Table of Contents
- Default
- Attack
- Special
- Injured
| Ike - Young Mercenary |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 8 | 6 | 7 | 4 |
| Middle | 18 | 9 | 7 | 8 | 5 |
| High | 19 | 10 | 8 | 9 | 6 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 39 | 32 | 28 | 29 | 14 |
| Middle | 42 | 35 | 31 | 32 | 18 |
| High | 45 | 38 | 34 | 35 | 21 |
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 |
|---|---|---|---|---|
Boons
-
+ATK: Ideal particularly for Heavy Blade builds, but is also good for any other build if Ike has access to team support (Speed buffs).
-
+SPD: Primarily allows Ike to avoid more doubles from enemies with middling speed. It becomes gradually less useful with more team support.
-
+DEF: Ike’s Defense stat is the main thing that he has over Ryoma. A boon here will increase his ability to tank physical threats.
Neutral
-
HP: Ideally would be left at neutral to avoid hurting Ike’s physical bulk and ability to stay within the Quick Riposte HP threshold. However, a -HP bane will not be too detrimental to Ike’s performance in combat .
Banes
- -RES is ideal; Ike has just enough magical bulk to be able to survive a single hit from most green and some red mages, even with a bane in Resistance. Lowering this stat will not have a significant impact on the vast majority of his matchups.
Skill Sets
Steady Defender (Defensive Tank)
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Ragnell | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis Alternate: Aether |
C | Threaten Def 3 Alternate: Threaten Atk 3 |
| SP | 1,545 | S | Close Def 3 |
- Preferred IV: +SPD or +ATK or +DEF / -RES
- Weapon: Ragnell
- Assist: Reposition
- Special: Ignis / Aether
- Passive A: Steady Breath / Warding Breath
- Passive B: Quick Riposte / Guard / Wrath / Swordbreaker
- Passive C: Threaten Def / Varies on Team
- Sacred Seal: Close Def / Distant Def / Atk Smoke / Quick Riposte
This is an Enemy Phase build that revolves around utilizing the increased Special charges from Steady Breath or Warding Breath. Steady Breath is better due to Ike being much better suited to handling physical threats than magical ones, but Warding Breath will work if it’s the only one available - the increased Special charge is the most important factor.
Ignis will do more damage than Aether, in addition to being more consistent due to having a 4 cooldown. With Steady Breath or Warding Breath, Ike will be able to activate Ignis on every combat that the enemy initiates, assuming that he is able to double. Aether will not be able to activate every combat unless Ike gets doubled; it’s best to not allow Ike to get doubled if possible to minimize damage taken. Not being able to activate Aether isn’t necessarily a bad thing, since Ike will have it prepared on the next combat, allowing him to maximize the healing gained from it.
Quick Riposte is essential on Ike - he does not have enough speed to consistently double without it. If running it in his B slot, then Close Def, Distant Def, and Atk Smoke are all good options to increase his overall tankiness. If running the Quick Riposte seal, then Guard is a good option to help protect him against enemies with powerful specials like Zelgius or Ayra. Wrath allows him to hit incredibly hard with his specials; it synergizes particularly well with Aether due to the increased damage resulting in increased healing, as well as the Special cooldown reduction making Aether a bit easier to activate. Ike’s base Swordbreaker is also a good option with the Quick Riposte seal, as it gives him an extra layer of protection versus the powerhouse sword units.
No Sympathy (Defensive Bruiser)
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Ragnell | A | Fierce Stance 3 Alternate: Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Vantage 3 |
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Aether | C | Threaten Def 3 |
| SP | 1,685 | S | Heavy Blade 3 |
- Preferred IV: +ATK / -RES
- Weapon: Ragnell
- Assist: Reposition
- Special: Aether / Draconic Aura
- Passive A: Fierce Stance / Fury / Heavy Blade
- Passive B: Quick Riposte / Vantage / Swordbreaker
- Passive C: Threaten Def / Varies
- Sacred Seal: Heavy Blade / Quick Riposte
This build aims to make the most of the Heavy Blade skill. To that end, this build tries to stack as much Attack as possible. Running Heavy Blade as the seal is ideal, because it opens up Ike’s A slot for stat-boosting skills like Fierce Stance or Fury. However, Ike’s base Heavy Blade A skill will work for a budget setup.
The point of Heavy Blade is to allow Ike to speed up his Special activations. This works particularly well with a high cooldown Special like his base Aether. However, Draconic Aura has a lower cooldown and can therefore be fired off more often, at the cost of the healing from Aether.
Fierce Stance grants Ike the highest boost to Attack on Enemy Phase, giving him the best chance at activating Heavy Blade. Fury is a good alternative that also allows him to go on the offensive during Player Phase. Heavy Blade in the A slot results in Ike losing out on additional stats, but can allow him to run the Quick Riposte seal, which in turn allows him to run a larger variety of B slot skills. For example, a Heavy Blade/Vantage/Quick Riposte seal setup grants Ike full skill coverage at all HP percentages.
Quick Riposte is pretty important for this setup, as Ike’s speed isn’t high enough to consistently double without it. However, not running Quick Riposte won’t be entirely crippling to this build since Ike will still have really high Attack, meaning running something like Vantage or Swordbreaker can still work well.
Introduction
Ike is a decent Distant Counter sword that has unfortunately been almost completely overshadowed by his Legendary counterpart, joining the ranks of units that have managed to powercreep themselves. Despite this, he is still a strong unit, as having Distant Counter built-in to his weapon allows him to utilize the powerful Steady Breath or Warding Breath skills to significantly speed up his Special activations.
Ike’s low Speed combined with his Distant Counter weapon means that he is strongly inclined toward an Enemy Phase setup. He functions best with team support in the form of buffs - with strong support from a unit like Brave Lucina or Marth, all of his stats can be high enough that he will be able to minimize any potential damage thanks to being able to avoid doubles while also having good defenses, all while dealing heavy damage himself.
Overall, Ike is a decent unit that can get quite strong with team support. While he is outshone by some other sword units, he is fully capable of pulling his own weight and will be a solid addition to any team.
Strengths
Ragnell
Ragnell’s Distant Counter effect allows Ike to run the powerful Steady Breath or Warding Breath skills while retaining the ability to combat ranged units, giving him strong coverage as well as a potent combat presence thanks to the sped up Special activations.
Decent Bulk
With 74 physical and 60 magical bulk, Ike can definitely take a hit or two. While his magical bulk can drop into dangerous levels if he takes a -RES bane, he will still be able to tank a hit from most green and some red mages, allowing him to take full advantage of his innate Distant Counter weapon.
Great Base Kit
Ike doesn’t actually need any Skill Inheritance to be fully functional. While he can certainly be improved with some investment, his base kit is excellent as-is.
Weaknesses
Middling Speed
Ike’s speed is right in the awkward zone where he likely won’t be doubling most enemies, but too high to be safely considered a dump stat. Thankfully, he can improve it enough to avoid getting doubled, particularly with team support.
Overshadowed...By Himself
Unfortunately, Ike doesn’t have much going for him compared to Legendary Ike. His Legendary version has a more optimized statline, in addition to having a unique Special that is a significant improvement over regular Aether.
Low Resistance
While Ike’s HP helps fix his magical bulk, Ike’s low resistance does make fighting mages a fairly dangerous prospect. It also makes him highly susceptible to getting crippled by Ploy debuffs.
Team Options
Counters
- Strong Blues: Ike is highly vulnerable to competent blue units, particularly if they can deal magic damage like Reinhardt, Nowi, or Lute. He is still vulnerable to physical blues too, like Ephraim, Fallen Hardin, and Lukas.
- Preventing Counters: As a primarily Enemy Phase-centric unit, Ike struggles against units that can prevent him from countering. Firesweep weapon users like Cordelia, Tana, Brave Lyn, Bridal Cordelia, and New Year Camilla all present serious issues. Ike is also vulnerable to Windsweep users like Corrin (F) or Alm.
- Ploys: Ike’s low resistance makes him highly vulnerable to getting debuffed into oblivion by Ploys, making units like Sanaki, Micaiah, Lute, and Arvis very strong against him.
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Ragnell | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Bonfire | C | Hone Atk 3 |
| S | Quickened Pulse | ||
Standard defensive build.
Weapon: Ragnell is the best sword for Ike hands down.
Support: Reposition is used to move units out of danger and keeping Ike in the front line.
Special: Bonfire allows to make use of that massive defense (can also use Draconic Aura since there is not a difference)
For skills:
A: Fury 3 is optimal, for survival since there's not a lot of Spd to work with (unless you have a +Spd). Also allows for better survival against mages that can be countered thanks to Ragnell.
B: Quick Riposte 3/2 is used to kill on defense, making the Spd stat not that relevant (you shouldn't be doubled a lot)
C: Hone Atk 3: since Ike hones a very high attack, he should be paired with someone with Hone Spd 3 to avoid doubles. Hone Atk 3 is used to have synergy between these two units (expecting Support from one another).
S: Quickened Pulse is used to always kill on defense with Quick Riposte and Bonfire no matter if you're hit once or twice.
Support: I personally pair Ike with Azura, but also buff him with Delthea (both girls with Hone Spd 3, Delthea with Dark Aura). This allows for easier baits, and can even kill some blue units taking little damage thanks to the huge defense.
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Ragnell | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Swordbreaker 3 |
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Ignis | C | Threaten Def 3 |
| S | Speed +3 | ||
This build puts Ike's natural bulkiness and defensive abilities to good use. With the setup of Steady Breath and Ragnell Ike can bomb any character that fails to one shot him with a well placed Ignis similar to his Brave variant though without having to sacrifice distant counter. Ignis can be swapped with Aether if needed for Tempest Trials or other similar endurance style events. Swordbreaker 3 cleans up his matchups against faster swordsman like Ryoma and Ayra preventing them from attacking back to activate their specials. Threaten Def 3 can be replaced with Threaten Atk 3 or Panic Ploy 3 if necessary to fight whatever threat you need. The +3 Speed Seal is a must to allow Ike to dodge a few characters that would otherwise be able to follow up on him. While this version of Ike is best to use on the defensive be wary that mages even green ones can take him out in 2 hits because of his terrible Res. He isn't really meant to fight mages so if possible keep him out of the way though Summoner Supporting him will help to fix this if desired. Overall this build should be able to keep up with most of the non magic blue part of the game as even lance users need to one shot Ike in order to really deal with him unless they want to get blown out by a fully powered Ignis/Aether.
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Ragnell | A | Steady Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Ignis | C | Threaten Def 3 |
| S | Distant Def 1 | ||
Ike's optimal defense and his high attack will allow him to counter projectile users quickly. This will allow him to march into the front lines taking little to no damage against Bow Users, as well as take a hit against mages, to include the occasional Blue Mage that doesn't strike twice.
This build was used to finish Squad Assault 5, battle 5, placing Ike in the defense tile without moving. Keeping him covered against incoming Blue units, Ike was able to withstand hits from any and all Bow users and Red Sword users without being healed.
This build is an ideal counter against Bow Lyn, as Distant Defense (3) will allow him to shrug off arrows. Best to keep a green unit nearby to take out incoming Blue units.
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Ragnell | A | Heavy Blade 3 |
|---|---|---|---|
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Swap | B | Vantage 3 |
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Aether | C | Threaten Atk 3 |
| S | Attack +1 | ||
This is a very enemy phase oriented Ike. At 34 SPD, it's very hard for Ike to double attack but it's also a bit difficult to double him as you will need 39 SPD in order to do so. People like Ryoma and Marth will not be able to kill him easily and his high attack will allow him to deal more damage.
Heavy Blade is taken as his attack is still high at 51 so he'll been able to use quite well. It's also allow him to charge Aether faster.
Vantage is core to this build. Often, you will find that you will put Ike in the range of people who are two ranged, primarily green mages and archers, as he has Distant Counter built into his weapon. Sometimes, multiple people can be in the same range and you can take a lot of damage. That's what HB+Vantage is for. You can charge Aether fast, possibly within on round of combat. And if you take a lot of damage and someone attacks you, you can counter before they have a chance to deal damage or finish you off. You can use Vantage 2 if you don't three readily available.
Threaten Attack is simply here to help out Heavy Blade. You can use Threaten Defense if you you want more damage.
Feel free to use an Attack Sacred Seal for more power and Heavy Blade Proving or A Speed one for more doubling and led getting doubled.
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Ragnell | A | Heavy Blade 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Aether | C | Threaten Atk 3 |
| S | Attack +3 | ||
A classic Heavy Blade Ike build.
This explanation will mainly focus on Heavy Blade on Ike, but this can help those who don't really know how to build Ike in general.
An +ATK Ike is the best IV for a Heavy Blade build, due to HB relying on your ATK stat. -HP is probably the bane you'd want for Ike. -SPD is also pretty good, but you'll be doubled by a lot of strong units. -RES, like a SPD bane, is good but also risky since it opens you up for more damage against major blue mages like Linde, Delthea, or Thunder's Fist himself, Reinhardt.
Ragnell is here because of its amazing Might and great passive, allowing him to kill plenty of green mages such as Nino, Cecilia, etc.
Support skill doesn't really matter due to its flexible nature and will change with each team and build. For an infantry build, the best Support Skills would be Reposition, Draw Back, or Swap. Give him Ardent Sacrifice along with Renewal if you want him to double as a healer.
Special skills are where HB Ike shines. He can use any special skill within 2 turns or less. Ike naturally gets Aether in his build, which is a spectacular skill with a charge of 5. Another great special HB Ike can use is Bonfire or Ignis, due to his high DEF stats, giving him an extra 14-25 to your attack. Other great specials for Ike are Moonbow, Luna, Astra, Draconic Aura, Dragon Fang, or even Galeforce if you want him to have great player phase presence.
Heavy Blade for Passive A. Already said I'm using this one. Fury and Steady Breath is also great on Ike, but we're sticking with HB for now since he comes with it, and it works wonders on him.
Passive B is tricky to choose for Ike. It depends on what you want him to be on your team. Want him to be bait for ranged units? Give him Vantage. Want him to secure high damage on enemy phase? Give him Quick Riposte 2/3. Want him to be your main tank or a semi-healer? Give him Renewal. Desperation is possible on him, but not recommended for him. Swordbreaker can help him deal with Ryoma, Black Knight, or any other strong sword units.
Passive C is just as flexible, if not, more flexible than the Special skill slot for Ike. For a HB build, Threaten Atk 3 can help with securing Heavy Blade procs, or staying alive in a counterattack. Threaten Def 3 can also be useful on him, along with the many Hones, Ploys and Spurs. It depends on your team and/or Ike's role.
Sacred Seal can honestly be most of the available seals, but Attack + will most likely be the best since it helps proc Heavy Blade and gives him 3 more damage to deal. Brash Assault, Deflect Magic, or Distant Def could potentially work on Ike, too. If you want to cover a bane like RES or SPD, Sacred Seals can help patch that hole.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Only Inheritable by Sword Units.
|
50 | 1 | 6 |
| Only Inheritable by Sword Units.
|
100 | 1 | 8 |
| Only Inheritable by Sword Units.
|
200 | 1 | 11 |
| Learns by default at 5 ★ 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 |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
60 | A |
| Non-inheritable by Staff-wielding units.
|
120 | A |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
240 | A |
| Non-Inheritable by green units.
|
50 | B |
| Non-Inheritable by green units.
|
100 | B |
| Unlocks at 5 ★ Non-Inheritable by green units.
|
200 | B |
Other Info
| Origin |
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn
|
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Fate Grand Order
Dragonball Legends

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