- Default
- Attack
- Special
- Injured




Spring Idunn - Dragonkin Duo |
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Related Heroes
Hero Stats
Stat Variations
HP | ATK | SPD | DEF | RES | |
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Low | 19 | 8 | 3 | 6 | 7 |
Middle | 20 | 9 | 4 | 7 | 8 |
High | 21 | 10 | 5 | 8 | 9 |
HP | ATK | SPD | DEF | RES | |
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Low | 43 | 34 | 22 | 34 | 35 |
Middle | 46 | 37 | 26 | 37 | 38 |
High | 49 | 40 | 29 | 41 | 42 |
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
New Season, New Powercreep! (Defensive/Mixed Phase)
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Zephyr Breath | A | Distant Counter Alternate: Sturdy Stance 3 |
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Pivot | B | Special Fighter 3 Alternate: Bold Fighter 3 |
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Noontime Alternate: Aether |
C | Pulse Smoke 3 |
IVs | +ATK or +DEF or +RES / -SPD | S | Mirror Stance 2 Alternate: Quick Riposte 3 |
Weapon: Zephyr Breath
Assist: Pivot / Preference
Special: Noontime / Aether
Passive A: Distant Counter / Sturdy Stance 3
Passive B: Special Fighter / Bold Fighter
Passive C: Pulse Smoke / Preference
Sacred Seal: Mirror Stance / Quick Riposte
- This build aims to take advantage of Idunn’s optimized statline and turn her into a devastating Enemy Phase threat, helped further by her Duo skill, which grants her and all allies within 5 rows and 5 columns immunity to Dragon-Effective damage for a turn while granting her an additional 6 Defense and Resistance.
- Noontime and Aether are Idunn’s best choices of Special, as they grant her an additional layer of sustain on top of her already incredible bulk. Noontime can trigger every combat with Special Fighter, but if more damage is desired or Bold Fighter is used, Aether may be preferable.
- For Idunn’s A slot, Distant Counter is ideal as it allows her to counterattack ranged opponents. However, she can still work well with many Defensive A slot skills, such as her innate Sturdy Stance 3.
- Pulse Smoke is Idunn’s best choice of C slot, as it allows her to circumvent otherwise Deadly enemy specials, such as Luna.
- For Idunn’s Sacred Seal, both Mirror Stance and Quick Riposte work well, Mirror Stance working better with Noontime, and Quick Riposte working better with Aether.
The Giving Dragon (Dragon/Armor Support)
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Zephyr Breath Alternate: Water Breath+ (+Def) |
A | Fort. Def/Res 3 |
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Pivot | B | Sabotage Spd 3 Alternate: Wary Fighter 3 |
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Moonbow | C | Ward Dragons Alternate: Distant Guard 3 |
IVs | +ATK or +DEF or +RES / -SPD | S | Distant Guard 3 Alternate: Chill Atk 3 |
Weapon: Zephyr Breath / Water Breath+ (+DEF/RES)
Assist: Pivot / Preference
Special: Moonbow
Passive A: Fort Def/Res 3
Passive B: Sabotage Spd / Wary Fighter
Passive C: Ward Dragons / Distant Guard / Preference
Sacred Seal: Distant Guard / Chill Attack
- Idunn can also function as a great support unit for Dragon and Armored allies thanks to her duo skill, which allows them to negate their biggest weakness for a turn. Keep in mind that Idunn’s duo skill cannot be used on AR Defense, however.
- Idunn’s Zephyr Breath remains an amazing option due to how much it increases Idunn’s performance in combat. However, if nothing but raw durability is desired, a Defense forged Water Breath is also a decent option.
- For Idunn’s A slot, Fort Def/Res increases Idunn’s visible bulk significantly, which also makes her an even better user of Sabotage skills.
- Sabotage Skills allows Idunn to debuff one of the foe’s stats by 7 as long as her Resistance is 3 points higher than the foe’s. As Idunn’s resistance already rests at a high base value of 38 on top of having a superasset, she can make great use of these skills to support her team. Wary Fighter should be used with Water Breath so that she can retain follow-up Attack negation.
- Support skills should be used in Idunn’s C and Sacred seal to provide her team additional support. In particular, Dragon Buffs and Distant Guard can make dragon supertanks much more potent when coupled with her duo skill.
Strengths
Duo Hero
Spring Idunn is inherently advantaged as a Duo, as her status as one grants her access to an incredibly powerful Duo skill, in addition to a Duel effect for scoring in modes such as Arena(Although Idunn benefits little from this due to her high Base stat total)
Zephyr Breath
Idunn’s Zephyr Breath is also an amazing prf, inflicting atk -6, neutralizing her stat penalties, and negating the foe’s follow-ups during combat, provided she is within 2 spaces of an ally, or a field buff is active on her.
Excellent Statline
In addition to these boons, Idunn’s statline is simply excellent. Her lowest stat is her middling 26 Speed, but due to the effect of her Zephyr breath, she’ll hardly notice it. Idunn not only hits hard with her base 37 Attack, but is also incredibly tanky due to her relatively high HP and great Defense and Resistance, and on top of this, both of her Defensive stats receive a 4 point increase instead of the usual 3 as an Asset.
Weaknesses
Effective Damage
While Idunn’s Duo skill allows her to circumvent this weakness to some extent, she’s still highly susceptible to effective damage when her Duo skill isn’t active due to her status as an Armored Dragon, leaving her weak to both Armored and Dragon effective damage.
Poor Mobility
As an Armored unit, Idunn’s base mobility is quite low, and as such she will struggle to move across the map without team support such as Armor March or a Guidance Flier.
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Zephyr Breath | A | Distant Ward |
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Pivot | B | Vengeful Fighter 3 |
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Noontime | C | A/R Far Save 3 |
S | Def/Res Bond 3 |
This build is based around a Verðandi soiree berkut and a nuker with some phisical bulk but abysmal magic bulk pure support build, where her role is to tank the hits of magic users while the nuker causes losses on the enemy team. Thanks to Zephyr breath and distant ward, she can survive a lot of magical attacks while protecting her team. Vengeful fighter allows her to defeat the units she encounters while also charging her special for some hp restoration.
Also, since her role is a pure Far save unit, she greatly benefits from the bond skills, which works great as a seal skill. The only downside I see in this unit is the lack of movement she has. To mitigate this, she runs pivot, so she can put herself in place to protect in the best case scenario, both Soiree Berkut (or any phisically bulky dancer in the team, since other refreshers like Hoshidan Summer Xander can also do the trick if Soiree Berkut isn't on the team) and the nuker, or in case that is not possible, at least one of them.
This build has a problem, though (the same problem many Save builds have), which is how expensive it is. Far Save and Distant Ward are difficult skills to get (distant ward could be changed for distant counter if needed, which is a lot less difficult to get), so, getting such a specialized build might become a hazard when there are other units that will get you good utility with a lot less. Still, when needed, this build is quite efficient at what it does.
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Zephyr Breath | A | Distant Counter |
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Pivot | B | Vengeful Fighter 3 |
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Noontime | C | Atk Smoke 3 |
S | Def/Res Bond 3 |
This is my best attempt at an Enemy Phase build. I ended up going in DEEP for Idunn and only managed a -atk +Res copy for my effort. The standard DC/SF set wasn't working since she was super chained to QR and like, everyone wants that seal. So I went back to her base Vengeful Fighter and built her kit around that. Since her weapon wants her near allies anyway, Def/Res Bond just makes her even HARDER to kill, but any EP seal works. Fierce Stance is a big standout as well. She can run basically any special, but things with Odd cooldowns just get wasted so I'd skip things like Aether, Sol, Luna, Iceberg and the like.
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Zephyr Breath | A | Atk/Res Bond 4 |
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Swap | B | Vengeful Fighter 3 |
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Iceberg | C | Res Smoke 3 |
S | Def/Res Bond 3 |
Def flaw. Why. Why is this game so cruel qwq.
Anyways.
If you maybe randomly got a spare brave micaiah, you can have Atk/Res bond 4 on duo Idunns A slot. Distant counter is the most preferred skill by others, but then she need another type of build.
Iceberg because why not make use of that scary res, and Def/res bond to increase tankiness, since the enemy cant double her due to her weapon. Her weapon is essential since her speed isn't that great.
The only drawback of these nice bond skill buffs is that she needs to be adjacent to an ally, so i leave her super cozy in the middle of my other inits in AR. The close and distant guard skills on her allies is also a good choice.
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Zephyr Breath | A | Distant Counter |
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Swap | B | Special Fighter 3 |
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Aether | C | Threat. Atk/Res 3 |
S | Quick Riposte 3 |
Duo Idunn is an armor monstrocity on a whole new level. Just by having an ally within 2 spaces or active buff up she gets the standard Idunn effects and more. 6 attack penalty on the enemy during combat and follow-up negation are just making her harder to be obliterated.
Having her Duo Active skill also makes things easier for her since it provides +6 Def/Res and Armor and Dragon Effectiveness immunity for 1 turn to units on a 5x5 grid where she is in the middle. Its quite possible that she would be the reason why people will start using Duo buildings (Duo's Indulgence for Offense and Duo's Hindrance for Defense) on Aether Raids.
Reasons for the build I recommend.
Defense Asset: Having defense for an Asset is the best choice because she gets 4 more defense making her be at 41 defense on 0 merges which is the same amount of resistance she has on neutral.
Aether: Boosts the damage output Idunn can deal and provides her sustainability within the match. Compliments very well with her Special Fighter.
Distant Counter: General usage to cover ranged attackers. You really want to maximize the adaptive damage effects that dragon units have.
Special Fighter 3: Its a great skill to use on armor units that are general fast or have ways to double on an enemy.
Threathen Attack/Res 3: A skill that lets you get buffed and actively debuff enemies nearby. Goes very well with her weapon especially when she is not within 2 spaces of an ally. Alternatively Threathen Attack/Def 3 is fine also.
Quick Reposte 3 Seal: Her only way to double during enemy phase. Goes very well with her Special Fighter since it does not provide and follow-up guarantees.
Assist skill: Swap is generally the assist to go for armors. Resposition is fine and Pivot is decent when using armor units on autobattles.
Duo Skill
Grants Def/Res+6 and the following status to unit and allies within 5 rows 5 columns centered on unit for 1 turn: "Neutralizes 'effective against dragons' bonuses and 'effective against armored' bonuses."
Weapon Skills
Weapons | SP | Rng. | Mt. |
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![]() Learns by default at 1 ★ Unlocks at 1 ★ Only inheritable by Dragon units.
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50 | 1 | 6 |
![]() Learns by default at 3 ★ Unlocks at 2 ★ Only inheritable by Dragon units.
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100 | 1 | 8 |
![]() Learns by default at 4 ★ Unlocks at 3 ★ Only inheritable by Dragon units.
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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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![]() Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
![]() Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | A |
![]() Only inheritable by armor units.
Unlocks at 3 ★ |
60 | B |
![]() Only inheritable by armor units.
Unlocks at 4 ★ |
120 | B |
![]() Only inheritable by armor units.
Unlocks at 5 ★ |
240 | B |
![]() Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() Only inheritable by Dragon units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Binding Blade
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