|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.
|Bonfire||C||Panic Ploy 3
Budget: Threaten Def 3
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.
Budget: Quick Riposte 2
|C||Panic Ploy 3
Budget: Threaten Def 3
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. Renewal 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. Quick Riposte can also be used in slot B, but it can be difficult to keep above the HP threshold without a healing special.
A speed boon works well with this build, preventing Amelia from attacking Ike twice, and allowing him to attack Hector twice in turn.
|B||Quick Riposte 3
Budget: Renewal 3
|Aether||C||Panic Ploy 3
Budget: Threaten Def 3
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.
Accelerates Special trigger (cooldown count -1). If unit receives consecutive attacks, damage from second attack onward reduced by 80%.
Resolve combat as if foe suffered Def/Res-30%
Resolve combat as if foe suffered Def/Res-50%
Resolve combat as if foe suffered Def/Res-50%.
Unit recovers HP=half damage dealt.
Grants Def+2 during combat when this unit is attacked.
Grants Def+4 during combat when this unit is attacked.
If attacked, unit granted Def+4 during combat; also gains Special cooldown charge +1. (If using other similar skill, only highest value applied.)
Effective against flying and cavalry units. Foe's bonuses (from skills like Fortify, Rally, etc.) are nullified during combat. (Skill cannot be inherited.)
Inflicts Def-3 on foes within 2 spaces through their next actions at the start of each turn
Inflicts Def-4 on foes within 2 spaces through their next actions at the start of each turn
Inflicts Def-5 on foes within 2 spaces through their next actions at the start of each turn
- 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.
- 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.
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.