Tiki (Young)

Overall Rating
Analysis by takaminacchan
Tiki (Young) - Dragon Scion


Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
HP 41
ATK 31
SPD 30
DEF 32
RES 29
Stat Variations
Level 1 Stat Variation
Low 14 4 3 7 6
Middle 15 5 4 8 7
High 16 6 5 9 8

Level 40 Stat Variations
Low 38 28 27 29 25
Middle 41 31 30 32 29
High 44 34 33 35 32
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.


  • +SPD makes TikiY better at not getting doubled, which greatly helps with survival.
  • +DEF also helps as it improves her physical bulk (most of her valid foes are going to be physical either way).


  • RES is somewhat indifferent. Use if it you don't have anything better.
  • Somewhat unusually, ATK boons also don't really matter as TikiY's absolute priority is survival and her damage output already sufficient at neutral nature. Still, obviously usable.


  • -HP is ideal, as TikiY actually uses every stat and this has the lowest impact on her performance.
  • Risky players might enjoy running -SPD boons, as this allows an accelerated Special charge (more units will double her). But this is the exception, rather than the norm.
Skill Sets
Red Bolt (Standard Lightning Breath)
Lightning Breath+ (+Def) A Steady Breath
Budget: Fury 3
Swap B Quick Riposte 3
Budget: Glimmer
C Threaten Atk 3
SP1,995SDistant Def 3

Show Explanation/Analysis
  • Preferred nature: +Spd/-HP / +Def/-HP/ +Def/-Spd
  • Weapon: Lightning Breath+ (+spd or +def)
  • Assist: Swap / Reposition
  • Special: Aether / Ignis / Glimmer
  • A slot: Steady Breath 3 / Fury 3
  • B slot: Quick Riposte 3
  • C slot: Threaten Atk 3 / Fortify Dragons
  • S slot: Distant Defense 3

Lightning Breath is arguably the one and only weapon Tiki should wield in most contexts. Steady Breath and Quick Riposte, likewise, are virtually set in stone - although Fury can be used instead of Steady Breath as a budget option.

This build is focused on baiting and seeks to maximize Tiki's assets. Lightning Breath allows her to retaliate against ranged units, Steady Breath provides her a much needed defensive boost while greatly accelerating her Special's charging, and Quick Riposte nearly guarantees a double hit when baiting from a good shape. Distant Defense provides specialized shielding against ranged units, and in particular turns most archers into relatively laughable jokes.

There are two approaches to Special selection - either run Aether for maximum Arena scoring and for the ability to recover health, and probably be content with it, or consider Glimmer / Ignis if you can't or won't burn an Aether fodder on Tiki.

Aether's main issue is going to be pacing - unless you bait a unit wielding a Brave weapon, you will need two engagements to fire it. This can be a good thing, as whoever you're baiting will probably be too maimed for Aether to really provide recovery either way - you should thrive to attack another foe during your next player phase.

Barring Aether, Special selection is closely tied to nature selection, and to player style. (Important: don't forget Lightning Breath slows Specials down.)

In most cases, Tiki wants to maximize either her speed or defense. Then, she should run Glimmer - the assumption is she'll get hit once (two charges, assuming Steady Breath), then hit back twice (one charge - Special charged -, then release). She doesn't care whether she gets hit once more or not. Glimmer is used instead of Moonbow as refined Lightning Breath hits the weaker defense on ranged units, thus making Moonbow much less attractive than it usually is.

Alternately, one can minimize Tiki's speed through a negative nature, in which case Ignis becomes more interesting - the engagement sequence becomes "Tiki gets hit (2 charges), she hits back once (1 charge), she gets hit again (2 charges - Special charged) and she finishes the engagement with an Ignis nuke." This is much riskier as this means Tiki will take more hits, but the damage increase is considerable.

Adept of the Flame (Triangle Adept focus)
Light Breath+ (+Spd) A Triangle Adept 3
Reposition B Renewal 3
Bonfire C Breath of Life 3
SP1,385SDistant Def 3

Show Explanation/Analysis
  • Preferred nature: +Spd/-HP / +Def/-HP
  • Weapon:
    • Light Breath+ (+Spd or +Def or +Res)
    • Lightning Breath+ (+Spd or +Def)
    • Dark Breath+ (+Spd or +Def or +Res)
    • Flametongue+ (+Spd or +Def or +Res)
  • Assist: Swap / Reposition
  • Special: Bonfire / Aether
  • A slot: Triangle Adept 3
  • B slot: Renewal 3 / Quick Riposte 3
  • C slot: Breath of Life 3 / Threaten Res 3 / Threaten Atk 3 / Fortify Dragons
  • S slot: Distant Defense 3 / Deflect Missile 3

With Triangle Adept, Young Tiki can exchange versatility with increased efficiency against green units in particular.

As there is virtually no way for any green unit to defeat Young Tiki when she's a Triangle Adept (barring the occasional rogue Cancel Affinity unit), the need to wield Lightning Breath is greatly lowered - Tiki can just tank ranged attacks and retaliate next turn. This in turn opens the door to using either Light Breath or Dark Breath (or just plain old Flametongue, if your budget is tight).

Light Breath's timing is a little awkward. In its refined form, it will apply a +5 buff to all four stats for Tiki and every ally in her vicinity (two spaces), until the beginning of their next turn. The buff is massive, but it will never be active at the beginning of one of your turns - which makes it tricky to use well. Ideally, you want to bait something green, not kill it and finish it off during your turn to re-apply the buff to Tiki's allies, potentially positioning them for further baiting.

Dark Breath is simpler to use, as the debuff it applies to foes lasts until the end of their next action (therefore covering both your entire turn and their next move). It's an extremely powerful defensive weapon, and abusing it is definitely recommended if your team has a hard time with survival.

Renewal and Breath of Life respectively provide personal and friendly regeneration, potentially keeping the entire team rolling for much longer. Threaten Res, meanwhile, makes retaliations more threatening.

Of course, nothing is keeping you from running Lightning Breath and Quick Riposte with Triangle Adept - it just produces less impressive results than it would with Steady Breath or Fury.


Although she has always been present in the game, Young Tiki has grown a lot more powerful since her inception, going from a somewhat good dragon to one of the best-rated infantry units in the game for Enemy-Phase-focus, bait-and-nuke playstyles. This is thanks to the introduction of new skills such as Steady Breath, as well as the weapon refinery which makes dragons generally more formidable by improving every single one of their Breath weapons.

Young Tiki's essential features have not changed. She has always had a high Base Stat Total made up of well-balanced stat (her lowest base stat is her resistance at 29). What has changed is the remainder of the game - and in this new game, Young Tiki turns out to be much fitter than she ever was in the old one.

  • Great base stat total for an infantry unit - she is roughly at the same level as recent power crept units such as Ayra. This makes her viable for serious Arena scoring.
  • As a dragon, she has access to refined Breath weapons as well as Fortify Dragons and Steady Breath. This makes her much harder to safely take down, as she can both resist a fair bit of beating and retaliate adequately when attacked.
  • Every refined Breath, regardless of its secondary effect, hits the weaker stat among defense and resistance when dealing with ranged units. This makes it relatively simple to deal with mages, who typically don't have balanced defenses.
  • Young Tiki's statline is perfect for merging as a long-term project. Merging typically increases bulk more than it increases offensive performance (since both HP and defense/resistance are raised, whereas only attack meaningfully increases on the side of offense), and Young Tiki really benefits from that, turning into a tiny mobile armor at higher merge levels.
  • Albeit less popular than before, Falchion remains a problem.
  • Lucina, in particular, has little difficulty disposing of Young Tiki, assuming she is well-built; 52 points in attack are enough to kill a defense boon, Dragon Fortified Steady Breath Tiki in two hits, and these two hits are usually going to happen in one engagement if it's Lucina who's attacking.
  • Naga and Divine Naga normally won't kill Young Tiki in one hit (and neither Julia nor Deirdre are going to be fast enough to double her), but they will still cripple her unless she's running Triangle Adept.
  • This fact is compensated for by the fact that Young Tiki will happily burn them back if she's running Lightning Breath and Quick Riposte, merrily ignoring their huge resistance and hitting their fragile defense instead.
  • At low merge levels, Young Tiki is somewhat underwhelming. She really needs those merges to bring her full potential out, and as a 5-star exclusive, this means she's a long-term project unless you're a whale.
  • Her balance may be seen as a problem in itself, as it essentially locks Young Tiki in a defensive playstyle focused on baiting things that shouldn't be attacking her. This means she'll need to be well-surrounded, well-supported and well-played, and this also means she virtually can't do offense.
Team Options

In most cases, you'll want to play Young Tiki in a dragon cell, usually with Fae and/or Nowi. These three kids provide colored coverage for each other, greatly improving their respective performances when used together.

Outside of dragon cells, Young Tiki is going to need a green teammate to take care of blue threats, such as Amelia or Titania; she will also require a blue teammate capable of handling Falchion wielders - for instance, Ephraim, Linde or Cordelia.


Fast Falchion wielders and strong blue attackers (especially if they're wielding the Firesweep Lance) are Young Tiki's main problem. In particular, Lucina usually nukes Tiki on the spot (especially at low merge levels) and Cordelia has no difficulty cutting through her. Reinhardt, as usual, conjures parallel bolts of lightning with his tiny hands and they do make Young Tiki disappear on the spot.

One needs to keep in mind, though - attacking Young Tiki means playing her game, and at her game, she's really strong. If you don't have a specific nuke available for her, it's much simpler to just force her to play your game instead. Bait the baiter, and she finds herself stripped of her Steady Breath and Quick Riposte, two of her most important assets.

Weapon Skills
Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Only inheritable by Dragon units.
200 1 11
Learns by default at 5 ★
Only inheritable by Dragon units.
300 1 15
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
Rising FlameBefore combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).
Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
150 4
Growing FlameBefore combat this unit initiates, foes in a wide area around target take damage equal to (unit's Atk minus foe's Def or Res).
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
300 4
Passive Skills
Passive Skills SP Slot
Armored Blow 1Grants Def+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Armored Blow 2Grants Def+4 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
Armored Blow 3Grants Def+6 during combat if unit initiates the attack.
Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
Breath of Life 1If unit initiates attack, adjacent allies recover 3 HP after combat.
Inheritable by all units.
Breath of Life 2If unit initiates attack, adjacent allies recover 5 HP after combat.
Inheritable by all units.
Breath of Life 3If unit initiates attack, adjacent allies recover 7 HP after combat.
Unlocks at 5 ★
Inheritable by all units.
Other Info
Fire Emblem: Awakening
Fire Emblem: Mystery of the Emblem
Fire Emblem: New Mystery of the Emblem
Fire Emblem: Shadow Dragon
Fire Emblem: Shadow Dragon and the Blade of Light

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