Table of Contents

Tier Rating

Analysis by Adonyx
Legendary Ike - Vanguard Legend


Obtainable as a 5 only

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 41
ATK 36
SPD 30
DEF 35
RES 21

Stat Variations

Level 1 Stat Variation
Low 18 9 5 8 3
Middle 19 10 6 9 4
High 20 11 7 10 5

Level 40 Stat Variations
Low 37 33 27 32 18
Middle 41 36 30 35 21
High 44 39 33 38 24

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.


  • +ATK: Ideal to capitalize on Legendary Ike’s strong base and maximize his damage output.
  • +SPD: Decent for helping Legendary Ike avoid getting doubled by other units with middling to decent Speed.
  • +DEF: Allows Legendary Ike to function as a strong tank and greatly enhances his survivability.


  • -RES: May seem counterintuitive given his base Warding Breath, but Legendary Ike generally does not want to get hit more than once by magic damage anyway; this bane won’t really change much.
  • -HP:decent bane, particularly for Wrath builds, as it makes it easier to hit the skill's HP threshold. HP is not super important to Legendary Ike as a lot of his tankiness comes from his ability to sustain via Radiant Aether.

Skill Sets

The Gorilla (Defensive Tank)

Ragnell A Steady Breath
Alternate: Warding Breath
Reposition B Quick Riposte 3
Alternate: Quick Riposte 2
Radiant Aether C Def Tactic 3
SP1,565SClose Def 3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD or +DEF / -RES or -HP
  • Weapon: Ragnell
  • Assist: Reposition
  • Special: Radiant Aether
  • Passive A: Steady Breath / Warding Breath
  • Passive B: Quick Riposte / Guard / Vantage
  • Passive C: Def Tactic / Flexible
  • Sacred Seal: Close Def / Distant Def / Quick Riposte / Atk Smoke

Ike has returned once more with slightly more stats than his original incarnation, and a new, unique special. Radiant Aether is almost completely identical to Aether, except that it has a cooldown of 4 instead of 5. This cooldown reduction means that Legendary Ike can now go bananas by activating Aether in every single combat, as long as Quick Riposte is still active.

Steady Breath is chosen over Warding Breath because Defense is a significantly more useful stat to Legendary Ike than Resistance, as he is much better at handling physical threats than magical threats. On a budget, however, Warding Breath is perfectly serviceable. Either skill synergizes perfectly with his unique Special, Radiant Aether, as he will be able to activate it regardless of whether or not he is doubled.

Quick Riposte is an absolutely essential skill, as Legendary Ike simply does not have enough speed to double other units consistently without it. You can also run Guard instead of Quick Riposte in his B skill slot, but only if Quick Riposte is being run as a Sacred Seal along with it. Guard allows Legendary Ike to minimize damage taken from Special-reliant units, such as Ayra and Zelgius. It also allows him to safely handle armored units who are running Bold Fighter, as their Special activations can significantly damage, if not outright KO him. Vantage is another alternative option, as it can potentially allow Legendary Ike to fire off Radiant Aether before an enemy can finish him off. Vantage + Quick Riposte seal is a powerful combo that will make Ike have a powerful Enemy Phase regardless of his HP.

Def Tactic is Legendary Ike’s base C skill, and it works great when running a mixed composition team. However, his C skill can be replaced as needed to suit the team's needs.

For seals, Close Def, Distant Def, and Atk Smoke are all good options that complement Legendary Ike’s playstyle. Close Def makes him much tankier versus melee threats, allowing him to minimize damage even from heavy hitters such as Bold Fighter armors and dragons. This allows him to stay in Quick Riposte longer, particularly with his Radiant Aether activations providing healing. Distant Def is a decent seal for allowing Legendary Ike to function as a mixed tank versus ranged threats; however, keep in mind that he will struggle versus offensive mages (even if stacking Warding Breath and Distant Def). He can easily handle archers, but will struggle against Firesweep Bow or Brave Lyn (due to Sacae's Blessing). Atk Smoke’s debuff allows Legendary Ike to safely engage multiple enemies on a single turn; the main benefit to Atk Smoke over Close Def is that it also helps Legendary Ike against ranged threats. The Quick Riposte seal is essential if running Guard or Vantage as his B skill.

Primal Rage (Defensive Bruiser)

Ragnell A Warding Breath
Reposition B Wrath 3
Radiant Aether C Def Tactic 3
SP1,565SQuick Riposte 3

Show Explanation/Analysis
  • Preferred IV: +ATK / -HP or -RES
  • Weapon: Ragnell
  • Assist: Reposition
  • Special: Radiant Aether
  • Passive A: Warding Breath
  • Passive B: Wrath
  • Passive C: Threaten Def / Flexible
  • Sacred Seal: Quick Riposte / Quickened Pulse

This is a high-risk, high-reward build that aims to make the most of Legendary Ike’s unique Radiant Aether Special. While this build is functional as-is, it’s at its peak potential when Ike can start out with 2 cooldown instead of 4 on his Radiant Aether. Ideally, a team should run two allies that can both provide Infantry Pulse support to Legendary Ike, allowing him to run the Quick Riposte seal. Otherwise, Legendary Ike will need to run the Quickened Pulse seal, but will still need a minimum of one ally providing Infantry Pulse support. With the combined -2 to Special cooldown, Legendary Ike will be able to immediately activate Radiant Aether on his first counterattack after getting hit once (thanks to the extra charge gained from Warding Breath).

Wrath is the centerpiece of this build; it takes advantage of the fact that Legendary Ike is likely going to be taking enough damage in a single hit to place him within the HP threshold right before activating Radiant Aether. The +10 damage can result in a massive amount of damage, enough to KO a good number of units in a single hit, which results in 1) more healing, and 2) potentially reducing incoming damage as a result of avoiding a second attack. If Legendary Ike needs the second hit to KO his opponent, he will be ready to once again instantly activate Radiant Aether on the next combat.

The choice of seal is dependent on the amount of Infantry Pulse support available. Ideally, you want two allies providing Infantry Pulse support, allowing Legendary Ike to run the Quick Riposte seal. With only one ally providing Infantry Pulse, he will need to run Quickened Pulse. The Quick Riposte seal is a massive increase in effectiveness, as Legendary Ike will be able to counterattack twice in retaliation, instead of being entirely reliant on a single hit to KO. Despite the potent damage of Wrath-boosted Radiant Aether, Legendary Ike will not be able to one hit KO highly bulky units -- particularly when merged -- such as Zelgius and Nowi.


Ike returns as a sword unit with slightly more stats and an improved Special, Radiant Aether. He put the extra stats to good use, sporting improved Attack, Defense, and Resistance compared to his younger counterpart. His most defining feature is his unique Special -- while Radiant Aether is mostly identical to the regular Aether, it has a cooldown of 4 instead of 5. This cooldown reduction makes this Special much stronger than it appears, as it allows Legendary Ike to easily activate his Special every combat with Quick Riposte and either Warding Breath or Steady Breath.

Statwise, Legendary Ike has solid physical bulk (76, or 80 with Steady Breath), allowing him to easily take on other physical fighters. In particular, a Steady Breath/Guard/Quick Riposte seal build allows Legendary Ike to handle a significant number of meta-defining threats such as Ayra, Zelgius, and Hector. Unfortunately, Legendary Ike’s Speed isn’t quite high enough to avoid getting doubled by units with middling to decent Speed, unless he runs a Speed boon or receives support from his team.

Overall, the Vanguard Legend is a noticeable improvement over his younger iteration. He suffers from many of the same weaknesses, but improves upon his strengths. No other Distant Counter unit can activate Aether every single combat without relying on getting doubled. Legendary Ike’s power and versatility makes him a solid addition to nearly any team, particularly if they can take advantage of Earth Blessings.


Built-in Distant Counter

Ragnell allows Legendary Ike to run the powerful Distant Counter + Steady Breath (or Warding Breath) combo, allowing him to handle a huge variety of threats while having good sustain.

Radiant Aether

While very similar in effect to the regular Aether Special, the reduced cooldown lets Legendary Ike to activate his Special every combat without having to rely on being doubled.

Good Physical Bulk

With 76 physical bulk, Legendary Ike is quite resilient versus physical threats. His ability to run Steady Breath (increases bulk to 80) and rapidly activate Radiant Aether can make him much tankier than he appears, as he can heal some of the damage every combat.

Legendary Hero

As one of the legendary heroes, Legendary Ike can grant Special stat boosts to an ally that receives an Earth Blessing (+3 HP and +2 ATK).


Low Speed

While Legendary Ike has enough speed to avoid doubles from a good number of units (particularly dragons), he is still slow to the point that he is entirely reliant on Quick Riposte to double. He will also be doubled by pretty much all units with good Speed, which can hurt his ability to tank.

Mediocre Magical Bulk

While 62 magical bulk is enough to survive a single hit from a lot of magical threats, it can be detrimental to Legendary Ike in that he is reliant on keeping his HP high in order to maximize his ability to utilize Quick Riposte. More Quick Riposte uptime means more Radiant Aether activations, but taking heavy magical damage can easily knock Lgendary Ike out of Quick Riposte's HP threshold, preventing him from safely re-entering combat.

Team Options

While Legendary Ike is a mostly self-sufficient unit, he greatly benefits from buffer units, as he can benefit from boosts to any and all of his stats. He struggles versus blue units, particularly ones that deal magical damage, so strong green units are a vital component of his team. Refresher units can help increase Legendary Ike’s versatility, such as by allowing him to attack enemies twice or moving into favorable positions. Finally, Legendary Ike can work well in mixed team compositions thanks to his native Def Tactic, particularly if that team composition includes a flier running Guidance that can greatly increase his mobility.

  • Buffers: Brave Lucina, Ephraim, and Performing Azura are all excellent allies that provide powerful buffs thanks to their unique weapons.
  • Strong Green Units: Myrrh, Hector, Brave Ike, and Nino are all capable of handling the blue units that Legendary Ike can struggle against. Myrrh is exceptional as she can run Guidance on top of handling a huge number of threats.
  • Refreshers: New Year Azura, Performing Azura, and Ninian all significantly increase Legendary Ike’s versatility. New Year Azura and Performing Azura are exceptionally good allies as the former can provide Guidance support while the latter can buff while singing.
  • Infantry Pulse: Allies who run Infantry Pulse well such as Summer Xander, Bartre, and Nowi can greatly benefit Legendary Ike, as an instant Radiant Aether activation results in more healing and potentially more damage avoided (if he was going to be doubled).
  • Mixed Team Compositions: Mixed teams are a good choice to run Legendary Ike in, as his native Def Tactic can allow him to provide a powerful +6 Defense buff. Some good allies include Myrrh, Reinhardt, Brave Lyn, Winter Robin, Amelia, and Gunnthra.


Even with Warding Breath, the easiest way to KO Legendary Ike is with a strong, magical damage dealing blue. Physically bulky blue units can easily mitigate his damage output, particularly if they are running Guard to prevent him from activating Radiant Aether. A lot of Legendary Ike’s power comes from his ability to counter at any range, so any unit that can prevent him from countering will nullify one of his strongest advantages. Finally, while Legendary Ike is capable of boosting his Resistance with skills like Warding Breath and Close Def, he is still highly vulnerable to Ploys thanks to his low base Resistance.

  • Blue Magic Units: Nowi, Reinhardt, and Delthea can easily punch through Legendary Ike’s meager magical bulk.
  • Physically Bulky Blues: Corrin (F), Nephenee, and Effie can easily mitigate Legendary Ike’s damage output.
  • Units Commonly Running Guard: Lukas, Shiro, and Nowi will completely shut down Ike’s damage output by even preventing him from easily activating Radiant Aether.
  • Firesweep Users: Cordelia, New Year Camilla, Tana, and Bridal Cordelia will easily handle Legendary Ike by preventing his counterattacks. Brave Lyn can easily take on Ike even without Firesweep Bow as she also has access to Sacae’s Blessing.
  • Units Running Ploys: Easily activate their debuffs on Legendary Ike thanks to his low Resistance. Lute and Micaiah can both heavily debuff him as well as KO him thanks to their strong magical blue damage.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Only Inheritable by Sword Units.
200 1 11
RagnellEnables counterattack regardless of distance if this unit is attacked.
Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
DaylightRestores HP = 30% of damage dealt.
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 3
SolRestores HP = 50% of damage dealt.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3
Radiant AetherDuring combat, treats foe's Def/Res as if reduced by 50%. Restores HP = 50% of damage dealt.
Unlocks at 5 ★
Non-Inheritable skill.
500 4

Passive Skills

Passive Skills SP Slot
Warding Stance 1Grants Res+2 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Warding Stance 2Grants Res+4 during combat when this unit is attacked.
Non-inheritable by Staff-wielding units.
Warding BreathGrants Res+4 during combat if unit is attacked. Also grants Special cooldown charge +1 per attack. (Does not stack. Only highest value applied.)
Unlocks at 5 ★
Melee, Infantry, and Armored Only
Seal Def 1After combat, foe suffers Def -3 through its next action.
Non-inheritable by Staff-wielding units.
Seal Atk Def 1After combat, inflicts Atk/Def-3 on foe through its next action.
Non-inheritable by Staff-wielding units.
Seal Atk Def 2After combat, inflicts Atk/Def-5 on foe through its next action.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
Def Tactic 1At start of turn, grants Def+2 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Def Tactic 2At start of turn, grants Def+4 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Inheritable by all units.
Def Tactic 3At start of turn, grants Def+6 to allies within 2 spaces for 1 turn. Granted only if number of that ally's movement type on current team ≤ 2.
Unlocks at 5 ★
Inheritable by all units.

Other Info

Fire Emblem: Radiant Dawn

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