- Default
- Attack
- Special
- Injured




Idunn - Dark Priestess |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 10 | 3 | 8 | 3 |
Middle | 19 | 11 | 4 | 9 | 4 |
High | 20 | 12 | 5 | 10 | 5 |
HP | ATK | SPD | DEF | RES | |
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Low | 42 | 32 | 22 | 36 | 31 |
Middle | 45 | 35 | 26 | 39 | 34 |
High | 48 | 38 | 29 | 43 | 38 |
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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Assets
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+ATK: An asset in Attack is hugely beneficial to almost any unit with Idunn being no exception, as it will increase her damage output in both Player and Enemy Phase. This works particularly well with Idunn’s unique weapon thanks to its armor-effectiveness.
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+DEF/RES: Idunn’s exceptional overall bulk make both Defense and Resistance fantastic choices of assets to take in order to further boost her survivability. In addition to this, an asset in either of these grants a stat boost of +4 rather than the standard +3.
Neutral
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HP: While there is no reason to raise Idunn’s HP, it’s preferable to avoid a flaw in it as well. As such, Idunn prefers to keep her HP neutral in order to keep her overall bulk intact.
Flaws
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-SPD: Being Idunn’s weakest stat, Speed is the most preferable flaw that she can take and the least detrimental to her overall performance.
Skill Sets
Sans Idunntale (Far Save)
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Demonic Breath (+Eff) | A | Distant Def 4 Alternate: Distant Ward |
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Positional Assist | B | Hardy Fighter 3 Alternate: Dragon Wall 3 |
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Sacred Cowl Alternate: Aegis |
C | A/D Far Save 3 Alternate: A/R Far Save 3 |
IVs | +ATK or +DEF or +RES | S | Deflect Magic 3 Alternate: Warding Breath |
Preferred IV: +ATK or +DEF or +RES
- Assets in either Attack, Defense, or Resistance grant Idunn additional power and survivability
Weapon: Demonic Breath (+Eff)
Assist: Positional Assist
Special: Sacred Cowl / Aegis / Glimmer
- Sacred Cowl and Aegis are both very effective for increasing Idunn’s survivability by reducing foe’s damage when attacking her (including those that would normally bypass damage reduction such as Lethality).
- These skills are most typically run alongside Hardy Fighter and choice between the two is dependent on what you are trying to protect against. Unlike Sacred Cowl, Aegis is not instantly charged but brought down to a cooldown of 1. However, this can pair well with her weapon refinement since it already reduces the first hit by 70%.
- Glimmer is your standard choice for a damaging Special that you can instantly retaliate with.
Passive A: Distant Defense 4 / Distant Counter skills / Svalinn Shield
- Distant Defense 4 grants the most significant stat boost against ranged opponents as well as nullifying their field buffs during combat.
- Distant Counter skills such as Distant Ward allow Idunn to actually counterattack against ranged opponents, preventing them from safely attacking her.
- Outside of Summoner’s Duels, this is generally the ideal skill to run with Far Save.
- At the cost of any stat boost, Svalinn Shield is a useful check against specific powerful units who have armor-effective damage in their weapons.
Passive B: Hardy Fighter / Dragon Wall / Crafty Fighter / Vengeful Fighter
- Hardy Fighter is the choice skill for defensive Specials by giving them an instant 2 charge at the start of turn 1 as well as preventing foe’s skills that guarantee follow-up attacks.
- Crafty Fighter is a solid general use option by providing a guaranteed follow-up attack as well as the effect of Guard.
Passive C: Far Save skills
Sacred Seal: Deflect Magic/Missile / Form Skills / Warding Breath
- Deflect skills act as a safety net against consecutive attacks from brave weapons or when simply not being able to counterattack against ranged opponents.
- This pairs naturally well with Idunn’s weapon refinement, as the first hit of any opponent that can double her will be reduced by 70% while any additional hits will be reduced by 80% making her almost impossible to break without any form of DR nullification skills.
- Any choice of Sacred Seal that boosts key stats such as Atk/Res Form also makes for a suitable option.
- Breath Skills such as Warding Breath grant Idunn Special acceleration per attack during combat. This is particularly effective when run alongside Distant Counter skills as it allows Specials such as Sacred Cowl to be reactivated on her counterattack.
Bad dragon 70% off (Near Save)
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Demonic Breath (+Eff) | A | Close Def 4 Alternate: Sturdy Stance 3 |
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Positional Assist | B | Crafty Fighter 3 Alternate: Wily Fighter 3 |
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Ignis Alternate: Pavise |
C | A/D Near Save 3 |
IVs | +ATK or +DEF | S | Steady Breath Alternate: Atk/Def Form 3 |
Preferred IV: +ATK or +DEF
Weapon: Demonic Breath (+Eff)
Assist: Positional Assist
Special: Ignis / Glimmer / Pavise
- Ignis and Glimmer can both make for effective damage Specials depending on the scenario. Idunn retaliates with Glimmer instantly but with much lower firepower while Ignis has a much greater chance of finishing off the opponent but demands more than one attack during combat which might conflict with Idunn’s weapon.
- Pavise does not deal damage but protects Idunn when being doubled as it can be active following the 70% from Demonic Breath when the foe does their follow-up attack.
Passive A: Close Defense 4 / Stance Skills / Ideal Skills
Passive B: Crafty Fighter / Wily Fighter / Vengeful Fighter
- All of the following A skills provide stats boosts and all of the following fighter skills grant a guaranteed follow-up. The ones that you will want to run will be those that do not have secondary effects that conflict with each-other.
- [X] Close Defense 4 and Wily Fighter both nullify the opponent’s field buffs
- [X] Stance Skills and Crafty Fighter both have the Guard effect
- [I] Ideal skills do not conflict with either Fighter skills but also do not have their own secondary effect
- [I] Vengeful Fighter is a cheap B skill option that does not conflict with any of the aforementioned A slots but is redundant with a Breath skill in the Sacred Seal slot
Passive C: Near Save skills
Sacred Seal: Steady Breath / Form Skills
- Steady Breath is especially important with this build for making sure that Idunn can make efficient use of her Special during combat granted no other source of acceleration.
- Form Skills such as Atk/Def Form remain a solid Sacred Seal option for pure stats.
Strengths
Demonic Breath
On top of a solid stat boost, Idunn’s weapon has the benefit of neutralizing penalties on her as well as significantly reducing the first attack damage of any opponent that can double her. Oh and if she is ever in 1v1 combat against another armored unit, she has effective damage for that.
Impressive Bulk
High values in Defense and Resistance allow Idunn to take hits well and make effective use of scaling Specials such as Glacies.
Armored
The benefit of being armored comes with access to exceptional exclusive skills for both support and combat, most notably Savior skills.
Weaknesses
Unremarkable Speed
Idunn’s base Speed of 26 isn’t the slowest but will still effortlessly be doubled by fast opponents while also losing her weapon’s damage reduction against opponents with middling Speed.
Vulnerable to effective damage
Idunn will take significantly increased damage from both armored and dragon-effective opponents.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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Only inheritable by Dragon units.
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50 | 1 | 6 |
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Only inheritable by Dragon units.
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100 | 1 | 8 |
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Only inheritable by Dragon units.
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200 | 1 | 11 |
![]() Grants Def+3. Effective against armored foes. At start of combat, if a negative status effect is active on unit, or unit's HP <100%, neutralizes penalties on unit and grants Atk/Spd/Def/Res+4 during combat. If foe's Range=2, calculates damage using the lower of foe's Def and Res. Learns by default at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Grima (+Res) |
Arcane Grima (+Def) |
Arcane Grima (+Atk) |
Arcane Grima (+Spd) |
Arcane Grima |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Def. Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 50% of unit's Def. Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Def+3. Inflicts Atk-3.
Inheritable by all units.
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40 | A |
![]() Grants Def/Res+3. Inflicts Atk-3.
Inheritable by all units.
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100 | A |
![]() Grants Def/Res+4. Inflicts Atk-3.
Inheritable by all units.
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200 | A |
![]() Grants Def/Res+6. Inflicts Atk-2.
Inheritable by all units.
Unlocks at 5 ★ |
300 | A |
![]() 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.
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60 | B |
![]() 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.
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120 | B |
![]() 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 |
![]() Grants Def+2 to adjacent allies during combat.
Inheritable by all units.
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50 | C |
![]() Grants Def+3 to adjacent allies during combat.
Inheritable by all units.
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100 | C |
![]() Grants Def/Res+4 to dragon allies within 2 spaces during combat.
Only inheritable by Dragon units.
Unlocks at 5 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Binding Blade
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