Table of Contents
- Default
- Attack
- Special
- Injured
| Brave Ike - Brave Mercenary |
|---|
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Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 9 | 5 | 8 | 4 |
| Middle | 17 | 10 | 6 | 9 | 5 |
| High | 18 | 11 | 7 | 10 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boon
- +ATK: is a very powerful boon for Ike, as it improves both his raw damage output as well as his sustain with Aether.
- +SPD: is also an excellent choice, as avoiding doubles will vastly reduce the amount of damage that Ike receives. Due to the cooldown reduction on Urvan, Ike does not need to be doubled to activate Aether every round.
- +DEF: is a good choice for turning Ike into a strong physical tank, as he can potentially stack enough Defense (including his native Steady Breath) to be incredibly resilient versus physical damage threats.
Bane
- -RES: is a good bane for Ike, as his base Resistance is low enough that it won't make much of a difference. When tanking mages, he can easily make up for this bane due to Urvan's effect.
- -HP: is also a good choice of bane, as reducing Ike's HP won't have much of an effect on his actual tankiness; most of his bulk comes from raw damage mitigation and sustain from Aether. It also makes him easier to support with Infantry Pulse.
Skill Sets
Greil's Legacy (Defensive Bruiser)
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Urvan | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Beorc's Blessing |
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Aether | C | Threaten Def 3 |
| SP | 1,525 | S | Close Def 3 |
- Preferred IV: +ATK or +SPD or +DEF / -RES or -HP
- Weapon: Urvan
- Assist: Reposition
- Special: Aether
- Passive A: Steady Breath
- Passive B: Quick Riposte / Guard / Beorc's Blessing
- Passive C: Threaten Def / Varies
- Sacred Seal: Close Def / Quick Riposte
This build changes very little of Brave Ike's base kit, and for good reason: it's incredibly effective. With the simple addition of Quick Riposte, Ike becomes an incredibly resilient KO machine.
The main reason Brave Ike is so resilient is his unique weapon, Urvan. 80% damage reduction on consecutive hits means that not only are brave weapons completely negated as a threat, but also that ranged damage dealers have a very difficult time killing him. Keep in mind that Urvan is not foolproof; if Ike takes too much damage from the first hit, it's possible that he'll either be KO'd from the second hit (even through the 80% reduction), or simply be KO'd in one hit (such as if he's hit by a high Attack red mage such as Sanaki or Lilina, particularly if they have Triangle Adept).
Steady Breath is the other reason that Brave Ike is so deceptively bulky. In addition to the +4 Defense, he also gains an additional Special charge for each attack (the enemy's as well as his own) when initiated on. This means that when combined with Quick Riposte, Ike will always be able to activate Aether, even if he is not getting doubled (this is why +SPD IV is good). It also contributes to Ike completely shutting down all melee Brave weapon users; when a melee Brave weapon user initiates onto him, he gets 80% damage reduction on the second hit, and instantly charges Aether (even at full cooldown) thanks to the additional charges from Steady Breath.
Ike's B slot is based mostly on preference. No matter what, he needs Quick Riposte, as his Speed is too low to reliably double otherwise; if it isn't run in his B slot, then it must be run as his sacred seal. If running the Quick Riposte seal, then choose between Guard and Beorc's Blessing. Guard significantly improves Ike's matchups versus units that rely on Special activations for their damage, such as units running Moonbow or Bold Fighter armor units. Keep in mind that even with Guard, Ike will have issues fighting strong red units such as Ayra and Zelgius, as Weapon Triangle Advantage will allow them to power through even without a Special activation. Beorc's Blessing is Brave Ike's native B skill, and is useful for keeping fliers and cavalry in check by preventing them from abusing their synergistic buffs. However, he can struggle to make effective use of it due to the strongest cavalry units being ranged (such as Reinhardt and Brave Lyn), while the strongest fliers tend to utilize Firesweep weapons (such as Cordelia, Tana, and New Year Camilla).
Threaten Def is a solid skill that can garner Ike some extra KOs on bulky units with the proper positioning. However, it is easily the least critical skill in this build, and can freely be swapped out for another skill that suits the team.
For seals, Close Def works very well if running Quick Riposte in Ike's B slot, as it significantly improves his bulk versus the melee units he is specialized in handling. However, if not running Quick Riposte in Ike's B slot, then it will need to be run it as his seal.
The Avenger (Defensive Duelist)
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Urvan | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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Aether | C | Threaten Def 3 |
| SP | 1,525 | S | Quick Riposte 3 |
- Preferred IV: +ATK / -HP or -RES
- Weapon: Urvan
- Assist: Reposition
- Special: Aether / Ignis / Bonfire
- Passive A: Steady Breath
- Passive B: Wrath
- Passive C: Threaten Def / Varies
- Sacred Seal: Quick Riposte / Quickened Pulse
Although this is a defensive build in that it functions as an Enemy Phase oriented build, it is significantly more aggressive than the first build. This build is based around maximizing the potential of Brave Ike's Special activations.
The choice of Aether, Ignis, and Bonfire is dependent on the amount of team support Ike has available. With Aether, he is going to want -2 cooldown, meaning that either the team must include two allies with Infantry Pulse, or Brave Ike must run the Quickened Pulse seal along with one ally with Infantry Pulse. He only needs -1 cooldown for Ignis, so either a single ally with Infantry Pulse or just the Quickened Pulse seal will suffice. Ike does not require any support if running Bonfire. The difference between the three specials is that Aether provides healing on top of the damage, Ignis deals maximum damage, and Bonfire deals the most consistent damage (it will stay at 2 cooldown even after the first activation, allowing the combo to be done multiple times, or even activate Bonfire multiple times in a single combat).
The reason that Aether and Ignis require cooldown reduction is that ideally, Brave Ike's Special cooldown will be two at the start of combat, so that when he gets initiated on, he will instantly activate his Special thanks to Steady Breath. When combined with Wrath, this can be an incredibly devastating combo, as the +10 bonus damage leads to him often outright KOing most units in a single hit.
Wrath is the centerpiece of this build, as the +10 bonus damage on Special activations significantly increases Ike's damage output to the point that he can often KO enemies in a single hit with a Special. -HP is a particularly good bane for this build, as the lower HP makes it easier to enter Wrath range in the first place.
Ike's seal is dependent upon the chosen Special and the level of Infantry Pulse support he receives from his allies. If he doesn't need the Quickened Pulse seal to hit 2 cooldown on his chosen special, then Quick Riposte is the best choice as it allows Ike to still have a strong damage-dealing presence even without his Specials. Aether has particularly good synergy with Wrath and Quick Riposte; the extra damage from Wrath results in more potential healing, which can result in Ike re-entering Quick Riposte range. The downside is that two allies must provide Infantry Pulse support, which is a hefty cost for team-building considerations.
Introduction
As expected of the most popular unit in the series, Brave Ike is a force to be reckoned with. With just his base kit, he is immediately ready to tear his enemies apart while retaining little damage in return, thanks to Aether. His unique axe, Urvan, gives him a unique niche in that not only is he practically immune to Brave weapons, but he is also very difficult to KO with ranged units. Urvan's additional effect of reducing Special cooldown by 1, combined with his native Steady Breath, results in Ike being able to easily fire off Specials over and over.
Brave Ike's power is such that he can sometimes completely ignore the weapon triangle and KO red units. However, the stronger reds can still easily handle him; for example, a powerhouse red mage like Sanaki or Lilina will completely blow him away, particularly if they are running Triangle Adept.
Overall, Brave Ike is a powerful asset to any team. He has his weaknesses, as being a melee specialist means he really struggles to handle ranged threats. However, his ability to output tremendous damage and tank incredibly effectively, all while being able to sustain via Aether makes him extremely versatile.
Strengths
Urvan
Brave Ike's unique weapon allows him to tank a truly ridiculous amount of damage. The reduced Special cooldown pushes this weapon's effect over the top, as it also allows him to be able to activate Aether in every single round of combat without having to resort to getting doubled (which significantly increases the amount of damage taken).
Beorc's Blessing
While this skill isn't quite as powerful as it may seem at first glance, it is still a potent skill that allows Brave Ike to completely shut down the cavalry and flier units that fall within his field of expertise (this mostly means non-red and melee units).
Strong Physical Bulk
With 78 physical bulk at neutral (82 with Steady Breath), Brave Ike is extremely resilient to most forms of physical damage. Not only does he take less damage, but he can also heal the majority of the damage he takes with Aether.
High Attack
The combination of Brave Ike's 36 base Attack and his 16 mt weapon Urvan means that he will be hitting very hard, even without activating his special.
High Arena Score Weight
Brave Ike's boosted BST, Legendary weapon Urvan, unique skill Beorc's Blessing, and high SP base kit (Aether and Steady Breath) all result in him being worth a lot of points in Arena. This has an additional benefit in that the higher an arena score range, the more melee units will be seen. So Brave Ike actually gets significantly more effective in the Arena with more merges!
Weaknesses
Struggles Versus Ranged
As a melee specialist, Brave Ike has issues handling ranged units. Running Distant Counter to fix this causes a different problem in that Urvan, one of his most powerful features, is significantly less useful; with Distant Counter, Urvan's 80% damage reduction will only ever take effect versus Brave weapon users or units with Desperation active. Fortunately, even though Ike struggles to KO ranged units, they can also seriously struggle to KO him in return.
Vulnerable Against Strong Single Hits
While Urvan is incredibly powerful, it doesn't help Brave Ike against units capable of KOing him in a single hit. The most common units capable of this are the high Attack red mages Sanaki and Lilina, particularly if they are running Triangle Adept. Ike is also susceptible to being KO'd via other units if they have a powerful Special charged and immediately hit him with it.
Low Speed
Brave Ike can potentially increase his Speed enough to avoid doubles from a good number of units with a +SPD boon, but he will still be doubled by a huge portion of speedier units unless he gets team support. Getting doubled is extremely problematic for him, as Urvan can't save him from a second enemy attack if he counterattacks in between them (with Quick Riposte).
Weak Player Phase
While he excels in Enemy Phase, Brave Ike has issues when forced on the offensive, mainly due to his poor Speed. In particular, Firesweep weapon users can prove highly problematic to Brave Ike, as while they likely can't KO him in one round, Ike will also struggle to KO them as well.
Team Options
Counters
Strong red units can easily destroy Brave Ike, particularly mages. While he has good Attack, units that shut down Brave Ike's Special activations with Guard can heavily dampen his damage, particular if they're a bulky red. As an Enemy Phase focused unit, Brave Ike struggles against units who can prevent him from countering. Finally, Brave Ike's low Resistance makes him vulnerable to getting hit by Ploys.
- Strong Reds: Ayra, Mia, Zelgius, and Young Tiki can break through Brave Ike's low Speed and take him out. Sanaki, Lilina, and Celica can all KO Brave Ike even through Urvan due to targetting his lower magical bulk. He will likely be KO'd in a single hit if they run Triangle Adept. Finally, Adult Tiki, Legendary Ike, Siegbert, and Xander can shut out Brave Ike due to their bulk, especially if they run Guard.
- Units who Prevent Counters: Units running Firesweep weapons such as New Year Camilla or Sweep skills such as Sanaki can easily handle him by negating Brave Ike's ability to attack them back. Even if Brave Ike insists on running Distant Counter, Brave Lyn can easily take him on even without Firesweep Bow, as she also has access to Sacae’s Blessing.
- Units who Run Ploys: Ploys will easily land on Brave Ike due to his low Resistance, so a unit with built-in ploys like Arvis or simply inherited Ploys like Sanaki or Lyon can both heavily debuff Brave Ike as well as likely KO him due to their strong magical red damage.
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Urvan | A | Distant Counter |
|---|---|---|---|
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Rally Spd/Def | B | Vantage 3 |
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Luna | C | Spur Atk/Def 2 |
| S | Quick Riposte 3 | ||
Preferred IV: +ATK or +DEF / -HP or -RES or - SPD
Weapon: Urvan
Assist: Rally Spd/Def / Flexible
Special: Ignis / Aether
Passive A: Distant Counter / Steady Breath
Passive B: Vantage / Guard / Quick Riposte
Passive C: Any Spur / Atk Smoke / Tactic skill / Flexible
Sacred Seal: Quick Riposte / Atk Smoke / Distant Def / Tactic Skill / Flexible
A.I. Warping Wall Build
This build is only for defense teams on certain map rotations, and it takes advantage of the survivability that he gains from Urvan.
This build requieres 2 key team mates: a nuke (like a -blade user, for example) and a Healer (with a Tactic skill and no Physic), both with Wings of Mercy equipped; and stacking defensive buffs (like Tactics) and offensive debuffs.
In my experience, Bikes usually don't die when engaging on the enemy phase, ending up with low hp, which opens up opportunities for any warping nuke to ruin someones day!
Rallies can be used to increase their allies survivability, while Swap and Reposition could potentially get him back into formation.
Ignis can destroy many enemies and its charge is reduced by Urvan, after attacking and getting doubled, Bike will have his Ignis ready for the next battle to wreak havoc, he can run Vantage to sucker punch any poor sous into oblivion.
Distant Counter can be used to sucker punch mages with Vantage, but it may not always work and break Urvan's effect, depends on the player's composition.
The C skill is up to your compostion, you can either increase your nuke's lethality or increase your team's overall bulkiness.
Seals are also up to your tastes, QR can make him more letal on defense after being healed, Atk Smoke can be used after being baited by another unit, and the other skills are self explanatory.
Here's my example composition:
Bike
W!Tharja: (Blade, Draw Back, WoM, Spd Smoke, Atk Smoke S)
Genny: (Pain / Fear / Candlelight, Recover, Close Counter, WoM, Res Tactic, Close Def or Atk Ploy / Smoke)
Bonus Unit, preferably blue ( Rally Attack or Speed, Hone Armor if usable, if not, Hone Atk or Spd, Def Tactic Seal)
It is highly important to not run swap or reposition on any of the units except for Bike since your units may break up the formation.
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Urvan | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Infantry Pulse 3 |
| S | Close Def 3 | ||
Brave Ike - 5★ (+10) w/ Earth Blessing.
IVs: +Def / -Res (Waiting for a +Atk / -HP one).
Ally Suported with his girl Lute.
He's on my main team along with: Legendary Ike, PA! Azura and Lute.
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Urvan | A | Fierce Stance 3 |
|---|---|---|---|
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Rally Atk/Def | B | Vantage 3 |
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Aether | C | Threaten Def 3 |
| S | Heavy Blade 3 | ||
Brave Ike came with Urvan: an amazing weapon for tanky units as him that could be said to be deflect melee, missile and magic merged all in one legendary weapon which also reduces dragons' damage while also having a slaying weapon effect. Ike is an amazing unit, but it often seems foreshadowed by other more straight-forward unit with higher defenses to tank hist better, since Urvan's effect isn't as easy to use, but with this build it will change.
This build is simple enough: Ike hits an enemy and charges twice aether given his attack is higher than the opponent's and if the foe is quicker than Ike then it will double him, but thanks to Urvan the damage that Ike recieves in the second hit will be drastically reduced, but it will be enough to leave him in vantage range. When the enemy attacks Ike will proc aether and with fierce stance he will be dealing 61 damage - the foe's halved defense, potentially killing it.
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Urvan | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Aether | C | Threaten Def 3 |
| S | Quick Riposte 3 | ||
This build requires the little bit of res he has and the HP. The Steady Breath, Urvan, and Aether are all basic Bike stuff. With Vantage 3 he can go extremely low, near death. But by the time that happens he attacks before the death blow can be given. Threaten def gives him the utility on the player he needs, being able to kill anything that over extends too far. Quick riposte is there to just kill everything in one hit. Everything but extremely bulky red units will die to this. If you are between that golden 75% and 70% everything but Zelgius and Black Knite will die.
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Urvan | A | Distant Counter |
|---|---|---|---|
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Rally Spd/Def | B | Wrath 3 |
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Bonfire | C | Spur Spd/Def 2 |
| S | Quick Riposte 3 | ||
Summoner Supported and +10
With Distant Counter instead of Steady Breath (a difficult choice) he instantly KOs all blue mages (especially Reinhardt) and green mages with QR3 (seal) and his huge attack. With the lower cooldown of bonfire and QR3 he fires off special attack’s quickly and once he drops below 75% HP he starts utilising Wrath instead.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Inheritable by Axe users only.
|
100 | 1 | 8 |
| Inheritable by Axe users only.
|
200 | 1 | 11 |
| Non-Inheritable skill.
|
400 | 1 | 16 |
Special Skills
| Special Skills | SP | Turns |
|---|---|---|
New MoonResolve combat as if foe suffered Def/Res-30%Learns by default at 5 ★ Non-inheritable by Staff-wielding units.
|
100 | 3 |
LunaResolve combat as if foe suffered Def/Res-50%Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | 3 |
AetherResolve combat as if foe suffered Def/Res-50%.
Unit recovers HP=half damage dealt.Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
500 | 5 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
50 | A |
| Inheritable by all units.
|
100 | A |
| Unlocks at 5 ★ Melee, Infantry, and Armored Only
|
240 | A |
| Unlocks at 5 ★ Non-Inheritable skill.
|
300 | B |
| Inheritable by all units.
|
50 | C |
| Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem: Radiant Dawn
|
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