Table of Contents

Tier Rating

Analysis by Cecil
Fallen Tiki (Young) - Torpid Dragon

5

Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
180
HP 45
ATK 36
SPD 34
DEF 37
RES 28

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 16 9 9 3 5
Middle 17 10 10 4 6
High 18 11 11 5 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 42 33 31 33 24
Middle 45 36 34 37 28
High 48 39 37 40 31

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.
HPATKSPDDEFRES

Unlike many heroes, Tiki can work well with many assets, each exacerbating one of her many strengths. Speed remains her best choice, enabling her Special Fighter sets and giving her the extra points she needs to score follow-ups on fast opponents. HP and Defense are her least important stats, although reducing either is still bad for Tiki. Ideally, she should be merged to remove her flaw.

Assets

  • +ATK: Attack is a great safe choice for an asset, working well on all sets. However, it is second to Speed when using the recommended Special Fighter build.

  • +SPD: With base 34 Speed, Tiki will need a Speed asset to effectively run Special Fighter sets. If using an alternate set, Tiki can use a Speed flaw, but this will make her easier to KO while defending.

Neutral

  • RES: As Tiki’s lower defensive stat, boosting her Resistance makes her better at handling both dragons and mages, both foes she is naturally strong against due to Razing Breath. However, it is of lesser priority compared to Attack and Speed.

  • DEF: When not using Bonfire, Defense is Tiki’s least important stat. However, a Defense flaw will reduce her Defense by four.

Flaws

  • -HP: HP by itself gives Tiki little benefit, although it does improve her ability to tank damage. Alongside Defense, it is one of the better choices for a flaw.

Skill Sets

Lonely Dragon (Special Fighter Mixed Phase)

Recommended
Razing Breath A Atk/Spd Solo 3
Alternate: Fury (3 or 4)
Rally Atk/Spd+ B Special Fighter 3
Glimmer
Alternate: Bonfire
C Solitary Dream
SP1800SChill Atk 3
Alternate: Atk/Spd 2

Show Explanation/Analysis
  • Preferred Asset/Flaw: +SPD / -HP or -DEF

  • Weapon: Razing Breath

  • Assist: Rally Atk/Spd+ / Rally Up Atk+

  • Special: Glimmer / Bonfire

  • Passive A: Atk/Spd Solo / Fury

  • Passive B: Special Fighter

  • Passive C: Solitary Dream

  • Sacred Seal: Chill Atk / Atk/Spd 2

Fallen Tiki’s recommended build isn’t too expensive, but is extremely effective at fighting on both player and enemy phases. It uses Tiki’s naturally decent Speed along with her buffs to become a strong Special Fighter user who is extremely difficult to KO.

Razing Breath gives Tiki Distant Counter, freeing up her A slot skill for a stat booster or Special accelerator. Atk/Spd Solo is perfect, giving Tiki a massive Speed boost and a nice boost to her Attack. Fury is a cheap, effective alternative (Even with Fury 3).

Special Fighter is key to this set, allowing Tiki to win Special Races and instantly ready her Glimmer. Bonfire is better when Tiki is attacking, but only slightly so, and is inferior on the enemy phase. Chill Atk is a great catch-all S slot option, giving Tiki some support potential (from a distance) and making her effectively harder to KO. Atk/Spd 2 is a nice alternative that gives Tiki a little more Speed.

Solitary Dream is the obvious choice for her support skill, and is a large contributor to Tiki’s power. As for Assist Skills, Rally Atk/Spd+ is a solid choice, as Tiki should only come close to her allies when she needs to support them.

Punish Them (Vantage Mixed Phase)

Razing Breath A Brazen Atk/Spd 3
Ardent Sacrifice B Vantage 3
Glimmer C Solitary Dream
SP1365SBrazen Atk/Def 3

Show Explanation/Analysis
  • Preferred Asset/Flaw: +ATK or +RES / -SPD

  • Weapon: Razing Breath

  • Assist: Ardent Sacrifice

  • Special: Glimmer

  • Passive A: Brazen Atk/Spd

  • Passive B: Vantage

  • Passive C: Solitary Dream

  • Sacred Seal: Brazen Atk/Def

A fun (and rather cheap) set for Tiki is one built around Vantage. This build takes advantage of Tiki’s Razing Breath, which grants her Distant Counter and means she is a potent user of Vantage. Once below 75% HP, Tiki is very difficult to attack into and is likely to OHKO opponents who dare initiate into her. This build has few options, but is easy to set up and a great way to handle threats with greater range than Tiki. It's also a good way to make use of a Fallen Tiki with a Speed flaw.

Vantage is the key skill here, allowing Tiki to always attack first when under 75% HP. This combos well with Brazen Skills, giving Tiki a substantial boost to her offenses and a good chance of scoring a OHKO. Brazen Atk/Spd is the best for her and comes for free on Fallen Tiki.

Glimmer is again her Special of choice, chosen for its quick cooldown and strong scaling over Moonbow. Ardent Sacrifice helps Tiki get to low HP range, although she’ll likely need one or two rounds of combat to achieve her HP threshold.

Introduction

Fallen Tiki is the latest alt available for Tiki, appearing as a colorless armored dragon. With her stats, personal weapon, and unique C-slot skill, she appears to be designed as the counterpart to her Legendary form. Tiki comes with a ton of useful abilities, such as Distant Counter, effectiveness against dragons, and the ability to self-buff.

Tiki is another of the 180 BST monsters, weighing in at an incredibly large stat total. She has excellent stats in almost all areas, only lacking in Resistance (and even then, only slightly). Her statline is very similar to Legendary Tiki’s, and their personal weapons are identical in function. However, her unique C-slot skill is geared for solo fighting, with stronger effects but trickier activation requirements.

Her base stat total alone qualifies her as the one of the best units in the game, and her many upsides more than make up for her downsides. Additionally, her C-skill requirements mean she can be fielded on almost any kind of team without penalty. She is a versatile and powerful threat with few weaknesses.

Strengths

Great offensive stats for an armored unit.

While there are some exceptions, base 34 Speed is high for an armored unit, and leaves Fallen Tiki as one of the better users of Special Fighter. Her ability to self-buff means she can reach 41 base Speed (with an asset in Speed) without any external help. 36 Attack is a great base level, and is helped by her Razing Breath’s ability to hit ranged units on the lower of their defensive stats.

Can be played effectively on any kind of team.

Fallen Tiki’s ability to self-buff (and self Armor March) mean she does not rely on buffs granted from allies. She can be chucked onto any kind of team without regard for composition, and perform well. She can also be outfitted with a different C slot skill if she’s needed to perform on an armor team.

Despite her low Resistance, is an effective answer to mages and dragons.

Base 28 Resistance is by no means low, but remains the lowest of her stats and her primary statistical weakness. However, her personal weapon Razing Breath gives Fallen Tiki bonus damage against fellow dragons. It also grants Tiki Distant Counter, and allows her to smack mages on the lower of their defensive stats. This ultimately makes Fallen Tiki strong against these unit types.

Weaknesses

Self-buffs aren’t as strong as those given by her allies.

+4 to each stat is great, but when units such as Legendary Azura can give a unit +6 in each stat, it can hold her back in some situations. Hone Armor and Hone Dragons both give Fallen Tiki a bigger boost to her offenses. Solitary Dream also prevents Tiki from giving out buffs to her teammates, giving it a hefty opportunity cost in many situations.

Is susceptible to two types of effective weaponry.

Along with every other armored dragon, Fallen Tiki is weak to both anti-dragon and anti-armor weaponry. As these are the two most commonly seen effective weapon types, Fallen Tiki is very likely to encounter enemies with weapons strong against her.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Flametongue
Only inheritable by Dragon units.
200 1 11
Razing BreathEffective against dragon foes. Unit can counterattack regardless of foe's range. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
Learns by default at 5 ★
Unlocks at 5 ★
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Glowing EmberBoosts damage dealt by 50% of unit's Def.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 4
IgnisBoosts damage dealt by 80% of unit's Def.
Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 4

Passive Skills

Passive Skills SP Slot
Brazen Atk/Spd 1If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+3 during combat.
Inheritable by all units.
60
A
Brazen Atk/Spd 2If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+5 during combat.
Inheritable by all units.
120
A
Brazen Atk/Spd 3If unit's HP ≤ 80% at the start of combat, grants Atk/Spd+7 during combat.
Inheritable by all units.
Unlocks at 4 ★
240
A
Special Fighter 1At start of combat, if unit's HP ≥ 90%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
60
B
Special Fighter 2At start of combat, if unit's HP ≥ 70%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
120
B
Special Fighter 3At start of combat, if unit's HP ≥ 50%, grants Special cooldown charge +1 to unit and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Only inheritable by armor units.
Unlocks at 5 ★
240
B
Solitary DreamAt start of turn, if unit is adjacent to only dragon allies of if unit is not adajcent to any ally, grants Atk/Spd/Def/Res+4 to unit and unit can move 1 extra space. (That turn only. Does not stack.)
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem: Mystery of the Emblem

Banners Featured In