- Default
- Attack
- Special
- Injured




Brave Micaiah - Queen of Dawn |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 16 | 6 | 5 | 3 | 10 |
Middle | 17 | 7 | 6 | 4 | 11 |
High | 18 | 8 | 7 | 5 | 12 |
HP | ATK | SPD | DEF | RES | |
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Low | 33 | 34 | 24 | 13 | 34 |
Middle | 36 | 37 | 28 | 17 | 37 |
High | 40 | 41 | 31 | 20 | 40 |
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. |
HP | ATK | SPD | DEF | RES |
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Skill Sets
According to all known laws of aviation, there is no way Micaiah should be able to fly. (Offense)
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Light of Dawn (+Eff) | A | Sturdy Impact Alternate: Atk/Res Push 4 |
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Positional Assist | B | Yune's Whispers |
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Iceberg | C | Joint Drive Atk |
IVs | +ATK / -DEF or -HP | S | Atk/Res Solo 3 Alternate: Death Blow 3 |
Weapon: Light of Dawn(+Eff)
Assist: Positional Assist
Special: Iceberg
Passive A: Sturdy Impact / Atk/Res Push 4 / Fury 4 / Atk/Res Bond 4
Passive B: Yune’s Whispers
Passive C: Joint Drive Atk / Preference
Sacred Seal: Atk/Res Solo / Death Blow
- The way Brave Micaiah functions is largely unchanged by her refine, as it simply improves her previous role by giving her automatic follow-up attacks and improving Light of Dawn’s stat boost against debuffed foes, giving her an even bigger potential stat swing against debuffed opponents.
- Sturdy Impact is a standout option for Brave Micaiah’s A slot, as it gives her a sizeable boost to her attack and significantly increases her Defense when initiating while also preventing the foe’s follow-up attacks, improving her matchup against physical units with Distant Counter(foes Micaiah is otherwise reliant on KO’ing in a single hit, as she’s unlikely to survive an attack from them). Atk/Res Push 4 and Fury 4 as well as Micaiah’s default Atk/Res Bond are also good options, although Atk/Res Bond suffers greatly from it’s restrictive positioning requirement, so it’s only recommended if no other Player Phase skills are available.
- Yune’s Whispers is Micaiah’s best(and essentially only) B slot option, inflicting a large Attack and Speed debuff to foes adjacent to each other with 3 less Resistance than Micaiah. Yune’s Whispers also plays nicely into Light of Dawn’s debuff scaling effect, effectively giving her a +6 boost to her Attack and Speed in combat against afflicted foes.
- Joint Drive Attack gives Micaiah and her adjacent allies a +4 Attack buff, but Micaiah’s C slot is mainly up to player preference and can be swapped at will.
- Attack boosting sacred seals such as Atk/Res Solo and Death Blow are her best options as they further improve Micaiah’s damage output during Player Phase.
Micaiah, of course, flies anyway because she doesn’t care what humans think is impossible. (Defensive)
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Light of Dawn (+Eff) | A | Atk/Res Unity Alternate: Mirror Stance 3 |
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Positional Assist | B | Yune's Whispers |
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Iceberg | C | Pulse Smoke 3 |
IVs | +ATK or +RES / -DEF or -HP | S | Mystic Boost 3 |
Weapon: Light of Dawn(+Eff)
Assist: Positional Assist
Special: Iceberg
Passive A: Atk/Res Unity / Mirror Stance 3 / Distant Def 3 or 4
Passive B: Yune’s Whispers
Passive C: Pulse Smoke / Preference
Sacred Seal: Mystic Boost / Mirror Stance
- Brave Micaiah is a reasonably competent superunit thanks to her incredibly high Resistance, allowing her to serve as a solid counter to the many magic based threats present in AR, but she’ll constantly be plagued with a massive weakness to the many omnipresent sword cavalry(ie: she’s bait for Legendary Sigurd).
- Micaiah’s refined Light of Dawn is her weapon of choice as it greatly beefs up her statline during either phase while giving her automatic follow-up attacks as long as she has an ally within 2 spaces.
- Micaiah’s better off fully investing into taking on Magic using foes rather than attempting to compensate for her terrible physical bulk, as many of the threats she’d hope to take on with Defense investment will simply run her over regardless. Atk/Res Unity is the most standout option, as it gives Micaiah some much needed debuff resistance while giving her a hefty boost to her Attack and Resistance. Mirror Stance 3 and Distant Def 4 are also good options if the Guard effect or Ranged buff negation are preferred, although these skills are only active during Enemy Phase, unlike Atk/Res Unity.
- Yune’s Whispers remains Micaiah’s only truly serviceable B slot option, essentially functioning as Sabotage Atk/Spd.
- Pulse Smoke gives Micaiah extra protection against enemy specials, but it can be swapped as needed.
- Mystic Boost gives Micaiah a source of self sustain and negates adaptive damage, but self healing is less effective than it once was due to the presence of Fatal Smoke, so stat boosting sacred seals such as Mirror Stance are equally good choices.
Strengths
Refined Light Of Dawn
Brave Micaiah’s refine just lets her do what she did before but better, but with automatic follow-up attacks and a +6 boost to her stats on top of an additional +4 stat boost against debuffed foes, on top of the weapon’s pre-existing Cavalry/Armor effectiveness and stat boost equal to the foe’s penalties.
Excellent Resistance
Micaiah’s base 37 Resistance is excellent and it allows her to tank magical damage with ease, especially given further investment.
Weaknesses
Horrible Physical Bulk
Micaiah’s low base 36 HP and abysmal 17 base Defense means that pretty much anything physical can breathe on her for an easy KO. She should be kept away from physical units at all cost unless she can KO them in a single hit.
Being a Ranged Flier
Being a Ranged Flier may sound bad, and that’s because it is. Thanks to her status as a ranged flier, Brave Micaiah is left with very few options when it comes to B slot passives and is saddled with a Bow allergy on top of that. In Brave Micaiah’s case, Iote’s shield isn’t a worthwhile option to compensate for her bow weakness as her Defense is so low most bow users will be able to one round her anyway, so all the bow weakness really does is rub more salt on the wound. The more glaring flaw of Micaiah’s movement type is her lack of B slot skills, essentially leaving Yune’s Whispers as her only B slot option, and even that has issues as it only really functions as a slight upgrade over generic Sabotage skills (the value of which is dubious given that Micaiah has virtually no use for the Speed debuff it inflicts).
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Green Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Green Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Green Tome Users Only
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200 | 2 | 9 |
![]() Effective against armored and cavalry foes. Grants Res+3. Grants bonus to Atk/Spd/Def/Res during combat = current penalty on each target's stats. Calculates each stat bonus independently. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Support Skills
Support Skills | Rng. | SP |
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![]() Heals adjacent ally 10 HP. Unit loses 10HP (but cannot reach 0 this way) Learns by default at 4 ★ |
1 | 150 |
![]() Converts penalties on target into bonuses. Restores target's HP = unit's current HP -1. Unit's HP reduced by amount restored. |
1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Atk/Res+3 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
Unlocks at 2 ★ |
60 | A |
![]() Grants Atk/Res+4 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
Unlocks at 3 ★ |
120 | A |
![]() Grants Atk/Res+5 to this unit during combat if unit is adjacent to an ally. Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() If unit is adjacent to an ally, grants Atk/Res+7 to unit and neutralizes unit's penalties to Atk/Res during combat. Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Atk/Spd-6 on that foe through its next action. Non-Inheritable skill.
Unlocks at 5 ★ |
300 | B |
![]() At start of turn, if unit's HP = 100% grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". Flying Only
Unlocks at 1 ★ |
60 | C |
![]() At start of turn, if unit's HP ≥ 50%, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". Flying Only
Unlocks at 2 ★ |
120 | C |
![]() At start of turn, grants the following status to adjacent infantry, armored, and cavalry allies for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces". Flying Only
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem: Radiant Dawn
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