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 | Steady Breath |
|---|---|---|---|
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Reciprocal Aid | B | Quick Riposte 2 |
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Aether | C | Threaten Def 3 |
Basically, B!Ike's base kit is already superb, set him to the "Anti-Meta" tier on his own.
I tried to discard Beorc's Blessing which is good but too situational and make use of QR instead. It virtually makes him proc Aether in retaliation almost every time he got hits from melee threats.
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Urvan | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Renewal 3 |
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Aether | C | Threaten Def 3 |
For this build of Brave Ike, it is pretty obvious he will be your tank. With this set he can take most hits and kill just about most units I have put him against besides the obvious red mages. This Defensive build will also allow you to blow away TT's and still keep your health up to max almost all the time.
TL/DR:
+Def
-Spd
Specific build
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Urvan | A | Distant Counter |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Ignis | C | Panic Ploy 3 |
Best tank unit out there. With a defense boon, Ike's Ignis will be maxed out and with a charge of 3, he will KO pretty much any blue and non-armor green unit. With Ike as my summoner support unit, he has an insane rating of over 200. This build is the best one out there for arena and arena assault. With chain challenge/ tempest, I sometimes like to go the Aether, Steady Breath, QR route but even then, I feel like the build here is better. I have him paired with a regular Ike that runs threaten defense to soften units up.
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Urvan | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Aether | C | Threaten Def 3 |
An absolute monster of a build. His DEF boon gives him the ability to take more hits from stronger units. Steady Breath and Aether make a powerful combination. Quick Riposte makes him very powerful due to the dual counter attack on the enemy turn.
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Urvan | A | Steady Breath |
|---|---|---|---|
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Swap | B | Windsweep 3 |
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Aether | C | Threaten Spd 3 |
If you were wondering if Windsweep and Phantom Speed would ever be useful, here is your answer. This set is pretty much exclusive for +spd Bike. I originally started with a Quick Reposte build, but then I realized that 1. Windsweep still allows you to double when attacked, and 2. Ike is one of those characters where he has decent speed but the only time you ever want to use him on your turn is to set off Aether. In this respect, it basically works like Quick Reposte, except without the hp threshold limit. Threaten spd isn't necessary if you have phantom speed, but if you missed out on it like I did, +spd seal with Threaten Speed will also do just fine.
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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Fate Grand Order
Dragonball Legends

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