Analysis by Chibi_Chu
Miranda - Willful Princess


Obtainable as a 3 - 4 only

Hero Stats

Max Avg Total Stats at Lvl 40
HP 38
ATK 36
SPD 35
DEF 21
RES 36

Stat Variations

Level 1 Stat Variation
Low 15 9 8 3 9
Middle 16 10 9 4 10
High 17 11 10 5 11

Level 40 Stat Variations
Low 34 33 32 18 33
Middle 38 36 35 21 36
High 41 39 38 24 39

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.

Skill Sets

Exceeding Her Father (Aether Raids Defense)

Build by Chibi_Chu
Rauðrfox+ (+Res) A Mirror Impact
Positional Assist B Lull Atk/Res 3
Glacies C Time's Pulse 3
Alternate: Panic Smoke 3

+ATK or +RES / -DEF

SMirror Strike 2
Alternate: Hardy Bearing 3

Show Explanation/Analysis

Weapon: Rauðrfox+ (+RES) 

Assist: Positional Assist / No Assist 

Special: Glacies 

Passive A: Mirror Impact 

Passive B: Lull Atk/Res 

Passive C: Time’s Pulse / Panic Smoke 

Sacred Seal: Mirror Strike / Hardy Bearing 

  • Thanks to her low 38 HP and respectable 36 Attack and Resistance, Miranda fits well into an Infantry Pulse Aether Raids Defense that focuses on having multiple units’ Specials ready. 
  • This set focuses on making the most of Miranda’s Glacies nuke (which increases damage by 80% of her Resistance when activated) by increasing her Attack and Resistance while decreasing the enemy’s Attack and Resistance on initiation. This makes Rauðrfox Miranda’s strongest weapon, as it inflicts -4 Atk/Spd/Def/Res to the enemy during combat if Miranda initiates. Lull Atk/Res inflicts an additional -3 Atk/Res and neutralizes the enemy’s visible Atk/Res buffs, increasing Miranda’s damage output and survivability.
  • Like Rauðrfox, Mirror Impact has effects on Miranda’s initiation: namely, it grants her +6 Attack and +10 Resistance while preventing the enemy from performing a follow-up attack. This significantly increases Miranda’s damage via raw Attack and increased Glacies bonus damage, all while making it much more difficult to KO her if the enemy does not have a way to break through its follow-up prevention.
  • Since Glacies is a 4-cooldown Special, Time’s Pulse is much appreciated to decrease that cooldown by 1; for an Infantry Pulse Defense team, she will now only need 3 Infantry Pulse allies rather than 4, which can be very beneficial for creating a diverse team composition. However, if she does not need Time's Pulse, Panic Smoke works well to turn the tables on enemies reliant on visible buffs. Mirror Strike is a great Sacred Seal choice, as it is just a lower version of Mirror Impact; that is, it grants +4 Atk/Res when Miranda initiates combat. Hardy Bearing is a strong alternative, however, as Vantage units that KO on their counterattack before enemies can attack them are very common in Aether Raids Offense. As such, Miranda can nullify Vantage with Hardy Bearing and freely shoot off her Glacies nuke without fear of being OHKO’d beforehand.

Determined Strength (General Offense)

Build by Chibi_Chu
Alternate: Rauðrfox+ (+Spd)
A Swift Sparrow (2 or 3)
Alternate: Atk/Spd Push 4
Positional Assist B Desperation 3
Glimmer C Joint Drive Spd
Alternate: Spd Smoke 3

+ATK or +SPD / -DEF

SSwift Sparrow 2
Alternate: Darting Blow 3

Show Explanation/Analysis

Weapon: Rauðrblade+ / Rauðrfox+ (+SPD)

Assist: Positional Assist 

Special: Glimmer 

Passive A: Swift Sparrow (2 or 3) / Atk/Spd Push 4 / Fury (3 or 4) 

Passive B: Desperation

Passive C: Joint Drive Spd / Spd Smoke 

Sacred Seal: Swift Sparrow / Darting Blow / Atk/Spd Solo 

  • 36/35 offenses are a solid foundation for an offensive set, which focuses on increasing Miranda’s damage and follow-up potential as much as possible.
  • Rauðrblade grants Miranda bonus damage during combat equal to the sum of her visible buffs. This makes it by far the highest potential weapon at Miranda’s disposal, especially with Glimmer, a Special whose bonus damage scales with Rauðrblade’s bonus attack.
  • However, Panic, Lull, and Dull skills can all ruin this, as they neutralize visible buffs; in addition, Miranda requires support (likely a dedicated buffbot) to use Rauðrblade. As such, Rauðrfox is a strong alternative, inflicting -4 Atk/Spd/Def/Res to the enemy during combat if she initiates combat. Given that offensive sets are Player Phase-centric, Miranda should be initiating for most of her combat, making this a very potent weapon.
  • Swift Sparrow, Atk/Spd Push 4, and Fury all increase Miranda’s offenses (with the latter being unconditional and also increasing her defenses, while the former 2 grant additional Atk/Spd in exchange for fulfilling initiation or HP conditions respectively), making them all strong choices. Atk/Spd Push 4 and Fury synergize well with Desperation, which is how Miranda can circumvent low skill investment in her defenses--if her HP is ≤ 75%, she can perform a follow-up attack before the enemy can counterattack, allowing her to 2HKO as a workaround to her lower defenses. 
  • Miranda’s C and S slots are also dedicated to increasing her offenses. Joint Drive Spd and Spd Smoke provide additional Speed in addition to nuanced support, while Swift Sparrow, Darting Blow, and Atk/Spd Solo all increase her Attack and/or Speed. The former 2 have an initiation condition, while the latter has a condition of Miranda not being adjacent to any ally.


Decent offenses

Miranda’s 36/35 offensive statline, while not anything special, is still solid. With some investment, she can fairly consistently deal good damage and perform/avoid follow-up attacks.

Good magical bulk

73 magical bulk allows Miranda to frequently survive multiple magical attacks. In addition, 36 Resistance lends itself well to using Iceberg and Glacies, Specials that scale based on Miranda’s Resistance.

Infantry advantages

Thanks to her status as an Infantry unit, Miranda has access to strong offensive skills such as Mirror Impact, Lull Atk/Res, and Time’s Pulse. Due to how rare Infantry-effective and Tome-effective weapons are, she very rarely needs to worry about receiving 1.5x damage.


Low physical bulk

With only 58 physical bulk, Miranda is prone to being OHKO’d by strong physical enemies. Even if she doesn’t get OHKO’d, her only decent 35 Speed requires investment to consistently avoid follow-up attacks, which can be difficult given the plethora of fast and physical Infantry threats like Mareeta and Shinon.

Inability to stand out

With no personal skill or weapon, Miranda falls victim to the classic demote curse: the inability to perform any role significantly better than her peers. While her 165 BST helps in comparison to her lower-BST competition, she ultimately performs both offensive and defensive roles with a similar proficiency to other Red Infantry Mages such as Knoll, Ewan, and Hubert. 5* competition with personal weapons and/or skills such as Fallen Julia, Celica, Lysithea, and Brave Lysithea mop the floor with Miranda on the offensive side as well.

Weapon Skills

Weapons SP Rng. Mt.
Learns by default at 1 ★
Unlocks at 1 ★
Red Tome Users Only
50 2 4
Learns by default at 3 ★
Unlocks at 2 ★
Red Tome Users Only
100 2 6

If foe initiates combat, and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.

Learns by default at 4 ★
Unlocks at 3 ★
Red Tome Users Only
200 2 9

If foe initiates combat, and uses bow, dagger, magic, or staff, grants Def/Res+6 during combat.

Learns by default at 5 ★
Unlocks at 5 ★
Red Tome Users Only
300 2 12
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Ardent Sacrifice

Heals adjacent ally 10 HP. Unit loses 10HP (but cannot reach 0 this way)

Learns by default at 4 ★
1 150

Passive Skills

Passive Skills SP Slot
Seal Atk 1

Inflicts Atk-3 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Seal Atk/Res 1

Inflicts Atk/Res-3 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Seal Atk/Res 2

Inflicts Atk/Res-5 on foe through its next action after combat.

Non-inheritable by Staff-wielding units.
Spd/Res Gap 1

At start of turn, grants Spd/Res+3 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)

Inheritable by all units.
Spd/Res Gap 2

At start of turn, grants Spd/Res+4 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)

Inheritable by all units.
Spd/Res Gap 3

At start of turn, grants Spd/Res+5 to ally with the highest Spd+Res total for 1 turn. (Excludes unit.)

Inheritable by all units.

Other Info

Fire Emblem: Thracia 776

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