- Default
- Attack
- Special
- Injured




Mamori - Microwavin' Idol |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 18 | 10 | 4 | 11 | 8 |
Middle | 19 | 11 | 5 | 12 | 9 |
High | 20 | 12 | 6 | 13 | 10 |
HP | ATK | SPD | DEF | RES | |
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Low | 40 | 34 | 21 | 39 | 30 |
Middle | 43 | 37 | 24 | 42 | 33 |
High | 46 | 40 | 28 | 46 | 36 |
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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She protec, she attac, but most importantly, she microwaves snac
Skill Sets
Smol Armored Unit Cooks Ramen and Raps (Defensive Near Save)
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Mirage Axe | A | Atk/Def Unity Alternate: Close Def 4 |
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Positional Assist | B | Crafty Fighter 3 Alternate: Slick Fighter 3 |
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Noontime Alternate: Ignis |
C | A/D Near Save 3 Alternate: A/R Near Save 3 |
IVs | +ATK or +DEF / -SPD | S | Mystic Boost 3 Alternate: Steady Breath |
Weapon: Mirage Axe
Assist: Positional Assist / Preference
Special: Noontime / Ignis
Passive A: Atk/Def Unity / Close Def 4 / Sturdy Stance 3
Passive B: Crafty Fighter / Slick Fighter / Wily Fighter
Passive C: A/D Near Save / A/R Near Save
Sacred Seal: Mystic Boost / Steady Breath / Close Def / Sturdy Stance / Atk/Def Form
- Mamori is a decent candidate for a Near Save unit thanks to her excellent Defense and her exclusive weapon, which prevents the foe’s follow-up attacks in addition to giving her a +6 boost to her Defense and Resistance as long as she’s within 2 spaces of an ally.
- Mamori will want a combination of a Fighter skill and an A slot to suit her needs: A Unity skill and Crafty Fighter or Sturdy Stance 3 alongside Slick Fighter both accomplish similar things for her. Both give her some form of debuff neutralization and automatic follow-up attack during the enemy phase. One can also opt for Wily Fighter or Close Def 4 in Mamori’s A or B slot respectively if buff negation is desired.
- Savior skills are incredible, letting Mamori essentially void an ally unit’s worst matchups by forcing them into combat with her instead: And she gets a stat boost on top of that as a cherry on top. Which Near Save she uses isn’t terribly important: What matters is that she has one.
- For Mamori’s sacred seal slot, Steady Breath is an excellent choice as it allows her to easily trigger her Special after a single hit (or two hits in the case of Ignis). Mystic Boost can also be useful for post combat healing, although otherwise her best options are the typical Enemy Phase stat boosting seals such as Close Def and Sturdy Stance.
Strengths
Mirage Axe
Mamori’s exclusive weapon has aged decently well, having a fairly simple activation requirement while giving her a substantial boost to her Defenses in addition to follow-up negation.
Good Statline
Base 37 Attack and 42 Defense give Mamori a great baseline stat spread for a Near Save unit, and her base 33 Resistance isnt too shabby either.
Armored
As an armored unit Mamori benefits from access to the incredibly powerful Fighter skills, and the arguably even more overpowered Savior skills. It’s hard to be bad when you’re an Armor.
Weaknesses
Armor Effective Weaponry
Armor effective weapons can easily shred chunks of Mamori’s HP even if they don’t KO her outright, although she can tank physical armorslaying weapons to a degree thanks to her high Defense.
Low Speed / Null Follow-Up
Mamori’s low Speed means she’s completely reliant on her weapon’s effect to not fall prey to enemy follow-up attacks, and any unit with a guaranteed follow-up attack effect will negate her Mirage Axe’s effect and almost certainly get a natural follow-up attack against her. Null Follow-Up takes this a step further and shuts down both Mamori’s exclusive weapon and her follow-up-granting B slot skills all in one go. This makes units with Null Follow-Up difficult for Mamori to deal with, especially if they have Speed-based damage reduction skills: given her low Speed, they’re nearly guaranteed to get the full 40% damage reduction.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Inheritable by Axe users only.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Inheritable by Axe users only.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Inheritable by Axe users only.
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200 | 1 | 11 |
![]() Grants Res+3. If unit is within 2 spaces of an ally, grants Def/Res+6 to unit during combat and foe cannot make a follow-up attack. Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Available Rearmed Weapons |
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Arcane Downfall |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Def. 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 Def. 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 foe initiates combat, grants bonus to unit's Def/Res during combat = 3 - number of foes who have already acted (min value of 1). Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() If foe initiates combat, grants bonus to unit's Def/Res during combat = 6 - number of foes who have already acted × 2 (min value of 2). Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() If foe initiates combat, grants bonus to unit's Def/Res during combat = 9 - number of foes who have already acted × 3 (min value of 3). Inheritable by all units.
Unlocks at 5 ★ |
240 | 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.
Unlocks at 1 ★ |
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.
Unlocks at 2 ★ |
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 4 ★ |
240 | B |
Other Info
Origin |
Tokyo Mirage Sessions ♯FE Encore
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