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Analysis by Wecondo12
Spring Idunn - Dragonkin Duo

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
184
HP 46
ATK 37
SPD 26
DEF 37
RES 38

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 19 8 3 6 7
Middle 20 9 4 7 8
High 21 10 5 8 9

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 43 34 22 34 35
Middle 46 37 26 37 38
High 49 40 29 41 42

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

Skill Sets

New Season, New Powercreep! (Defensive/Mixed Phase)

Build by Wecondo12
Recommended
Zephyr Breath A Distant Counter
Alternate: Sturdy Stance 3
Pivot B Special Fighter 3
Alternate: Bold Fighter 3
Noontime
Alternate: Aether
C Pulse Smoke 3
IVs

+ATK or +DEF or +RES / -SPD

SMirror Stance 2
Alternate: Quick Riposte 3

Show Explanation/Analysis

Weapon: Zephyr Breath

Assist: Pivot / Preference

Special: Noontime / Aether

Passive A: Distant Counter / Sturdy Stance 3

Passive B: Special Fighter / Bold Fighter

Passive C: Pulse Smoke / Preference

Sacred Seal: Mirror Stance / Quick Riposte

  • This build aims to take advantage of Idunn’s optimized statline and turn her into a devastating Enemy Phase threat, helped further by her Duo skill, which grants her and all allies within 5 rows and 5 columns immunity to Dragon-Effective damage for a turn while granting her an additional 6 Defense and Resistance.
  • Noontime and Aether are Idunn’s best choices of Special, as they grant her an additional layer of sustain on top of her already incredible bulk. Noontime can trigger every combat with Special Fighter, but if more damage is desired or Bold Fighter is used, Aether may be preferable.
  • For Idunn’s A slot, Distant Counter is ideal as it allows her to counterattack ranged opponents. However, she can still work well with many Defensive A slot skills, such as her innate Sturdy Stance 3.
  • Pulse Smoke is Idunn’s best choice of C slot, as it allows her to circumvent otherwise Deadly enemy specials, such as Luna.
  • For Idunn’s Sacred Seal, both Mirror Stance and Quick Riposte work well, Mirror Stance working better with Noontime, and Quick Riposte working better with Aether.

The Giving Dragon (Dragon/Armor Support)

Build by Wecondo12
Zephyr Breath
Alternate: Water Breath+ (+Def)
A Fort. Def/Res 3
Pivot B Sabotage Spd 3
Alternate: Wary Fighter 3
Moonbow C Ward Dragons
Alternate: Distant Guard 3
IVs

+ATK or +DEF or +RES / -SPD

SDistant Guard 3
Alternate: Chill Atk 3

Show Explanation/Analysis

Weapon: Zephyr Breath / Water Breath+ (+DEF/RES)

Assist: Pivot / Preference

Special: Moonbow

Passive A: Fort Def/Res 3

Passive B: Sabotage Spd / Wary Fighter

Passive C: Ward Dragons / Distant Guard / Preference

Sacred Seal: Distant Guard / Chill Attack

  • Idunn can also function as a great support unit for Dragon and Armored allies thanks to her duo skill, which allows them to negate their biggest weakness for a turn. Keep in mind that Idunn’s duo skill cannot be used on AR Defense, however.
  • Idunn’s Zephyr Breath remains an amazing option due to how much it increases Idunn’s performance in combat. However, if nothing but raw durability is desired, a Defense forged Water Breath is also a decent option.
  • For Idunn’s A slot, Fort Def/Res increases Idunn’s visible bulk significantly, which also makes her an even better user of Sabotage skills.
  • Sabotage Skills allows Idunn to debuff one of the foe’s stats by 7 as long as her Resistance is 3 points higher than the foe’s. As Idunn’s resistance already rests at a high base value of 38 on top of having a superasset, she can make great use of these skills to support her team. Wary Fighter should be used with Water Breath so that she can retain follow-up Attack negation.
  • Support skills should be used in Idunn’s C and Sacred seal to provide her team additional support. In particular, Dragon Buffs and Distant Guard can make dragon supertanks much more potent when coupled with her duo skill.

Strengths

Duo Hero

Spring Idunn is inherently advantaged as a Duo, as her status as one grants her access to an incredibly powerful Duo skill, in addition to a Duel effect for scoring in modes such as Arena(Although Idunn benefits little from this due to her high Base stat total)

Zephyr Breath

Idunn’s Zephyr Breath is also an amazing prf, inflicting atk -6, neutralizing her stat penalties, and negating the foe’s follow-ups during combat, provided she is within 2 spaces of an ally, or a field buff is active on her.

Excellent Statline

In addition to these boons, Idunn’s statline is simply excellent. Her lowest stat is her middling 26 Speed, but due to the effect of her Zephyr breath, she’ll hardly notice it. Idunn not only hits hard with her base 37 Attack, but is also incredibly tanky due to her relatively high HP and great Defense and Resistance, and on top of this, both of her Defensive stats receive a 4 point increase instead of the usual 3 as an Asset.

Weaknesses

Effective Damage

While Idunn’s Duo skill allows her to circumvent this weakness to some extent, she’s still highly susceptible to effective damage when her Duo skill isn’t active due to her status as an Armored Dragon, leaving her weak to both Armored and Dragon effective damage.

Poor Mobility

As an Armored unit, Idunn’s base mobility is quite low, and as such she will struggle to move across the map without team support such as Armor March or a Guidance Flier.

Duo Skill

Grants Def/Res+6 and the following status to unit and allies within 5 rows 5 columns centered on unit for 1 turn: "Neutralizes 'effective against dragons' bonuses and 'effective against armored' bonuses."

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
Zephyr Breath

Effective against armored foes.

Grants Res +3.

If a bonus granted by a skill like Rally or Hone is active on unit or if unit is within 2 spaces of an ally, neutralizes unit's penalties and inflicts Atk -6 on foe during combat, and foe cannot make a follow-up attack.

If foe's Range = 2, calculates damage using the lower of foe's Def or Res.
 

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

Special Skills

Special Skills SP Turns
Chilling Wind

Boosts damage dealt by 50% of unit's Res.

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
100 4
Iceberg

Boosts damage dealt by 50% of unit's Res.

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Fierce Stance 1

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

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

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

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

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

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

If foe initiates combat, grants Atk/Def +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
Vengeful Fighter 1

If unit's HP ≥ 90% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Unlocks at 3 ★
60
B
Vengeful Fighter 2

If unit's HP ≥ 70% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Unlocks at 4 ★
120
B
Vengeful Fighter 3

If unit's HP ≥ 50% and foe initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Unlocks at 5 ★
240
B
Spur Atk 1

Grants Atk+2 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 1 ★
50
C
Spur Atk 2

Grants Atk+3 to adjacent allies during combat.

Inheritable by all units.
Unlocks at 2 ★
100
C
Goad Dragons

Grants Atk/Spd+4 to dragon allies within 2 spaces during combat.

Only inheritable by Dragon units.
Unlocks at 4 ★
200
C

Other Info

Origin
Fire Emblem: The Binding Blade

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