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Kiran Custom 0 Heroes
My name... is Kiran!

Summary

Kiran is a protagonist in Fire Emblem Heroes. They originate from the World of Steel, a world that vastly resembles our own world. Desperate for help, Anna preformed a ceremony using the Breidablik, which summoned Kiran. Soon after being summoned, Embla soldiers attacked the two. Believing Kiran to be defenseless, Anna entrusts them with the Breidablik, and tells them to run. However, it turns out that Kiran is capable of using the Breidablik, and fires a version of Takumi out of it, who helps Anna defeat the soldiers. Stuck in the World of Zenith, Kiran then joins the Order of Heroes as the Summoner

Powers and Stats

Tier: 2-A

Name: Player chosen, default name is Kiran

Origin: Fire Emblem

Gender: Player Chosen

Age: Unknown

Classification: Human, Summoner, Great Hero, Member of the Order of Heroes

Powers and Abilities:

Abilities: Superhuman Physical Characteristics, Genius Intelligence, Weapon Mastery (of Guns, Tomes, Swords, Axes, and Lances), Energy Projection (via Breidablik), Ice Manipulation (The Rite of Frost imbued Breidablik with the power of ice. Glacies spreads ice upon a hit), Poison Manipulation (via Poison Strike), Teleportation (via Escape Route, and Wings of Mercy), Power Nullification (Can passively prevent the enemy from making follow-up attacks, and counterattacking, and nullifies effects that prevent their own. The Rite of frost allowed Kiran to nullify Surtr's Múspellflame), Summoning (via Breidablik), Limited Law Manipulation, Fate Manipulation and Mind Manipulation (Heroes summoned by Kiran are automatically put under Contracts, which makes it impossible for beings to disobey their master, and can be put under control at any time[1]. Contracts also bind beings by fate, and can alter their destiny[2]), Earth Manipulation (via Atlas+), Weapon Creation (Has tomes that make magical swords fall onto the opponent), Animal Manipulation (Has various tomes that summon magical animals), Water Manipulation (via Sealife Tome+), Statistics Amplification (Has many skills that passively amplify their own, and allies stats immensely), Statistics Reduction (Has many skills that passively reduces an opponent's stats significantly), Power Bestowal (The Special Blade, and Light's Blessing instantly recharges special attacks when used. Has skills such as Close Guard, which passively grants protection against melee attacks), Damage Boost (Has various specials that boost their damage such as Astra), Light Manipulation (via Blazing/Growing Light), Durability Negation (via Aether. Has various passives and specials that deal a set amount of damage to the opponent regardless of durability), Can nigh-instantly recharge their special attacks, Status Effect Inducement (via various skills, and Charms), Electricity Manipulation (via the Electricity Charm, and Blazing/Growing Thunder), Air Manipulation (via Blazing/Growing Wind), Fear Manipulation (via the Fear Charm), Weapon Control (Seen in their weapon animation), possibly Portal Creation (Can create portals when summoning, and with the Breidablik), Can passively convert the foe's, and their nearby allies bonuses into penalties via Panic Smoke, Can convert their allies penalties into bonuses via Harsh Command+, Paralysis Inducement (via the Pressure Charm), Immortality Negation (Types 4, and 5. Capable of killing Hel, who can't die conventionally due to being the embodiment of Death), Conceptual Manipulation (Type 2. Was able to kill Hel, who is death itself. Can resurrect Hel, even after she was conceptually destroyed), Resurrection (via Light's Blessing. Stated by Anna to be capable of reviving Heroes), Can instantly wake up from a dream with the Gullinkambi, Empowerment (via Vantage), Healing (Has various healing items and skills such as Elixir and Aether.), Can prevent opponents from moving through spaces near them via Obstruct, Regeneration (Low-Mid. Renewal passively heals Kiran, which can heal stab wounds through the torso[3]), Fire Manipulation (via Bonfire), Soul Manipulation (Can utilize the Flames of Múspell via Summoner Aflame, which burns the soul.[4]), Regeneration Negation (via Fatal Smoke), Power Mimicry (Can learn any non-exclusive skill that their allies have learned), Damage Reduction (Has various skills and specials that passively reduces the damage they receive), Can restore their stamina with the Stamina Potion, Non-Physical Interaction (Can interact with abstract, and non-corporeal beings such as Hel and Sothis)

Resistances: Precognition (Sophia, who is capable of seeing the future described Kiran's future as a fog that her eyes could not pierce[5]. Kiran is the only person who's actions Naga wasn't able to predict[6]), Death Manipulation and Corrosion Inducement (Can stand close to Hel, who can passively kill everyone around her[7]), Chaos Manipulation, Space-Time Manipulation, Reality Warping and Causality Manipulation (Can withstand being in Tempest, a region of pure chaos[8]. The Tempest distorts space-time, causality[9], and reality[10]), possibly Mind Manipulation (Can go into the Tempest, which is capable of passively controlling Heroes[11]. Can harm Hardin, who has the Darksphere, which passively negates attacks via possessing the enemy's mind), possibly Law Manipulation (Should be comparable to Eir, who could betray Hel, despite her existence being synonymous with her will[12], making it impossible to opose her), Empathic Manipulation (Resisted the effects of Plumeria's lewd dream[13]), Soul Manipulation (Can survive Surtr's flames, which burns the soul.[4] They are capable of surviving without their soul)

Attack Potency: Multiverse level+ (Was able to One-shot Hel. Harnessed the power of Angrboða, who should be superior to Hel)

Speed: Superhuman travel speed with Massively Hypersonic+ combat speed and reactions (Comparable to Alfonse)

Lifting Strength: Superhuman

Striking Strength: Multiverse level+

Durability: Multiverse level+ (Harnessed the power of Angrboða, who should be superior to Hel)

Stamina: High. Can continuously fight battle after battle.

Range: Extended Melee Range with Melee Weapons, Tens of Meters with AoE Specials, Tomes, and Breidablik, Multiversal+ via Summoning, Can counterattack regardless of range via Distant Counter

Standard Equipment: The Breidablik, Orbs, Blessings, Charms, other items

Intelligence: Genius (Acts as the strategist for their many Heroes, including those talented in both strategy and combat, some of which being Robin, Byleth, and Corrin just to name a few)

Weaknesses: Kiran needs Orbs to summon heroes. They cannot choose which hero they want to summon.

Notable Attacks/Techniques:

Tomes:

  • Breidablik: A legendary relic that was entrusted to Kiran by Anna. It has the ability to summon heroes from other worlds. Grants Atk/Spd/Def/Res+4 to allies within 2 spaces, and inflicts Atk/Spd/Def/Res-4 on foes within 2 spaces.
  • Atlas+: Crushes opponents between two giant rocks.
  • Rauð/Blár/Gronnblade+: Summons magical swords that fall onto the opponent. Slows Special trigger (cooldown count+1). Grants bonus to unit’s Atk = total bonuses on unit during combat.
  • Rauð/Blár/Gronnraven+: Summons a group of magical ravens that fly from beneath the opponent. Grants weapon-triangle advantage against colorless foes, and inflicts weapon-triangle disadvantage on colorless foes during combat.
  • Rauð/Blár/Gronnwolf+: Summons a giant magical wolf head that charges the opponent. Effective against cavalry foes.
  • Sealife Tome+: Sends a wave of water, and tropical fish towards the opponent. Grants Atk/Spd+1 to allies within 2 spaces during combat.

Items:

  • Orbs: The ammo used by Kiran to summon Heroes.
  • Gullinkambi: A horn given to Kiran by Dream-King Freyr. It can return someone to the real world as long as they can picture it.
  • Stamina Potion: Restores Kiran's Stamina.
  • Light's Blessing: Resurrects all units, and instantly recharges their specials.
  • Blessings: Kiran can confer blessings to allies to grant them additional buffs.
  • Elixir: Restores 99 HP to all allies.
  • Fortifying Horn: Grants Atk/Spd/Def/Res +6 to all allies for 1 turn.
  • Special Blade: Instantly recharges specials for all allies.
  • Infantry Boots: Allows all allies to move an additional space.
  • Naga's Tear: Grants Atk/Spd/Def/Res +6 to all allies that have yet to act. Enables specials.
  • Dancer's Veil: Allows a random ally to act again.
  • Lightning Charm: Deals 20 damage to all enemies.
  • Panic Charm: All the foe's bonuses become penalties.
  • Fear Charm: Prevents the foe from counterattacking until their next action.
  • Pressure Charm: Restrict's a foe's movement to 1 space until their next action.

  • Cogent Summoner: Grants another action to My Summoner that has already performed an action.
  • Ebon Summoner: Inflicts Atk/Spd/Def/Res-8 on foes within 5 rows and 5 columns centered on My Summoner through their next actions.
  • Shining Summoner: Grants Atk/Spd/Def/Res+8 to allies within 3 spaces of My Summoner for one turn.
  • Summoner Aflame: Deals 50 damage to foes within 5 rows and 5 columns centered on My Summoner.
  • Vital Summoner: Restores 50 HP to My Summoner and allies within 3 spaces of My Summoner.
  • Winged Summoner: My Summoner and allies within 2 spaces of My Summoner can move 1 extra space. (That turn only. Does not stack.)

  • Harsh Command+: Neutralizes target ally's penalties (from skills like Panic, Threaten, etc.) and negative status effects (preventing counterattacks, restricting movement, etc.) that last through ally's next action. Converts any penalties on target ally into bonuses.
  • Reposition: Target ally moves to opposite side of unit.
  • Smite: Pushes target ally 2 spaces away.
  • Swap: Unit and target ally swap spaces.

  • Armored Blow: If unit initiates combat, grants Def+6 during combat.
  • Death Blow: If unit initiates combat, grants Atk+6 during combat.
  • Atk/Def Solo: If unit is not adjacent to an ally, grants Atk/Def+6 during combat.
  • Atk/Res Solo: If unit is not adjacent to an ally, grants Atk/Res+6 during combat.
  • Atk/Spd Solo: If unit is not adjacent to an ally, grants Atk/Spd+6 during combat.
  • Breath of Life: If unit initiates combat, restores 7 HP to adjacent allies after combat.
  • Chill Atk: At start of turn, inflicts Atk-7 on foe on the enemy team with the highest Atk through its next action.
  • Chill Def: At start of turn, inflicts Def-7 on foe on the enemy team with the highest Def through its next action.
  • Chill Res: At start of turn, inflicts Res-7 on foe on the enemy team with the highest Res through its next action.
  • Chill Spd: At start of turn, inflicts Spd-7 on foe on the enemy team with the highest Spd through its next action.
  • Close Guard: Allies within 2 spaces gain: "If foe uses sword, lance, axe, dragonstone, or beast damage, grants Def/Res+4 during combat."
  • Infantry Rush: Infantry allies within 2 spaces gain: "If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)"
  • Flashing Blade: If unit's Spd > foe's Spd, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
  • Heavy Blade: If unit's Atk > foe's Atk, grants Special cooldown charge +1 per unit's attack. (Only highest value applied. Does not stack.)
  • Mystic Boost: Disables foe's skills that "calculate damage using the lower of foe's Def or Res" and "calculate damage from staff like other weapons." Restores 6 HP after combat.
  • Obstruct: If unit's HP ≥ 50%, foes cannot move through spaces adjacent to unit. (Does not affect foes with Pass skills.)
  • Panic Ploy: At start of turn, converts bonuses on foes in cardinal directions with HP < unit's HP into penalties through their next actions.
  • Poison Strike: If unit initiates combat, deals 10 damage to foe after combat.
  • Savage Blow: If unit initiates combat, deals 7 damage to foes within 2 spaces of target after combat.
  • Quick Riposte: If unit's HP ≥ 70% and foe initiates combat, unit makes a guaranteed follow-up attack.
  • Renewal: At start of odd-numbered turns, restores 10 HP.
  • Bonus Doubler: Grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats. Calculates each stat bonus independently.
  • Panic Smoke: Inflicts【Panic】on target and foes within 2 spaces of target after combat.【Panic】Converts bonuses on target into penalties through its next action.
  • Dull Ranged: If foe uses bow, dagger, magic, or staff, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.
  • Close/Distant Counter: Unit can counterattack regardless of foe's range.
  • Frenzy: If unit's Spd > foe's Spd, reduces damage from attacks during combat and from area-of-effect Specials (excluding Røkkr area-of-effect Specials) by percentage = difference between stats × 4 (max 40%). If unit's HP ≤ 50% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
  • Deflect Magic: If unit receives consecutive attacks and foe uses magic, reduces damage from foe's second attack onward by 80%.
  • Deflect Melee: If unit receives consecutive attacks and foe uses a sword, lance, or axe, reduces damage from foe's second attack onward by 80%.
  • Deflect Missile: If unit receives consecutive attacks and foe uses bow or dagger, reduces damage from foe's second attack onward by 80%.
  • Special Spiral: If Special triggers before or during combat, grants Special cooldown count-2 after combat.
  • Wrath: At start of turn, if unit's HP ≤ 75% and unit's attack triggers Special, grants Special cooldown count-1, and deals +10 damage when Special triggers.
  • Time's Pulse: At start of turn, if Special cooldown count is at its maximum value, grants Special cooldown count-1.
  • Vantage: If unit's HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
  • Windsweep: If unit initiates combat, unit cannot make a follow-up attack. If unit’s Spd > foe’s Spd and foe uses sword, lance, axe, bow, dagger, or beast damage, foe cannot counterattack.
  • Escape Route: If the user's HP is ≤ 50%, the user can instantly move next to an ally.
  • Wings of Mercy: If an ally's HP is ≤ 50%, the user can instantly move next to that ally.
  • Null Follow-Up: Neutralizes effects that guarantee foe's follow-up attacks and effects that prevent unit's follow-up attacks during combat.
  • Null C-Disrupt: Neutralizes effects that prevent unit's counterattacks during combat.
  • Fatal Smoke: Foe cannot recover HP during or after combat, and after combat, inflicts【Deep Wounds】on target and foes within 2 spaces of target.【Deep Wounds】Unit's HP cannot be healed through its next action.

  • Aegis: If foe is 2 spaces from unit, reduces damage from foe's attack by 50%.
  • Pavise: Reduces damage from an adjacent foe's attack by 50%.
  • Aether: Treats foe's Def/Res as if reduced by 50% during combat. Restores HP = half of damage dealt.
  • Astra: Boosts damage dealt by 150%.
  • Blazing Flame/Light/Thunder/Wind: Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).
  • Galeforce: If unit initiates combat, grants unit another action after combat. (Once per turn.)
  • Miracle: If unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.

  • Gallery

    Notable Matchups

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    References

    1. Fire Emblem Heroes - Xenologue 1: Detached Princess
    2. Fire Emblem Heroes - Tempest Trials: To Die on the Battlefield
    3. Fire Emblem Fates: Revelation - Chapter 26: The Vallite King
    4. 4.0 4.1 Fire Emblem Heroes - Forging Bonds: The Sworn Oath
    5. Fire Emblem Heroes - Sophia: Nabata Prophet - LV. 40 Conversation
    6. Fire Emblem Heroes - Naga: Dragon Divinity - Status page
    7. Fire Emblem Heroes - Book III Movie
    8. Fire Emblem Heroes - Xenologue 2: The Brink of Chaos
    9. Fire Emblem Heroes - Tempest Trials: Invisible Ties
    10. Fire Emblem Heroes - Tempest Trials: Mirage Vortex
    11. Fire Emblem Heroes - Tempest Trials: Resonating Fangs
    12. Fire Emblem Heroes: Book III - Chapter 13-1: Obey Me
    13. Fire Emblem Heroes: Book IV - Chapter 8-1: Nectar's Sweet Scent

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