Table of Contents
- Default
- Attack
- Special
- Injured
| Legendary Ike - Vanguard Legend |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 18 | 9 | 5 | 8 | 3 |
| Middle | 19 | 10 | 6 | 9 | 4 |
| High | 20 | 11 | 7 | 10 | 5 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| 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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boon
- +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.
Bane
- -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: A 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 |
| SP | 1,565 | S | Close Def 3 |
- 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 |
| SP | 1,565 | S | Quick Riposte 3 |
- 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.
Introduction
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.
Strengths
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).
Weaknesses
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
Counters
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.
![]() |
Ragnell | A | Warding Breath |
|---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 |
![]() |
Radiant Aether | C | Threaten Def 3 |
| S | Distant Def 3 | ||
I was really happy that RD Ike won that a hero rises voting thing. I couldn’t get him on his legendary banner but I got him as a free unit. This is gonna be my build for my RD Ike.
For his weapon I keep ragnell. The effect is basically the same with his POR self’s ragnell. Attack at a distance.
For his assist skill I prefer reposition. I think its the best assist skill to have.
For his special I prefer to keep radiant aether. It’s basically aether but with a 4 turn cooldown.
For his A skill I prefer to keep warding breath. I know his resistance is lacking to make use of it but I think he can make some decent use of it. Especially if he uses distant defense or close defense seal. Warding breath will help him charge radiant aether faster.
For his B skill I prefer quick riposte. it allows him to double on the enemy phase despite his mediocre spd. What else is that because of his warding breath, he will always proc radiant aether on his second attack. The only exception was that if the enemy has guard. I did took the risk of wasting 20,000 feathers for quick riposte 3.
For the C skill I use threaten def on him to allow him to hit hard on units who got effected by the debuff. His default def tactic is good and all but the problem is that I sometimes find it hard creating mixed teams. Def tactic is difficult to use on rival domains and grand conquest where you have to use 8 units instead of the regular 4. Because of that it is very likely that you will be teaming up with more than 2 of the same movement type, making def tactic potentially irrelevant on them modes.
Overall I think this Ike is awesome. I really like how he is a free unit. I know some people are salty that he won and they wanted someone else but for players who wanted RD Ike this is a good thing for them. What I find cool about RD Ike is that when he is about to finish a enemy he does his unique aether animation. Similar to how he did it in smash bros and the fe games. My RD Ike is merged +1 ever since I got another RD Ike from a legendary banner. Still only using him cause he’s one of my mains in smash bros. Not cause he’s top tier.
![]() |
Ragnell | A | Warding Breath |
|---|---|---|---|
![]() |
Reposition | B | Vantage 3 |
![]() |
Radiant Aether | C | Threaten Def 3 |
| S | Quick Riposte 3 | ||
My summoner support. Basically I utilize Ike’s strong, but not amazing defenses to get down to the wrath range before hitting back. Love this build on my fav character of all time.
![]() |
Ragnell | A | Steady Breath |
|---|---|---|---|
![]() |
Reposition | B | Vantage 3 |
![]() |
Radiant Aether | C | Def Tactic 3 |
| S | Quick Riposte 3 | ||
My Legend Ike is +2 merged for those wondering, I don't really care about warding breath so yeah.
So My build is mostly standard and this build works for +Atk, Def and Spd. Mine is +Atk -Res. Anyway Ragnell, Repo and Radiant Aether should be standard and self explanatory. For his A slot Warding Breath works fine but make sure to not have a -Res bane if possible. Steady Breath however works much better for Ike and should be given if you have an extra BIke laying around. B slot can be QR3 if you don't have a seal. but if you do than Guard 3 or Vantage 3 works very well with the QR3 seal. As for his C slot goes I went with def tactic since nothing else seemed better but go with anything really.
![]() |
Ragnell | A | Warding Breath |
|---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Radiant Aether | C | Even Spd Wave 2 |
| S | Quick Riposte 3 | ||
This build is similar to a few of my previous builds. Even Speed wave 2 should be even speed wave 3 but it didn't show up. DC+Breath+Wrath+QR is a classic combo that works very well on Ike.
![]() |
Ragnell | A | Warding Breath |
|---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 |
![]() |
Radiant Aether | C | Drive Spd 2 |
| S | Obstruct 3 | ||
Disclaimer: This is certainly not the build to use in the Arena. Especially the Seal, as it's use means nothing in a meta that can and aims to absolutely kill units in one hit. It can be useful for PvE modes such as Chain Challenge, Tempest Trials, and Special Maps. The goal is pretty simple. Allow Ike to be the front line while using Obstruct to make sure that enemies go through him first and shield your other units. In order to maximize the effectiveness of this build, it is recommended to bring a healer to make sure he keeps the requirement for obstruct to be effective. Combat buffs, especially drives will help, as it buffs him up to potentially take multiple enemy attacks and them heals some of the damage with the Radiant Aether special.
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 |
|---|---|---|
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 |
|---|---|---|
| Non-inheritable by Staff-wielding units.
|
50 | A |
| Non-inheritable by Staff-wielding units.
|
100 | A |
| Unlocks at 5 ★ Melee, Infantry, and Armored Only
|
240 | A |
| Non-inheritable by Staff-wielding units.
|
40 | B |
| Non-inheritable by Staff-wielding units.
|
100 | B |
| Unlocks at 5 ★ Non-inheritable by Staff-wielding units.
|
200 | B |
| Inheritable by all units.
|
60 | C |
| Inheritable by all units.
|
120 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | C |
Other Info
| Origin |
Fire Emblem: Radiant Dawn
|
|---|

Fate Grand Order
Dragonball Legends


IV Calc
Heroes