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★ Latest Banner - Dust Storm Mercs
☆ New Units - Jehanna Ike, Jehanna Malice, Jehanna Tethys, Jehanna Marisa
☆ Free Units - Jehanna Saber
This is a ranking page for the hero Ike - Desert Mercenary 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 Jehanna Ike.
Heroes With the Same Name | |
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Jehanna Ike
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List of Contents
Special Heroes - Dust Storm Mercs Featured Heroes | |||
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Jehanna Malice [9.0/10] |
Jehanna Ike [9.5/10] |
Jehanna Marisa [9.5/10] |
Jehanna Tethys [8.5/10] |
Overall Rating | 9.5/10 |
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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? | ・Swirling Lance grants Ike and nearby allies Spd/Def+6, 【Null Panic】, and "increases Spd follow-up check by +10", and grants Ike bonus stats, bonus true damage and true damage reduction, and 50% damage reduction piercing during combat. ・Aether's Path has built-in Null Guard and Null C-Disrupt, reduces 【Deep Wounds】 by 50%, and damage reduction based on current Special cooldown count value. |
Might: 16 Range: 1 Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Spd/Def+6, "increases Spd difference necessary for foe to make a follow-up attack by 10 during combat," and【Null Panic】to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit × 3, + 5 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). |
Cooldown Count = 4 When Special triggers, boosts damage by 75% of the greater of foe's Spd or Def and restores 50% of unit's maximum HP. Neutralizes effects that inflict "Special cooldown charge -X" on unit, reduces the effect of 【Deep Wounds】 by 50%, neutralizes effects that prevent unit's counterattacks, and reduces damage from attacks by X% during combat (X = 50 - current Special cooldown count value × 10, but if unit's Special triggered during this combat, X = 50). |
Unit can counterattack regardless of foe's range. Grants Atk/Spd/Def/Res+X to unit during combat (X = highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently). |
Inflicts Atk/Spd-4 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 unit's Spd (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat, and also, if foe initiates combat, decreases Spd difference necessary for unit to make a follow-up attack by 10 and unit deals +7 damage during combat (excluding area-of-effect Specials). |
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. Grants bonus to unit's Atk/Spd during combat = unit's maximum Special cooldown count value + 2, and also, if unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit. |
Stat | Superboon/Superbane | IV Recommendation |
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HP (19) | ★★★☆☆ | |
Atk (12) | ★★★★★ | |
Spd (8) | ★★★★★ | |
Def (12) | ★★☆☆☆ | |
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 Jehanna Ike are +Spd and -Res. Ike's Spd is elite at base 47, raised to base 51 with a superboon. Boosting it ensures that his foes cannot land follow-up attacks on him while also creating his own follow-up attacks against slower foes.
Ike's Res is his least important stat at only base 28 and can be safely taken as a bane.
We recommend a +Spd IV when merging Jehanna Ike up to +10 to ensure he wins the Spd check against his foes.
HOT | |
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Updated on 01/17/2025 |
Jehanna Ike's base kit is already good enough to function as a fast Omnitank unit.
Neutral Stats at Lv. 40 (5★) | ||
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199 | ||
HP |
41 |
Rank: 353/1200 |
Atk |
47 |
Rank: 18/1200 |
Spd |
47 |
Rank: 16/1200 |
Def |
36 |
Rank: 218/1200 |
Res |
28 |
Rank: 495/1200 |
HP | Atk | Spd | Def | Res | Total | |
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+10 Merges W/ Skill Bonuses | 46 | 68 | 51 | 41 | 32 | 238 | Lv.40 +10 | 46 | 52 | 51 | 41 | 32 | 222 |
HP | Atk | Spd | Def | Res | Total | |
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+HP Lv.40 +10 | 48 | 51 | 51 | 40 | 32 | 222 |
+Atk Lv.40 +10 | 45 | 54 | 51 | 40 | 32 | 222 |
+Spd Lv.40 +10 | 45 | 51 | 55 | 40 | 32 | 223 |
+Def Lv.40 +10 | 45 | 51 | 51 | 43 | 32 | 222 |
+Res Lv.40 +10 | 45 | 51 | 51 | 40 | 35 | 222 |
HP | Atk | Spd | Def | Res | Total | |
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5★- Adjusted for Skills | 41 | 63 | 47 | 36 | 28 | 215 |
5★ Lv.40 | 41 | 47 | 47 | 36 | 28 | 199 |
HP | Atk | Spd | Def | Res | Total | |
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5★ Lv.1 | 19 | 28 | 8 | 12 | 6 | 73 |
Hero |
HP |
Atk |
Spd |
Def |
Res |
Total |
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Jehanna Ike
|
41 | 47 | 47 | 36 | 28 | 199 |
40 | 34 | 47 | 47 | 31 | 199 | |
40 | 44 | 46 | 41 | 27 | 198 | |
41 | 42 | 46 | 30 | 34 | 193 | |
40 | 44 | 46 | 47 | 16 | 193 | |
42 | 46 | 44 | 34 | 27 | 193 | |
40 | 42 | 47 | 30 | 34 | 193 | |
37 | 41 | 45 | 45 | 25 | 193 | |
37 | 41 | 46 | 46 | 23 | 193 | |
39 | 38 | 44 | 34 | 32 | 187 | |
41 | 40 | 42 | 31 | 28 | 182 | |
41 | 40 | 38 | 35 | 28 | 182 | |
40 | 41 | 41 | 37 | 18 | 177 | |
40 | 42 | 40 | 38 | 17 | 177 | |
44 | 38 | 38 | 35 | 21 | 176 | |
42 | 37 | 39 | 31 | 27 | 176 | |
41 | 39 | 42 | 31 | 23 | 176 | |
41 | 40 | 36 | 40 | 19 | 176 | |
40 | 41 | 40 | 28 | 27 | 176 | |
46 | 38 | 35 | 32 | 21 | 172 | |
40 | 37 | 40 | 30 | 25 | 172 | |
38 | 35 | 40 | 28 | 31 | 172 | |
39 | 30 | 31 | 30 | 34 | 164 | |
43 | 32 | 32 | 29 | 22 | 158 | |
35 | 32 | 34 | 28 | 29 | 158 | |
46 | 36 | 32 | 24 | 19 | 157 | |
41 | 34 | 36 | 27 | 19 | 157 |
Note: Stats bonuses from skills are not taken into account.
Jehanna 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.
Jehanna Ike's exclusive weapon Swirling Lance has multiple effects that provide value both for himself and his allies.
At the start of each phase, Swirling Lance grants Ike and his allies Spd/Def+6, 【Null Panic】, and a status that modifies the Spd check for follow-up attacks by requiring foes to have +15 Spd difference in order to generate a follow-up attack.
In combat, Swirling Lance grants Ike bonus stats up to Atk/Spd/Def/Res+14, true damage and true damage reduction equal to 20% of his Spd, and 50% damage reduction piercing.
While the in-combat effects are quite standard for modern weapons, the bonuses granted at each phase are valuable enough to be worth using above other Lance Infantry units.
Jehanna Ike's exclusive Special Aether's Path differs from other Aether variants by boosting damage by 75% of either the foe's Spd of Def (whichever is greater) and restoring 50% of Ike's maximum HP instead of restoring HP based on damage dealt. This difference makes it more reliable than the other Aether variants by setting a clear value for the healing effect.
Aether's Path also has built-in Null Guard and Null C-Disrupt, reduces the effect of 【Deep Wounds】 by 50%, and reduces incoming damage by up to 50% based on current Special cooldown value.
Jehanna Ike joins a group of fast Omnitank units such as Attuned Timerra, Attuned Caeda, and Attuned Eirika, and finding a spot for him on your teams is quite difficult due to the similar roles these heroes have with him.
The heroes mentioned here are also Attuned heroes, which makes them more valuable as they won't disappear from the player's barracks upon using them as inheritance fodder. They fulfill roles both in teambuilding and in battle.
Jehanna Ike does have effects that make him stand out compared to these heroes, and he is still a strong unit even right out of the box.
Should You Unlock Potential for this Hero? | Cannot Unlock Potential |
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Ike - Desert Mercenary only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Ike - Desert Mercenary 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). At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Spd/Def+6, "increases Spd difference necessary for foe to make a follow-up attack by 10 during combat," and【Null Panic】to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit × 3, + 5 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). |
5★ |
This Hero has no Assist skills that can be learned. |
Skill Name | Effect | Learned At |
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(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 75% of the greater of foe's Spd or Def and restores 50% of unit's maximum HP. Neutralizes effects that inflict "Special cooldown charge -X" on unit, reduces the effect of 【Deep Wounds】 by 50%, neutralizes effects that prevent unit's counterattacks, and reduces damage from attacks by X% during combat (X = 50 - current Special cooldown count value × 10, but if unit's Special triggered during this combat, X = 50). |
5★ |
Skill Name | Effect | Learned At |
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Enables unit to counterattack regardless of distance to attacker. | 5★ | |
Unit can counterattack regardless of foe's range. Grants Atk/Spd/Def/Res+X to unit during combat (X = highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently). |
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/Spd-4 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 unit's Spd (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat, and also, if foe initiates combat, decreases Spd difference necessary for unit to make a follow-up attack by 10 and unit deals +7 damage during combat (excluding area-of-effect Specials). |
5★ | |
At the start of every third turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ | |
At the start of every second turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ | |
At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1. | 5★ | |
At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. Grants bonus to unit's Atk/Spd during combat = unit's maximum Special cooldown count value + 2, and also, if unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit. |
5★ |
Value of Skills | ★★★★★ |
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Jehanna Ike has D Bonus Doubler, Laguz Loyalty, and Time Pulse Edge as inheritable options.
We recommend acquiring Laguz Loyalty together with either D Bonus Doubler or Time Pulse Edge by inheriting Distant Counter or Time's Pulse 3 first from other sources.
List of Source Heroes | The Best Fodder Units |
If you have feedback about this hero page, let us know in the comments section below!
Jehanna Ike is a limited time Hero who can be pulled from a Special Heroes Summoning Event. They do not appear in regular summons.
Event Name | Focus |
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Dust Storm Mercs Special Heroes Summon |
Jehanna Ike
Starts:01/16/2025 Ends:02/16/2025 |
Current Focuses and Which You Should Pull From
Voice Actor (English) |
Greg Chun |
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Illustrator | argon |
Appears In |
Heroes from Special Heroes - Dust Storm Mercs | |||
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Jehanna Malice [9.0/10] |
Jehanna Ike [9.5/10] |
Jehanna Marisa [9.5/10] |
Jehanna Tethys [8.5/10] |
▶︎Return to the Blue Heroes Page
Close-Range | Ranged |
---|---|
Lance | Blue Tome |
Blue Breath | Blue Dagger |
Blue Beast | Blue Bow |
Jehanna Ike Builds and Best IVs
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