Table of Contents
- Default
- Attack
- Special
- Injured
| Summer Tiki (Adult) - Summering Scion |
|---|
|
Related Heroes
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 17 | 7 | 5 | 7 | 6 |
| Middle | 18 | 8 | 6 | 8 | 7 |
| High | 19 | 9 | 7 | 9 | 8 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 32 | 33 | 27 | 29 | 21 |
| Middle | 35 | 36 | 30 | 32 | 24 |
| High | 38 | 39 | 33 | 35 | 27 |
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: Summer Tiki already has pretty good Attack, and a boon will increase her damage output even further.
-
+DEF: Despite her attire, Summer Tiki has a solid Defense stat. A +DEF boon will allow her to function as a solid physical wall.
-
+SPD: Summer Tiki’s Speed is in the middling range where she can boost it to avoid a good number of doubles. The increasingly higher Speeds of newer units does make this strategy worse and worse as time passes, however.
-
One thing to note is that dumping Summer Tiki’s Speed with a -SPD bane is also viable due to the increased Special charges from getting doubled by enemies that would likely be doubling her regardless (due to skills like Bold Fighter).
-
Neutral
-
RES: Summer Tiki’s Resistance is decent, and is not worth dumping as she needs it to be able to tackle dragons as well as the occasional mage.
Banes
-
-HP: If not taking a -SPD bane, then a -HP bane is the next best option to avoid hurting any of Summer Tiki’s more important stats. She can make up for the HP loss with a refined weapon.
Skill Sets
Summer Bonfires (Defensive Tank)
![]() |
Slaying Axe+ (+Def) Alternate: Melon Crusher+ (+Def) |
A | Steady Breath Alternate: Close Def 3 |
|---|---|---|---|
![]() |
Reposition | B | Guard 3 |
![]() |
Bonfire | C | Atk Smoke 3 |
| SP | 1,545 | S | Quick Riposte 3 |
- Preferred IV: +DEF or +ATK or +SPD / -SPD or -HP
- Weapon: Slaying Axe+ (+Def) / Melon Crusher+ (+Def)
- Assist: Reposition
- Special: Bonfire / Ignis / Aether
- Passive A: Steady Breath / Warding Breath / Distant Counter / Close Def
- Passive B: Guard / Quick Riposte / Renewal
- Passive C: Atk Smoke / Flexible
- Sacred Seal: Quick Riposte / Close Def / Distant Def
This is a standard tanking setup for Summer Tiki. The first decision to make is based on IVs: if running +SPD, then change the weapon refines to +Spd refines to maximize Summer Tiki’s Speed to avoid as many doubles as possible. If running neutral or -SPD, then a +Def refine is better since Summer Tiki will likely be getting doubled by a number of enemies.
One of the benefits of a tank setup is that Summer Tiki has access to massive nukes in the form of Bonfire/Ignis activations. As a result, a Slaying Axe is highly preferred to ensure she activates her Special as much as possible. Her base Melon Crusher is acceptable if necessary for budget - it is best paired with some form of healing (from Summer Tiki’s team or somewhere in her build, such as running Renewal as a B skill or Aether as her Special) to maximize the number of times she can utilize its effect.
Summer Tiki’s A skill will determine her best Special. Steady Breath is extremely powerful as in addition to the +4 Defense when attacked, Summer Tiki can activate Bonfire on every counterattack after getting attacked when wielding a Slaying Axe. Warding Breath is not quite as good due to physical melee attackers being much more prevalent than magical melee attackers, but is acceptable since the important part is the increased Special charge generation. Distant Counter is an option to allow Summer Tiki to take on ranged threats, while her base Close Def is acceptable for increasing her mixed bulk. If running Distant Counter or Close Def with a Slaying Axe, then use Ignis if expecting Summer Tiki to get doubled a lot, or Bonfire if stacking Speed and wanting her to avoid doubles. If not running a Slaying Axe, then run Ignis with Steady/Warding Breath or Bonfire otherwise.
Guard isn’t quite as important on green tanks as it is on blue or red tanks due to the strongest Special users being red (such as Ayra and Zelgius). However, running Guard on Summer Tiki will reduce incoming damage by a massive amount, particularly when fighting armored units with Bold Fighter. Make sure to run the Quick Riposte Seal if using Guard. Otherwise, Quick Riposte in Summer Tiki’s B skill slot is fine to ensure that she can double her opponents.
Summer Tiki’s C skill is entirely up to preference, but Atk Smoke is a great choice for tanks as applying the debuff allows them to more easily take on multiple enemies in a single turn.
The Quick Riposte Seal is a must if running any B skill other than Quick Riposte (such as Guard). Otherwise, Close Def is a fantastic choice for increasing Summer Tiki’s overall bulk. Distant Def is worth consideration if running Distant Counter as well.
Double Melon...Crusher (Offensive Nuke)
![]() |
Brave Axe+ | A | Death Blow 4 Alternate: Death Blow 3 |
|---|---|---|---|
![]() |
Reposition | B | Chill Def 3 Alternate: Hit and Run |
![]() |
Bonfire Alternate: Glimmer |
C | Def Smoke 3 Alternate: Threaten Def 3 |
| SP | 2,145 | S | Attack +3 |
- Preferred IV: +ATK / -HP or -SPD
- Weapon: Brave Axe+
- Assist: Reposition
- Special: Bonfire / Glimmer / Moonbow
- Passive A: Death Blow / Sturdy Blow
- Passive B: Chill Def / Hit and Run / Axebreaker
- Passive C: Def Smoke / Threaten Def / Flexible
- Sacred Seal: Attack +3 / Heavy Blade / Quickened Pulse
Summer Tiki can take advantage of her strong Attack stat with a Brave Axe set to take enemies out before they can even retaliate. This set works much better with team support, but is capable of functioning independently as well.
Bonfire is a great Special to use thanks to Summer Tiki’s strong Defense. It is far more consistent than Luna due to Summer Tiki performing much better against enemies that have their Defense debuffed. Glimmer or Moonbow are good options depending on Summer Tiki’s Sacred Seal and level of team support. If she can get any form of Attack buff support, then Glimmer is likely going to be much better unless she is fighting enemies with high Defense. Attack buff support pairs well with a Heavy Blade Seal, or the far superior alternative of having an ally providing Infantry Rush support (which frees up Summer Tiki’s Seal so she can run Attack +3). Running Quickened Pulse or having access to Infantry Pulse support also allows Summer Tiki to run either Glimmer or Moonbow to great effect, as she will be able to activate her Special in her first combat.
Due to the purely offensive focus of a Brave weapon setup, Death Blow is the ideal choice as it provides the most raw Attack. Sturdy Blow provides a bit more protection when fighting enemies that can survive Summer Tiki’s first two attacks (such as armored axe users if she is running Axebreaker). It also has the benefits of increasing Bonfire damage and being worth a bit more for Arena scoring.
Chill Def applies a powerful Defense debuff that allows Summer Tiki to break through enemies with high Defense. If unavailable or debuffing is covered elsewhere, then Hit and Run (or Drag Back) is a great option to help keep Summer Tiki safe after attacking. Axebreaker is also a good option to allow her to break through super tanky axe units like Hector (LA) or Winter Chrom.
Def Smoke is a fantastic debuff if Summer Tiki has access to Refresher support so that she can engage multiple enemies per turn. Otherwise, Threaten Def offers another method of applying a Defense debuff to her opponent. Summer Tiki’s C skill can easily be replaced to suit the team, however. Keep in mind that field debuffs do not stack, so running Chill Def along Def Smoke or Threaten Def can result in some redundancy if they target the same unit.
Introduction
Summer Tiki is one of several seasonal units that shows that apparently armor is utterly unnecessary for protection from enemy weaponry, as her Defense is quite functional despite her bikini attire. Featuring a fairly balanced statline, Summer Tiki still manages to have some standout stats such as her Attack thanks to her notably low HP.
While Summer Tiki is arguably outshone by popular tanks like Brave Ike, she is still perfectly capable due to a lack of any crippling weaknesses - while her low HP makes her vulnerable to Panic Ploy, this can easily be circumvented due to Panic Ploy only being situationally detrimental since it relies on field buffs to have an effect. Worst case scenario, Summer Tiki can simply avoid the Panic Ploy with smart positioning.
Overall, Summer Tiki is a strong tank with a bit of build versatility that is fully capable of fulfilling her role on a team.
Strengths
Decent Mixed Bulk
Despite her low HP, Summer Tiki has enough Defense and Resistance that she can be relied upon to handle both physical and magical non-red threats, particularly if bolstering her mixed bulk with skills like her base Close Def.
Great Attack
With base 36 Attack, Summer Tiki can hit quite hard, particularly if capitalizing on her Attack stat with a Brave Axe build.
Decent Speed
Summer Tiki’s Speed is just high enough that she can boost it to avoid doubles or dump it entirely to get doubled and build more Special charge.
Infantry
One of the benefits of being an infantry is having access to infantry-exclusive support in the form of Infantry Pulse and Infantry Rush.
Weaknesses
Limited Unit
Summer Tiki’s status as a seasonal unit means that she is hard to obtain multiple copies of for merging or to find her optimal IVs.
Low HP
While Summer Tiki’s Defense and Resistance allow her to handle both physical and magical attackers, her low HP does put a damper on her survivability. It also makes her vulnerable to Panic Ploy as well as enemies utilizing skills like Fire Boost or Wind Boost.
Infantry
The downside of being infantry is that Summer Tiki lasts access to buffs like Hone Cavalry as well as the superior mobility of cavalry and fliers.
Team Options
Counters
-
Strong Reds: Summer Tiki’s strong mixed bulk will easily falter when faced with strong red threats like Ayra, Karla, Zelgius, and Alm.
-
Fast Mages: While Summer Tiki has decent Resistance, she is still susceptible to powerful mages (particularly if they are red). Some examples include Eirika (SM), Tharja, Celica, Summer Tana, and Nino (SF).
-
-
Debuffers: Summer Tiki’s Resistance is not high enough to avoid getting hit by Ploys from dedicated debuffers like Arvis, Lute, and Julius. Getting heavily debuffed will heavily detriment her combat performance.
-
Panic Ploy: In a similar vein, Summer Tiki’s low HP makes her particularly susceptible to Panic Ploy if she is receiving buff support from her allies. Common Panic Ploy users include Effie, Nowi, Fae, and Hector.
-
-
Preventing Counters: This is a non-issue for a Brave Axe set, but Summer Tiki’s tank setup is entirely reliant on being able to counterattack her opponents to function. Units that can prevent her from counterattacking with Firesweep weapons like New Year Camilla, Legendary Ryoma, Brave Lyn, and Bridal Cordelia will decimate her.
- Wrathful/Dazzling Staff Healers: Summer Tiki is incredibly vulnerable to staff units like Elise and Priscilla running this combo. Not only do they target her lower magical bulk and negate any chance of her counterattacking, but their access to Pain+ can completely decimate her low HP pool. They can also apply devastating debuffs like Gravity+.
![]() |
Melon Crusher+ (+Def) | A | Close Def 3 |
|---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 |
![]() |
Sol | C | Atk Smoke 3 |
| S | Distant Def 3 | ||
Preferred Nature: +DEF (<-- recommended) +SPD or +ATK / -HP
Weapon: Melon Crusher (+DEF)
Assist: Reposition / Player Preference
Special: Sol / Bonfire
A Slot: Close Def
B Slot: Quick Riposte / Renewal / Guard
C Slot: Atk Smoke / Threaten Atk
Sacred Seal: Distant Def
The purpose of this build is to create an enemy phase bikini dragon that can NOT die, unless swarmed by enemies. This build also aims to take advantage of keeping Tiki's HP as high as possible at all times. With a +Def boon, Tiki hits a great 35 Def that can be further increased to 39 with the Defense Refined Melon Crusher. An HP bane is recommended here, as it will be easier to climb back up to 32 HP to consistently use Melon Crusher's effect.
From now on below, all stats take the Refined Melon Crusher into account.
Tiki's A Skill and Sacred Seal in Close and Distant Defense respectively, brings her defense up to 45 during enemy phase with a +Def boon - 42 without one - and her Res up to 30 (with neutral Res), which is an amazing defense spread that essentially nullifies most if not all Lance units and greatly decreases if not nullifies damage from weaker to mid Atk Axe units. Tiki's Defense is further increased by 2 by Melon Crusher's effect at 100% HP to 47 (44 without boon), along with her Res increasing to 32.
Since this build is a defensive enemy phase build to make use of Close and Distant Defense, there are quite a few B Skill options to choose from. Quick Riposte allows Tiki to double back while over 70% HP which helps charge her Special, Sol to keep her HP at 100% for Melon Crusher. Guard allows her to nullify any enemy specials, and decrease Special Acceleration skills like Bold Fighter and Heavy / Flashing Blade's special cooldown charge to one, which can slow down or nullify high damaging specials like potential Bonfire, Glacies, and more specifically Aether. Renewal allows Tiki to recover any damage she would be taking, which would be relatively minor unless it's a Red Magic user, which would help keep her at the 100% Threshold for Melon Crusher to consistently be utilizing her +2 omni stat boost.
Tiki's C Skill, Atk Smoke, allows her to debuff all enemies' within 2 spaces' Atk by 7 when she's attacked (or when she attacks, but this is an enemy phase build) which further increases her durability by severely weakening all enemies around her. A budget skill for Atk Smoke would be Threaten Atk, as it would still decrease all enemies' Atk by 5 at the start of the Player Phase, but Kaze's 4* Atk Smoke is notably a better option due to it simply being a bigger debuff for the enemy.
Unless you run Renewal in your B Skill Slot over Quick Riposte or Guard, the main way for Tiki (without a healer or assist skill from a teammate like Ardent Sacrifice) to regain her HP is through her Special, Sol. Sol allows Tiki to recover health fairly quickly since her HP is relatively low. 32 with a -HP Bane and 35 without one. Since it's fairly easy to get her HP back to 100%, Sol (and Renewal if run) allows Tiki to be more consistently at 100% HP in order to constantly have her +2 Omnibuff from Melon Crusher. If you're running a more offensive version of this build, you can run Bonfire instead to take advantage of Tiki's monstrous defense granted by her potential +Def boon, Close and Distant Defense, and Melon Crusher's +2 buff.
Overall, the purpose of this build is for Tiki to take minimal to no damage from 90% of units. The only problematic units for Tiki are Red Mages and really speedy sword units like Ayra or Karla. However, Tiki's monstrous defensive capabilities and relatively decent resistance at 30 (during Enemy Phase) without a -Res Bane means that she won't be taking very much damage from many of the units in the game. However, be advised that weapons with a Wo Dao like effect of doing 10 flat damage cannot be nullified with Tiki's absurd defense.
This explanation has also left out all potential buffs from teammates, so any Spurs, Rallies, Drives, Guards, Waves, and Omnibuffs (Like Performing Azura for instance) can further increase any of her stats, including her bulk both physically and magically, and even her Atk so she hits back harder while countering, especially with Quick Riposte. This bikini dragon isn't going down anytime soon.
![]() |
Melon Crusher+ (+Spd) | A | Brazen Atk/Spd 3 |
|---|---|---|---|
![]() |
Reposition | B | Wrath 3 |
![]() |
Draconic Aura | C | Def Smoke 3 |
| S | Speed +3 | ||
I don't know why I did this, but it's fun.
A build like this makes her more viable than she already is. A stat boost across the board at full HP and at 80% HP or below. Of course, the brazen skill synergizes wonderfully with Wrath, you just cannot deny it. I've created a monster, and it's beautiful.
![]() |
Handbell+ (+Res) | A | Brazen Def/Res 3 |
|---|---|---|---|
![]() |
Rally Def/Res | B | Wrath 3 |
![]() |
Ignis | C | Atk Smoke 3 |
| S | Close Def 3 | ||
+10 Merged Summer Adult Tiki
This build tries to max out her defenses with a whopping 51/47 Def/Res combo on enemy phase in brazen range, resulting in huge Ignis procs.
![]() |
Melon Crusher+ (+Def) | A | Close Def 3 |
|---|---|---|---|
![]() |
Reposition | B | Quick Riposte 3 |
![]() |
Bonfire | C | Threaten Def 3 |
| S | Defense +2 | ||
Generalist Tank S!Tiki build.
Enemy phase unit.
Close Def so she can soak more melee hits (not to mention pretty budget), and QR makes it her even prominent if the enemy melee tries to engage her.
Threaten def is for softening up the enemy, so she or her teammates can hopefully clean the opponent up in the next turn.
The downside to this build is her mediocre spd, as well as low res. High spd/hard hitting red tome takes little difficulty on killing her e.g. Celica, Red tome Eirika, Tharja, or Lilina.
![]() |
Melon Crusher+ (+Res) | A | Close Def 3 |
|---|---|---|---|
![]() |
Rally Speed | B | Quick Riposte 3 |
![]() |
Sol | C | Spur Atk 3 |
| S | Brash Assault 3 | ||
Bulky wary fighter/dragon check. Close defense, high HP, and a res refined ball crusher allows for a pretty good physical/magic bulk of 84/83. On top of quick riposte, high attack, and speed that doesn't allow most dragons/lance units to double her, tikini can comfortably take on all lances, nowi, both hectors, fae, and the grimas (important to note that tikinis melons are far superior to female robins). The special can either be sol or moonbow, depending on whether you want to take care of nowi and heal back up or if you want to take on green armored units and take them down in 1 run.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Inheritable by Axe users only.
|
50 | 1 | 6 |
| Inheritable by Axe users only.
|
100 | 1 | 8 |
| Inheritable by Axe users only.
|
200 | 1 | 10 |
| Learns by default at 5 ★ Inheritable by Axe users only.
|
300 | 1 | 14 |
Special Skills
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Inheritable by all units.
|
60 | A |
| Inheritable by all units.
|
120 | A |
| Unlocks at 5 ★ Inheritable by all units.
|
240 | A |
| Inheritable by Axe users only.
|
30 | C |
| Inheritable by Axe users only.
|
60 | C |
| Unlocks at 5 ★ Inheritable by Axe users only.
|
120 | C |
Other Info
| Origin |
Fire Emblem Heroes
|
|---|

Fate Grand Order
Dragonball Legends

IV Calc
Heroes