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Quick Riposte on S!Y!Tiki... Why?
So can anyone please go into detail on why people seem to believe QR is the best B skill for the fastest dragon in the game? Yes, she has an accelerated cooldown when attacked, but when she's got +Spd (My main complaint that pretty much anyone I run into has +Spd AND QR) there aren't going to be many units that prevent you from doubling. If you do get doubled, 90% of the time it'll be a unit with bold fighter that you'll automatically double back OR a speedy sword unit, I have yet to see anyone running swordbreaker.
If you get unlucky and she's -Spd, QR is definitely one of the best options, but seeing these Tikis with the ability to receive hone buffs from an ally while having +Spd, while +10, while having QR is driving me mad. Granted it's free arena points, just confused as to why.
So please, if I'm missing something obvious point it out.
Answers
I don't remember seeing QR as the "best" B skill for Tiki, but I do see the logic in that even when you have a +spd Tiki.
The thing is, that IS is pushing fast units right now and all the speed thresholds for non-armored units have been pushed much higher. From my experience, you can consider 36-40spd as "ok", because a lot of new heroes nowadays start at higher speed points (take the summer units as an example). In this case, qr will be good against some of the faster axe users that exist and it's also good against other summer young Tikis. This all only gets accelerated with merges and available buffs, because the enemy has access to those as well.
So even though QR might not be the best skill for +spd Tiki, it will still be useful in those neutral cases against 36spd+ units.
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Summers Breath has built in Vengeful Fighter ( but without the follow up attack) so QR would make the skill more effective as if a foe ( Fast or Slow) attacks Tiki she will obviously Counter by attacking again. This will help her when you start seeing +10 merged Mias', Karlas' and Ayras' with 45+ Spd, while taking advantage of QR she could probably defeat those specific foes in the enemy's phase. This means that her Special cooldown will be faster and she can run DC and Aether more effectively due to the Vengeful Fighter effect in the weapon.
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I don't have a Sum!Y!Tiki, so I can't comment about her specifically, but I do have a Fae that can reach the same exact Spd stat as a +Spd Sum!Y!Tiki at base. (+Spd with Spd refine, Fury, and Spd +3 seal to reach 40 Spd at no merges.) Here is what I found:
Having more Spd on Dragons is more of a defensive measure than it is to guarantee doubles. With 40 Spd base, your unit can avoid doubles from all units with 44 Spd or less, meaning that even a +Spd boon Karla cannot double her before Even Spd Wave. While Swordbreaker does guarantee that Sword units can't follow-up and you can double, you are still ignoring plenty of fast units that aren't Swords like SF!Nino, Ishtar (not that you really want to put Tiki in range of her), and anyone else with good Spd that carries Darting Blow, Swift Sparrow, Life and Death, etc. With Quick Riposte in conjunction with +Spd, she can double everyone and avoid being doubled by all of the fastest units in the game with little or no Spd support from her allies.
If Tiki carries something like Aether, this means that she can tank one attack, retaliate twice, then have the skill ready for the next fight, which can heal her back to full / near full (at least enough for QR to still work) if she attacks the right unit. Then, she can continue on like this for the entire match. This +Spd boon might be less useful in the highest of Tier 20, where only Armor exists and carries Bold Fighter, but everywhere else, it is pretty solid.
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Unless you're in the top places of arena where you encounter only armored units i'd say that QR is the best option if you don't have a +spd IV.
She has base 37 spd which is enought to prevent doubles but it's not nearly enought to double the enemy since in the currently most character run around with high spd that normally is higher that Tiki if you exclude slow tanks
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I can see both an argument for and against QR. Nowadays it's hardly absurd to use QR with 40 spd - numerous melee units can reach 40 spd or very close; natural doubles are harder and harder to find even for glass cannons. QR is the solid option - basically, you're saying "all I need to do is block your double."
The ambitious try is to have chill spd either on her or on a teammate and go for the natural double. Now she effectively has 47 spd against the fastest member of the opposing team (not to mention that chill spd is really annoying to deal with unless you have harsh command, so it's a good idea on arena def), and two flier buffs will put her at 55+ spd, which should be enough even against stuff like +spd Karla, buffed SF Nino, and high-merge Nino (supposing Nino doesn't fall in one hit, which is very plausible).
Now, if you don't have chill spd, Tiki needs either +12 to +14 flier buffs, or merges and summoner and ally support to make up for some of it, or you need to accept that she's going to have draws against the spd tier of Ayra and Karla and a lot of glass cannons (which could get really dangerous if the opponent has a dancer), or you need to take QR. So QR is a very strong option if you don't have flying Olivia or don't want to double up on reds and lack chill spd fodder.
If you want to look at specific numbers, I did a little study on this shortly after flying Tiki was released:
https://fireemblem.gamepress.gg/q-a/trying-double-fast-units-naturally-chill-spd
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