- Default
- Attack
- Special
- Injured




Mirabilis - Daydream |
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Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 15 | 7 | 4 | 5 | 6 |
Middle | 16 | 8 | 5 | 6 | 7 |
High | 17 | 9 | 6 | 7 | 8 |
HP | ATK | SPD | DEF | RES | |
---|---|---|---|---|---|
Low | 34 | 31 | 14 | 29 | 32 |
Middle | 38 | 34 | 18 | 32 | 35 |
High | 41 | 37 | 21 | 35 | 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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Mirabilis stat spread is minmaxed toward Attack, Defense, and Resistance, making all of them fantastic choices in a boon. While Speed is a -4 bane, it ultimately makes very little difference in her performance and should be taken as her ideal bane.
Skill Sets
A Wish Your Heart Makes
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Flower of Ease | A | Distant Counter Alternate: Bracing Stance 3 |
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Whimsical Dream | B | Sabotage Def 3 Alternate: Aerobatics 3 |
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Moonbow Alternate: Glimmer |
C | Ground Orders 3 Alternate: Guidance 3 |
IVs | +Res / -Spd | S | Guidance 3 Alternate: Chill Atk 3 |
Weapon: Flower of Ease
Assist: Whimsical Dream
Passive A: Distant Counter / Fort. Def/Res 3
Passive B: Sabotage Def / Aerobatics
Passive C: Ground Orders / Guidance
Seal: Guidance / Chill Res
- This set is meant to synergize with non-flier allies on Aether Raids Defense in order to make movement as unpredictable as possible, while also inflicting massive debuffs on Mirabilis' opponents via Whimsical Dream and Sabotage Def.
- There is some overlap between Ground Orders and Guidance, though Guidance is intended for Mirabilis to act as a positional support for allies even if she does not start off next to them to them. If you'd rather rely on Ground Orders, then Chill Res also works well in her seal slot to further debuff her foes and allow her Flower of Ease to activate against them. While Mirabilis does not herself benefit from Chill Res, it can be helpful if she is being used alongside a unit like Thrasir.
- Distant Counter serves to give Mirabilis some opportunity to defend herself if she is attacked by a unit like Kronya or Tharja - both of whom are common on Aether Raids Offense. If positioned well, Mirabilis can be difficult to bait because of her limited melee range, which will often force ranged Vantage users to try and initiate on her to try and prevent her debuffing their Attack in her next turn. If she can KO them in retaliation or simply damage them enough for her team to finish them off, it makes it much more difficult for a Vantage team to defeat her.
- Bracing Stance is superior to Fort.Def/Res but if you do not have the fodder then her native A slot will work just fine.
A Little Pixie Dust
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Flower of Ease | A | Bracing Stance 3 Alternate: Fort. Def/Res 3 |
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Whimsical Dream | B | Sabotage Def 3 Alternate: Flier Formation 3 |
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Moonbow Alternate: Glimmer |
C | Air Orders 3 Alternate: Ward Fliers |
IVs | +Res / -Spd | S | Flier Formation 3 Alternate: Quick Riposte 3 |
Weapon: Flower of Ease
Assist: Whimsical Dream
Special: Moonbow
Passive A: Bracing Stance / Distant Counter / Fort. Def/Res
Passive B: Sabotage Def / Flier Formation
Passive C: Air Orders / Ward Fliers
Seal: Flier Formation / Quick Ripsote
- This is very similar to her first set, but tweaked in order to serve flierball defenses. With Ward Fliers from her allies and Bracing Stance, very little threatens Mirabilis, which ensures that she will generally survive in order to utilize her Whimsical Dream dance in your defensive turn.
- Since most flier defenses use Ward Fliers and Goad Fliers to bump up their stats to ridiculous heights, Mirabilis fits right in with her intensive enemy debuffs which further creates a disparity in stats.
- Just like in her other build, Mirabilit can utilize Air Orders and Flier Formation to encourage her team to move unpredictably and catch her opponent unaware.
- Quick Riposte is a necessity if Mirabilis anticipates being attacked by an opponent, as it is the only skill she can learn which will allow her to double - though you want to try and keep her from combat as much as possible.
Strengths
Overwhelming Debuffs
Mirabilis' two prfs - her dance and her sword - are synergistic, which allows her to stack on massive debuffs on almost every enemy on the field. Her dance debuffs her nearest foe (and any foe within two spaces of that unit) by -5 Attack, and her prf grants an in-combat debuff of -3 to atk/def/res to all foes with visible debuffs in the three columns around her.
This can be a bit confusing, but the tl;dr of it is that she essentially hits her nearby foes with a -8/-0/-3/-3 debuff just by dancing, and can hit other foes with her in-combat debuffs if they're near her and have even one visible debuff.
Anima's Champion
Mirabilis is an Anima mythic and she couldn't be better designed to give your Aether Raids Offense opponents a massive headache. Because she is melee, she's harder to bait, her debuffs help her team to survive against tactics like Vantage sweeping or enemy Tanks, and her bulk makes it difficult to oneshot her. She's also a flying dancer, which can help your team to have unpredictable movement with skills like Guidance and Ground Orders.
Weaknesses
Slow
One of the only negative points on Mirabilis is that she is extremely slow. She will be doubled by most of the game, which makes her standout bulk less impressive. She also won't be doubling her opponents in return, so it can be very difficult to secure KOs.
Defense Mythic
As a unit, Mirabilis is incredible and is in firm competition to be one of the best dancers released in the game so far. However, because she is an Anima mythic, her utility is extremely limited. She cannot take blessings to help you achieve higher scores in any of the relevant scoring modes, which makes her fairly pointless for anything save for PvE content, Aether Raids Defense, and 1/4th of Mjolnir Strike modes.
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★
Only Inheritable by Sword Units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★
Only Inheritable by Sword Units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★
Only Inheritable by Sword Units.
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200 | 1 | 11 |
![]() Grants Res+3. If【Penalty】is active on any foes within 3 columns centered on unit, inflicts Atk/Def/Res-3 on those foes during combat. 【Penalty】 All effects that last "on foe through its next action." Includes penalties inflicted by a skill like Panic or Threaten and negative status effects (preventing counterattacks, restricting movement, or the effects of a skill like Triangle Adept or Guard). Learns by default at 5 ★ Unlocks at 5 ★
Non-Inheritable skill.
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400 | 1 | 16 |
Support Skills
Support Skills | Rng. | SP |
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![]() Grants another action to target ally. (Cannot target an ally with Sing or Dance.) Learns by default at 4 ★ |
1 | 150 |
![]() Grants another action to target ally. Grants Atk+5 to target ally and allies within 2 spaces of target (excluding unit) for 1 turn. Inflicts Atk-5 on nearest foes within 4 spaces of target ally and any foe within 2 spaces of those foes through their next actions. (Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.) |
1 | 400 |
![]() Grants another action to target ally. Grants Atk+6 and "neutralizes foe's bonuses during combat" to target ally and allies within 2 spaces of target ally (excluding unit) for 1 turn. Inflicts Atk-6 on nearest foes within 5 spaces of target ally and any foe within 2 spaces of those foes through their next actions. (Cannot target an ally with Sing or Dance. This skill treated as Sing or Dance.) |
1 | 400 |
Passive Skills
Passive Skills | SP | Slot |
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![]() Grants Res+3. Inflicts Atk-3.
Inheritable by all units.
Unlocks at 2 ★ |
40 | A |
![]() Grants Def/Res+3. Inflicts Atk-3.
Inheritable by all units.
Unlocks at 3 ★ |
100 | A |
![]() Grants Def/Res+4. Inflicts Atk-3.
Inheritable by all units.
Unlocks at 4 ★ |
200 | A |
![]() Grants Def/Res+6. Inflicts Atk-2.
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 Def-3 on that foe through its next action.
Inheritable by all units.
Unlocks at 1 ★ |
60 | B |
![]() At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-7 on that foe through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
240 | B |
![]() At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 5 ★ |
240 | C |
![]() At start of turn, inflicts Def-3 on foe on the enemy team with the highest Def through its next action.
Inheritable by all units.
Unlocks at 1 ★ |
60 | B |
![]() At start of turn, inflicts Def/Res-3 on foe on the enemy team with the highest Def+Res total through its next action.
Inheritable by all units.
Unlocks at 2 ★ |
120 | B |
![]() At start of turn, inflicts Def/Res-5 on foe on the enemy team with the highest Def+Res total through its next action.
Inheritable by all units.
Unlocks at 4 ★ |
240 | B |
![]() At start of turn, inflicts Def/Res-6 on foe on the enemy team with the highest Def+Res total and foes within 2 spaces of that foe through their next actions.
Inheritable by all units.
Unlocks at 5 ★ |
300 | B |
![]() At start of turn, grants Def/Res+3 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 3 ★ |
60 | C |
![]() At start of turn, if any foe's Res ≤ unit's Res-3 and that foe is adjacent to another foe, inflicts Def-5 on that foe through its next action.
Inheritable by all units.
Unlocks at 2 ★ |
120 | B |
![]() At start of turn, grants Def/Res+5 to ally with the highest Def+Res total for 1 turn. (Excludes unit.)
Inheritable by all units.
Unlocks at 4 ★ |
240 | C |
Other Info
Origin |
Fire Emblem Heroes
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