Table of Contents

Tier Rating
Analysis by RedFerrari1998
Takumi - Wild Card


Obtainable as a 4 - 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 40
ATK 32
SPD 33
DEF 25
RES 18

Stat Variations

Level 1 Stat Variation
Low 17 7 6 5 4
Middle 18 8 7 6 5
High 19 9 8 7 6

Level 40 Stat Variations
Low 36 29 30 22 14
Middle 40 32 33 25 18
High 43 35 36 29 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.

With his good offensive spread, Takumi benefits from improving his offensive prowess through IVs.


  • +ATK: A boon in Attack serves Takumi well, as it will boost Takumi's Attack to 35. This makes his single attack damage output equivalent to Bride Cordelia with a legendary weapon.

  • +SPD: A boon in Speed makes for another great choice, as it will bring Takumi's Speed to 36. This allows him to avoid getting doubled from some of the faster units.


  • DEF: When utilizing the skill Close Counter, most of Takumi's opponents will hit for Defense. This makes Takumi's relatively good physical bulk of 65 something worth keeping at its base value.
  • HP: Takumi's HP is also better left alone; On top of taking away from his overall bulk, it comes with a superbane. This means it subtracts 4 points rather than the standard 3. 


  • -RES: Resistance is Takumi’s dump stat. His neutral Resistance is very poor to begin with so reducing it through IVs will not have a large impact on his performance.

Skill Sets

Quadkumi (Brave Bow)
Brave Bow+ A Swift Sparrow 2
Alternate: Life and Death 3
Reposition B Swordbreaker 3
Luna C Threaten Spd 3
SP1,835SAttack +3

Show Explanation/Analysis
  • Preferred IV: +ATK or +SPD / -RES

  • Weapon: Brave Bow+

  • Assist: Reposition / Flexible

  • Special: Luna

  • Passive A: Swift Sparrow / Life and Death

  • Passive B: Swordbreaker / Desperation / Chill Def

  • Passive C: Threaten Spd / Flexible

  • Sacred Seal: Attack +3 / Speed +3

The Brave Bow is an excellent offensive weapon and Takumi can make very nice use of it.

With the Brave Bow and a Attack boon, Takumi reaches 42 Attack which is quite good. Combine this with the Swift Sparrow skill and he’ll reach 46 Attack and 32 Speed when initiating the attack. Life and Death is a substitute option for Swift Sparrow, granting him 47 Attack and 33 Speed at all times, though this is at the cost of this already fairly low defensive stats. Swordbreaker in the B slot allows him to quadruple and get a guaranteed KO against faster sword units such as Ayra, Mia and Ryoma. Desperation can also be used to make any follow-up attacks immediately after the first attack, allowing Takumi to perform four attacks before the opponent can even respond if he quad attacks. Chill Def, while an expensive option, can help Takumi to puncture some of the more tanky opponents such as armored units.

Luna is an ideal special as if you quad attack, Moonbow and Luna will both only activate once, so Luna is ideal due to the added power over Moonbow. For seal, an Attack or Speed seal will suffice in order to give Takumi some extra offensive power or doubling potential. The C slot and Assist skill are open to player preference. Reposition is a safe choice of Assist which allows Takumi to potentially remove units from danger or move allies into position for attacking. Threaten Spd is a safe budget choice for the C slot since Takumi comes with it by default, but this slot is completely open and should be adjusted as you see fit.

I’ll shoot you down! (Vantage)
Fujin Yumi (+Spd) A Close Counter
Reposition B Vantage 3
Alternate: Vengeance
C Threaten Spd 3
SP1,325SAttack +3

Show Explanation/Analysis
  • Preferred IV: +SPD or +ATK / -RES

  • Weapon: Fujin Yumi (+Spd)

  • Assist: Reposition / Flexible

  • Special: Luna / Vengeance

  • Passive A: Close Counter

  • Passive B: Vantage

  • Passive C: Threaten Spd / Flexible

  • Sacred Seal: Attack +3 / Speed +3

Takumi’s original go-to setup when Skill Inheritance first dropped. While not as powerful as it once was, it is still an effective setup and a overall cheap set to build.

The combination of Close Counter and Vantage is a powerful one, allowing Takumi to always retaliate on any foe unless counterattack is blocked by a skill such as Windsweep and attack first while below 75% HP. This can make it potentially very difficult for your opponents to attack into Takumi, especially if Takumi has his Special attack ready. In some situations, this could put you into a win-win situation, where Takumi can safely attack and KO every enemy on player phase while being able to safely deal with any attacker on enemy phase thanks to Vantage. Luna is a strong special option for him, allowing him to halve the enemies defenses for that attack. His default Vengeance can also work, but the requirement to be low on health means putting Takumi in a lot of danger if you want the most power possible.

Forging the Fujin Yumi for Speed is a good option, granting Takumi some bonus Speed in order to help him avoid being double attacked by enemies. You could also forge for the Grimoire effect, but this requires Takumi to be healthy, making it a less ideal choice in this setup. Forging the Fujin Yumi is not mandatory for this build to work but it is recommended.

The C slot skill is up to player preference. His default Threaten Spd makes for a safe and cheap option which helps reduce the risk of Takumi getting doubled. However, if something else works better for you, feel free to swap it out for your own choice of C slot. Having a Attack Sacred Seal will boost Takumi's damage output and subsequently increase his chances of obtaining a KO with Vantage. A Speed Sacred Seal is also a good option to increase Takumi's doubling potential.

You’ll never hit this target! (Mobile Archer)
Fujin Yumi (+Eff) A Atk/Spd Bond 3
Alternate: Close Counter
Reposition B Escape Route 3
Alternate: Vengeance
C Drive Spd 2
Alternate: Threaten Spd 3
SP1,605SSpeed +3

Show Explanation/Analysis
  • Preferred Nature: +SPD or +ATK / -RES

  • Weapon: Fujin Yumi (+Eff)

  • Assist: Reposition / Flexible

  • Special: Luna / Vengeance

  • Passive A: Atk/Spd Bond / Swift Sparrow / Close Counter

  • Passive B: Escape Route / Wings of Mercy

  • Passive C: Drive Spd / Threaten Spd / Flexible

  • Sacred Seal: Speed +3 / Attack +3

A build designed to make the most of the Fujin Yumi’s new Grimoire effect, this makes Takumi into an extremely mobile unit.

The Fujin Yumi’s special forge allows him to teleport next to any unit within 2 spaces if he is above 50% HP, the same effect as Halloween Nowi’s Grimoire Tome. This also comes with the ability to pass through forests as if they were open tiles when above 50% HP, an effect every Fujin Yumi forge gets. When used in combination with Escape Route, Takumi will be able to teleport next to units within 2 spaces when above 50% HP and then able to teleport next to any unit regardless of distance when below 50% HP, giving him extremely mobility.

Atk/Spd bond will boost Takumi’s offensive capabilities. Since he will most likely be teleporting adjacent to an ally to attack, he makes great use of this skill. Swift Sparrow provides a similar power boost on player phase, but also doesn't require an adjacent ally. His default Close Counter also works as a budget option, allowing him to retaliate at melee range. Wings of Mercy could also be used as an alternative to Escape Route, but this skill does rely on Takumi’s allies being damaged. The C slot is incredibly open. Since he'll likely be always near opponents, he can make great use of Drive skills such as Drive Spd in order to boost his allies. Threaten Spd is his default C slot, but it is only a possible option because of that. A Speed or Attack Sacred Seal helps with Takumi's offensive potential.


Once the bane of everyone’s existence, Takumi has since fallen from his pedestal as the king of archers. Other powerful archers such as Brave Lyn, Bride Cordelia and Innes have since entered the battlefield. This doesn’t mean Takumi is no longer viable. He still sports fairly good offensive capabilities, is the sole carrier of the Close Counter skill and thanks to forging, his Fujin Yumi finally got the effect it truly deserved.

At 32 Attack and 33 Speed, Takumi sports good offensive stats. Combined with the Fujin Yumi with a might of 14 and Takumi will hit fairly hard. His default Close Counter skill also allows him to retaliate against any unit which attacks him at melee range, which can sometimes make him quite difficult to safely attack. The weapon refinery now also lets him forge the Fujin Yumi. All forges give him the innate ability to pass over forests as in they were nothing while he’s above 50% HP. In addition tom the regular stat forges, he can also get a special forge which allows him to teleport next to any ally within 2 spaces when he is above 50% HP, allowing him to be very mobile.

Takumi’s defensive stats are quite poor though, especially his Resistance. With a Resistance stat of 18, Takumi is very susceptible to mages and dragons, especially should it be a mage with a Raven tome. His Defense of 25 is also decent at best. Luckily, his HP pool is fairly good at 40 HP. He also faces heavy competition from the aforementioned archers such as Brave Lyn and Bride Cordelia who boast better offensive stats.

All in all, Takumi is a powerful archer who has had new life breathed into him thanks to the Weapon Refinery. He still may not be at the peak he once was, but Takumi remains a strong choice for a colourless unit.


Good offensive stats

At 32 Attack, Takumi hits fairly strong, particularly with a Brave Bow or his Fujin Yumi. His Speed of 33 is also decent, allowing him to avoid some doubles from faster units.

Close Counter as a natural skill

Takumi comes naturally with Close Counter, allowing him to retaliate against any foe who attacks him at melee distance. This also makes him very valuable for Skill Inheritance given that you can use him if you want to inherit Close Counter to another unit.

Forgeable Fujin Yumi

The default Fujin Yumi is nothing special, simply granting the Pass 2 skill to Takumi. However, when Forged, all variants grant Takumi with the ability to pass over forests with no penalty when he is above 50% HP. The Fujin Yumi also has a special variant which allows him to teleport next to any unit within 2 spaces when he is above 50% HP. You can also choose simple stat boosts if you would rather boost one of his stats and his HP.


Very poor Resistance

At 18 Resistance, Takumi is very susceptible to mages. He also cannot handle Dragons very well as their breath attacks deal magical damage.

Other archers offer heavy competition

Since the release of Heroes, many powerful new archers have been added such as Brave Lyn, Bride Cordelia, Innes and Leon. Brave Lyn and Bride Cordelia in particular are very popular and powerful offensive archers, both boasting higher Attack and Speed than Takumi.

Team Options

Takumi’s biggest weakness is magic, particularly raven tomes. Beyond that, Takumi has no particular weakness to any color given he is a colorless unit. Takumi will appreciate teammates who can competently handle magic.

  • Distant Counter melee units: Being able to counterattack at a distance, DC units can be used to bait mages that would otherwise threaten Takumi. Legendary Ike, Nowi, and LA Hector are three examples of units who come with Distant Counter naturally and can competently handle both physical and magical threats from the color they are advantageous against.

  • Mages: In general, both offensive and defensive mages make for great partners to Takumi. Most mages can help handle armored units that Takumi may struggle denting while also being capable of baiting mages. Celica, SM Eirika, Linde, Delthea, Nino, and Spring Sharena are just a few examples of powerful mages that pair well with Takumi.

  • Colorless Magical Counters: Not being bound by the Weapon Triangle, colourless magical counters such as Faye, Halloween Sakura, and Felicia can cover for Takumi's major weakness. Faye boasts high Resistance which can be boosted even further with Distant Defense and the Guard bow, making her a great magic counter which even raven users can struggle against. Halloween Sakura possesses high Resistance than Faye, though it can’t be boosted quite as much as Faye can. However, Sakura also does come with the Kitty Paddle which deals effective damage against mages. Finally, Felicia also possesses the highest Resistance of the three and can deal with magic users extremely well thanks to Felicia's Plate granting extra Special cooldown against mages.


Given his poor resistant, it should be no surprise that Takumi fares poorly when under fire by magic. He can also struggle to KO certain bulkier units, especially ones able to retaliate against him.

  • Powerful Mages: Mages of any color such as Celica, Reinhardt, Linde, and Nino can deal a lot of damage to Takumi thanks to his poor Resistance. These four for example are all capable of a ORKO against Takumi with little investment.

  • Physically Bulky Units: Enemies with good physical bulk such as Hector, Zelgius, and Winter Tharja will be hard for Takumi to KO efficiently, especially high Defense units such as these three who all come naturally with the ability to retaliate at range.

Weapon Skills

Weapons SP Rng. Mt.
Iron BowEffective against flying units.
Only Inheritable by Bow users.
50 2 4
Steel BowEffective against flying units.
Only Inheritable by Bow users.
100 2 6
Silver BowEffective against flying units.
Learns by default at 4 ★
Only Inheritable by Bow users.
200 2 9
Fujin YumiEffective against flying units. Unit can pass though foes if own HP ≥ 50%.
Learns by default at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
RetributionBoosts damage dealt to foe by 30% of damage dealt to unit.
Learns by default at 4 ★
Non-inheritable by Staff-wielding units.
100 3
VengeanceBoosts damage dealt to foe by 50% of damage dealt to unit.
Learns by default at 4 ★
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Close CounterEnables unit to counterattack regardless of distance to attacker.
Unlocks at 5 ★
Ranged Weapon Users Only
Threaten Spd 1Inflicts Spd-3 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 4 ★
Inheritable by all units.
Threaten Spd 2Inflicts Spd-4 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 4 ★
Inheritable by all units.
Threaten Spd 3Inflicts Spd-5 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 5 ★
Inheritable by all units.

Other Info

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