- 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.
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 |
![]() Effective against armored foes. Grants Res +3. If a bonus granted by a skill like Rally or Hone is active on unit or if unit is within 2 spaces of an ally, neutralizes unit's penalties and inflicts Atk -6 on foe during combat, and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res. 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 Grima (+Res) |
Arcane Grima (+Def) |
Arcane Grima (+Atk) |
Arcane Grima (+Spd) |
Arcane Grima |
Special Skills
Special Skills | SP | Turns |
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![]() Boosts damage dealt by 50% of unit's Res. 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 Res. 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 Atk+2 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 2 ★ |
50 | A |
![]() If foe initiates combat, grants Atk/Def+2 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 3 ★ |
120 | A |
![]() If foe initiates combat, grants Atk/Def+4 during combat.
Non-inheritable by Staff-wielding units.
Unlocks at 4 ★ |
240 | A |
![]() If foe initiates combat, grants Atk/Def +6 during combat and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)
Non-inheritable by Staff-wielding units.
Unlocks at 5 ★ |
300 | 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 3 ★ |
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 4 ★ |
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 5 ★ |
240 | B |
![]() Grants Atk+2 to adjacent allies during combat.
Inheritable by all units.
Unlocks at 1 ★ |
50 | C |
![]() Grants Atk+3 to adjacent allies during combat.
Inheritable by all units.
Unlocks at 2 ★ |
100 | C |
![]() Grants Atk/Spd+4 to dragon allies within 2 spaces during combat.
Only inheritable by Dragon units.
Unlocks at 4 ★ |
200 | C |
Other Info
Origin |
Fire Emblem: The Binding Blade
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