4
When Special triggers, boosts damage by percentage of unit's Atk = number of times foe has attacked during this combat x 10, + 40.
If unit initiates combat, foe can counterattack before unit's first attack. If foe can perform a follow-up attack, foe can make a follow-up attack before unit's next attack during combat.
Reduces damage from attacks by percentage = 40, - current Special cooldown count value x 10 during combat, but if unit receives consecutive attacks, reduces damage from foe's second attack onward by percentage = 70, - current Special cooldown count value x 10.
If this Special is triggered during combat, deals 5 damage to foes within 3 rows or 3 columns centered on unit, inflicts Special cooldown count+1 (cannot exceed the foe's maximum Special cooldown) on those foes, and restores X HP to unit after combat (X = number of foes within 3 rows or 3 columns centered on unit x 5, + 10; max: 50% of unit's max HP).

If unit is within 3 spaces of an ally, grants Def/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 to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.)

Inflicts Atk-5 on foe during combat.
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat.
During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 20% of the greater of unit's Def or Res (excluding area-of-effect Specials) and neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 20% of the greater of unit's Def or Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills (resets at end of combat).

If foe within 4 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe.
【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.

Emblem Ike's Emblem Effect 1

Enhanced Engage Special
If foe's Range = 2 and unit's or foe's Special is ready or triggered before or during this combat, reduces damage from foe's next attack by 40% (once per combat; excluding area-of-effect Specials).

Emblem Effect 2

Bonus Engaged Stats
Grants engaged unit Atk/Spd/Def/Res+X (X = number of the Emblem Hero's merges as if through Dragonflowers; does not impact opponent selection in modes like Arena).

Emblem Ike Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (19) HP Superbane ★★★☆☆
Atk (8) Attack Boon ★★★★★
Spd (5) Spd Bane ★☆☆☆☆
Def (15) Def Boon ★★★★★
Res (9) Res Bane ★★★★☆

◯ = 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.

+Atk / -Spd

The best IVs for Emblem Ike are +Atk and -Spd. Atk is a superboon and boosts Ike's already high Atk stat further, increasing the chances of him defeating his foes in one attack aided by Great Aether.

Emblem Ike's Spd is abysmal at only base 18 and is a safe bane to take as adjusting it through either boon or bane will not change any of his matchups.

+Atk for a +10 Merge

We recommend a +Atk IV when merging Emblem Ike up to +10 to maximize his damage output.

Emblem Ike Best Builds

Tank Emblem Ike

HOT
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

Fortifications enables Emblem Ike to create his own 【Divine Vein (Stone)】 terrain to further increase his bulk, while Breath of Life 4 protects Emblem Ike from pre-combat damage and keeps him healthy throughout multiple engagements.

Anti-Scowl Emblem Ike

HOT
Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

Scowl effects are the biggest counter to Emblem Ike in order to prevent him from triggering Great Aether. Creation Pulse is the solution, providing Special charges before Ike's attack during combat. External debuff support will be necessary to ensure Creation Pulse triggers.

General Use / Budget Emblem Ike

Emblem Icon: -
Attuned Skill Icon: -

How to Use, Explanation

Emblem Ike's base kit is good enough to function as a sturdy unit that can take multiple hits and then retaliate with Great Aether to defeat his foe and regain the HP lost from their attacks.

Source Heroes for All Skills

Emblem Ike Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
193
HP
HP 41 41
Rank: 342/1171
Atk
Atk 47 47
Rank: 11/1171
Spd
Spd 18 18
Rank: 1090/1171
Def
Def 45 45
Rank: 32/1171
Res
Res 42 42
Rank: 59/1171

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 46 67 22 50 47 232
Lv.40 +10 46 51 22 50 47 216

HP Atk Spd Def Res Total
+HP
Lv.40 +10
48 51 22 49 46 216
+Atk
Lv.40 +10
45 55 22 49 46 217
+Spd
Lv.40 +10
45 51 25 49 46 216
+Def
Lv.40 +10
45 51 22 53 46 217
+Res
Lv.40 +10
45 51 22 49 49 216

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 41 63 18 45 42 209
5★ Lv.40 41 47 18 45 42 193

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 19 24 5 15 9 72

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
Emblem Ike Icon Emblem Ike
41 47 18 45 42 193
41 46 32 46 27 192
40 37 41 44 25 187
40 44 37 43 23 187
41 46 36 43 21 187
43 42 30 43 24 182
42 42 21 37 39 181
42 40 18 37 39 176
41 37 30 33 32 173
41 33 35 38 25 172
43 38 36 37 18 172
42 39 35 40 16 172
44 36 18 37 33 168
39 37 31 34 22 163

Note: Stats bonuses from skills are not taken into account.

Emblem Ike Roles, Strengths, and Weaknesses

Emblem Ike Roles

Ike - Of Radiance Roles
Close Physical Attack ImageClose-Physical Ranged Physical AttackRanged-Physical Close Magic AttackClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic Wall ImageMagic Wall Effective ImageEffective Weapon Movement Assist ImageMovement Assist
Exclusive Skill ImageExclusive Skill All Range Counterattack ImageAll-Range Counter RecoveryRecovery No Refresher ImageRefresher
No Legendary Hero ImageLegendary No Mythic Hero ImageMythic No Duo and Harmonized ImageDuo /
Harmonized
No Resplendent ImageResplendent

Emblem Ike 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.

Emblem Ike Strengths

Emblem Ragnell neutralizes multiple negative effects

Emblem Ike Attack Fire Emblem Heroes FEH

Emblem Ike's exclusive sword Emblem Ragnell has a built-in Distant Counter effect, neutralizes penalties on Emblem Ike, neutralizes effects that prevent Emblem Ike's counterattacks, and neutralizes effects that slow down Emblem Ike's Special cooldown charges. These effects ensure that Emblem Ike can enter combat unhindered by any effect that hinders his combat potential, especially against top metagame threats.

The Null Penalties effect greatly improves Ike's matchup against Ninja Sanaki, and the Null C-Disrupt effect improves his matchup against Valentine's Lyon. These two units are the premiere ranged nuke units in the metagame, and Emblem Ike straight up has an improved matchup against them both.

Emblem Ragnell also grants Emblem Ike bonus Atk and inflicts an Atk penalty onto his foe during combat based on his foe's Atk at the start of combat. This effect creates an Atk stat swing that makes Ike more durable while hitting harder at the same time.

Great Aether forces foe to attack first and grants damage reduction

Emblem Ike's exclusive Special Great Aether is a 4 cooldown Special that boosts damage based on his foe's Atk and the number of times Ike's foe has attacked during this combat.

To increase Ike's damage output, Great Aether forces Ike's foe to counterattack and follow-up attack first when Ike initiates combat.

To protect Ike from being defeated before his attacks, Great Aether reduces damage from his foe's attacks by 40% minus current Special cooldown count value x 10. However, if he is receiving consecutive attacks, the damage reduction is increased to 70% minus current Special cooldown count value x 10 for his foe's second attack and all succeeding attacks during combat.

Additionally, Great Aether deals 5 damage to all foes within 3 rows or 3 columns centered on Ike and inflicts Special cooldown count+1 to those foes as well if Ike triggers Great Aether during combat.

Finally, Great Aether heals Ike after combat based on the number of foes within 3 rows or 3 columns centered on Ike, capped at 50% of his max HP.

Emblem Effect reduces damage from ranged attacks

Emblem Ike is an Emblem Hero, and as such, he can enhance a unit's Special and grant that unit bonus stats.

Emblem Heroes grant the engaged unit additional Atk/Spd/Def/Res stats based on the number of merges on the Emblem Hero. The stats gained follow the standard Dragonflower/merge order when applied.

For example, if the first merge would grant a unit HP+1, then a +1 Emblem Marth would grant the target hero HP+1 as well.

Since merges are capped at +10, the maximum amount of stats gained through the Engage feature is HP/Atk/Spd/Def/Res+2.

Additionally, using the Engage feature enhances the target hero's Special skill. In Emblem Ike's case, the target hero's Special skill is enhanced with 40% damage reduction on the foe's next attack, if the foe is a ranged unit and either the unit's or the foe's Special is ready or triggered before or during combat.

Emblem Ike Weaknesses

Reliance on Great Aether

Emblem Ike's bulk relies on him triggering Great Aether to sustain himself throughout combat against multiple foes while knocking them out upon retaliation.

Scowl effects prevent Emblem Ike from triggering Great Aether on his attack, greatly reducing both his sustain and his knockout power.

As an additional minor weakness, Hardy Bearing effects negate the forced Vantage and Desperation effects onto Emblem Ike's foes, reducing the damage reduction Great Aether provides.

Saturation

Emblem Ike is yet another Sword Infantry unit added to the hero pool. Sword Infantry units are very common in FEH and this may make teambuilding difficult if players like multiple units with similar weapon/movement combos.

Emblem Ike does offer different things compared to other Sword Infantry units with Emblem Ragnell and Great Aether, giving him a purpose and role other than his weapon/movement combo.

Additionally, he is arguably the best omnitank unit in the entire game (as of the time of his release), setting him apart from all the other defensive options in his archetype.

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Ike - Of Radiance Only Appears as a 5 Star Hero!

Ike - Of Radiance only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Ike - Of Radiance if a 4 Star version is released!

Unlock Potential Tier List

Emblem Ike - List of Skills

Weapons

Skill Name Might Range Effect Learned At
6 1 No Effect 5★
8 1 No Effect 5★
11 1 No Effect 5★
16 1 Accelerates Special trigger (cooldown count-1). Unit can counterattack regardless of foe's range.
At start of combat, if unit's HP ≥ 25%, grants Atk+X to unit and inflicts Atk-X on foe (X = 25% of foe's Atk at start of combat -2; max 16; min 6), neutralizes penalties on unit, neutralizes effects that prevent unit's counterattacks, and neutralizes effects that inflict "Special cooldown charge -X" on unit during combat.
5★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(Cooldown Count = 3) Restores HP = 30% of damage dealt. 5★
(Cooldown Count = 3) Restores HP = 50% of damage dealt. 5★
(Cooldown Count = 4) When Special triggers, boosts damage by percentage of unit's Atk = number of times foe has attacked during this combat x 10, + 40.
If unit initiates combat, foe can counterattack before unit's first attack. If foe can perform a follow-up attack, foe can make a follow-up attack before unit's next attack during combat.
Reduces damage from attacks by percentage = 40, - current Special cooldown count value x 10 during combat, but if unit receives consecutive attacks, reduces damage from foe's second attack onward by percentage = 70, - current Special cooldown count value x 10.
If this Special is triggered during combat, deals 5 damage to foes within 3 rows or 3 columns centered on unit, inflicts Special cooldown count+1 (cannot exceed the foe's maximum Special cooldown) on those foes, and restores X HP to unit after combat (X = number of foes within 3 rows or 3 columns centered on unit x 5, + 10; max: 50% of unit's max HP).
5★

Passives

Skill Name Effect Learned At
If unit is within 3 spaces of an ally, grants Def/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 Def/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 Def/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 Def/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 to foe during combat, restores 7 HP to unit. (Triggers even if 0 damage is dealt.) 5★
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 5% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 5% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 5% of the greater of unit's Def or Res (boost resets at end of combat). 5★
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 10% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 10% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 10% of the greater of unit's Def or Res (boost resets at end of combat). 5★
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 15% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat. During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 15% of the greater of unit's Def or Res (excluding area-of-effect Specials). During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 15% of the greater of unit's Def or Res (boost resets at end of combat). 5★
Inflicts Atk-5 on foe during combat.
If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of the greater of unit's Def or Res (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat.
During combat, if unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, when Special triggers, deals damage = 20% of the greater of unit's Def or Res (excluding area-of-effect Specials) and neutralizes "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
During combat, if foe's attack can trigger unit's Special, unit's next attack deals damage = 20% of the greater of unit's Def or Res and neutralizes "reduces damage by X%" effects from foe's non-Special skills (resets at end of combat).
5★
If foe within 2 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe.
【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
5★
If foe within 3 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe.
【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
5★
If foe within 4 spaces of unit triggers Canto, inflicts 【Canto Control】 on that foe.
【Canto Control】
Limits the number of spaces target can move with Canto through their next action. If target's Range = 1, target can move 1 space when Canto triggers. If target's Range = 2, target's action ends when Canto triggers.
5★

Emblem Ike as a Source Hero

Emblem Ike Avatar

Value of Skills ★★★★★

Emblem Ike has Def/Res Finish 4, Laguz Friend 4, and Canto Control 3 as inheritance options.

Laguz Friend 4 is new and only found on Emblem Ike as of the time of his release.

List of Source Heroes The Best Fodder Units

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How to Get Emblem Ike / Illustrations / Voice Actor / Quotes

How to Get Emblem Ike

Obtained through a Special Summoning Event!

Emblem Ike is a limited time Hero who can be pulled from a Legendary, Mythic, or Emblem Hero Summoning event. They do not appear in regular summons.

Note: Not currently a featured hero in any Summon events.

Voice Actor and Illustrator Information

Voice Actor
(English)
Greg Chun
Illustrator Okuma Yugo
Appears In

Illustration

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Comment

8 Anonymous8 days

What units would be good to engage Ike with?

7 Anonymous3 months

breath of life 4

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