Brave Ike

Updated for Dauntless Crimeans
Analysis by Cecil
Ike - Brave Mercenary
Brave Mercenary


Obtainable as a 5 only
Hero Ratings
Overall Rating
/ 5
Max Avg Total Stats at Lvl 40
HP 43
ATK 36
SPD 28
DEF 35
RES 20
Stat Variations
Level 1 Stat Variation
Low 16 9 5 8 4
Middle 17 10 6 9 5
High 18 11 7 10 6

Level 40 Stat Variations
Low 40 33 24 32 17
Middle 43 36 28 35 20
High 46 39 31 38 23
IV Sets
Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.

Ike’s best boon is attack, as it gives him stronger retaliation power when counter-attacking other units. However, Ike is a rare unit that can benefit from nearly any boon/bane. Defense makes him better at tanking Brave weapons, and resistance better at withstanding magic. HP helps both of the aforementioned, and opens up Infantry Pulse as a C skill skill option. Perhaps unusually, speed is one of his less desirable stats. A speed boon will mostly help Ike after his initial bomb, preventing some of the slower sword-users from scoring follow-up attacks, and protecting him from sweep skills. It also notably helps him duel Amelia and Hector, preventing the former from attacking twice, and allowing Ike to double attack the latter.

Skill Sets
Anti-Meta Bomb
Urvan A Distant Counter
Reposition B Beorc's Blessing
Bonfire C Panic Ploy 3
Budget: Threaten Def 3
SP1,635SQuickened Pulse

Show Explanation/Analysis

This set takes advantage of Ike’s built-in strengths vs. both Brave weapon users and flying/cavalry units alike. This set will charge Ignis after receiving a double-attack, allowing it to fire on Ike’s first counterattack, decimating the first person to attack him. Of course, Bonfire is just as effective, and the shorter cooldown can be used to hit back after taking just one hit.

Distant Counter is the most important part of this set, enabling Ike to hit back against ranged attackers in the same turn they attack him. This lets him take full advantage of his defensive prowess, and his resistance against Brave bows, mounted Blade tomes and Dire Thunder.

If Ike is not expected to combat flying/cavalry units, he can run a number of useful skills in slot B. Vantage, Renewal and Axebreaker are all decent options, the latter helping Ike with his matchups against Amelia and Hector. Ike's C slot is flexible, Panic Ploy can be used to combat the common Nino, or Ike can opt for a buff skill to support his team such as Hone Spd.

Pairing up Ike with attack boosters is a great idea, and ideally, he should be able to OHKO ranged units without his special. If you opt for an Atk+1 seal instead of Quickened Pulse, Ike will be able to save his special for an entirely fresh enemy. As Ike’s Ignis hits for a neutral 80 damage, this is a powerful strategy. Think carefully about when you want the “bomb” to detonate: either on the first unit who attacks him, or an entirely fresh enemy unit.

Physical Tank
Urvan A Steady Breath
Reposition B Quick Riposte 3
Budget: Renewal 3
Budget: Bonfire
C Panic Ploy 3
Budget: Threaten Def 3
SP1,605SQuickened Pulse

Show Explanation/Analysis

Ike is suited to a strong physical tank build, being able to take hits easily and can take advantage of Steady Breath to fire off multiple specials within one round. He can still tank threats like Reinhardt, but requires a second turn or an ally to finish the job. Quick Riposte and Steady Breath combine to turn Ike into a fairly good duelist, much stronger vs, axes than his other builds. If Ike lets a foe initiate on him, he can have Ignis ready for his very first attack. Keep in mind that Ike's Ignis not is strong enough to OHKO common tanky melee units such as Amelia or Hector. To do this, he will need support from buffers or debuffers on his team, or the use of his next turn to attack. Wrath can also be used in slot B, and can be more reliable than Quick Riposte.

A speed boon works well with this build, preventing Amelia from attacking Ike twice, and allowing him to attack Hector twice in turn.

Sustain Tank
Urvan A Steady Breath
Reciprocal Aid
Budget: Swap
B Quick Riposte 3
Budget: Renewal 3
Aether C Panic Ploy 3
Budget: Threaten Def 3
SP2,055SQuickened Pulse

Show Explanation/Analysis

Ike only needs a few adjustments to make him a powerful character in PvE content such as the Tempest Trials or Chain Challenge. Rather than build towards nuking a single enemy, Ike can activate Aether quickly over many kills, sustaining himself over many battles. Quick Riposte allows Ike to guarantee Aether on every fight but it can be difficult to keep above the HP threshold, particularly if you can only afford to pass Quick Riposte 2. Renewal is a great alternative in that case.

Pairing Ike up with a staff-user or pseudo-healer with a Falchion build makes it a lot easier to stay above Quick Riposte's health threshold.

User Submitted Builds
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Hero Updated
Brave Ike by ShadowSlayer 48 minutes ago
Brave Ike by cherryberrynic 1 hour ago
Brave Ike by raizuu 18 hours ago
Brave Ike by puddingnpie 1 day ago
Brave Ike by Sykil 1 day ago
User Submitted Build Statistics
Weapon Skills
Weapons SP Rng. Mt.
Iron Axe 50 1 6
Steel Axe 100 1 8
Silver Axe 200 1 11
UrvanAccelerates Special trigger (cooldown count -1). If unit receives consecutive attacks, damage from second attack onward reduced by 80%. 400 1 16
Special Skills
Special Skills SP Turns
New MoonResolve combat as if foe suffered Def/Res-30%
Learns by default at 5 ★
100 3
LunaResolve combat as if foe suffered Def/Res-50%
Unlocks at 5 ★
200 3
AetherResolve combat as if foe suffered Def/Res-50%. Unit recovers HP=half damage dealt.
Unlocks at 5 ★
500 5
Passive Skills
Passive Skills SP Slot
Steady Stance 1Grants Def+2 during combat when this unit is attacked. 50
Steady Stance 2Grants Def+4 during combat when this unit is attacked. 100
Steady BreathIf attacked, unit granted Def+4 during combat; also gains Special cooldown charge +1. (If using other similar skill, only highest value applied.)
Unlocks at 5 ★
Beorc's BlessingEffective against flying and cavalry units. Foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. (Skill cannot be inherited.)
Unlocks at 5 ★
Threaten Def 1Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn 50
Threaten Def 2Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn 100
Threaten Def 3Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn
Unlocks at 5 ★


  • Excellent attack and defense.
  • Strong vs. many meta threats.


  • Poor speed tier.
  • Weak vs. single magic hits.

Garbed in his father’s clothes, Ike returns to Fire Emblem Heroes with his father’s axe, as a green unit! Ike comes pre-built as a defensive answer to many threats, notably Cavalry/Flier teams. However, Ike’s low speed leaves him vulnerable to many attackers, especially those he cannot OHKO. And despite his unique skill, his low resistance makes him weak to even unbuffed magic damage.


Excellent attack and defense.

  • Ike’s high bases of 36 attack and 35 defense make him naturally resistant to physical damage. He can relied on to survive engagements, sometimes even against red units. High attack gives Ike the option to run a Brave Axe set, but keep in mind there are better users without Ike’s defensive ability. Thanks to his high defense, Ike can fire off powerful Bonfire or Ignis specials, and he has many ways to increase his special charge time.

Strong vs. many meta threats.

  • Thanks to Urvan and Beorc’s blessing, Ike is a strong antimeta unit able to resist many of the strongest threats in the game. Brave bows, Dire Thunder, Cavalry/Flier teams and Blade tomes are all incredible threats, with Ike standing as a potential counter to them. However, Ike has limitations, and it’s important to understand them when using him. Ike requires some team support to survive powerful magic hits, but can do so decently enough vs blue and sometimes, green mages.

Poor speed.

  • Ike suffers from a rather mediocre speed tier, much alike many of his fellow axeusers. However, many of them alleviate this weakness by either running a Brave axe or Quick Riposte. Ike has neither of these options, and sits in a position where he needs the power to KO foes in one blow. He can do this once, but using Ike after his first special has activated is more difficult. It also means Ike takes unnecessarily high damage from most melee combatants. Low speed also makes him susceptible to Sweep skills, so a Phantom Spd seal can be a good option for Ike, if he does not require Quickened Pulse. Quick Riposte is a poor option on Ike, as he will score a clean KO with only one hit thanks to Bonfire, and after his first fight, will likely not be above the required health threshold for it.

Low resistance to single hits.

  • While Ike has the ability to check many threats, he finds it difficult to check all of them consistently. He has the power to bypass powerful cavalry team buffs, he still takes full damage from infantry bladetome users. Ike’s low resistance only reliably lets him take damage from blue sources of magic damage. With a combined magic bulk of 63, Ike cannot take hits from buffed neutral mages. Beorc’s Blessing only ignores Hone/Fortify buffs, which means that all other buffs such as those granted by Spur/Goad/Ward will still work. Infantry Blade tome users are common and will easily destroy Ike.
Team Options

Ike is an all-purpose unit who can be run in many different team compositions. With units such as Reinhardt and Bridal Cordelia used in many teams, Ike’s usefulness is apparent, and he’s a great blind pick for a green unit, despite having to compete with Hector. Ike loves attack buffs, making Delthea a great team-mate thanks to her Dark Aura. Even with his high defense, Ike is not a particularly good duelist, and will find it hard to get past the likes of Hector, and to survive the damage from powerful red and green units. Having a strong red unit such as Ryoma is a great idea partner for Ike. Overall, he synergises well with defensive units, but can support ranged attackers with Reposition or buffs.


Red units will utterly destroy Ike, thanks to their typically high speed. Despite many of them not having high attack, the Wo Dao/Moonbow combo will easily tear Ike apart. There are many red mages who specialise in large single hits, such as Sanaki and Lilina. Ike also doesn’t have the resistance to survive strong hits from strong neutral mages such as Nino, who retains her buffs when fighting Ike. Flier teams that opt for Spur/Goad/Ward buffs will still be strong against Ike.

From Series
Fire Emblem: Radiant Dawn