- 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
Assets
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+ATK: Increasing Mamori’s Attack is always a good choice as her defenses are already massive thanks to the combination of her high bases and Mirage Axe.
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+DEF: While Mamori has incredible Defense already, she can improve this further thanks to getting +4 instead of +3 with an Asset, making her incredibly bulky against physical threats.
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+RES: Mamori’s Resistance isn’t quite as impressive as her Defense, so improving it with an Asset can be very useful to round out her defenses, which is particularly useful for a mode like Aether Raids.
Neutral
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HP: Mamori’s HP is best left at neutral if possible because her Speed is her clear dump stat.
Flaws
- -SPD: Mamori’s Speed is easily her worst stat, and is compensated for via her defenses and Mirage Axe.
Skill Sets
Smol Astronaut (Aether Raids)
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Mirage Axe | A | Distant Counter |
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Swap Alternate: Pivot |
B | Special Fighter 3 Alternate: Vengeful Fighter 3 |
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Noontime Alternate: Sol |
C | Pulse Smoke 3 Alternate: Atk Smoke 3 |
IVs | S | Quick Riposte 3 Alternate: Fierce Stance 3 |
Preferred IV: +ATK or +RES / -SPD
-
Increasing either Attack or Resistance is ideal for maximizing Mamori’s survivability in a mode like Aether Raids.
Weapon: Mirage Axe
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Mamori’s unique Mirage Axe can be considered a vastly improved version of Legendary Hector’s Thunder Armads, which is already a potent weapon on its own. With the relatively simple requirement of having an ally within two spaces, Mamori can massively improve her own survivability thanks to the boost to her defenses and follow-up negation.
Assist: Swap / Pivot
Special: Noontime / Sol / Aether
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Noontime grants Mamori a good amount of sustain, which can greatly enhance her survivability. She can easily activate it after every enemy attack via Special Fighter.
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If Special Fighter is unavailable, then using Sol or Aether with Vengeful Fighter is a decent alternative.
Passive A: Distant Counter
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Distant Counter is vitally important to allow Mamori to tackle ranged threats during Enemy Phase, as her Player Phase performance is very poor due to her low Speed.
Passive B: Special Fighter / Vengeful Fighter
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Special Fighter is a key component of this build, as the accelerated Special charge gain allows Mamori to repeatedly activate Noontime, greatly enhancing her survivability. Preventing enemies from charging their Specials can also be helpful, but is generally not quite as useful in Aether Raids since many enemies will have their Specials already charged via skills like Infantry Pulse.
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If Special Fighter is unavailable, then Mamori’s base Vengeful Fighter can work. Note that while Mamori has a lot of protection from getting doubled thanks to her Mirage Axe, enemies with skills that can bypass this (like infantry with Null Follow-Up) can easily double her due to her poor Speed.
Passive C: Pulse Smoke / Atk Smoke / Armor March
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Pulse Smoke is an incredibly powerful skill as it can single-handedly shut down Infantry Pulse-based defense teams in Aether Raids.
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If Pulse Smoke is unavailable, then Atk Smoke is a good budget option for increasing Mamori’s overall survivability.
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Finally, Armor March is very useful for helping Mamori overcome her poor armor mobility. However, this carries a heavy opportunity cost of losing access to either Pulse Smoke or Atk Smoke, and is best left to a support unit if desired.
Sacred Seal: Quick Riposte / Mirror Stance / Fierce Stance
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Quick Riposte is important for this build, as Mamori doesn’t really have the raw damage output to KO most of her enemies in a single hit. This is unnecessary if utilizing her base Vengeful Fighter.
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Mirror Stance and Fierce Stance are both good options if using Vengeful Fighter or stacking Attack on Mamori to try to KO her enemies in one hit.
300 MHz - 300 GHz (Mixed Phase)
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Mirage Axe | A | Distant Counter Alternate: Fort. Def/Res 3 |
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Swap Alternate: Pivot |
B | Bold Fighter 3 |
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Bonfire | C | Armor March 3 |
IVs | S | Quick Riposte 3 |
Preferred IV: +ATK or +DEF or +RES / -SPD
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While +ATK is generally ideal for a mixed phase setup, Mamori’s defenses are so immense that increasing her Defense or Resistance can allow her to take almost no damage from her enemies.
Weapon: Mirage Axe
-
Mamori’s unique Mirage Axe can be considered a vastly improved version of Legendary Hector’s Thunder Armads, which is already a potent weapon on its own. With the relatively simple requirement of having an ally within two spaces, Mamori can massively improve her own survivability thanks to the boost to her defenses and follow-up negation.
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Note that the follow-up negation can hurt Mamori’s Enemy Phase damage output as not getting doubled makes it difficult for her to charge Bonfire.
Assist: Swap / Pivot
Special: Bonfire
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Mamori’s Defense is far higher than her Resistance, making Bonfire the clear choice for her Special.
Passive A: Distant Counter / Fort. Def/Res 3
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Distant Counter is important to allow Mamori to counterattack against ranged foes during Enemy Phase, but Fort. Def/Res 3 can allow her to be a massive wall on both phases.
Passive B: Bold Fighter
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Bold Fighter is the key that allows Mamori to consider attacking enemies on Player Phase, as her poor Speed otherwise prevents her from doing so effectively.
Passive C: Armor March / Flexible
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Armor March is extremely useful for any armor units that are trying to attack on Player Phase, and Mamori is no exception.
Sacred Seal: Quick Riposte
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The Quick Riposte Seal, when combined with Bold Fighter, allows Mamori to double her enemy regardless of phase. However, Mirage Axe’s follow-up negation can potentially mess with Mamori’s damage output during Enemy Phase as preventing enemies from doubling her will make it more difficult for her to charge Bonfire.
Strengths
Mirage Axe
Mamori’s unique Mirage Axe can be considered a vastly improved version of Legendary Hector’s Thunder Armads, which is already a potent weapon on its own. With the relatively simple requirement of having an ally within two spaces, Mamori can massively improve her own survivability thanks to the boost to her defenses and follow-up negation.
Massive Defenses
With 42/33 base defenses, Mamori is quite a formidable tank. She also gains +3 Resistance from just having Mirage Axe equipped, and can get an additional +6/+6 to Defense/Resistance on top of that, bringing her defenses to 48/42 with just her weapon equipped.
Armored Unit
As an armor unit, Mamori enjoys access to the armor-exclusive skills Bold Fighter, Special Fighter, and armor buffs (like Ward Armor), as well as a big boost to her BST.
Weaknesses
Anti-Armor Weapons
As an armor unit, Mamori shares a weakness to anti-armor weapons such as Armorsmasher. Technically she could easily mitigate this with Svalinn Shield, but it severely limits her potential to do so. Note that Mamori’s defenses can potentially get so high that she can simply tank through even anti-armor weapons, however.
Poor Mobility
As an armored unit, Mamori has very low movement; this can be mitigated with Armor March (or potentially the Armored Boots seal), but that is sacrificing a skill or Seal slot that could otherwise be used for something else.
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Mirage Axe | A | Distant Counter |
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Swap | B | Vengeful Fighter 3 |
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Bonfire | C | Armor March 3 |
What a tank!
Vengeful Fighter guarantees follows up.
Mirage Axe prevents foes from following up.
Mirage Axe also boosts Def+Res by 6.
All you have to do is keep another armor close by.
Perhaps someone like Halloween Hector?
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 |
![]() Learns by default at 5 ★ Unlocks at 5 ★ Non-Inheritable skill.
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400 | 1 | 16 |
Special Skills
Special Skills | SP | Turns |
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![]() Learns by default at 4 ★ Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
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100 | 4 |
![]() 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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![]() Inheritable by all units.
Unlocks at 3 ★ |
60 | A |
![]() Inheritable by all units.
Unlocks at 4 ★ |
120 | A |
![]() Inheritable by all units.
Unlocks at 5 ★ |
240 | A |
![]() Only inheritable by armor units.
Unlocks at 1 ★ |
60 | B |
![]() Only inheritable by armor units.
Unlocks at 2 ★ |
120 | B |
![]() Only inheritable by armor units.
Unlocks at 4 ★ |
240 | B |
Other Info
Origin |
Tokyo Mirage Sessions ♯FE Encore
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