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+def -res or +res -hp summer tiki?

Would you guys go with +def -res or +res -hp summer Y!tiki? I feel like +def is a better boon but -hp is a better bane.

point 1: res is a superbane which brings her down to 22 res, making distant counter weaker
point 2: +def boosts her ignis damage, and defense is one of her stronger skills
point 3: -hp is a better bane than res, and +res would help her with mixed tanking

I don't know what to do.

Asked by mootykinz5 months 1 week ago
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Answers

I'll give you some ideas and commentary on how to approach building your Tiki, but realize that in the end, it is ultimately you that decides the IV spread that is the best for your team. (I should warn you: As of late, a lot of the regulars here have expressed frustration in seeing IV posts everyday about Sum!Y!Tiki--really, any of the Summer units and other top-Tier units--, and I, myself, do not want to have to constantly deal with these posts.)

Now, +Def / -Res is really good if you only want to make her a Physically defensive wall. I think this is a viable option if you want to run her in Flier Emblem teams because a lot of Fliers tend to have low Physical bulk, but really, she can be used in teams where you lack good Physical walls. Her naturally high Spd, in conjunction with something like Hone Fliers or Goad Fliers is very great at avoiding doubles and even doubling herself. You can even run Quick Riposte with this IV spread to guarantee that she doubles and take little damage against even fast Sword units like Ayra and Karla, while also preventing them from doubling your Tiki. With this set, I highly suggest against using Distant Counter because she does have that superboon in Res and won't be able to tank Magic attacks reliably. Also keep in mind that she won't be able to deal with Dragons too well, so you might not be able to fully utilize the built-in Dragon-slaying effect.

+Res / -HP is great if you want a Mixed bulk Tiki. Unlike the previous IV spread, this one can run Distant Counter well with her 29 Res, especially after receiving Fortify or Tactic buffs, but she doesn't need to run it to perform well. With higher Res, she is quite capable of dealing with Dragons more effectively, mainly Myrrh and Grima, and can make great use of the Dragon-slaying effect. She still has a lot of Spd, so the above set-up still works for this one. As for teams, I think this one is slightly more flexible because she can be used to tank both sources of damage, or if you really need a Dragon counter.

Hopefully, you can take some of this knowledge with you to make some of these decisions yourself in the future! ^.^

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While I appreciate the advice, the last sentence is not needed. I've never made a post like this before, and I am well enough able to make decisions on my own (as I always have). However, in this case I wanted other opinions because I am actually torn. It's not like I just posted this without giving it any thought.

I am starting to lean towards +res, but arena doesn't really have a lot of mages in t20 and if the ones that exist are typically blue, which a +res boon isn't very useful for anyway. Additionally, she already slaughters grima and myrrh, so +res isn't a huge help there. DC should help her with archers regardless, especially with +def, along with everything else in her kit. It really seems like a toss-up. Either make her better at what she is good at and make her useless against magic, or make her able to deal with red and green mages better (really just W!tharja and the occasional lilina if we're talking about arena)

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I apologize if that last sentence rubbed you the wrong way--I didn't mean to devalue the thought that you put into deciding which IVs to go for. (It's just that I've noticed way too many posts about these types of units, and it just gets a bit frustrating questions regarding IVs every other post or so. I hope you understand. >.< )

Anyway, you do bring up a lot of good points regarding +Def being more useful in the highest Tiers, where Melee Armor run rampant. But +Res is still pretty useful for baiting out Dragons that you cannot initiate against--perhaps a Nowi if you do not have a dedicated Blue check or your other units can't initiate or tank her attacks for whatever reason. (I don't know if you ever necessarily come across these situations, but it may be possible sometime in the future.)

May I ask if you plan on just using Tiki for Arena Assault? (I'd assume so if you are playing in Tier 20, but I want to make sure.)

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She looks pretty solid. Give her buffs, and she'll be able to tear teams apart.

Though, I think that Iote's Shield is going to be more useful as a seal over Close Def because it would negate her Bow weakness, and it does justify using Distant Counter better.

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Unfortunately there's only one of those and it's on Myrrh, and DD is on my +10 Nowi, so I figured CD was the way to go. You make a good point about it hindering her ability to counter bows but like sure I can take it from Myrrh, then I've effectively just traded units lol

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Oh well mine is +res -spd. I did qr3, hone atk 3 and will put aether on mine. Her A slot is fury 3. Hope it helps for you but feel free to go over different skill options. I say do +def -res.Her refine fixes her hp with +5.

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