- Default
- Attack
- Special
- Injured




Kiria - Cool Façade |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 10 | 4 | 6 | 7 |
Middle | 16 | 11 | 5 | 7 | 8 |
High | 17 | 12 | 6 | 8 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 34 | 38 | 17 | 25 | 31 |
Middle | 38 | 41 | 20 | 29 | 34 |
High | 41 | 45 | 23 | 32 | 37 |
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
Reincarnation, Realization (Magical Specialization)
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Unity Blooms+ (+Res) Alternate: Mirage Rod |
A | Atk/Res Finish 4 Alternate: Atk/Res Unity |
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Positional Assist | B | Atk/Res Tempo 3 Alternate: Special Spiral 3 |
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Ruptured Sky Alternate: Glimmer |
C | Atk Smoke 4 Alternate: Atk/Res Menace |
IVs | +ATK or +RES / -SPD | S | Quick Riposte 3 |
Weapon: Unity Blooms+ (+Res) / Mirage Rod
Assist: Positional Assist
Special: Ruptured Sky / Glimmer / Moonbow / Iceberg
Passive A: Atk/Res Finish 4 / Atk/Res Unity / Atk/Res Solo
Passive B: Atk/Res Tempo / Special Spiral / Lull Atk/Res
Passive C: Atk Smoke 4 / Atk/Res Menace / Joint Drive Res / Flexible
Sacred Seal: Quick Riposte
- Sticking to Kiria’s Attack and Resistance tends to be her best case use, as her other stats do not stand out much without heavy investment. As a result, either an Attack or Resistance Asset can be taken for this build which will focus on taking advantage of the natural strength of Kiria’s statline. Dropping Kiria’s Speed is recommended for all builds she runs, as her Speed is too low to ever consider investing into.
- Unity Blooms provides less of an Attack and Resistance debuff than Mirage Rod does, but the 4 HP regeneration whenever Kiria lands an attack is too good to pass up on to the point where Mirage Rod realistically is only worth using as the budget option in the event that one lacks the ability to give Unity Blooms to Kiria. Unity Blooms should be refined for Resistance in this build to help Kiria become more magically sturdy.
- A low cooldown Special is recommended for Kiria to be able to access a Special very consistently whenever she has to partake in combat. Any of the choices between Ruptured Sky, Glimmer, and Moonbow are all valid, though keep in mind Ruptured Sky’s damage might be lower than it would otherwise be as a result of Unity Blooms and Mirage Rod’s attack debuff. Iceberg is Kiria’s default Special and can be used for a more delayed Special that takes advantage of Kiria’s high Resistance stat.
- Atk/Res Finish 4 gives an impressive Attack and Resistance bonus within combat while also giving Kiria some extra damage and healing if her Special is triggered in combat or is ready when combat begins. A low cooldown Special was recommended specifically with Atk/Res Finish 4 consistency in mind. A somewhat cheaper alternative is Atk/Res Unity which can nullify debuffs on Kiria and is on a couple more units making it potentially easier to obtain. Atk/Res Solo is Kiria’s default A Passive and it can function here as well with just raw stat bonuses and no utility as a budget choice, though the Solo condition might be somewhat annoying to work around especially as an ally needs to be close to activate Unity Blooms.
- Atk/Res Tempo is a significant upgrade to Lull Atk/Res as it removes an opponent’s Special cooldown bonuses they may possess while also making Kiria not have to worry about the Guard effect ruining her Special consistency. Special Spiral is another option worth considering to synergize well with Atk/Res Finish, and if paired with Glimmer can even give Kiria a viable Player Phase nuke option. Kiria’s default Lull Atk/Res can be used as a budget choice, though it definitely will come in handy less often by comparison.
- Atk Smoke 4 is highly recommended for Kiria to run in the C Passive as the Skill vastly increases her survivability with the combined forces of the Attack debuff on opponents, the Defense and Resistance buff on Kiria, as well as gaining the ability to deny a foe’s follow-up attacks so that Kiria’s low Speed is less of an issue. Other C Passive options that are recommended can comprise of Atk/Res Menace for extra stat bonuses in Kiria’s favor for those unlucky to get too close to her, or Joint Drive Res for a mixture of support and in combat boosting that has good synergy with Unity Blooms wanting Kiria to be near allies to begin with. The C Passive is flexible otherwise, but Atk Smoke 4 would be the best choice as of this point in time to seek out.
The Labyrinth (Mixed Close Range Tank)
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Unity Blooms+ (+Def) Alternate: Mirage Rod |
A | Close Reversal Alternate: Close Counter |
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Positional Assist | B | Atk/Res Tempo 3 Alternate: Special Spiral 3 |
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Ruptured Sky Alternate: Glimmer |
C | Atk Smoke 4 Alternate: Atk/Res Menace |
IVs | +DEF or +RES / -SPD | S | Quick Riposte 3 |
Weapon: Unity Blooms+ (+Def) / Mirage Rod
Assist: Positional Assist
Special: Ruptured Sky / Glimmer / Moonbow / Iceberg / Bonfire
Passive A: Close Reversal / Close Counter
Passive B: Atk/Res Tempo / Lull Atk/Res / Special Spiral
Passive C: Atk Smoke 4 / Atk/Res Menace / Joint Drive Def / Flexible
Sacred Seal: Quick Riposte
- Kiria’s Defense stat is not particularly massive, but it is decent enough compared to her Resistance to where if invested into, Kiria can become a decent mixed tank. A Defense Asset is recommended more than a Resistance Asset as to assist Kiria’s otherwise weaker defensive stat, though either or can work well. Alternatively, if one loves Kiria enough to use an Ascendant Floret on her, you could very well go with both Defense and Resistance Assets which would be the best case scenario.
- Much of the build remains the same as the previous build, though with the shift to a mixed focus, Close Reversal as well as a Defense refined Unity Blooms is taken in order to boost Kiria’s Defense to a point where she can better handle physical tanking. Close Counter can work as an easier to access alternative to Close Reversal, but the lack of an extra Defense boost will definitely make a difference from time to time. Bonfire becomes a viable Special for Kiria to consider as well, but only if her Defense investment ends up higher than her Resistance stat. Joint Drive Def should be considered as the Joint Drive of choice over Joint Drive Res if going for one of those C Passive options.
Strengths
Very High Attack
Kiria is part of the slow and bulky massive attack Red Mage archetype, and considering the time of her release her attack stat at the very least still does hold up quite significantly sitting at a base value of 41 that can be boosted to a higher value of 45 with an Attack Super Asset.
Access to some Potent Skills for Her Unit Type
Typically, being slow and bulky has its shortcomings unless you have access to specific tools. Thankfully, Infantry units like Kiria do have some tools that can help them out in this regard at the cost of them being premium Skills. Atk/Res Finish and Atk/Res Tempo come to mind as stand out options exclusive to Infantry, while Atk Smoke 4 is another tool that can help to make up for the limitations of the type of unit she is.
Weaknesses
Extremely Slow
Kiria’s base Speed of 20 makes her one of the slowest Heroes in the game, and thus she is forced to either rely on OHKOs, or run a Skill such as Quick Riposte in order to secure follow-up attacks. Her low Speed makes her out to be much less durable than she actually is in practice unless she utilizes specific expensive Skills that are designed with slow tanks like her in mind. The difference in bulk between a budget Kiria and a fully invested Kiria feels like night and day.
Mirage Rod Isn’t Particularly Good
Mirage Rod is in desperate need of a weapon refinement, as its effect isn’t necessarily bad but it struggles to compete with a vast majority of other weapons available. Unity Blooms, an inheritable Red Tome, tends to consistently outperform Mirage Rod in most situations it matters due to the HP regen the tome provides over Mirage Rod. Should an Arcane Red Tome release, that weapon will also prove to be a much stronger option for Kiria over Mirage Rod if it happens before her weapon receives a refinement.
Too Much Strong Competition
There is no shortage of sky high attack Red Mage units, and Kiria struggles to make herself stand out among them. Fallen Julia and Fallen Male Morgan are generally going to be fierce competition when it comes to other slow infantry Red Mage units, and as far as other high attack Red Mages go, Kiria lacks the utility of one such as Plumeria or the ridiculous consistency and power that Valentines Líf brings to the table. At this point in time Kiria is definitely a unit only worth considering if you are a die hard fan of her character. Thankfully, that may not be too far fetched considering her status as a popular idol.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Red Tome Users Only
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50 | 2 | 4 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Red Tome Users Only
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100 | 2 | 6 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Red Tome Users Only
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200 | 2 | 9 |
![]() Grants Atk+3. Inflicts Atk/Res-6 on foes within 2 spaces during combat. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 2 | 14 |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Res. Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() Boosts damage dealt by 50% of unit's Res. Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
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200 | 3 |
Passive Skills
Passive Skills | SP | Slot |
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![]() If unit is not adjacent to an ally, grants Atk/Res+2 during combat. Inheritable by all units.
Unlocks at 1 ★ |
60 | A |
![]() If unit is not adjacent to an ally, grants Atk/Res+4 during combat. Inheritable by all units.
Unlocks at 2 ★ |
120 | A |
![]() If unit is not adjacent to an ally, grants Atk/Res+6 during combat. Inheritable by all units.
Unlocks at 4 ★ |
240 | A |
![]() Inflicts Atk/Res-1 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 3 ★ |
60 | B |
![]() Inflicts Atk/Res-2 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 4 ★ |
120 | B |
![]() Inflicts Atk/Res-3 on foe and neutralizes foe's bonuses to Atk/Res (from skills like Fortify, Rally, etc.) during combat. Excludes Armor and Flying units.
Unlocks at 5 ★ |
240 | B |
Other Info
Origin |
Tokyo Mirage Sessions ♯FE Encore
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