Jehanna Ike

Jehanna Ike

Blue LanceB tier

Introduction

Jehanna Ike is a character in Fire Emblem Heroes. Jehanna Ike's weapon type is Blue Lance and role is Infantry. Faction: Fire Emblem: Path of Radiance.

On our Fire Emblem Heroes tier list Jehanna Ike is B tier, 340th of the 907 characters ranked, from where 2 current tier lists put Jehanna Ike.

Is Jehanna Ike good?

Fast omnitank on lance infantry. Every phase, Swirling Lance hands Null Panic, a stricter Spd check for enemy follow-ups and Spd/Def+6 to him and nearby allies, and in combat he gets strong stats, Spd-based true damage and damage reduction, and damage reduction piercing. Aether's Path hits off the foe's higher of Spd or Def and heals a flat half of his max HP, which is more dependable than other Aether variants, while blocking Guard and counter-prevention and cutting damage based on his Special charge.

The problem is competition from Attuned omnitanks such as Attuned Caeda, Attuned Eirika or Attuned Timerra, who fill the same role.

Strengths

  • Team-wide Spd/Def and follow-up protection
  • Special heals a fixed half of his HP
  • Immune to Guard and counter prevention
  • D Bonus Doubler gives him Distant Counter

Weaknesses

  • Crowded role among fast omnitanks
  • Attuned rivals stay useful in the barracks after being used as fodder

Profile

Jehanna Ike carries the title "Desert Mercenary".

Stats

  • HP41
  • Atk47
  • Spd47
  • Def36
  • Res28

At level 40 with 5 stars and neutral IVs. Each bar is measured against the highest value in the Fire Emblem Heroes roster.

Skills

5
  • Swirling Lance

    Weapon · Might 16 · Range 1

    Accelerates Special trigger (cooldown count-1). At start of player phase or enemy phase, if unit is within 2 spaces of an ally, grants Spd/Def+6, "increases Spd difference necessary for foe to make a follow-up attack by 10 during combat," and【Null Panic】to unit and allies within 2 spaces of unit for 1 turn. If unit is within 3 spaces of an ally, grants bonus to unit's Atk/Spd/Def/Res = number of allies within 3 spaces of unit × 3, + 5 (max 14), deals damage = 20% of unit's Spd (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), and reduces the percentage of foe's non-Special "reduce damage by X%" skills by 50% during combat (excluding area-of-effect Specials). 【Null Panic】 If unit is inflicted with Panic (bonuses converted into penalties), neutralizes the "converts bonuses on target into penalties" effect for 1 turn. (Even though the effect is neutralized, the Panic status remains, and is treated as a Penalty status.)

  • Aether's Path

    Special · Cooldown 4

    When Special triggers, boosts damage by 75% of the greater of foe's Spd or Def and restores 50% of unit's maximum HP. Neutralizes effects that inflict "Special cooldown charge -X" on unit, reduces the effect of【Deep Wounds】by 50%, neutralizes effects that prevent unit's counterattacks, and reduces damage from attacks by X% during combat (X = 50 - current Special cooldown count value × 10, but if unit's Special triggered during this combat, X = 50). 【Deep Wounds】 Unit's HP cannot be healed through its next action.

  • D Bonus Doubler

    A skill

    Unit can counterattack regardless of foe's range. Grants Atk/Spd/Def/Res+X to unit during combat (X = highest bonus on each stat between unit and allies within 2 spaces of unit; calculates each stat bonus independently).

  • Laguz Loyalty

    B skill

    Inflicts Atk/Spd-4 on foe during combat. If unit's max Special cooldown count value ≥ 3 and unit's attack can trigger unit's Special, or if foe's attack can trigger unit's Special, reduces the percentage of unit's non-Special "reduce damage by X%" skills by 50% (excluding area-of-effect Specials), reduces damage from foe's attacks by 20% of unit's Spd (excluding area-of-effect Specials), and grants Special cooldown count-2 to unit before foe's first attack during combat, and also, if foe initiates combat, decreases Spd difference necessary for unit to make a follow-up attack by 10 and unit deals +7 damage during combat (excluding area-of-effect Specials).

  • Time Pulse Edge

    C skill

    At start of turn, if unit's Special cooldown count is at its maximum value, grants Special cooldown count-1 to unit. Grants bonus to unit's Atk/Spd during combat = unit's maximum Special cooldown count value + 2, and also, if unit's Special cooldown count is at its maximum value after combat, grants Special cooldown count-1 to unit.

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