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Fire Emblem Heroes (FEH)

Ancient Tiki (Young) | Attuned Tiki Builds and Best IVs

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★ Latest Banners - New Heroes: Harmonized CYL Ike, Lyn
☆ New Units - Harmonized Brave Ike, Harmonized Brave Lyn, Vanitas
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FEH Ancient Tiki (Young) Banner

This is a ranking page for the hero Tiki - Dragon's Progeny 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 Ancient Tiki (Young).

Heroes With the Same Name
Tiki - Dragon Ancient Tiki (Young)

New Heroes - New Heroes & Attuned Tiki Featured Heroes
Ancient Gotoh IconAncient Gotoh
[9.0/10]
Ancient Medeus IconAncient Medeus
[9.0/10]
Ancient Tiki (Young) IconAncient Tiki (Young)
[9.0/10]
Ancient Naga IconAncient Naga
[9.0/10]

Ancient Tiki (Young) Rating and Basic Information

FEH Ancient Tiki (Young) Banner

Overall Rating 9.0/10
Reroll Ranking (excluding Inherit Skill) A
(▶Reroll Ranking)
Ranking (including Inherit Skill) A
(▶FEH Tier List)

Tiki - Dragon's Progeny: Basic Information

Color / Weapon Type / Move Type
Rarity
What Kind of Character Are They? ・Ancient Voice has dragon-effective damage, grants Spd/Def+6, 【Bulwark】, and "neutralizes penalties" to Tiki and nearby allies at the start of each turn, deals Def-based damage on Special triggers, and grants Tiki bonus stats, true damage, true DR, and a Hardy Bearing effect.
・Love for All! grants Spd/Def/Res+5 and a Preempt Pulse effect to nearby allies, grants Tiki 80% AoE DR, bonus stats, true damage on foe's first attack, a large Preempt Pulse effect, and full DR piercing.

Ancient Tiki (Young) Skills at 5★


Might: 16  Range: 1
Accelerates Special trigger (cooldown count-1).
Effective against dragon foes.
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
At start of turn, if unit is within 2 spaces of an ally, grants Spd/Def+6, 【Bulwark】, and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn.
If unit is within 3 spaces of an ally, calculates damage using 150% of unit's Def instead of the value of unit's Atk when Special triggers (excluding area-of-effect Specials).
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 x 3, + 5 (max 14), deals damage = 20% of unit's Def (excluding area-of-effect Specials), and reduces damage from foe's first attack by 20% of unit's Def during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Def ≥ foe's Def+5, disables unit's and foe's skills that change attack priority during combat.

Cooldown Count = 4
Boosts damage by 80% of unit's Def and restores 30% of unit's maximum HP when Special triggers.
If both of the following conditions are met, reduces damage from foe's next attack by 40% during combat:
・Unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat.
・Foe initiates combat or unit's Def ≥ foe's Def-10.
(Once per combat; excluding area-of-effect Specials).

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).

If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts Spd/Def/Res-4 on foe, deals damage = 15% of foe's Atk (excluding area-of-effect Specials), reduces damage from foe's first attack by 10 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and increases the Spd difference necessary for foe to make a follow-up attack by 10 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.

For allies within 3 spaces of unit, grants Atk/Spd/Def/Res+5 and grants Special cooldown count-1 before foe's first attack during combat.
If unit is within 3 spaces of an ally, reduces damage from area-of-effect Specials by number of allies within 3 spaces of unit x 40% (max 80%; excluding Røkkr area-of-effect Specials).
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by X x 7 (max 14; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown count-X to unit before foe's first attack during combat (max 3; X = number of allies within 3 spaces of unit), and also, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).

If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Res+4 to unit during combat, and also, if foe's attack can trigger foe's 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).

Ancient Tiki (Young) Best IVs

Recommended IVs

Stat Superboon/Superbane IV Recommendation
HP (14) HP Superbane ★★☆☆☆
Atk (7) No Attack IV ★★☆☆☆
Spd (9) Spd Boon ★★★★★
Def (9) Def Boon ★★★★★
Res (10) Res Boon ★★★★☆

◯ = 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.

+Def / -Atk

The best IVs for Ancient Tiki (Young) are +Def and -Atk. Tiki's Def is a superboon and is the basis for her combat damage whenever her Special triggers. Love for All! ensures her Special is pre-charged at all times, rendering her Atk stat irrelevant unless her foes have Scowl effects prepared.

-HP can be taken instead of -Atk if you wish to be less reliant on Love for All!. However, Tiki's base 31 Atk won't be dealing that much damage if she is unable to trigger Ancient Voice's Sandstorm effect.

+Def for a +10 merge

We recommend a +Def IV when merging Ancient Tiki (Young) up to +10 to maximize her stat spread, improving both offense and defense at the same time.

Ancient Tiki (Young) Best Builds

General Use / Budget Ancient Tiki (Young)

HOT
Emblem Icon: -
Updated on 04/15/2025

How to Use, Explanation

Ancient Tiki's base kit already functions well as a bulky frontline unit. Spd/Res Tempo works well to allow Tiki to still trigger her Special on enemy phase if they have a Scowl effect to prevent Love for All! from pre-charging Dragon Flame completely.

Source Heroes for All Skills

Ancient Tiki (Young) Stats

Stat Rankings

Neutral Stats at Lv. 40 (5★)
203
HP
HP 36 36
Rank: 1115/1322
Atk
Atk 31 31
Rank: 1091/1322
Spd
Spd 48 48
Rank: 2/1322
Def
Def 48 48
Rank: 8/1322
Res
Res 40 40
Rank: 114/1322

Stat Values

Lv 40+10 Stats (5★)

HP Atk Spd Def Res Total
+10 Merges W/ Skill Bonuses 41 51 53 52 45 242
Lv.40 +10 41 35 53 52 45 226

HP Atk Spd Def Res Total
+HP
Lv.40 +10
43 35 52 52 44 226
+Atk
Lv.40 +10
40 38 52 52 44 226
+Spd
Lv.40 +10
40 35 56 52 44 227
+Def
Lv.40 +10
40 35 52 56 44 227
+Res
Lv.40 +10
40 35 52 52 48 227

Stats at Lv 40

HP Atk Spd Def Res Total
5★- Adjusted for Skills 36 47 48 48 40 219
5★ Lv.40 36 31 48 48 40 203

Initial Stats (with Skills)

HP Atk Spd Def Res Total
5★ Lv.1 14 7 9 9 10 49

Stat Comparison of Similar Heroes

Hero
HP
Atk
Spd
Def
Res
Total
Ancient Tiki (Young) Icon Ancient Tiki (Young)
36 31 48 48 40 203
40 40 46 27 46 199
40 41 47 33 37 198
40 42 46 30 36 194
44 44 21 44 39 192
40 43 27 37 41 188
40 43 18 39 42 182
38 40 26 35 34 173
40 40 17 37 38 172
41 31 37 32 27 168
42 33 25 36 31 167
40 30 34 33 26 163
46 33 28 25 30 162

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

Ancient Tiki (Young) Roles, Strengths, and Weaknesses

Ancient Tiki (Young) Roles

Tiki - Dragon's Progeny Roles
Close Physical AttackClose-Physical Ranged Physical AttackRanged-Physical Close Magic Attack ImageClose-Magic Ranged MagicRanged-Magic
Physical Wall ImagePhysical Wall Magic WallMagic 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

Ancient 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.

Ancient Tiki (Young) Strengths

Ancient Voice grants Bulwark and has built-in Hardy Bearing and Sandstorm effects

Ancient Tiki (Young) Attack

Ancient Tiki (Young) comes with her exclusive weapon Ancient Voice. This weapon grants Spd/Def+6, 【Bulwark】, and neutralizes stat penalties to Tiki and her nearby allies at the start of each turn.

More importantly, whenever Tiki's Special triggers, Ancient Voice changes the damage formula by using 150% of Tiki's Def instead of her Atk when computing attack damage. This effect is critical due to Tiki's very low Atk stat, and should be built around using Pulse effects to ensure that Tiki always has her Special ready.

In combat, Ancient Voice grants up to Atk/Spd/Def/Res+14 based on the number of nearby allies, grants Tiki damage reduction on her foe's first attack equal to 20% of her Def, and grants Tiki a Hardy Bearing effect.

Ancient Voice is a unique weapon that requires setup to maximize, but it can be devastating if properly utilized.

Love for All! grants Preempt Pulse effects to Tiki and her allies

Ancient Tiki (Young)'s exclusive C skill Love for All! is very important in her kit, providing both support and utility.

For allies within 3 spaces of Tiki, Love for All! grants them Atk/Spd/Def/Res+5 and grants them Special cooldown count-1 before their foe's first attack in combat. These effects provide support from a distance and can swing combat in her ally's favor.

In combat, Love for All! grants Tiki Atk/Spd/Def/Res+5, up to +14 damage reduction on her foe's first attack, and up to Special cooldown count -3 before her foe's first attack.

When Tiki's Special triggers, Love for All! also neutralizes her foe's non-Special percentage-based damage reduction effects.

Both the damage reduction and the Special cooldown reduction effects are based on the number of allies within 3 spaces of Tiki, so ensure that Tiki has multiple allies nearby to maximize Love for All!.

Ancient Tiki (Young) Weaknesses

Reliance on Special cooldown reduction

Due to Tiki's low Atk stat, she is reliant on triggering her Special to activate Ancient Voice's Sandstorm effect.

If her foe has ways to slow down her Special cooldowns, notably using Scowl effects, Tiki will be dealing significantly less damage with her attacks.

Weak to Dragon Effective Weapons

X takes 1.5x damage from dragon-effective weapons like Divine Mist, 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!

Heroes with Effective Skills

Should you Unlock Potential?

Should You Unlock Potential for this Hero? Cannot Unlock Potential

Tiki - Dragon's Progeny Only Appears as a 5 Star Hero!

Tiki - Dragon's Progeny only appears as a 5 Star Hero. We will include whether or not you should Unlock Potential for Tiki - Dragon's Progeny if a 4 Star version is released!

Unlock Potential Tier List

Ancient Tiki (Young) - 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).
Effective against dragon foes.
If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
At start of turn, if unit is within 2 spaces of an ally, grants Spd/Def+6, 【Bulwark】, and "neutralizes penalties on unit during combat" to unit and allies within 2 spaces of unit for 1 turn.
If unit is within 3 spaces of an ally, calculates damage using 150% of unit's Def instead of the value of unit's Atk when Special triggers (excluding area-of-effect Specials).
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 x 3, + 5 (max 14), deals damage = 20% of unit's Def (excluding area-of-effect Specials), and reduces damage from foe's first attack by 20% of unit's Def during combat ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and also, if unit's Def ≥ foe's Def+5, disables unit's and foe's skills that change attack priority during combat.
5★

Assists

This Hero has no Assist skills that can be learned.

Specials

Skill Name Effect Learned At
(Cooldown Count = 4) Boosts damage dealt by 50% of unit’s Def. 5★
(Cooldown Count = 4) Boosts damage dealt by 80% of unit’s Def. 5★
(Cooldown Count = 4) Boosts damage by 80% of unit's Def and restores 30% of unit's maximum HP when Special triggers.
If both of the following conditions are met, reduces damage from foe's next attack by 40% during combat:
・Unit's or foe's Special is ready, or unit's or foe's Special triggered before or during this combat.
・Foe initiates combat or unit's Def ≥ foe's Def-10.
(Once per combat; excluding area-of-effect Specials).
5★

Passives

Skill Name Effect Learned At
Unit can counterattack regardless of foe's range. 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 foe initiates combat, reduces damage from foe's first attack by 10% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 10% of unit's Atk minus foe's Res during combat. 5★
If foe initiates combat, reduces damage from foe's first attack by 15% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 15% of unit's Atk minus foe's Res during combat. 5★
If foe initiates combat, reduces damage from foe's first attack by 20% during combat, and also, if unit's Atk > foe's Res, unit's first attack deals damage = 20% of unit's Atk minus foe's Res during combat. 5★
If foe initiates combat or if unit's HP ≥ 25% at start of combat, inflicts Spd/Def/Res-4 on foe, deals damage = 15% of foe's Atk (excluding area-of-effect Specials), reduces damage from foe's first attack by 10 ("first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and increases the Spd difference necessary for foe to make a follow-up attack by 10 during combat, and also, if unit's Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat. 5★
For allies within 3 spaces of unit, grants Atk/Spd/Def/Res+5 and grants Special cooldown count-1 before foe's first attack during combat.
If unit is within 3 spaces of an ally, reduces damage from area-of-effect Specials by number of allies within 3 spaces of unit x 40% (max 80%; excluding Røkkr area-of-effect Specials).
If unit is within 3 spaces of an ally, grants Atk/Spd/Def/Res+5 to unit, reduces damage from foe's first attack by X x 7 (max 14; "first attack" normally means only the first strike; for effects that grant "unit attacks twice," it means the first and second strikes), and grants Special cooldown count-X to unit before foe's first attack during combat (max 3; X = number of allies within 3 spaces of unit), and also, when unit's Special triggers, neutralizes foe's "reduces damage by X%" effects from foe's non-Special skills (excluding area-of-effect Specials).
5★
If foe initiates combat or foe's HP ≥ 75% at start of combat, grants Res+4 to unit during combat, and also, if foe's attack can trigger foe's 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). 5★

Ancient Tiki (Young) as a Source Hero

Ancient Tiki (Young) Avatar

Value of Skills ★★★★★

Ancient Tiki (Young) has Dragon Flame, D Bonus Doubler, Edged Scales, and Res Scowl Echo as inheritable options.

As an Attuned hero, Ancient Tiki (Young) won't disappear from your barracks upon using her as inheritance fodder once.

List of Source Heroes The Best Fodder Units

Community Feedback

How would you rate Ancient Tiki (Young)?

Top tier hero. Must summon. 7
Votes
Summon if you need his/her hero archetype. 0
Votes
Summon if you like this hero. 0
Votes
Summon for his/her Skill Inheritance options. 1
Votes
Pass on this hero. 1
Votes

If you have feedback about this hero page, let us know in the comments section below!

How to Get Ancient Tiki (Young) / Illustrations / Voice Actor / Quotes

How to Get Ancient Tiki (Young)

Obtain Through Regular Summon

Ancient Tiki (Young) is a limited time Attuned Hero who can be pulled from their debut banner or focus banners. They do not appear in regular summons.

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

Current Focuses and Which You Should Pull From

Voice Actor and Illustrator Information

Voice Actor
(English)
Mela Lee
Illustrator sabamizore
Appears In

Illustration

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Comment

3 Antoc Antoc 4 months

I have lot of 9.9 rate, young camillia, lucina ninja, sigurd embleme, micaihia, edelgard, hector etc... tiki is the only one i found for kill black knight 9.9

2 Anonymous Anonymous@Game8 8 months

Thanks for catching that! It was supposed to be Spd/Res Tempo, but we mistakenly put Spd/Def Tempo instead. The build has been fixed.

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