Table of Contents
- Default
- Attack
- Special
- Injured
| Legendary Ike - Vanguard Legend |
|---|
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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)
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Ragnell | A | Steady Breath Alternate: Warding Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 Alternate: Quick Riposte 2 |
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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)
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Ragnell | A | Warding Breath |
|---|---|---|---|
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Reposition | B | Wrath 3 |
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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.
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Ragnell | A | Warding Breath |
|---|---|---|---|
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Swap | B | Seal Atk Def 2 |
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Radiant Aether | C | Def Tactic 3 |
His base set is pretty good. Just give him Reposition/Swap so that he can help allies move around or to tank hits.
If you really want, you can use Quick Riposte for B slot.
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Ragnell | A | Warding Breath |
|---|---|---|---|
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Reposition | B | Seal Atk Def 2 |
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Radiant Aether | C | Def Tactic 3 |
| S | Deflect Magic 1 | ||
I merged the free Legendary Ike given and another one I summoned. I kept all the skills the same since there’s nothing really wrong with them and used reposition on him cause everyone’s gotta have that skill, obviously. I gave him Deflect Magic to improve his resistance a bit and the one I summoned had +res. However I haven’t fully upgraded the seal yet but is the best unit I have in my barracks.
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Ragnell | A | Warding Breath |
|---|---|---|---|
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Rally Spd/Res | B | Renewal 3 |
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Radiant Aether | C | Def Tactic 3 |
| S | Quick Riposte 3 | ||
This is a build for maximum arena points. The more practical alternatives are Reposition, Vantage 3, and a different C skill if you don't have a mixed team.
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Ragnell | A | Fury 3 |
|---|---|---|---|
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Reposition | B | Vantage 3 |
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Radiant Aether | C | Infantry Pulse 3 |
| S | Attack +3 | ||
This builds stats with a neutral Ike with summoner support brings his attack up to 60 (+Atk brings it to 63). Infantry Pulse makes him good for a Infantry team with his health. Vantage with Ragnell means his counter deals high damage to units from any range. With summoner support Ike has 40 defense meaning he can possibly tank shots from B!Lyn, Effie, Cordelia, and H!Jakob.
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Ragnell | A | Warding Breath |
|---|---|---|---|
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Reposition | B | Quick Riposte 3 |
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Radiant Aether | C | Infantry Pulse 3 |
| S | Resistance +3 | ||
With this build you can get 41 def and 37 res, I'll explain how. Ike with no def boon/bane has 35 def and with a res boon he has 24 res, so if you give him warding breath you already have 28 res then give him res+3 as his sacred seal he now has 31 res then give an ally res tactic 3 and he's now got 37 res and give that same ally def tactic 3 and he's got 41 def and 37 res (when he's being attacked and within 2 spaces of that ally). so whatever small damage he takes he'll just heal himself with radiant aether (which if he's being attacked he'll have to use it thanks to warding breath and quick riptose) his c skill is flexible along with his assist skill.
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


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