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Analysis by MackerelPye
Mila - Goddess of Love

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
172
HP 41
ATK 37
SPD 17
DEF 40
RES 37

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 18 10 3 9 6
Middle 19 11 4 10 7
High 20 12 5 11 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 37 34 13 37 34
Middle 41 37 17 40 37
High 44 40 20 44 41

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Most Assets are actually fine on Mila from a performance standpoint besides Speed (for obvious reasons). To consistently conquer stat comparisons (especially where Mila's Turnwheel, Pulse Tie skills, Sabotage skills, and Sudden Panic are concerned), however, users will want to seek defensive Assets: +Def or +HP preferably.

Skill Sets

Abundant Hope (Maximum Defense / Turnwheel Support)

Build by MackerelPye
Recommended
Nurturing Breath A Fort. Def/Res 3
Alternate: Fortress Def 3
Smite
Alternate: Reposition
B Sabotage Atk 3
Alternate: Def/Res Link 3
Bonfire
Alternate: Moonbow
C Mila's Turnwheel
IVs

+DEF / -SPD

SFortress Def 3
Alternate: Def/Res 2

Show Explanation/Analysis

Weapon: Nurturing Breath

Assist: Smite / Reposition

Special: Bonfire / Moonbow

Passive A: Fort. Def/Res / Fortress Def / Fury

Passive B: Sabotage Atk / Def/Res Link / Wings of Mercy / Other Link or Sabotage Skills

Passive C: Mila's Turnwheel

Sacred Seal: Fortress Def / Def/Res 2

  • Mila's Turnwheel is the focal point of the build as well as essentially the main reason most players would use its namesake goddess.
    • The Isolation effect shuts down enemy units reliant on their Assist skill in cardinal directions, making AR Defense setups such as Rally/Restore trapping significantly easier to approach and strategize around. Note that this isn't an instant solution to absolutely any map and you'll still have to do quite a bit of strategizing and teambuilding yourself.
    • Additionally, though good players will normally finish under 7 turns, the additional +1 Turn Limit generally allows more time to breathe and strategize against exceptionally stressful map setups—especially when you're also attempting to target Aether Pot structures.  
  • As potent as Mila's Turnwheel is, can be played around by utilizing high Defense combat units and dancers on Aether Raids Defense. To circumvent the possibility of such setups whenever they occur, using skills that raise Mila's visible Defense as much as possible is recommended.
    • Fortress skills offer the highest visible Defense padding out of other skills currently in the game. Fortress Def is easily accessible in both the A and Sacred Seal slots. For optimization's sake, Fort. Def/Res can be considered as it grants a higher Defense padding of +6, as well as additional Resistance which is ideal for setups utilizing Sabotage skills.
    • Fury is a budget option for those wanting to increase Mila's Sabotage potential while keeping her Attack pristine. However, the additional Speed is effectively useless, the all-around stat padding is less potent than Fort. Def/Res (+3 or+4 vs +6), and Mila will less than likely see combat at any rate. For similar purposes, Def/Res 2 as the Sacred Seal can be considered.
  • Other parts of the build contribute to Mila's support potential.
    • Nurturing Breath grants a nice +3 Defense to complement Mila's Turnwheel as well as a map-wide stat spectrum spur of +2. While this isn’t especially potent on its own, it stacks with other potent in-combat support skills granted by other units. Every bit of stats you can build up helps for your carry unit!
    • Smite gives Mila a proactive support option by pushing an ally of choice into desired enemy territory at a decent range. This serves to safely test traps and reach certain structures or enemies more quickly. Reposition is just as useful if you want Mila to draw her ally away from enemy range instead.
    • For the B slot, Link skills are a nice complement to Mila's chosen movement assist as she is able to grant meaty stat bonuses to an ally of choice while providing movement utility. Otherwise, Mila's default Sabotage Atk or other skills in the Sabotage tree is just as good for providing passive debuff support, though they do require a bit of Resistance investment. Wings of Mercy is a more proactive option, giving Mila a means of teleporting and thus either providing movement support or hitting some enemy in an emergency.   

Health and Salvation (Maximum HP / Specialized B Slot Support)

Build by MackerelPye
Lightning Breath+ (+Def) A HP/Def 2
Alternate: HP +5
Smite
Alternate: Reposition
B Even Pulse Tie 3
Alternate: Sudden Panic 3
Moonbow
Alternate: Bonfire
C Mila's Turnwheel
Alternate: Infantry Pulse 3
IVs

+HP / -SPD

SHP/Def 2
Alternate: HP +5

Show Explanation/Analysis

Weapon: Lightning Breath+ (+Def)

Assist: Smite / Reposition

Special: Moonbow / Bonfire

Passive A: HP/Def 2 / HP +5

Passive B: Even Pulse Tie / Sudden Panic / Odd Pulse Tie

Passive C: Mila's Turnwheel / Infantry Pulse

Sacred Seal: HP/Def 2 / HP +5

  • Mila can provide other unique means of support by utilizing an HP-based B slot passive skill.
    • In particular, the Pulse Tie skills help significantly in deconstructing AR Defense setups reliant on stacking Infantry Pulse multiple times to precharge Specials. If you manage your turns correctly, your combat units will have significantly more breathing room to fight against these teams.
      • The Even version is preferred as it activates right after Infantry Pulse triggers on the enemy's first turn. Thanks to Mila's Turnwheel extending the Turn Limit (in this case, assume only a single Mila is used and thus the limit is 8 instead of 7), Mila also technically has four chances to use it as opposed to only three from the Odd version.
    • Sudden Panic does a similar job against enemy units that support each other adjacently with visible stat bonuses. It is a neat option especially if you're currently not using the Panic Manor in AR Offense to make additional setup room for your units.
  • To maximize the potency of the aforementioned B slot skills, Mila must run as much HP investment as she can get her broken dragon hands (haha controversial art joke) on. Seeing as Mila only starts with 41 HP and cannot benefit from Mythic stat blessings, maximizing her HP is even more of upmost importance—especially versus Defense units with increased HP from Dark blessings.
    • An HP Asset is obvious for a maximum HP setup.
    • Running simple HP stat skills is the way to go for both Mila's A and Sacred Seal slots. While HP +5 technically maximizes HP skill potency, it is also important to maintain Mila's Turnwheel conditions—Mila's visible Defense must be greater than enemy Defense to work. Therefore, HP/Def 2 is preferred as it sacrifices only a slight amount of HP for better Turnwheel potency.
    • Replacing Mila's unique Breath weapon might be considered sacrilege, but for the purposes of this build, replacing it a generic Defense-refinable Breath actually gives great visible stat gains in both HP and Defense. Specifically, Mila benefits from an additional +5 HP as well as a slightly higher +4 Def compared to Nurturing Breath, which serves to improve the potency of Pulse Tie, Sudden Panic, and Mila's Turnwheel.
  • Infantry Pulse deserves a passing mention as a C slot option for precharging key members of an infantry-based team, especially those utilizing Galeforce or AOE Specials. However, the sheer utility of Mila's Turnwheel is almost too good to pass up and should only be replaced if your team in question truly benefits from it.

Strengths

Mila's Turnwheel's Practical Benefits

The very first sight of this C slot passive makes players even particularly invested in their Aether Raids Defense panic quite a bit. This is significantly in part due to its cardinal debuff effect; by inflicting Isolation on key enemies—especially refresher units with Dance or Sing or Gray Waves—the opposing team becomes significantly easier to take down. Additionally, an additional turn to the Turn Limit can be handy in some cases, especially when attempting to break Aether structures before finishing off the last enemy.

Nurturing Breath

Toss away your Marths, everybody!

(No, seriously, don't do that.)

With Nurturing Breath, Mila provides basically the same stat spectrum Drive skill functionality as refined Archanean Falchion with an even bigger range: 7 rows and columns around herself. In other words, Mila makes her allies more powerful merely by existing on any Aether Raids map, and this becomes more potent when stacked with other in-combat support skills, including Distant Guard, Drive Atk, Brave Lucina's Geirskögul, male Corrin's Yato, and Peony's Flower of Joy.

Light Mythic Unit Advantages

As an Offense Mythic unit, Mila's very presence on your Light Offense teams offers a variety of competitive advantages. For instance, when used along with allies conferred with a Light blessing, these allies are granted substantial stat boosts—+5 HP and +5 Def for every Mila copy deployed. The amount of Lift per offense match won also increases considerably depending on the rest of your team setup.

Role Compression

Ultimately, Mila herself is a solid support unit that can fit under most Offense teambuilding constraints due to her Offense Mythic status. For instance, she can easily take Bridal Fjorm's (the previous primary Isolation inducer) place on a Light team without incurring Lift losses or significantly messing up teambuilding synergy.

Infantry Perks

As a fourth-generation infantry unit, Mila boasts a whopping 172 BST and nice defensive stat distribution as a result, enabling decent survivability should she be forced to engage in combat. Additionally, her infantry status allows for standard two-space movement while also granting access to a number of neat exclusive skills, including Sudden Panic and the Pulse Tie tree.

Weaknesses

Passivity / Below-Average Combat Potential

Having so many great supporting properties unfortunately doesn't leave much room to invest for Mila's combat potential.  While Mila's nice BST and stat distribution makes this conclusion seem inaccurate, she is rather support-focused in the first place—this is made further evident by her base skills and gameplay concept. Ultimately, to improve the potential of Mila's Turnwheel and other skills, Mila must forgo conventional selfish skills such as Distant Counter, Wrath, and many other skills in favor of stat padding. Mila's low Speed inherently offers no favors, giving her near-zero follow-up potential while exposing herself to those made by the enemy.

Light Mythic Disadvantages

As a Mythic unit, Mila can only benefit others while absolutely little else for herself. Specifically, she cannot benefit statwise from her own blessings, which doesn't factor favorably in her combat and stat comparisons.

Current Light Mythic Competition

Although Mila can make certain Defense maps trivial in Light Offense, she can be a rather difficult sell compared to the previous two Light Mythics—Eir and Peony—who already offer so much themselves (while being free to all players to boot).

Specifically, Eir already provides excellent utility through her great combat potential, access to Disarm Trap, Sparkling Boost, and various offensive and supportive dagger weapons depending on your needs. Peony having access to a special Dance also makes her difficult to replace on many Light teams. Finally, both are more easily able to snipe certain defensive structures thanks to themselves being ranged attackers while having arguably more useful stat blessings in Speed or Resistance.

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Learns by default at 1 ★
Unlocks at 1 ★
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Learns by default at 3 ★
Unlocks at 2 ★
Only inheritable by Dragon units.
100 1 8
Flametongue
Learns by default at 4 ★
Unlocks at 3 ★
Only inheritable by Dragon units.
200 1 11
Nurturing Breath

Grants Def+3.

If foe's Range = 2, calculates damage using the lower of foe's Def or Res. Grants Atk/Spd/Def/Res+2 to allies within 7 rows and 7 columns centered on unit during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally Defense

Grants Def+4 to an adjacent ally until the end of the turn.

Learns by default at 4 ★
1 150
Rally Def/Res

Grants Def/Res+3 to an adjacent ally until the end of the turn.

1 300
Rally Def/Res+

Grants Def/Res+6 to an adjacent ally until the end of the turn.

1 400

Passive Skills

Passive Skills SP Slot
Warding Stance 1

If foe initiates combat, grants Res+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 2 ★
50
A
Bracing Stance 1

If foe initiates combat, grants Def/Res+2 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 3 ★
120
A
Bracing Stance 2

If foe initiates combat, grants Def/Res+4 during combat.

Non-inheritable by Staff-wielding units.
Unlocks at 4 ★
240
A
Bracing Stance 3

If foe initiates combat, grants Def/Res+6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Non-inheritable by Staff-wielding units.
Unlocks at 5 ★
300
A
Sabotage Atk 1

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-3 on that foe through its next action.

Inheritable by all units.
Unlocks at 1 ★
60
B
Sabotage Atk 2

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-5 on that foe through its next action.

Inheritable by all units.
Unlocks at 2 ★
120
B
Sabotage Atk 3

At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk-7 on that foe through its next action.

Inheritable by all units.
Unlocks at 4 ★
240
B
Mila's Turnwheel

At start of turn, inflicts【Isolation】on foes in cardinal directions with Def < unit's Def through their next actions.  

If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.)  

【Isolation】

Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.)

Non-Inheritable skill.
Unlocks at 5 ★
300
C
Mila's Turnwheel II

At the start of turn, grants "foe cannot make a follow-up attack" to unit for 1 turn and inflicts【Isolation】and【Guard】on foes in cardinal directions with Def < unit's Def through their next actions. 

If deployed in Aether Raids offense during Light season, grants Turn Limit+1. (If the Turn Limit is 7, it will increase to 8, etc.) 

【Isolation】

Target cannot use or be the target of Assist skills through its next action. (Target can neither use nor be the target of skills like Dance and Sing, skills that neutralize penalties, like Restore and Harsh Command+, etc.) 

【Guard】

Inflicts Special cooldown charge -1 on target per attack during combat through its next action. (Only highest value applied. Does not stack.)

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Gaiden
Fire Emblem Echoes

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