“ | 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.
Gallery
Notable Matchups
Notable Victories:
Notable Losses:
Inconclusive Matches:
References
- ↑ Fire Emblem Heroes - Xenologue 1: Detached Princess
- ↑ Fire Emblem Heroes - Tempest Trials: To Die on the Battlefield
- ↑ Fire Emblem Fates: Revelation - Chapter 26: The Vallite King
- ↑ 4.0 4.1 Fire Emblem Heroes - Forging Bonds: The Sworn Oath
- ↑ Fire Emblem Heroes - Sophia: Nabata Prophet - LV. 40 Conversation
- ↑ Fire Emblem Heroes - Naga: Dragon Divinity - Status page
- ↑ Fire Emblem Heroes - Book III Movie
- ↑ Fire Emblem Heroes - Xenologue 2: The Brink of Chaos
- ↑ Fire Emblem Heroes - Tempest Trials: Invisible Ties
- ↑ Fire Emblem Heroes - Tempest Trials: Mirage Vortex
- ↑ Fire Emblem Heroes - Tempest Trials: Resonating Fangs
- ↑ Fire Emblem Heroes: Book III - Chapter 13-1: Obey Me
- ↑ Fire Emblem Heroes: Book IV - Chapter 8-1: Nectar's Sweet Scent
Discussions
Discussion threads involving Kiran |